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=Arcane Paragon Paths= ==Artificer== ===Battle Engineer=== Most artificers are content sitting away from the action and just giving boosts and potions. Some find that shit weaksauce. Battlesmiths are those that do. For starters, ''Aggressive Action'' gives slight boosts to the accuracy and damage of weapon attacks whenever an AP is spent on a new action. ''Brutal Enhancement'' grants any weapon improved by the engineer's powers the Brutal property, though this cannot stack. ''Accurate Enhancement'' is another rider to all boosts, as boosts to allied weapons is raised by 2. Greater Magic Weapon makes for a pretty basic but effective attack, boosting the hit and damage rolls of all allies by either Con or Wis, Fleeting Dweomer grants one ally's weapon or implement some bonus typed damage equal to Int and also inflicts ongoing damage when that weapon crits. Persistent Spheres is an excellent lockdown tool. See, it starts off as just damage, then the enemy gets an AOE locked in around it which they will only hurt them if they move less than two squares, and then any nearby enemies who end up in that zone get an unfortunate little zap. Even missing is a pretty hefty effect, as the enemy still has that curse on it, though the damage from not moving is halved. If you have an artificer that's dedicated to staying at the front and boosting allies, then there's not much that can go wrong with this path. Keep boosting allies and making things hurt. ===Clockwork Engineer=== Yep, that's right. You got clockwork powers. Sadly, you yourself aren't clockwork, go use Self-Forged for something of that type. ''Clockwork Coordinated Action'' makes for a hefty start as it allows an AP to grant two bonus minor actions to command summons with. ''Durable Artifice'' gives a summons +2 to all defenses, and then ''Superior Minions'' boosts their speed by +2 and attacks by +1. Despite sounding like a kickass summon power, Clockwork Soldiers just brings up a turn-long blast that slows all targets and turns the area into difficult terrain that attacks anyone within it. Aid Artifice is basically a boosted heal to any summon. Clockwork Companion is the only real summon, but it doesn't disappoint; it's fast as hell and has a vastly improved AC and Reflex, plus it grants THP to nearby allies and can mark allies or do bonus damage to those it marked. Truth be told, this is one path that focuses on getting the right tools ready and making the best of your summons. ===Spell Commander=== Spell Commanders sound like they'd compete with Battle Engineers, what with being up-front with boosting allies, but the execution is what matters. The Spell Commander's gig is giving allies another shot at attacking. These guys are also not dedicated to melee. For starters, ''Arcane Weaponmaster'' turns any bow or crossbow into an implement for ranged powers and boosts the range of those powers by 5. ''Spell Commander's Action'' uses an AP spent on an attack to grant an ally a bonus basic or at-will attack against the commander's target. ''Unleash Spell Power'' is an incredible benefit, allowing adjacent allies to consider ANY at-will as a basic attack rather than just specific ones. While not immediately notable, this can make for some fun interactions with Opportunity attacks or a charge into an attack. ''Spell Tracer'' is a simple shoot-and-ally-shoots power, but the attack deals Force damage and the ally gains +2 to hit if the attack has the Arcane tag (Which pretty much means if the ally sits next to the commander). ''Alter Spell Power'' turns an adjacent ally's attack into any sort off typed damage, which kicks ass, and it deals bonus Int damage of that type. ''Living Gate'' is a pure mobility spell, with an initial attack made from an ally's position to making an entire zone around that ally made for teleporting. The best benefits of this path are the ways it can set up allies to use their best attacks when possible. Though this also requires a specific setup to make the best of those setups, the rewards can be quite enjoyable. ===Familiar Bloodsmith=== Restricted to any artificer with a familiar feat, and thus is really useful if you focused a lot on them like with feats. ''Bloodsmith Action'' is a neat little trick by allowing an active familiar be used as the starting point of any arcane attack for the cost of an AP. ''Familiar Blood Bond'' boosts any healing surge by Con whenever the familiar is in passive mode. ''Second Familiar'' is pretty simple, it grants a second familiar so long as one of them is always a Heroic-tier one - however, only one familiar can provide any benefit, and a minor action can switch them around. Bloodbound Rebuke is a starting security policy, making an attack that deals Con and Int damage while also shoving back anyone who attacks a familiar. ''Rescue Familiar'' then acts as an immediate rescue, instantly turning familiar into passive mode before it gets killed. Bloodbond Swarm is the only active attack this path offers, turning an active familiar into a zone full of tinier copies that deal constant damage and slows anyone inside the zone. ===Arcane Armorer=== Only available to artificers with the shielding elixir. Rather than granting new and stronger ways to hurt people, this path focuses more upon finding ways to boost allied durability. ''Arcane Armorer's Action'' certainly does so when an AP used on an action also grants an ally Resist 10 to one type for a turn. ''Protective Spell Shield'' makes any ally subject to a healing infusion immune to Combat Advantage for the turn. ''Practiced Armorer'' then just adds Wis to any resist values. Defense Siphon is a rather curious attack by not only dealing necrotic damage, but also stealing from one defense and granting what was lost to one ally for a turn. Protective Recall acts as an escape button, teleporting an ally just as they get hit and granting them Resist 20 all. Armor of Force is the landmark power, granting Resist 5 all to an ally while also making them a vector to a burst attack that knocks back all enemies. This path locks you into a very support-based role, though if you were looking for anything more direct in hurting things, you might be interested elsewhere. ===Self-Forged=== Restricted to any artificer so long as they aren't [[warforged]]. This path instead turns the artificer into a sorta faux-warforged, though it does have its issues. For starters, the self-forged gains a brand-new ''Battlefist'' (a Mace with +3 proficiency and the ability to hold things too), ''Fortifying Action'' grants THP whenever an AP is used for an action, and ''Supporting Construction'' grants +2 to saves against ongoing damage. As you can guess, all of these are effectively identical to the Warforged's racial powers. ''More Metal Than Flesh'' then makes them more like the bots by granting the ability to use implanted components like them. Battlefist Smash is a pretty tough attack that also pushes the target Con squares back and grants Combat Advantage to all allies. Self-Repair grants a free double-dose of a surge and Flailing Gauntlet is a ranged punch that knocks the target prone as well as granting that fist reach. In a way, this path demands that getting right in business, though it doesn't really offer much besides some ways to survive that. This would be one of those paths you pick because becoming a robot sounds kickass. ==Bard== ===Blessed Psalmist=== Restricted to bards with any divine multiclass feats, you seek to blend together music, arcane magic, and divine faith to create a truly powerful song. ''Heaven's Favor'' grants you the Channel Divinity feature from one divine multiclass while also allowing you to use your bardic implements for divine powers, which is a handy trimming on your wallet. ''Righteous Action'' has an AP-powered attack either recharge Majestic Word if it hits or heal an ally and shift them if it misses. ''Radiant Song'' lets you burn Words of Friendship when you use a Bard Power, granting the Radiant keyword and inflicting radiant damage; hitting adds a little topper of Cha to that radiant damage. Song of Radiant Dawn makes for a simple setup, pushing the target and then making them eat additional radiant damage for every hit they take until your next turn. Psalm of Succor gives an AoE of heals while also granting a sustainable zone of Resist 10 necrotic and +2 to all saves vs ongoing damage. Brilliant Symphony is a mondo-mindfucky spell, dealing either a turn-long dominate or a save-ends stunning while also giving an ally THP. Missing halves the THP and does either save-ends dazing or a forced MBA against one enemy. Since this whole path keys off Cha, it pretty much locks you off to either Paladin or Cleric for multiclass options since Avenger and Invoker are too dependent on Wis (though Prescient Bards might find lesser uses). ===Cunning Prevaricator=== Cunning Prevaricators seek to emulate the distinctive bardic traditions of [[fey]] creatures, combining esoteric lore from the [[Feywild]] with the willingness to lie with shameless abandon. Masters of deception, illusion and trickery, these bards relish playing with the minds of their foes, giving them a dash of the Controller. ''Virtue of Deceit'' allows an ally within 5 squares to gain combat advantage on their next attack when this bard uses their Bardic Virtue. ''Shrouding Action'' allows the bard (and an ally within 5 squares) to become invisible until the end of their next turn after spending an action point. ''Trickster's Mercy'' means that when the bard employs their innate healing power, Majestic Word, to a bloodied ally, that ally gains a turn of invisibility in addition to healing. For powers, they have Lying Lights (radiant damage and allies can gain temporary invisibility by attacking that target), the encounter Utility of Trickery's Reward (boost an ally's defenses and potentially grant them some healing), and Nimbus of Falsehood (psychic damage, you can redirect the target's missed melee attacks against other targets of your choice). ===Daring Blade=== This path requires that a bard multiclass in a martial class and for it you get some new tools to last in up-front combat. ''Daring Action'' lets you mark all the enemies while also granting you 10 THP. ''Daring Improvisation'' is the ever-welcome feature, letting you use Cha to hit with any martial powers. ''Blade Feint'' is a twofer: it lets you use Bluff to feint an enemy as a Minor and it makes an enemy you hit grant Combat Advantage to you until you miss. Weapon Display is a very neat power, either making the target grant Combat Advantage to everyone or just marking the enemy and getting another use if you miss, but either way you still have Combat Advantage. Defensive Posture is your big boost, ading +2 to your AC and Ref, getting a shift,and giving allies +2 to hit. Offensive Spin Slash is a bit less stellar, but no less terrifying with Reliable and Rattling while also sliding the target and then letting one nearby ally mark the enemy. Obviously, Valor Bards are the best fit for this class, as they're the ones with the best durability to fit in up-front combat. ===Euphonic Bow=== These bards seek to combine their musical talent with a flair for archery, turning the string of their bow into a musical instrument and sending arrows charged with melodious magic hurtling through the air, singing a literal song of death through the attacks of themselves and their allies. ''Bow Implement'' lets a Euphonic Bow use a bow as an implement for their bard powers. ''Harmonic Action'' allows an ally within 10 squars to gain a basic attack for free when you spend an action point. ''Volley Fire'' lets you make a free basic attack with a bow if you score a critical hit with your bard powers.... speaking of which: Arrow of Cacophony does Thunder damage, dazes and deafens the target. Song of Sonic Striking is a Stance that lets your bow shots ignore cover and concealment. Finally, the Anthem of Antagonism is a Thunder damage attack that causes the victim to be surrounded by an aura of flesh-ripping music, which harms its nearby allies and makes your own shots more likely to hit. ===Grave Caller=== Despite what you might think, these aren't bardic [[necromancer]]s... they're bardic ''[[assassin]]s'', seeking to purify the world by removing "undesirables". The central feature of these Strike-subbers is their Dirge of Inescapable Doom, which lets them place a "deathmark" on a single victim within 10 squares. Until the rest of the encounter, that victim takes damage even from missed attacks by the Grave Caller, and becomes a viable target for the path's three powers; Visions of Doom (psychic damage, an ally gains a temporary bonus to attacking the target), Cloak of Sound (become invisible to the deathmarked target) and Inevitability of the Grave (strong damage + ongoing damage, even on a miss). Its ''Gravecall Action'' lets the Grave Caller gain a +4 to damage rolls by spending an action point, and its Path to the Grave lets it roll 2 D20s when using Encounter or Daily attacks against a deathmarked victim and keep the higher result. ===Karmic Shaper=== Available only to bards who follow the Virtue of Prescience, Karmic Shapers, as their name implies, immerse themselves in the great stream of destiny, seeking to guide the inevitable flow of action and consequence to aid their allies and punish their enemies.''Karmic Action'' lets you gain a free D20 reroll if you spend an action point. ''Karmic Virtue'' means an ally under your Virtue of Prescience can spend a healing surge for free if they get hit. ''Karmic Strike'' allows the target of your Virtue of Prescience to make a free basic attack as part of its benefits. For powers, it has Karmic Wound (attack that causes the target to take more damage if they successfully attack somebody before the end of your next turn), Warp Karma (1/day, when an ally misses, roll 2D20; the ally can replace its attack roll with your choice from the two results, and the second result can replace the attacked enemy's next attack roll), and End of Luck (psychic damage, target treats either all its attack rolls until it makes a save or just its next one as automatic 1s). ===Life Singer=== A tradition born out of the [[Feywild]], the Life Singers are an order of bards who favor pacifism and healing, having learned to harness gentleness and non-hostility through their magic in order to counter the fury of the Scourge Wind, an evil, sentient ice-storm that comes roaring out of the Scourge Mountains once every 20 years. Whilst they will get violent if they must, they prefer to avoid a fight first, and to help somebody else do the fighting second. Their ''Find Another Way'' feature grants allies a +2 bonus to skill and ability checks. ''Peaceful Action'' means that allies within 5 squares gain some free healing when they spend an action point for any reason other than to make an attack. Finally, ''Serene Will'' increases the Life Singer's ability to hit with attacks that target [[Non Armor Defenses|Will]]. Their powers are Pacifying Voice (1/encounter, inflict dazing & weakness on a target as well as an attack roll penalty until the end of your next turn), Inspired Solutions (grant yourself and all allies within close burst 5 an extra standard action 1/day) and Soothing Song (1/day, target a close burst 3; enemies are rendered unconscious (though not vulnerable to coup de grace) and allies can spend a healing surge). ===Resourceful Magician=== This path doubles down on your arcane fundamentals, requiring a bard to multiclass in any other arcane class. ''Greater Study'' acts as the improvement to any of your multiclass feats (Wizards now get all their cantrips, Sorcerers gain Resist 5 to one element whenever their bloodied and can use wands for their powers, Swordmages gain Swordbond and can use light and heavy blades as wands and vice versa, Warlock gains Eldritch Blast as an at-will), ''Undaunted Action'' uses an AP to attack one extra target with a power that misses all other targets, and ''Diverse Study'' cuts your feat bloat by allowing you to swap out bard powers with multiclass powers whenever you get new powers. Twinned Spell is your saving throw, allowing you to use a missed attack once more. Spontaneous Action gives everyone a free move. Resourceful Trick is a versatile move, hitting one or two damage (with the power scaling being rather minor), variable typed damage, and a multitude of effects: sliding 2, pushing/pulling 4, dazing, or swapping places. Considering that all the other arcane classes either use Cha or Int as main stats, you'd probably have a good shot with any of them as lead-ins, with cunning bards getting the most from wizards and swordmages. ===Student of the Seven=== A rather broad path, all you need for this is a bard with any multiclass feat, giving you the chance to run practically anything you want. ''Daily Mastery'' allows any multiclass Dailies (requiring Adept Power for a feat) to switch out for equal or lower-leveled dailies per extended rest. ''Versatile Action'' uses an AP to recharge a multiclass Encounter power (Requiring Novice Power for a feat). ''Compensatory Insight'' just adds Int to damage when you use a multiclass power. Anyspell is a very versatile power, targeting any NAD and also granting an ally either +2 defenses or +1 to attack. Versatile Glamor is another broad perk spell: +2 speed, +2 to hit and damage with an Opportunity Attack, a doubled Combat Advantage bonus, concealment, or Resist 10 to any one type. Voice of the Seven is also a power that hits any NAD, but it's more focused on either dazing or shoving and immobilizing, both with save-ends. Missing just dazes or immobilizes for a turn. ===Summer Rhymer=== Restricted to Cunning bards, this path is filled with the fey power of the summer courts, gifting all sorts of benefits to allies. ''Feypath'' uses an AP to teleport yourself or one ally at any point before or after your new action. ''The Queen's Grace'' adds Cha to any heals made using your healing powers. ''Judgment of the Summer Court'' adds +2 to hit any enemies that triggers your Virtue of Cunning abilities. Song of the Queen's Protection grants concealment against the target of this attack to any nearby allies. Song of Spiral Paths raises a sustainable AoE which allows allies to teleport 2 squares as a move. Song of the High Court is a sustainable AoE burst that gives any allies Resist 5 all. ===Voice of Thunder=== Sometimes a bard just wants to shout really really loud. Sometimes, a bard wants to shout so much that they emulate the sound of thunder. This path is the result. The eponymous ''Voice of Thunder'' uses and AP to boost the range of burst attacks by 1 and blast attacks by 2. ''Voice to Wake the Dead'' allows allies to get a +2 to death saves whenever you're around. ''Booming Words'' just adds +2 to Thunder powers. Rolling Echo makes for a unique double-burst, shoving the enemy once after the first hit before repeating it against any enemies still within range. Doom Echo is your single recharge of one bard Thunder power you need again. Song of Thunder is a very wild attack, knocking anyone in range prone and then letting allies deal 5 thunder damage to all nearby enemies. Taking this path means working to increase your control and attack repertoire, and you should also make sure to keep as many Thunder powers as you can. ===War Chanter=== Available only to Valor bards, this path acts as an up-front support path, though not necessarily a full-out combatant. ''Inspire by Example'' uses an AP to add your Con as a bonus to the hit and damage rolls of any allies within range. In addition, ''Inspire by Word'' gives you THP any time you give an ally THP via Virtue of Valor as well as the power to grant THP to an ally any time you kill an enemy. ''Inspire By Deed'' also allows the usage of two APs during an encounter, though the means to gain a second AP or regain an AP is alarmingly slim. Vicious Smite isn't much of an attack, but it does allow an ally a 3-square-shift and a free MBA adding Con to their hit and damage rolls. Battle Chant targets an enemy by adding +2 to hit them for all allies. Visions of Victory is another support-power, with a hit giving an adjacent ally an auto-hit with an Encounter power while a miss just gives a free MBA. ==Binder== ===Master Binder=== The Binder's exclusive path, granting the next step for your pacts. While the format for each pact is identical, they all have very different developments. All apcts have a ''Binder's Action'' for their feature that uses an AP, and ''Binder's Favor'' adds a special rider to one of the pact's special at-wills while ''Binder's Boon'' adds one to the other at level 16. Level 12 gives Pact Binder's Pledge, a daily utility power that either gives you an escape button, an immediate end to one save-ends effect, or the ability to negate damage for a turn. Offering of Magic is the universal daily power, dealing a good deal of damage and immediately triggering pact boon, while killing the target grants you a free standard action. The Fey Pact ''Binder's Action'' lets you use an AP to daze the target of an attack, while ''Binder's Favor'' and ''Binder's Boon'' give allies partial concealment from the target of Fascinating Shadows and Combat Advantage over the target of Cloud Sight respectively. The exclusive power is Nightmare Vines, a ranged burst that restrains enemies while making them unable to take Opportunity Attacks. The Gloom Pact ''Binder's Action'' uses an AP to gain Combat Advantage over anyone you attack. ''Binder's Favor'' and ''Binder's Boon'' makes Echoing Dirge deal +Dex damage to one more enemy and makes Shadow Warp ignore terrain and other enemies. The encounter power is Tides of Night, a ranged burst that leaves a zone that's heavily obscured and hurts anyone inside it. The Star Pact ''Binder's Action'' uses an AP to add +4 to the damage of any cold, psychic, or necrotic damage, while ''Binder's Favor'' gives +2 to damage when you hit someone you have Combat Advantage over with Mind Shadows, and ''Binder's Boon'' renders you insubstantial when you use Hidden Lore. Banish to Darkness is the exclusive power, a ranged attack that dazes and forces the target to attack the nearest enemy next turn. ==Bladesinger== ===Sorcerous Sword=== The exclusive path for bladesingers, this path gives you little in the terms of actual powers, but it offers extra benefits to your bladesong and spell repertoire. ''Boon Spell'' grants you a 7th level or lower encounter power, but lets you treat it like a daily - which plays well with the new daily prep slot you now have available for any level. ''Choir of Swords'' lets you use an AP whenever you're in Bladesong so you can make an MBA to anyone within reach as a standard action, while ''Bladesong Ballet'' gives you a full-speed shift whenever you use Bladesong and ''Bladespell Step'' lets you teleport 5 spaces once per encounter. ''Signature Spell'' just offers you a new daily of 19th level or lower. ==Elementalist== ===Elemental Savant=== This is the exclusive path for elementalists. This path adds a few extra things to your build, but it's nothing that fixes the underlying deals to the class. ''Elementalist Action'' adds +1/2xlevel damage to your next attack when you spend an AP, ''Savant Focus'' adds +1 to hit with powers granted by your elemental focus, ''Savant Power'' adds a new at-will, ''Confer Protection'' gives your elemental resistance to nearby allies, and ''Elemental Nature'' adds +2 ot saves vs ongoing damage, dazes, and stuns while also granting you an extra use of Elemental Form for the day. ''Elemental Form'' is actually a daily utility power that renders you insubstantial, independent of breathing, and able to fit in tight spaces at the cost of being able to do anything else; on top of this is a certain benefit based on your elemental focus: air elementals have partial concealment and flight speed 6, earth elementals have tremorsense and a burrow speed of 5, fire elementals have an aura that deals 10 damage to anyone inside it, and water elementals have regen 5 when bloodied as well as a swim speed of 6. ==Hexblade== ===Legendary Hexblade=== This path is the more generalized Paragon Path for hexblades of any pact. Each of them establishes an incredibly different path, with ''Hexblade's Action'' adding a rider to spending an AP, ''Pact Aspect'' adding some minor benefits, and ''Improved Pact Boon'' adding another feature to the Pact Boon. Elemental hexblades grant THP and gain a turn-long +1 reach upon using an AP with ''Hexblade's Action'', ''Elemental Aspect'' gives you +2 to endurance and resistance 10 (15 on Epic) to one type of your choosing each short rest, and ''Improved Elemental Pact Boon'' has the next attack made after using Warding Chaos be one that deals +Con extra damage of one type. Chaotic Mind Curse is a ranged attack that forces the target to attack anyone that provokes Opportunity Attacks, be they friend or foe. Elemental Invocation gives you a 50-50 chance to reduce typed damage you take by 15, but rolling a 1 or 2 makes you take 10 extra damage. Elemental Transformation gives you Resist 5 to all elements (stacking on what you have), +2 to AC and Fortitude, and a special power that's a close burst 1 dealing 10 damage of a random type with a rider depending on type. ''Hexblade's Action'' makes Fey hexblades turn invisible and teleport +Dex spaces when they use an AP, ''Fey Aspect'' adds +2 to bluff and +1 to speed, and ''Improved Fey Pact Boon'' makes you invisible when you use Soul Step. Curse of Shattered Armor is a short-ranged attack that gives Combat Advantage over the target. Fey Invocation gives you a 50-50 chance to halve any damage you take, with a 1 or 2 doubling the damage instead. Feywild Transformation gives you a teleport 3 speed, +2 to Will and Reflex, and a special power that attacks close burst 1 and renders you invisible on a hit. Gloom hexblades have ''Hexblade's Action'' turn them insubstantial when they use an AP, ''Gloom Aspect'' adds +2 to bluff and resist 10 necrotic (increase by +5 if you have prior resistance), and ''Improved Gloom Pact Boon'' gives you Combat Advantage over a target after using Convocation of Shadows. Curse of Age is a short-range attack that slows and weakens the target. Dark Invocation gives you a 50-50 chance to be totally concealed against an attack, with a 1 or 2 making you take +10 additional damage and weakening you. Shadow Transformation loads you with features (fly speed 3, darkvision, aura of darkness, insubstantial, immunity to disease or fear) as well as a special power that weakens anyone you punch with it. Infernal hexblades use ''Hexblade's Action'' to make the next attack deal a guaranteed 5+con fire damage upon using an AP, ''Infernal Aspect'' gives resist 10 fire (upped to 20 on Epic, add +5 to pre-existing resistance) and +2 to intimidate, and ''Improved Infernal Pact Boon'' makes Soul Feast push nearby enemies 1 space. Curse of the Fiery Soul is a short-range attack that makes anyone within 2 spaces of the target take fire damage. Infernal Invocation lets you either use 2 surges to heal (but bans you from any further healing that fight) or gain +10 to your next save (but make all future saves take a -2 penalty until the fight ends). Infernal Transformation makes you immune to fire and adds +4 fire damage to melee attacks while also having a special melee attack that deals 10 flat damage and shoves the target back 3 spaces. Star hexblades have ''Hexblade's Action'' daze the next enemy you attack after using an AP, ''Star Aspect'' adds +2 to arcana and resist 10 psychic (Up to 20 in Epic, add +5 to pre-existing resistances), and ''Improved Star Pact Boon'' has you slide a target within 2 spaces by 1 space after using Dire Fate. Curse of Forbidden Knowledge is a short-range attack that makes the target attack the first friend that touches them. Star Invocation makes you insubstantial and weakened until you dismiss it. Starry Transformation makes you into a sun with immunity to radiant damage, a fly speed of 8, and a special melee attack that blinds its target. ===Valiant Hexblade=== For whatever reason, [[Dragon Magazine]] #393 produced a second path available to any Fey Pact hexblade, though the power specialize on the White Well. ''Valiant Hexblade's Action'' starts you with a double-whammy of +Cha HP and teleporting +Dex spaces when you spend an AP, while ''White Well Visage'' only grants +2 to diplomacy and initiative and ''Moonlit Soul Step'' makes Soul Step render you insubstantial for the turn. Curse of Blinding Radiance blinds the target and makes your next attack deal +5 radiant damage. White Well Invocation is an aura that gives you a 50% chance of teleporting away from harm and becoming insubstantial, but a 10% chance of being dazed from any damage. White Well Transformation gives +2 to Reflex, Will, and speed, but also gives an exclusive power that deals a fixed 10 radiant damage to anyone it punches and gains Combat Advantage over them. ==Mage== ===Enigmatic Mage=== The exclusive path of mages, this path is focused on which school you chose to be a Master Mage of. In fact, the only consistent features that all classes are two powers: Enigmatic Spellcaster (allowing you to replace an unspent daily power with an equivalent-level power) and Enigmatic Spell Lore (the same, but with encounter powers). Enchanters get ''Enchantment Action, which uses an AP to push enemies within 2 spaces away Cha spaces. Otto's Twisting Tune lets you slide a target and make them hit another enemy with a guaranteed daze. Otto's Song of Fidelity is a non-combat utility power that makes everyone make a saving throw with a bonus if they're of higher level and a penalty if not; passing just lets them know you did it, failing makes them treat you as a friend and won't lie as well as offer a +5 to bluff checks. Otto's Inevitable Command lets you dominate (without wasting it if it misses) and only requires a standard action to sustain it, but it instantly breaks the moment it's hurt, an ally gets hurt, or anyone attacks - this limits its uses in combat, but not outside. Evokers get ''Evocation Action'' to add +Con to an evocation power's damage when you spend an AP. Kelgore's Undeniable fire is a ranged attack that...only does fixed damage. Kelgore's Well of Power lets you spend a surge to add +2d10 damage to one attack. Kelgore's Rain of Fire places a ranged burst that deals constant fire damage and can be used as a sort of summon that always deals damage. Illusionists get ''Illusion Action'' to add +Wis to AC and Reflex whenever you use an AP. Nolzur's Shade Spell lets you use any encounter power below level 7 and makes it attack will and gain the illusion keyword. Nolzur's Phantom Vigor lets one ally spend a surge for an equivalent amount of THP instead of real HP. Nolzur's Phantom Spell is similar to Shade Spell in that it lets you replicate any daily power (up to level 19) and makes it target will and gain the illusion keyword. Necromancers get ''Necromancy Action'' to grant nearby enemies a vulnerable condition to necrotic damage equal to wis and pushes enemies with necrotic resistance when you spend an AP. Nulathoe's Concussive Demise is an immediate reaction that lays a ranged burst centered around someone dying and throws anyone nearby back. Nulathoe's Death Ward is a burst that gives your team either resist 10 necrotic, +2 to saves against slow or weaken effects, or the inability to be raised as undead. Nulathoe's Dread Army is a big burst that spends a surge to raise up to 5 skeletal lackeys whom you then have to control with the benefit of not risking another surge if they all die. Nethermancers get ''Nethermancy Action'' to use an AP and gain a zone of obscuring darkness. Evard's Wrenching Darkness gives you a ranged attack that slides and immobilizes the target while also shoving back anyone close to the target and gaining Combat Advantage over them. Evard's All-Seeing Worm deals necrotic damage to an ally, but doing so allows you to use any powers as if you were in their space. Evard's Black Gate summons a small wall that dazes anyone inside the wall and forces them to attack anyone inside; the exclusive power is a burst centered on the wall and shoves anyone within burst 5 closer until they're inside the wall while also save-ends restraining them. Pyromancers get ''Pyromancy Action'', which uses an AP to mark a target that, when hit by an at-will or encounter power, is hit for the max damage (critting maxes out any extra crit die). Kelwyn's Devouring Fire is a large blast that can slide anyone it misses and deals extra damage if it kills anyone. Kelwyn's Fiery Form turns you into an elemental immune to fire with a bonus to fire attacks based on the number of targets (adding +4 if an ally's in there) and an aura of constant damage. Kelwyn's Final Devastation deals tremendous damage, but it also deals some damage on you as well. ==Skald== ===Master Skald=== The skald's exclusive path, you select this in order to further your support from the front lines, especially with preference to your Skald's Aura. ''Cling to Your Words'' lets you use Skald's Aura's healing power the instant someone drops to 0 HP, ''Skald's Action'' has you spend an AP to let someone inside your Skald's Aura make an attack, and ''Expert Rejuvenation'' adds a flat +4 HP to any healing you provide. Inspiring Success adds +2d10 damage to an MBA/RBA, letting everyone within Skald's Aura take +5+Cha THP and roll a save - a decent deal on a simple attack. Assured Skill is an out-of-combat deal that lets one ally either add +5 to a skill check or re-roll the check. Death March lets one ally within Skald's Aura re-roll an attack each round, which sounds more useful than it really is. ==Sorcerer== ===Arcane Wellspring=== Taking this path allows for you to specialize in two different sorts of damage for your spells. ''Double Resistance'' lets you gain resistance to two different sorts of energy (selected for Dragon Sorcerers, randomized for Wild Sorcerers. Cosmics, Storms, and Elementalists, you're SOL) while ignoring any resistances to your two types that are lesser than your own. ''Split Spell Action'' meanwhile lets you target one more target with a non-area power for the cost of an AP, while ''Antagonistic Transposition'' lets you swap the places of two different enemies in a burst or blast's area in the situational instance where this matters. Twin Bolt's a basic attack that hits with both types of damage, though you can sacrifice your resistance for the battle so you can hit two targets for extra damage. Sorcerous Wings gives you a temporary fly speed which hits anyone who tries an Opportunity Attack on you. Sorcerous Metamorphosis is your big transformation, turning you insubstantial and phasing while dealing damage whenever you get attacked or when you go through someone...but it's only for a turn. ===Blizzard Mage=== As the name suggests, these sorcerers focus on ice [[elementalism]], conjuring personalized blizzards to shatter their foes with icy gale-force winds and utter cold. This gives them a certain Controllery slant. ''Icy Action'' empowers any Action Point-fueled attack so that it automatically slows all target. The feature ''Walk Through Winter'' means a Blizzard Mage can shift 1 square when immobilized and their speed is reduced to 3 when slowed, instead of the normal 2. Finally, ''Chill Winds'' let them slide a single creature within 10 squares of them for a distance of 1 square whenever they score a critical hit with a sorcerer spell. For powers, they get Winter's Clutch to hit one target and immobilize them, whilst all allies within 20 squares can shift 2 squares. Cloak of Freezing Wind gives you an encounter-long ability ato hurt and shove back anyone attacking you. Blizzard drops a close burst 10 of cold damage that knocks its victims prone and grants allies Cold Resistance 10 for the rest of the encounter, as well as granting you a personal blizzard for the same, which chills and pushes all enemies in the area. ===Celestial Scholar=== These master Cosmic Magic sorcerers have taken to studying the powers of the heavens with almost [[wizard]]-like diligence, honing their powers to a greater level and developing both a particularly strong affinity for one celestial object and a greater ability to manipulate which celestial object they are attuned to. ''Celestial Action'' allows you to spend an AP to add to your cold, psychic, and radiant powers (all powers Cosmic Sorcs can key to based on phase), ''Cosmic Concordance'' allows you to change to any phase when you're forced to (by using a daily or getting bloodied) instead of going to the next step, ''Phase Focus'' lets you improve one of your phases, which also adds +2 to all defenses when using ''Celestial Defense''. Celestial Sigil is a basic attack that keys itself to a phase with special effects. Celestial Resistance lets you either improve the resistance a phase gives you or swap the resistance to that of another phase. Celestial Seal is another ranged attakc that does dual-typed damage, save-ends immobilizes, and deals another perk based on the phase. ===Demonskin Adept=== This power suggests that you've ripped your power from the forces of the Abyss, and for what it offers that may be right - it's really damn good. ''Demon Fury'' spends an AP to grant everyone +3 to hit (though enemies only get it on attacking you), ''Variable Resistance'' lets you swap around your resistance for a fight, and ''Glimpse of the Abyss'' blinds both you and your target if you crit, which would suck if you have no means to fix it. Demon-Soul Bolts doesn't look too impresive at first, but that's before reading that you get to do this up to three times, enabling you to stack up the damage or split your fire. Demonic Wrath requires you to be bloodied so you can add extra damage, which stacks well with a Dragonborn. Swords of the Marilith gives you an AoE of pain that can be lowered to give allies an AC bonus, which is really killer. ===Dragon Guardian=== Arcane Power's revisit of the Dragon Sorcerer path, these Dragon Magic sorcerers seek to harness the raw vitality and physical potency of the dragons they feel a connection to, granting them far greater durability and offensive capabilities than others of their ilk. ''Dragon Breath Action'' spends an AP to make your blasts crit on a 16+ (holy shit), ''Guardian's Resistance'' grants you a second type to resist, and ''Indomitable Breath'' lets your blasts ignore resistances. Guardian's Breath is a blast that marks everyone in it and grants vulnerability while also hurting anyone who doesn't hit you. Shield of Dragon Might rocks not only because of it's bonus to all defenses, but because it can give resistance to a third type. Lasting Breath is a big blast that save-ends marks and deals ongoing damage as well as also hitting enemies not facing you. ===Dragonsoul Heir=== The PHB path for Dragon Sorcerers, which strangely went more for being defensive and durable on a Striker class meant for range. ''Draconic Durability'' grants two extra healing surges, which is a bit strange, ''Draconic Resilience Action'' only gives THP for an AP, and ''Dragon Soul Resistance'' improves your elemental resistance. Breath of the Dragon Soul is a basic blast. Dragon's Revenge lets you strike back against anyone targeting your AC, though not against your NADs. Veil of the Dragon is a pretty fierce attack, not only doing damage, but also giving a sustained ability to hit any attackers and a unique melee power which would be cooler if not for being an Encounter power. ===Essence Mage=== All sorcerers draw their power from an innate wellspring, but the Essence Mage seeks to truly become one with its magic, drawing forth greater power than any normal sorcerer can hope to wield. With how basic these features are, it makes it welcome for any subclass. You get ''Energy Essence'' to add extra damage whenever you deal two types of damage, ''Essential Action'' gives a big flat boost to attacks when you spend an AP, and ''Essential Resistance'' gives a minor bump to your resistances. Essence of Arcane Blood is a basic attack that does two types of damage and gives Combat Advantage towards all targets. Essence Form makes you immaterial and allows you to heal when you hit with an attack. Protective Burst is a burst that grants Resist 5 all and lets you hurt anyone next to you for the rest of the fight. ===Lightning Fury=== The epitome of power for the Storm Magic Sorcerer, these destructive mages focus on mastering their innate affinity for lightning, enhancing their ability to bring foes to their knees with cascades of crackling electrical energy. ''Electric Action'' lets you shock enemies whenever you spend an AP, ''Unstoppable Lightning'' ignores resistance to lightning while treating those immune to to just having resistance, and ''Lightning Field'' makes anyone near you after making an attack take more shocks. Furious Bolts starts as a basic attack, but it can cause a massive chain reaction of damage if you hit everything and then gain a bonus to your next attack based on your tally. Lightning in the Blood just makes your attacks deal even more damage. Bolt of Power is your jumbo attack that deals ongoing damage and then lets you be dazed for a turn (easily undone if you got a way to make free saves) so you can deal ongoing damage to the target's closest mates. ===Luckbender=== Another Wild Magic path, though this one works by countering the randomness with more rolls rather than working with it. ''Chaos Soul'' lets you re-roll your resistance, ''Luckbender's Action'' lets you use an AP to gain a 50% to recover your lowest-level Encounter power, and ''Lucky Number'' always lets you crit on a 19+. Fortunate Turn of Events makes a missed shot at you turn into an attack that either pushes or knocks the attacker and anyone they're near prone. Even the Odds lets you influence the rolls of one person by adding or subtracting 1d6 from a roll. You get another random chance shows up in Just Not Their Day, giving you a 50% to deal guaranteed extra damage while also sliding and knocking the enemy prone on a hit. ===Primordial Channeler=== These Wild Magic Sorcerers look beyond the mere randomness of [[Wild Magic]] and tease out its connection to the [[Elemental Chaos]], imbuing them with an affinity for a unique form of chaotic [[elementalism]] that may or may not be connected to the ancient [[Archomental|Primordials]]. ''Primordial Manifestation'' gives use to your randomized element and adds a perk to your attacks based on it, ''Primordial Action'' uses an AP to deal damage to nearby enemies, and ''Overwhelming Resistance'' lets you cut down resistances if you hit an enemy. Primordial Rage is a ranged attacks that adds something for whatever type you're using. Primordial Boon gives you Resist 15 to fire, cold, lightning, and thunder, which is neat. Primordial Wrath if a variable sized blast that dazes and gives you a temporary second element to benefit from. ===Wild Mage=== The PHB path for Wild Sorcerers, with all the rolls that entails. ''Chaos Action'' spends an AP for a random perk from a d6, ''Wild Surge'' gives a d6 if you roll a 1 on an attack if you don't like Unfettered Power (pushing things back), and ''Critical Surge'' deals extra damage on a crit. Tempest Surge is a ranged burst with a variable radius that can at least omit allies. Torrent of Power is pretty cool, giving you the ability to add another damage die if you roll max with one. Prismatic Surge is essentially a souped-up Chromatic Orb that can inflict one of a bundle of save-ends effects that happen even when you miss. ==Swordmage== ===Anarch of Shyr=== Exclusive to swordmages with the Aegis of Assault. This particular style hails from a sect of [[genasi]] who merged their swordplay with the power of [[Elemental Chaos]]. You get ''Blade Flurry Action'', which lets you use an AP to do an action and make an MBA at the same time, ''Empowered Aegis'' to add +2 to your Aegis of Assault reaction, and ''Extended Aegis'' to double the range of your aegis. Lightning Clutch is a double-strike of sorts, hitting once before triggering Aegis of Assault as a free action and possibly letting two targets be marked if you hit someone you didn't mark. Stance of Chaos is a bit dicey, hitting your AC by -2 but giving 1d12 extra typed damage. Shyran Cataclysm does your big blast that deals multiple flavors of damage, just in case you needed to hit someone with something but forgot what they're weak to, though missing only makes them eat damage of just one type. ===Arcane Hunter=== Exclusive to swordmages with the Aegis of Ensarement. Using this means you seek to master the Aegis of Ensnarement, honing your ability to set up and exploit weaknesses in enemies to the point of possible overspecialization. For this end, you get ''Knowing Strike'' to negate resistances and insubstantial when you spend an AP, ''Perfect Strike'' to add extra damage equal to the biggest vulnerability in an enemy you crit, and ''Exploitive Eye'' to reduce any resistance you face by 10. Your powers aren't much different - Exploit Weakness just adds Perfect Strike's benefit on a single attack, Elemental Stance adds a Vulnerable 5 to one type whenever you hit someone, and Flaw-Seeking Strike deals ongoing damage of a type the enemy is vulnerable to (Or just any type if they lack a weakness). ===Coronal Guard=== Though not explicitly demanding the Aegis of Shielding, this path does have a feature that requires it on top of your other mega-defensive features. ''Improved Silver Shield'' gifts you THP whenever you use the Aegis of Shielding that scales by tier, ''Swordshield Action'' gives you +2 to your defenses when you spend an AP, and ''Improved Swordmage Armor'' adds +1 to your AC whenever you have a hand free, making one-handed Swordmages get +4 AC out of the deal. Countering Thunderclap is a new interrupt you can rely upon without using the aegis, shoving an enemy out of the way and potentially even foiling an attack when the enemy's out of reach. Dragon Scales is a rather basic +2 to AC. Avaunt Foe gives you the power to slap a foe so hard they teleport to a new location that's away from you, though this can't send them off a cliff or into a bottomless pit. ===Ghost Blade=== The closest thing amongst the ranks of the swordmage to a [[Conjurer]], this path specializes in using your unique mix of wizardry and swordplay to literally cut through reality and swipe at things thought unreachable or untouchable. To accomplish this, you have ''Here nor There'' to give you Combat Advantage on your next attack after teleporting, ''Slip the Weave'' to become insubstantal once you spend an AP, and ''Stalker of the In-between'', a +2 boost to teleport distances and the ability to gain Combat Advantage to enemies while insubstantial or phasing. Ghost Sword is a prety basic attack that negates insubstantial, though this power does have the benefit of being usable as part of the Aegis of Assault instead of an MBA. Phase Evasion counters an attack by gaining +2 to AC and Reflex against the attack and then getting insubstantial and phasing for the rest of the turn. Omnipresent Assault then springs off this insubstantiality by teleporting to ALL enemies and slapping them once before going to the next. This path gives some interesting options through teleportation and insubstantial, but it offers rather minimal in the way of becoming a defender - rather, all these powers make it more of a flighty striker of a rogue's like. ===Malec-Keth Janissary=== As Janissaries are elite bodyguards, so too does this path specialize in protecting your allies and delivering just retribution. You have ''Chant of War'', which more than doubles the range of your initial marking for the Aegis of Shielding/Assault, ''Devshirme Training'' to gain training in another class skill or training in two languages, ''Malec-Keth Training'' to ignore resistances when you spend an AP, and ''Primordial Blade'', which lets you add +1d4 elemental damage whenever you take a long rest. Loyal Unto Death lets you swap places with an ally while giving both of you Combat Advantage over any nearby enemies and you can also smack someone. Ever-Present Escort lets you teleport to an ally whenever someone slaps their AC and boost the ally's AC by +4. Elemental Scourge is a bit multi-type burst that lets your allies teleport while inside the area. ===Sage of Fate's Bonds=== Restricted to swordmages with Aegis of Ensnarement. Through extensive studies, you learn how to manipulate the unseen bonds connecting creatures to the world around them. ''Bond of Fury'' is an extra penalty to your aegis-marked foe, dealing damage if they don't attack you. ''Bond of Transport'' lets you spend an AP to teleport away a nearby enemy or an aegis-marked foe, while ''Bond of Escape'' lets you teleport away an enemy who hits your ally. Foe Binder lets you mark two different enemies (and only two) with the aegis while not overwriting the current target. Protective Bond lets you teleport away a single foe whenever they get hit during the fight. Deadly Ensnarement also interrupts an enemy's attack on an ally by teleporting the enemy to you so you can fight them. ===Sigil Carver=== Exclusive to swordmages with the Aegis of Shielding. Heirs to an [[eladrin]] tradition called ''bereg-arnadh'', these swordmages have learned to combine the art of blade calligraphy and the warding sigils mastered by those who practice the Aegis of Shielding to literally write enchanted glyphs with their blades, magical sigils which conjure, focus and enhance their protective spells to new heights of durability and potency. How this is accomplished is through hunkering down on the controlling aspects of this style. Your features are ''Bolstering Sigil'', which adds +2 to the defenses of nearby allies, ''Energizing Sigil'', which spends an AP to make an ally roll a save, and ''Punishing Sigil'', a reaction that permits you to make an Opportunity Attack whenever a marked enemy hits a nearby ally. Aegis Sigil lets you mark a second enemy if you didn't attack your marked enemy. Sigil of Safety lets you teleport an ally that got hurt while also letting them get a +4 to defenses on that attack. Your big hitter is Sigil of Emnity, not because of its damage (which is crap), but the part where it permanently curses an enemy to take additional damage when an ally hits them with no means of removing it. ===Sword of Assault=== The Aegis of Assault is sometimes regarded as a simple branch of the swordmage's art. The exclusive Sword of Assault path does nothing to dispel these preconceptions, but instead focuses magic and strength to the point of attacking things. All of your features involve adding flexibility on your attacks, from ''Assaulting Charge'' letting you spend an AP to use any at-will on a charge and ''Battlemage Readiness'' letting you exchange your Aegis of Assault attack for an at-will to ''Double Spell Assault'' letting you attack twice for a single turn. Spell Strike acts as a typical attack with typed damage. Aegis Reserve lets you mark two enemies with Aegis of Assault. Fire and Thunder slams an enemy with fire and thunder damage while also adding save-ends deafened and ongoing fire damage. ===Umbiri=== Because of course, you need to have a darkness-themed class. The issue is that this particular path was built with a style in mind over some mechanical purpose. You have ''Shadow Action'' to conceal everyone near you for a turn, ''Shadow Defense'' to give resistance to necrotic damage (which increases when you use an Aegis power and also adds some necrotic damage on your attack), and ''Shadow Shroud'', which gives Combat Advantage over an enemy if you're concealed...which is only possible by spending that AP. Assassin Shadow lets you set up a duplicate after the attack, which can do flanking or take Opportunity Attacks if needed. Concealing Umbra renders an ally invisible. Shadowed Psyche requires Combat Advantage to dominate the target and command it to do something that won't directly harm it. The issue with this is that this effect lasts for only one turn, which is a laughing stock for a daily attack when most others would have a save-ends effect on this sort of thing. ===Wandering Swordmage=== This path represents the swordmage as a world traveler, blending a style for themselves out of other schools they encounter. Its first and primary major benefit works with both the aegis of assault and the aegis of shielding, offering a substantial increase to the size of the burst, albeit one tied to a tertiary ability score, as well as a substantial array of abilities that improve mobility via teleportation and punish enemies for attacking with ripostes and parries. ===Ward Guardian=== All swordmages rely upon their magical wards to shield themselves from harm and free themselves of the need for mundane armor, but this path gives you a new means to improve your protection and even impart this protection to allies. This is emphasized in ''Spellshield'', which lets you add the Swordmage Warding bonus to a single NAD whenever you get bloodied, while ''Guardian's Action'' lets you spend an AP to give all allies this benefit for a turn and ''Reactive Spellshield'' adds this to an ally subject to an Opportunity Attack. Ward Force Assault has a decent utility, permitting you to either deal +Con+Warding Bonus in bonus damage or knocking the target prone. Sheltering Ward is a sustainable AoE gives nearby allies the Swordmage Warding, which does limit how you can support your allies. Unseen Entanglement impressively adds +Int and +Con to the attack's damage while also slapping a save-ends -3 penalty to the NAD you picked for Spellshield. While the concept is rather impressive, the means of spreading this to allies is quite lacking and limited in ways to prevent any attacks from happening. ==Warlock== ===Astral Ascendant=== Exclusive to Vestige Pact warlocks dependent on Con, the main claim of this path is your ability to deal radiant damage. ''Preparing Action'' uses an AP to give allies THP and a free shift, ''Radiant Curse'' makes Warlock's Curse deal radiant damage on top of being able to trigger on any ally's attack, and ''Celestial Resistance'' gives you resist necrotic equal to half your level while also giving it to allies within range. Overwhelming Radiance is a ranged attack that gives anyone Combat Advantage over the target. Angelic Aura gives you a hover speed while letting bloodied allies heal +Int HP. Vestige of the Ascendant Commander is a ranged burst that save-ends dazes enemies while also letting at least one ally in the burst use a surge (hitting lets all allies spend it) which unlocks the Vestige of the Ascendant Commander. This Vestige has a boon giving +2 AC (+4 when bloodied) and an augment for Eyes of the Vestige that lets allies attacking the target deal +5 radiant damage. ===Dark Reckoner=== All warlocks of the Dark Pact have a certain affinity for spite and vengeance, but none are as dedicated to the magical arts of delivering punitive corrections and retribution as the Dark Reckoners. Selecting this path requires a good Cha score and a need for single-target elimination, as none of your powers are area attacks. You start with ''Dark Shadow Action'' using an AP to grant everyone within 5 spaces concealment, ''Shadow and Threat'' lets you turn invisible when you crit with a necrotic power, and ''Death Curse'' adds +1d6 necrotic damage to Warlock's Curse. Deadly Judgment is a ranged attack that deals necrotic splash damage to those near the target. Shadow Slip lets you become invisible to those you curse for a turn. Cursing Vengeance is another ranged attack inflicts ongoing necrotic damage that's halved on a miss and triggers any time the target tries to hit you. ===Darkwalker=== The [[Forgotten Realms]] Player's Guide's exclusive path for Dark Pact warlocks, this one differentiates itself from the Dark Reckoner by a massive focus on insubstantial beings and how to combat them. This however comes at a cost on your damage focus when not cheesing off insusbstantial. You start with ''Darkwalker Action'' granting Insubstantial for an AP and ''Deadly Absence'' adds +Int to damage while insubstantial, then ''Ghostken'' negates the damage-halving benefit insubstantial provides others. Ghostly Bane is a long-ranged attack that turns you insubstantial on a hit. Fading Spiral turns you insubstantial whenever you use Darkspiral Aura. Wraithform Blast is a ranged attack that deals ongoing psychic+necrotic damage on top of gaining insubstantial+phasing until you become bloodied. ===Disciple of Razaundra=== Exclusive to Heroes of Shadow's Gloom Pact (Something not even available for PHB warlocks, but for binders and hexblades), this path has you learn the lessons of a very pissed-off shadow demon. These lessons lead to warlocks learning ow to control the rage of others. You start with ''Curse of Crimson Darkness'' adding +2 (+4 if bloodied) to any encounter/daily's bloodied value, while ''Maelstrom of Rage'' uses an AP to add +5+Cha cold+necrotic damage to one target of your next attack, while ''Redirected Anger'' lets you use an at-will as a minor action (free if bloodied) the moment you kill someone once per encounter. Razaundra's Lash is a short-ranged attack that can whack and weaken two foes, gaining +5 damage if you're bloodied. Cascade of Fury lets you gain Combat Advantage over everyone for a turn. Open the Floodgates is a big attack, dazing you while inflicting save-ends stunning and then save-ends dazing while forcing them to attack the nearest targets and giving you a bonus to attack and damage. ===Doomsayer=== The core's Star Pact exclusive path, the Doomsayer is a creepy SOB with a focus on ill-fortune and evil fate. For features, it grants ''Doomsayer's Action'', making all enemies cursed by you take damage when you spend an action point, ''Doomsayer's Proclamation'', so enemies within 10 squares roll twice and take the lower result when making saving throws vs. fear effects, and ''Doomsayer's Oath'', adding +2 to attack rolls with Fear spells when Bloodied. On the powers scale, it gives you Fates Entwined (psychic damage, and until your next turn ends, target takes damage when you get hurt), Accursed Shroud (once per day you can curse a target and force them to reroll successful attacks), and Long Fall Into Darkness (psychic damage and stun + knock prone on a hit, or daze on a miss). ===Dragonbane Pactmaker=== Here be yet another anti-dragon Paragon Path, same as the others for the PHB1 classes. The only real need for this path is a Cha focus. ''Dragon-Slayer's Action'' has an AP give you a re-roll to hit a dragon or re-roll a save against a dragon's effect, ''Dragonbane Boon'' adds +1 to reflex when you kill a cursed foe (+3 if that was a dragon), and ''Dragonbane Curse'' deals 1 damage if a cursed foe misses you (+Cha damage if it's a dragon). Breath-Disrupting Blast is a ranged attack that deals -1 to the target's next close/area attack roll (-4 if the target's a dragon). Ride the Burning Wind is an immediate reaction that has you targeted by a close attack and then lets you move out of the way, halving any damage taken. Fearsome Gaze is another ranged attack, dealing save-ends dazing (stunning if the target's a dragon). ===Entrancing Mystic=== Eerily charming and possessed of a sinister magnetism, the Entrancing Mystic is a warlock dedicated to total domination over the power of the minds of others, making it ideal for Fey warlocks with Cha-focus. You start with ''Maddening Action'', which inflicts 5 ongoing damage on one enemy when you spend an AP, and ''Mystic Rapture'', which deals penalties to saves while around you (-5 vs charms, -2 vs anything else), while you eventually net ''Mystery Given Form'', which gives +1 to hit with charm powers and lets you use an encounter charm power if it misses everyone. Hekiah's Trance is a short-ranged attack that slows and slides the target +Cha spaces at the cost of damage. Shroud of Adeptus capitalizes on a failed attempt to hit you by dazing them. Ultimatum of the Third Order is a hardcore burst with a save-ends that forces everyone to pick between either stunned or 20 ongoing damage each turn, reduced to dazed or 10 ongoing on a miss. ===Evermeet Warlock=== A [[Forgotten Realms]] exclusive, this path allows you to make a side pact with the fey spirits of Evermeet, allowing for some extra controlling tricks. You have ''Feywild Wake'' to turn you invisible near where you were when you teleport and ''Mercurial Action'' to gain a free move and +1 speed when you spend an AP, while you eventually gain ''Mastery of Passage'', which lets you teleport and take an ally with you provided the distance is less than 10 spaces. Blinding Beacon is a long-range attack that blinds the target while making them a light source. Feylights is a sustainable aura whose size changes depending on what action is spent to sustain it (standard grows it, while minor shrinks it until it's a burst 1) and strips insubstantial and concealment from anyone inside it. Moonflower Inspiration is a long-range burst power that can target any NAD and inflicts a save-ends condition (weakened, immobilized, or dazed) while also healing any allies inside for +Int HP and lets them heal again whenever near an enemy affected by this power. ===Feytouched=== The PHB's Fey Pact exclusive path, the Feytouched apparently represents a warlock driven delightfully mad by exposure to the fey and capable of sharing their madness with others. For features, it grants ''Feytouched Action'' to +4 to attack rolls after spending an action point, ''Slashing Wake'' so you can damage adjacent enemies when you teleport, and ''Patron's Favor'', which replaces the Misty Step feature; roll a D6 when you drop a cursed enemy and randomly gain Misty Step, a free saving throw, a long-range teleport, +2 Speed for the next turn, or do d8s with Warlock's Curse for the next turn. Powers consist of Will of the Feywild (psychic damage, teleport the target, target makes a melee attack against a second target of your choice, target is dazed), Twilight Teleport (once per day, when a cursed creature dies, you can teleport yourself or another creature within a huge distance to the spot it occupied) and Whispers of the Fey (burst of maddening whispers; all enemies either melee attack their nearest ally or take psychic damage if that's impossible, then get dazed). ===God Fragment=== These Vestige Pact warlocks have claimed the ultimate prize; the ability to draw upon the power of a dead god, harnessing the titanic forces of decay and despair that emanate from such corpses. You gain ''Lifegiving Action'' to get HP equal to your level when you spend an AP and ''Road to Reawakening'' for a +3 on death saves, while eventually getting ''Dormant Power'' to add +2d10 damage on a crit. Deific Decay is a basic ranged necrotic attack. Deific Doom is an aura 2 that deals -2 to saves and attacks for enemies. Vestige of Karmath is a ranged attack that can either deal save-ends dominated (with damage after saving) or dazed. The Vestige's Pact Boon deals -2 to all defenses on a cursed enemy, and when using Eyes of the Vestige, it makes the enemy deal 1d6 necrotic damage to anyone within 2 spaces of them. ===Hellbringer=== Some Infernal Pact warlocks employ the sinister, subtle magics of their diabolic patrons, weaving webs of deceit and black magic. Then there are the Hellbringers, who embrace Hell's blunter, destructive side and wash away their foes with cascades of hellfire. This path starts you off with ''Flames of Empowerment'', which uses an AP to empower a ranged attack and deal +2d6 fire damage to the target and anyone around them, and ''No Pity, No Mercy'', which gives Combat Advantage over a target you crit as well as Vulnerable 5 Fire, while you eventually gain ''Prince of Hell'' to negate fire resistance on all of your arcane powers. Pillar of Power is a ranged attack that deals splash damage to anyone next to the target. Gates of Hell summons two portals for anyone to walk through and burns enemies that enter the gates. Unleash the Inferno is a huge burst that knocks everyone prone. ===Herald of Vezzuvu=== While available to Elemental Pact warlocks, this is also open to anyone with the Earthforger, Firecrafter, or Primordial Adept themes. Taking this path is essentially a sign of pyromania with some uses. ''Volcanic Action'' uses an AP to add +1/2 level thunder or fire damage to your next attack, ''Volcanic Resistance'' gives Resist 10 fire (Which even works on mixed-type attacks, though by half, but doesn't stack with other resistances like a tiefling's), and ''Volcanic Walk'' just...negates volcanic conditions and lets you walk on lava. Lava Bomb just deals ongoing fire damage that spreads to others. Vezzuvu's Balm negates fire damage, giving you THP equal to what you would've taken and get a +2 to your next attack. Volcanic Wrath is a big blast that always deals ongoing fire damage, pushes those that get hit, and leaves a massive crater that's difficult terrain that burns anyone on it. As fun as a fire path might be, the Firecrafter theme has a better-dedicated path, the Elementlock still suffers from its mixed stat-dependencies and now has powers that can't use implements, and Earthforger and Primordial Adept find little to benefit from. ===Hexer=== On the lips of a warlock, a curse can be deadly. But none are as dedicated to the mastery of curses and their debilitating touch as the Hexer. All of these abilities rely on Warlock's Curse, so you'd want to go here only if you super-specialize in it. This path starts you off with ''Damning Curse'' adding a -2 to attack penalty to the effects Warlock's Curse when you use an AP and ''Greater Hex'' letting Warlock's Curse be put on any target and not just the closest, while ''Walking Curse'' slides a target your curse damages by a space. Hexblast is a close blast 5 that places Warlock's Curse on anyone inside it while also harming. Vengeful Hex respondes to a ranged or area attack targeting you by cursing the attacker. Hex of Abandonment is a ranged attack that lets you damage and curse anyone who moves next to the target. ===Life-Stealer=== The PHB's Infernal Pact exclusive path, the Doomsayer is a [[necromancer]]-leaning path, as it's all about capturing and exploiting your enemies' souls. For features, you get Infernal Action (action point-fuelled bonus attacks do ongoing 5 fire damage), Collect Life Spark (when a cursed creature dies, you steal a spark of life, and can expend it as a minor action to gain a bonus determined by the original creature's type) and Sustain Life Spark (regain hit points as per a healing surge if you end a battle with more collected Life Sparks than healing surges). For powers, you get Soul Scorch (projectile of fire + necrotic damage and you can spend a life spark of the same creature type to boost the damage), Life Spark Summons (once per day, revive a collected life spark as a zombie/ghost like controllable minion), and Soultheft (blast 1-3 creatures for necrotic damage and collect the life spark of any that you kill with this attack). ===Long Night Scion=== Appearing in Dragon #374, the Long Night Scion is a Fey-sworn Warlock who has sworn fealty to the Prince of Frost, or another [[Archfey]] of the Winter Fey, being rewarded with an increased affinity for icy magic. Their position entitles them to attend the [[Court of Stars]], but if they do, then they'd be better be up to date on their mastery of fey etiquette, or things could go poorly - though this is all flavor, rather than anything mechanical. Their 11th level Action Point Feature is '''Deeper Chill''', which lets them spend an action point to make an attack with the Cold keyword; if this attack hits, it either ignores the target's Cold Resistance (if it has that trait) or does bonus Cold damage equal to the warlock's Intelligence modifier (if it doesn't). Their 11th level feature is '''Frost's Favor''', which grants them Resistance Cold 10 and lets them choose one Arcane encounter power at the end of each extended rest; this chosen power gains the Cold keyword and changes its damage type to (original damage type)/cold (so a Fireball would count as Fire/Cold for purposes of damage resistances & vulnerabilities). Their 16th level feature is '''Winter Winds'''; when they leave a square by teleporting, enemies adjacent to that square take Cold damage equal to the warlock's Intelligence modifier and are Slowed until the end of the warlock's next turn. Its Encounter power is ''Wrath of the Pale Prince'', a Ranged 10 standard action attack that targets Will and does 2d8 + Charisma modifier cold damage and afflicts the victim with Vulnerability Cold 5 until the end of the warlock's next turn. Its Utility power is ''Winter's Blood'', which lets the warlock spend a standard action 1/day to regain the use of a warlock encounter power with the Cold keyword. Finally, its Daily power is ''Frozen heart'', a Ranged 10 standard action attack that targets fortitude; on a hit, it does 3d8 + Charisma Cold damage and the target is both Dazed and Slowed (save ends both), which are replaced with being Stunned after it fails its first saving throw against this effect (save ends that). On a miss, it does half damage and the target is slowed (save ends). ===Master of the Starry Night=== Whilst some Star Pact warlocks may be slaves to horrible entities from the [[Far Realm]], others take a more rational, naturalistic approach. These warlocks call upon the quieter powers of more mundane stars, imbuing them with cosmic magics and an affinity for the powers of fate. Whilst less destructive than their raving kin, they are also masters of their own destinies. This path gives you ''Star-Blessed Wanderer'', which lets you keep your pact boon if you miss with an attack benefiting from it, and ''Starcrossed Action'' curses an enemy you cursed, with ''Fate of the Body'' allowing you to spend your pact boon on a bonus to speed or defenses. Stellar Debris is a fire+radiant blast that forces enemies to count everyone as concealed for a turn. Minor Gift of Foresight lets you remove Warlock's Curse on any enemies and gain your pact boon as if you had killed them. Shooting Star is a ranged attack that always lets you deal extra damage whenever you hit them afterwards. ===Nightmare Weaver=== This path requires a Warlock trained in intimidation, as this centers on using the powers of fear and terror. ''Insidious Curse'' lets you curse another enemy right after your last one dies, though if you already cursed the target in question, you slide them 2 spaces and give them a -2 to hit for that turn, ''Nightmarish Action'' uses an AP to slide anyone cursed by you 1 space and gives them a -2 to hit as well, and ''Shaking Displays'' gives every encounter attack (including this path's) gain the Rattling Keyword. Painful Delusion dazes the target it hits and allows anyone else who hits them to deal an additional 5 psychic damage. Dread Disappearance lets you turn invisible to those you curse when you gain concealment from Shadow Walk. Nightmare Stalker is a summoned copy of the target with an aura that deals -2 to hit on said target if they aren't subject to fear, and if they miss it can counter-attack and daze them. ===Praetor Legate=== A [[Dark Sun]] exclusive path requiring either a Warlock of the Sorcerer-King Pact or the Templar theme, both of whom work very well for leadership without being leaders. ''Praetor's Action'' gives an ally an AP whenever they hit an enemy you hit after spending your AP, ''Praetor's Censure'' gives you Combat Advantage over someone you bloody, and ''Chosen of Andropinis'' lets you slide an enemy who starts their turn next to you. Obsidian Javelin is a flexible strike that pushes the target back and lets the next ally who hurts them gain Resist 10 all. Dustwalk gives you a flying speed for a turn as well as concealment. Dictator's Judgement is a huge power, save-ends immobilizing an enemy (or just slowing on a miss) and giving the next ally who hits them an unspeakably huge HP recovery as if they got '''THREE''' healing surges. That shit's just absurd. ===Sea Tyrant Oracle=== Those Vestige Pact warlocks who make contact with the enigmatic vestige of the Sea Tyrant are gifted - or perhaps cursed - with prophetic powers, and a vision of an apocalyptic future in which the aquatic Primordial shall wake to flood the very heavens themselves. Your first feature, ''Future Forseen'', lets you re-roll one roll each encounter, while ''Visionary Action'' lets you gain a free action when you spend an AP on an at-will or encounter attack that misses everyone, and ''Future Evades'' lets you shift an enemy cursed by you for the first time back by 2 spaces. Doomsday Portent is a ranged attack that dazes and weakens the enemy. Prepared by Fate lets you add +20 to your Initiative, practically guaranteeing that you'll be attacking very early in the turn. Vestige of the Sea Tyrant is a blast that pushes enemies back and knocks them prone; as a Vestige, it makes your Pact Boon slide one cursed creature a number of spaces equal to your Con Mod and your Eyes of the Vestige slide its target a number of spaces equal to your Int mod. ===Storm Scourge=== Many and varied are the [[Archfey]] that can serve as a warlock's patron. The Storm Scourge has sworn themselves to the service of Zebechial, Lord of Lightning, a faerie king of storms who imbues them with the power to command lightning in a way no other warlock can match. Your first feature is ''Eldritch Storm'', which makes Eldritch Blast deal lightning damage, ''Lightning Quick'' lets you spend an AP so you can shift after making an attack that turn, ''Zebechial's Blessing'' gives resist lightning equal to half your level + Cha mod, and ''Servant of the Lord of Lightning'' makes anyone who takes damage from your lightning attacks spread extra damage equal to Int mod to anyone near the initial target. Judgment of the Storm is a ranged attack that can pick up to two targets. ''Lightning Dance'' lets you electrocute anyone who touches you and then teleports you to another space near them. Wrath of the Clouds is a ranged attack that deals a save-ends curse that makes them take lightning damage every time they are hurt. ===Student of Caiphon=== Appearing in Dragon #366, the Student of Caiphon is a Star Warlock who has dared to form a pact with Caiphon, the treacherous [[Star Spawn]] known as the Guide Star. Their eyes aglow as opalescent purple orbs, the Student of Caiphon hears their master's whispers all the time, guiding them towards some inscrutable fate and certain doom - for their enemies, and perhaps for themselves. Their 11th level feature, fittingly named '''Caiphon's Guidance''', lets them critical hit on an 18-20 when attacking with powers with the Fear or Radiant keywords - and guess which keywords are most common in a Star Pact Warlock's arsenal? At the same level, they gain '''Star Bright'''; if they use an action point to make an attack, that attack gains the Radiant keyword and does ongoing 5 Radiant damage (save ends) if it hits. At level 16, they gain '''Caiphon's Intercession''', an alternative option for their standard Pact Boon: when the Student of Caiphon gains the use of their Pact Boon feature, instead of taking their standard Fate of the Void benefit, they can choose to invoke Caiphon's Intercession. If they do this, then one ally within 10 squares can choose to immediately make a melee basic attack that also inflicts ongoing 5 Radiant damage (save ends) if it hits - at the cost of suffering 5 damage themselves. If the chosen ally refuses to attack, then the warlock takes 5 damage and receives their normal Fate of the Void benefit. Their Encounter power is ''Trust in the Guide Star'', a standard action ranged 10 vs. will attack that ignores cover, concealment, total concealment and invisibility, doing 2d10 + Charisma Radiant damage on a hit. Their Utility power is ''Steps on the Purple Stair'', a minor action Encounter power which grants them a turn of invisibility and flight, but then causes them to take 3 points of ongoing psychic damage (save ends) afterwards. Finally, their Daily power is ''Caiphon's Hungry Mercy''; as a minor action, the Student of Caiphon burns a [[Healing Surge]], something which any allies within 10 squares can choose to do as well, to roll a d6; on a 1-5, they regain a spent Encounter power, and on a 6, they regain a spent Daily power. ==Wizard== ===Arcane Wayfarer=== Heir to the lost arts of the [[Dimensionalist]], the Arcane Wayfer forgoes the normal focus of the [[Conjurer]] to become a planar explorer, specializing in the ability to freely roam the [[multiverse]]. ''Blink Strike'' lets you teleport a target when you crit, ''Wayfarer's Action'' lets you teleport whenever you spend an AP, and ''Wayfarer's Step'' gives you teleport 2 as a new walk speed, replacing any need to shift. Hammerfall Step is a big blast that harms enemies but teleports allies caught within. Wayfarer's Evasion gives you an immediate teleport as an escape button. Terrifying Journey is a small ranged burst that teleports any targets and removes them from play for a bit, which can help with management but does nothing else. ===Bonded Summoner=== The 4th edition equivalent to the [[Conjurer]] of old, this is a wizard specialized in the arts of summoning, mastering esoterica which imbues their summoned creatures with far greater might than normal. To start with, you get ''Summoner's Action'' to expend an AP so you can issue a minor command on all summons, ''Summoner's Slip'' permits you to teleport 2 spaces whenever you use a conjuration or summoning power, and ''Summoner's Might'' eventually gives summons regeneration 10 to ensure that they don't die. Planar Gateway acts as a trap you set up and then slide away whoever gets close to it. Enduring Summons just heals a summoned creature by your surge value, which works well to save them and gives an incentive for amping up Con. Summon Bonded Protector gives you a big fella with a big reach and a nifty blast attack that can save-end dazes anyone and an Opportunity Attack that knocks a fool prone. ===Battle Mage=== The closest that early 4e wizard had to the old [[Evoker]] specialization, a Battle Mage focuses on blowing shit up. For features, you get ''Arcane Riposte'' so you can hit a foe with an opportunity attack that deals cold, fire, force or lightning damage, and ''Battle Mage Action'' for a huge bonus to attack rolls when you burn an action point at level 11, and ''Battle Edge'' that means the first time you get bloodied, you can use an At-Will power as an immediate reaction at level 16. For powers, you get Forceful Retort (burst of damage that knocks your enemies back and to the ground), Arcane Rejuvenation (immediately heal yourself the first time you get dropped to zero HP) and Closing Spell (blast a sizable area for cold, fire, lightning or thunder damage; vanilla damage is 3D10, but it increases to ''8D10'' if this is the last daily spell you can cast). ===Blood Mage=== By tapping into the power of their own blood, a blood mage becomes a source of pain for their enemies. Your level 11 features are ''Blood Action'', which causes an action point-fueled attack does ongoing damage, and ''Bolstering Blood'', which lets you self-inflict up to 2D10 damage whilst using a spell to inflict that much extra psychic damage on the spell's targets, whilst at level 16 you get ''Burning Blood'' , which lets you inflict psychic damage and ongoing fire damage on any enemies within 10 squares when you use your second wind Blood Pulse is an encounter power that splatters a burst across a distant area, causing damage and making the victims take more damage as they move. Soul Burn is a daily utility power that lets you spend a healing surge to restore a spent encounter power. Destructive Salutation is an extremely powerful ranged burst of psychic and ongoing psychic damage. ===Draconic Antithesis=== For whatever reason, you, a wizard, decided that dragons are the biggest menace to society. Now, normally you might need some trickery to stand a chance, but taking this path gives you the precise means to take them down with some tools that are equally useful against other foes. You start with ''Countering Thesis'', which grants resist 5 to whatever typed damage you take for a turn, and ''Dragon-Slayer's Action'' allows you to spend an AP so you can either re-roll an attack aimed at a dragon or end a condition a dragon caused, while you later get ''Sky-Slayer'' for a piddly +1 to hit against flying creatures. Energy Dispersal is an incredibly effective attack, since it not only slows the target, but it bars them from using any attacks tied to one energy type for the entire turn, which can piss off any attempts at using breath weapons. Earth-Binder gives you a massive aura to deny any flight, though this might also affect any allies with fly speeds. Energy Disruption is even more powerful by interrupting (and possibly negating) a close or area attack, and this still wastes the power if it isn't at-will. ===Hermetic Saboteur=== This is a rather trickster-like class, not unlike the Arcane Trickster. However, while the Arcane Trickster is a rogue who picks up some magic, the Hermetic Saboteur is all about traps and illusions. If one wants an ideal implement to work with, you'd probably want Orb of Imposition to ensure that your traps last a little longer.. ''Attune Target'' gives you a 1/encounter ability to cast a power from any point within 20 squares (with ''Adjust Attunement'' eventually giving Combat Advantage over any targets), and ''Saboteur's Action'' gives you Combat Advantage over anyone you hit with a close or area power after spending an AP. Psychic Detonations sets up three traps that attack anyone that gets close to them and knocks them prone. Sabotage Trap acts as a fix for any accidental triggerings (like if an ally sets off a trap), switching the original target's place with another target - your allies will especially appreciate the +4 to defenses against your traps if you saved them from one. Saboteur's Zone gives you a massive sustainable area that can strike and save-ends daze whoever tries to attack you. ===Rimetongue Caller=== This path is only open to wizards who can speak primordial. A strange combination of a frost [[elementalist]] and a [[conjurer]], the Rimetongue Caller seeks to improve its summons by imbuing them with elemental cold, as well as enhancing itself in the same way. You start off with ''Blizzard's Action'', which uses an AP to deal 5 (10 at epic) cold damage and slowing to anyone next to you, and ''Winter's Embrace'', which grants summons Resist 5 cold (or ups their resistance by 5), while you eventually grab ''Frostbite Summoning'' to grant all your summons an aura of cold damage. Wall of Winter summons a big wall that hits anyone near it and does even more damage and save-ends slowing to anyone inside the wall. Icy Calling gives your next summons immunity to cold and extra cold damage on their attacks. Summon Rimefrost Brute gives you a big motherfucker to smack things with with the ability to literally freeze shit and knock things on their ass. ===Shadow Shaper=== Open to any wizards with illusion powers, this particular path grants you the mastery over blending darkness and illusions and find way to turn shadows into very real threats. ''Mind and Body'' makes this the most obvious by making illusion powers that target Will instead target Fortitude while ''Nightmare Made Manifest'' expends an AP to maximize the damage on an illusion at-will and ''Spectral Dominance'' grants you Combat Advantage over anyone subject to your illusions. Night Terror makes a rather nasty trick, dealing both necrotic and psychic damage and then turning the target into your origin for any close or melee implement powers you have for the rest of the turn. Never-Ending Nightmare lets you prolong the duration of an illusion power for a turn, which has uses whether or not you use Orb of Imposition. Nightscape gives you a huge zone of difficult terrain and partial cover(for your pals) after save-ends dazing every target. ===Simbarch of Algarond=== A [[Forgotten Realms]]-exclusive path, this path teaches you the secrets passed down from the legendary witch queen Simbul, ruler of Algarond. Though you most certainly have the right to join the ruling council, you have decided to go adventuring to perfect your magical craft, a powerful blend of destruction and self-sustenance. ''Arcane Healing'' cuts down on your AP economy as it enables you to take an action and spend a Healing Surge on one AP, ''Sorcerous Vitality'' grants you 2 additional surges, and ''Determined Mage'' grants you +1d10 HP on any Healing Surge you take while bloodied. Silver Fire may seem like a basic attack, it also has the potent bonus of adding half your level to any damage you deal to that enemy afterwards. Synostodweomer is a strange and kinda wasteful sort of support, spending a Healing Surge just so an ally can then spend their own. Simbul's Tempest lands a ranged burst that can then grant you a saving throw for every enemy you hit. ===Spellguard Wizard=== A [[Forgotten Realms]] based path that focuses on being the magic protector of a city that has suffered the infamous spellplague. ''Spellguard Action'' uses an AP to both add Dex to the damage of any close bursts you make and add +2 AC vs melee, ''Spellguard Training'' lets you turn any ranged burst power into a close blast power of the same size (which can offer some decent utility), and ''Spellguard Combat Toughness'' also adds +2 healing surges. Spellguard Force Lash is an immediate interrupt that slaps any asshole that approaches you on their ass. Mythal Splinter gives a sustainable AoE that denies any healing or teleportation while inside it. Mythal Spark is similar to Mythal Splinter in that it denies any healing or teleport powers while inside the area, only now it's a ranged burst with impressive size. ===Spellstorm Mage=== Trying to channel the power of raw magic, a Spellstorm Mage channels their power as if it were a raging storm. You get extra damage to its attacks after using an action point through ''Extra Damage Action'', you can make a Wisdom check once per day to recover a random encounter or daily spell with ''Storm Spell'', and the first time you get bloodied, you trigger ''Storm Fury'' and zap all enemies with lightning damage. Storm Cage is a spell that blasts an area with thunder & lightning before forming a temporary cage that electrocutes anyone who tries to escape. Sudden Storm is a sustainable utility power that lets the wizard conjure up a violent storm to create difficult terrain, and Malestrom of Chaos is a huge burst of force damage and enemy teleportation. ===Tome Adept=== This path is exclusive to Tome wizards. These bookworms learn how to dig deeper and more effectively into books and are especially useful to wizards who spend a lot on rituals. ''Paper Secrets'' in particular stacks well by adding an additional new daily and utility power every time you level up thereafter (especially giving Binding wizards more options for summons), ''Secret Formularies'' halves the cost of copying rituals into your spellbook and gives +2 to ritual tests, ''Tome of Confusion'' uses an AP to daze anyone you hit, and ''Maze of Words'' then similarly dazes on crits. Knowledge Blast is a rather stacked attack, not only harming but also pushing, dazing, and penalizing the next attack, plus you get to shoot words from a book. Ritual Master gives a +10 to rituals, which can guarantee the better results on them. Librus Phantasma is a reliable attack that can literally trap an enemy in your book, removing a particular nuisance for a bit while the rest get managed. ===Unseen Mage=== The 4th edition equivalent to the [[Illusionist]] of old, this is a wizard specialized in the arts of invisibility, capable of launching deadly ambushes and then vanishing before its foes can retaliate. Your first secrets come in ''Enhanced Invisibility'', which gives you a chance to stay invisible for one turn after it's supposed to expire, and ''Unseen Action'', which uses an AP to turn you invisible for a turn, while you eventually get ''Unseen Advantage'' to deal extra damage whenever you hit someone who can't see you. Vanishing Act is a basic hit then disappear move. Gillaume's Veil gives a sustainable AoE around you that turns yourself and allies invisible until they attack. Vanishing Legion gives a small ranged burst that makes anyone it catches unable to see you or any of your allies until they make a save. ===Wizard of the Spiral Tower=== An attempt to do a [[gish]] class in PHB1, this would later be surpassed by the [[Swordmage]] class. For features, you get to use a Longsword as an implement of your choice with ''Corellon's Implement'' (which could later be invalidated by the Eladrin Sword Wizardry feat from Arcane Power), ''Spiral Tower Action'' lets you burn an action point to regain a spent encounter power, and ''Radiant Censure'' makes enemies take radiant damage if they try and attack your Will. For spells, you get the One Sword (strike with your sword for double damage, and on a successful secondary attack you daze them and don't expend the spell), Shape the Dream (nullify an attack vs. Will once per day) and Corellon's Blade (strike all close-by enemies for triple sword damage and teleport them out of your way for a turn). ===War Wizard of Cormyr=== A [[Forgotten Realms]] exclusive path that's available to any wizards allied with the nation of Cormyr. This path is similar to the Academy Master path in that it bolsters your utility, but it doesn't amp your at-wills to silly levels. ''Arcane Fundamentals'' only lets you treat one at-will or encounter power that targets a single enemy as a basic attack, ''War Wizard's Training'' spends an AP to make all ranged and area attacks not trigger Opportunity Attacks, and ''War Wizard's Determination'' adds +5 damage whenever you crit. Lightning Ripple gives a big blast that adds +2 to your next Int-based attack roll if you hit. One-Way Barrier erects a sustainable wall that protects you from ranged attacks while also letting you to hurt anyone beyond it. Storm of Victory is a ranged burst that grants your party Combat Advantage over anyone inside. ===Weaver of Chance=== Whilst sorcerers are the most naturally adept at wielding [[Wild Magic]], some wizards also see things to admire in the chaotic flux of magic in its rawest form. The Weavers of Chance are those who embrace magic, worshipping a philosophy of chaos and chance which their powers seem perfectly suited to embody...if only the benefits gave you more. ''Channel Entropy'' gives you a pool that's filled by you rolling nat 20s and drained by nat 1s and can be used to add to d20 rolls, ''Entropic Action'' gives you a chance to either gain or lose entropy points while also teleporting an enemy, and ''Play the Odds'' gives you a +d6 to your attack roll that either adds to the entropy pool upon a hit (while dealing extra damage) or drains the pool on a miss (and hits you). Entropic Reshuffling is a blast that either slides or pushes your foes. Agency of Chance can give you a chance to either add or subtract from the entropy pool based on your next d20 roll. Random Spell is quite obvious: it grants you one random wizard daily that you then have to use or waste it, though 2 entropy points could allow you to pick the spell you want. ==Miscellaneous== ===Academy Master=== This is your basic Universal path for any arcane class that's built to amp up your at-wills to silly heights. ''Arcane Underpinning'' adds +2 to Arcana and whenever you hit with an arcane at-will, you gain +1 to your next attack, ''Educated Action'' lets you spend an AP on a re-roll for an attack, and ''Fundamental Mastery'' adds extra flat damage to all at-wills. Learned Boost adds another 2 dice to any at-will's damage. Refined Recall lets you save any wasted encounter power. Master's Surge gives you one free swing with an encounter power, adding +2 die to the damage and converting any effects to save-ends, which can prove to be devastating with the right powers. ===Battleweaver=== This path is available to any Arcane class with at least two Illusion Encounter or At-Will powers and makes you even more potent an illusionist. ''Hindering Illusion'' slows anyone hit by an Illusion At-Will, ''Weaver's Action'' uses an AP to gain Combat Advantage over targets of an Illusion power and the ability to shift for every hit, and ''Pierce Illusion'' pins a -2 on any enemy rolling their first saves against your illusions. Battleweave gives you a ranged bust that slows and grants Combat Advantage over the targets. Illusory Shelter gives a ranged burst AoE that partially conceals allies and lets you put difficult terrain that allies ignore and a big wall. Reshape Battlefield is a bigger ranged burst that offers a bevy of options to throw around in there and doesn't require you to sustain it. ===Demonologist=== The obligatory Arcane PP from the [[Book of Vile Darkness]], the Demonologist is what happens when any member of an Arcane class gets a little too interested in demonic research. Which is to say, they end up corrupted by the infernal powers they court; taking this path means you've chosen to ignore the warning signs about evil shit going down. Your prime instrument in this path is the ''Demonic Companion'', which summons a Quasit that's controlled like the Fey Beast Tamer's companion or the Ranger/Protector's pet and is only loyal to you whilst you still control it, ''Demonic Action'' deals 5 damage of either acid, cold, fire while gaining resistance 10 to that type, and ''Demonic Summons'' gives your Quasit and any summons a +2 to attack and resistance 5 to either acid, fire, lightning, or thunder. Demonic Possession lets you control an enemy near your Quasit and have them slide over and slap someone, giving Combat Advantage and a +4 bonus to hurting it if you hit with both attacks and dazing if the second attack misses. Unnerving Gaze is an immediate interrupt that penalizes whoever hit you and gives you Combat Advantage. Demonic Hordes summons a blast that knocks enemies prone and will keep on knocking fuckers down as you spend standard actions. ===Familiar Keeper=== This arcane path is one that builds upon your familiar, which you spent at least one feat on. In fact, since this path demands your familiar be active to be useful, you'd best feed feats on making it last. At least you got ''Familiar Action'' to allow you to resurrect your familiar if it dies for an AP, you have ''Familiar Forms'' to let you shapeshift your familiar for different benefits, and ''Familiar Movement'' makes sure its movement doesn't provoke Opportunity Attacks. Familiar Surge is a burst or blast coming from the familiar and grants Combat Advantage on the targets to all allies. Transpose Familiar lets you swap places with your active familiar and then have it move on. Familiar's Command lets your pet attack and then save-ends dominate the target, but this comes with the price of forcing the familiar to go passive until the condition breaks. ===Master Defiler=== A [[Dark Sun]] path that demands the Arcane Defiling power (sucking life from allies so you can re-roll an arcane daily power's hit roll) and demands that you use it with reckless abandon. You can use Arcane Defiling on any power with ''Defiling Action'' and an AP, ''Offensive Defiling'' lets you harm a non-minion enemy with Arcane Defiling, and ''Defilier's Addiction'' lets you use Arcane Defiling on one Encounter power per fight. Defiling Alacrity adds necrotic damage to an at-will while also giving the chance to re-roll your attack next turn. Defiling Recovery is an Encounter-based save button if an encounter power hits nobody. Enemies to Ashes also rides off an at-will, dealing ongoing necrotic damage and allows you to leech off them for Arcane Defiling - with the bonus of not being wasted if you miss! ===Master of Flame=== This pyromanic path is pretty much the same as the psion's. That is, you become obsessed with burning things to the ground. You start with ''Combustive Action'', which deals fire damage in a radius when you spend an AP, and ''Critical Conflagration'', which deals ongoing fire damage when you crit with a fire attack, while ''Swath of Destruction'' increases the sizes of fire burst/blast attacks. Fanning the Flames isn't a direct attack - it just lets you intensify ongoing fire damage with a bit of a spike and then share that damage with some neighboring enemies. Burning Transformation turns into a fire being with a ton of new benefits, including being insubstantial and a bonus to fire damage. Furious Immolation is a ranged burst that sets up a sustainable burning zone that flares up every turn for additional fire. ===Master Preserver=== The opposite of the Master Defiler, this [[Dark Sun]] path has you learn better ways to give life to the landscape and avoid the various stigmas wizards are known for. ''Blessing of the Land'' removes Arcane Defiling as a power, but gives a +2 to nature, endurance, and perception checks, ''Master Preserver's Action'' replaces the benefits of defiling by letting you spend an AP to re-roll a hit or damage roll from an attack, and ''Surging Vitality'' means that whenever you spend a healing surge, an ally gains some HP and you gain +1 to hit. Vital Spell gives an at-will extra damage and lets you or an ally spend a surge. Life Shield is an immediate Interrupt that drops the damage an ally takes from one attack. Light of the Lost Sun gives you a burst that gives a save-ends -2 to attack and inability to recharge powers while also giving an aura that lets allies either deal extra damage or gain HP when they hit. ===Ravenkin=== This is another familiar-focused path, open only to arcane classes worshiping the [[Raven Queen]], but it does not offer a choice for familiars or any utility beyond it. Since its powers key off Wis or Cha, using it for is best suited by Warlocks with Cha-primary, or perhaps any of the classes with Wis as a secondary stat. You are now stuck with a ''Shadow Raven Familiar'', ''Murderous Action'' to use an AP and make the next attack originate from the familiar, ''Sight of the Raven'' lets you get darkvision when your familiar is passive, and ''Bonded Raven'' gives telepathy with it as well as +2 to all the raven's defenses. Winter's Raven is a counter against a ranged attack that summons the familiar next to them in active mode and deals -2 to the target's next attack. Raven Harrier gives you Combat Advantage over one enemy near your familiar. An Unkindness of Ravens gives a ranged burst centered on the familiar and deals save-ends immobilized, followed by save-ends slowed (which missing deals as well). ===Shadowthief=== While this doesn't peg you as a shadow class (and honestly, why would you with the shit classes available), this is a way to give you the edgy darkstuffs thanks to ''Heroes of Shadow''. You start with ''Shadow Feast'' letting you gain a stacking resource whenever you kill a guy that you can spend for a +1-+4 bonus on attack, damage, or saves, while ''Harvest of Shadows'' lets you spend an AP and net 2 shadow resources on a kill, ''Shadowcursed'' gives +2 to all defenses against shadow and undead creatures/powers, and ''Decisive Shadow'' grants a shadow whenever you bloody or crit someone. Shadow Lance is a ranged attack and reliable shadow gainer (+1 for using it, +1 on hitting). Shadow Walk has you spend shadows in order to teleport. Shadowcurse Cataclysm is a ranged burst that hurts multiple folks based on how many shadows you burn and save-ends immobilizes them.
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