Warlock (Beast Pact) and Eldritch Hunter Paragon Path: PEACH

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I built this Warlock variant as part of a quest to build Vladimir Taltos, sorceror and assassin, from Steven Brust's fascinating Jhereg novels. Vlad is a witch (ritual caster), sorceror (combat caster), assassin (stealth and sneak attack), and has a sort of mini-dragon familiar.

Commentary, balance considerations, and credits
Easy enough build, except for that pesky familiar. The only class that currently provides an animal companion of any sort is the Beastmaster Ranger build from Martial Power, which locks us into Ranger and only leaves a single "dip" available for sorceror and assassin abilities. This is insufficient for representing Vlad's eclectic abilities.

Homebrew to the rescue! Now that we have the Beastmaster Ranger, we can tease apart the logic behind that build. Here are the steps for taking another ranger build and changing it into a beastmaster:

  • Remove: Prime Shot class feature
  • Remove: Fighting Style class feature
  • Gain: Beast Mastery class feature
  • Augment: Hunter's Quarry class feature

In short, you trade two class features for Beast Mastery, which augments one of your remaining features. This same template could be applied to other classes that might be familiar-friendly, as long as you monitor the relative strengths of the items being removed and augmented. Warlock, wizard, and swordmage all come to mind.

Applying this conversion to an infernal warlock build yields us:

  • Remove: Prime Shot class feature (same as ranger, no questions!)
  • Remove: Pact Boon class feature (Dark One's Blessing, compare to loss of Fighting Style)
  • Gain: Beast Mastery class feature (again the same, so no worries)
  • Augment: Warlock's Curse class feature (even trade with Hunter's Quarry)

In addition, we make the following even swap against the original warlock build (assuming you agree that Bestial Warding is balanced):
  • Remove: Level 1 At-Will Spell Hellish Rebuke
  • Gain: Level 1 At-Will Spell Bestial Warding

The only other question, then, is whether losing your Pact Boon (e.g. Misty Step, Fate of the Void) is as painful as a ranger losing their Fighting Style. It feels about right to me.

The feats and heroic tier powers are based on existing feats and class powers (mostly warlock and wizard) in some cases, but were invented whole cloth by myself and others in other cases (see the credits below). That's where the real "balance risks" are, so please PEACH them.

I think the beastlock makes for fun multi-classing. I will dip into rogue to build Vlad, but you could dip into ranger instead to add emphasis to the familiar. It does not make sense to multiclass into beastlock unless you are a Beastmaster Ranger (or a future class with a beast companion). That could actually be a fun build.

I would like to extend this concept to other classes, by either doing more "class variants" or by creating a beastfriend multi-class only like the Spellscarred from FRPG. Opinions and advice on that implementation are welcome.

Credits

Credit goes to Fireclave for his Familiars thread:
  • Daemon's Curse and Baneful Daemon feats were derived from his Daemon's Curse feat
  • Luminescent Beast feat was derived from his Luminescence lesser ability.
  • Sleeping with One Eye Open feat was totally stolen from his thread. I love that one.
  • General inspiration

Credit goes to Mouthymerc for his Familiars thread:
  • Witchbond and Improved Witchbond feats are barely changed from his Share Spells feat.

Warlock (Beast Pact)

Some warlocks derive their arcane power not from communion with forces beyond the natural, but with a living embodiment of nature itself. The beast pact bonds together the souls of a warlock and a familiar summoned during a dream quest.

The warlock class is defined in the Player's Handbook. This section describes a new warlock eldritch pact available to choose from when you create a warlock.

Beast Pact

New Warlock Pact: Beast Pact
You have bound your soul to that of a natural creature such as a snake, raptor, or wolf. This binding has changed you and your familiar irrevocably, making your mind more animalistic and your familiar's more human. Your shared survival instinct produces bizarre effects when you are threatened.

Beast Pact Strike: You know the bestial warding at-will spell.

Divided Focus: You lose the Prime Shot class feature.

Beastmaster Boon: You gain a beast companion, chosen from the categories available to the Beastmaster Ranger defined in Martial Power. This feature functions as the Beast Mastery ranger class feature with the exception that your Warlock's Curse class feature, instead of the ranger's Hunter's Quarry feature, is altered.
When you use Warlock's Curse, you may curse the enemy nearest to you that you can see or the enemy nearest to your familiar that you can see. You or your familiar can deal the extra damage from Warlock's Curse, but only one of you can deal this extra damage per round.

Level 1 At-Will Spells









Paragon Paths

New Paragon Path: Eldritch Hunter
Eldritch Hunter
"As he can smell your blood, so can I smell your soul."

[indent]Prequisites: Warlock, beast pact[/indent]

The merging of your mind with your familiar's, begun during your dream quest, continues to deepen. You are sometimes unsure if a thought, sensation, or action is your own or your familiar's. Over time, the question loses meaning as you and your familiar become one consciousness with two bodies.

The shared bond of warlock and familiar makes you into the perfect hunting duo. Your prey can scarce escape your keen merged senses, and does not know from whom the killing blow will fall. Your animalistic instincts guide you to strike at moments of weakness, and you warn each other of incoming attacks.

Eldritch Hunter Path Features
Shadow Beast (11th level): On your turn, if your familiar moves at least 3 squares away from where it started your turn, you both gain concealment until the end of your next turn.
Bestial Action (11th level): When you spend an action point to take an extra action, your familiar also gains a +4 bonus to attack rolls until the start of your next turn.
Beast's Curse (16th level): When you or your familiar reduces an enemy to 0 hit points (whether or not that enemy is under your curse), you can place a new curse as a free action instead of as a minor action.

Eldritch Hunter Spells

[deck="Bestial Warning ✦ Eldritch Hunter Attack 11"]
As your foe begins to strike, you and your familiar both become aware of the threat and attack to destroy it.
Encounter ✦ Arcane, Beast
Immediate Interrupt ✦ Melee beast 1
Trigger: An enemy makes a melee attack against you or your familiar.
Target: The triggering enemy
Effect: You or your familiar may shift up to 3 squares, then you may each make a basic attack against the target. If both attacks hit, the target takes a -4 penalty on attacks rolls against you and against your familiar until the end of your next turn.[/deck]
[deck="Eldritch Swiftness ✦ Eldritch Hunter Utility 12"]
At your signal, your familiar is poised for action.
Encounter ✦ Arcane, Beast
Functions as the Swiftness of Spirit feral spirit exploit in Martial Power.[/deck]
[deck="Union Strike ✦ Eldritch Hunter Attack 20"]
Whether striking together or apart, you coordinate your attack with that of your familiar to maximize devestation.
Daily ✦ Arcane, Beast
Standard Action ✦ Melee beast 1
Primary Target: One creature
Primary Attack: Charisma or Constitution vs. Reflex (as eldritch blast)
Hit: 3d8 + Charisma or Constitution modifier damage (as eldritch blast)
Effect: Your beast companion gains combat advantage against the primary target for the next attack the beast makes against it before the end of your next turn. Then the beast makes a secondary attack.
Secondary Target: The primary target or another creature
Secondary Attack: Beast's attack bonus vs. AC
Hit: 2[b] + beast's Strength modifier + Charisma modifier damage.
Effect: If the secondary target is different from the primary target, you gain combat advantage against the secondary target for the next attack you make against it before the end of your next turn.[/deck]
Epic Destinies

The Beast Pact Warlock qualifies for the Beastlord epic destiny defined in Martial Power.
Warlock (Beast Pact) Spells

Level 1 Encounter Spells








[DECK=Familiar Haunting ✦ Warlock (Beast) Attack 1]
As your curse deepens and spreads, your familiar stalks its victims.
Encounter ✦ Arcane, Beast
Standard Action ✦ Close burst 20 (beast)
Target: Each creature in burst under your curse.
Attack: Beast's attack bonus +2 vs. Reflex
Hit: 2[b] + beast's Strength modifier damage.[/DECK]
Level 1 Daily Spells

[DECK=Eldritch Guidance ✦ Warlock (Beast) Attack 1]
Your familiar's claws flash eldritch light as he attacks, guiding your blast to the enemy.
Daily ✦ Arcane, Beast
Standard Action ✦ Melee beast 1
Target: One creature
Attack: Beast's attack bonus +2 vs. Reflex
Hit: 2[b]
Miss: Half damage.
Effect: If the target is under your curse, you can shift 3 squares and use your eldritch blast power against it. You have combat advantage for this attack.[/DECK]
[DECK=Poisonous Bond ✦ Warlock (Beast) Attack 1]
Drawing from the power of your eldritch bond, your familiar coughs a poisonous spittle at your enemy, leaving you both nauseous.
Daily ✦ Arcane, Beast, Implement, Poison
Standard Action ✦ Close burst 3 (beast)
Target: One creature in burst
Effect: You deal damage to yourself and your familiar equal to your Constitution modifier.
Attack: Beast's attack bonus vs. Fortitude
Hit: 4d8 + Constitution modifier damage.
Miss: Half damage.
Effect: The target takes ongoing poison damage equal to your Intelligence modifier + your Constitution modifier (save ends).[/DECK]
Level 2 Utility Spells

[DECK=Bestial Channel ✦ Warlock (Beast) Utility 2]
You familiar seems to take on your powers as your bond guides your attacks through his body.
Encounter ✦ Arcane, Beast
Minor Action ✦ Close burst 20
Target: Your beast within burst
Effect: Your familiar is the point of origin for your next ranged attack with the Arcane keyword before the end of your next turn. This does not circumvent any conditions currently affecting you, but can circumvent concealment and cover.[/DECK]
[DECK=Share the Beast's Burden ✦ Warlock (Beast) Utility 2]
The depth of your bestial bond will not allow your familiar to suffer any longer.
At-Will ✦ Arcane, Beast
Immediate Reaction ✦ Close burst 20
Trigger: Your familiar fails a saving throw to end a condition.
Target: Your familiar in burst.
Effect: The condition currently affecting your familiar is transferred to you, and you may immediately make a saving throw to end it.[/DECK]
Level 3 Encounter Spells

[DECK=Dreadful Heel ✦ Warlock (Beast) Attack 3]
Your familiar, summoned to your side, senses and strikes at the fear in the hearts of your victims.
Encounter ✦ Arcane, Beast, Fear
Standard Action ✦ Close blast 3
Target: Each enemy in blast.
Effect: Your familiar teleports to any square adjacent to you.
Attack: Charisma vs. Willpower
Hit: 1[b] + your Intelligence modifier damage[/DECK]
[DECK=Eldritch Cohort ✦ Warlock (Beast) Attack 3]
Dark, crackling bolts of eldritch energy fire forth from you and your familiar.
Encounter ✦ Arcane, Beast, Implement
Standard Action ✦ Close burst 5 and Close burst 5 (beast)
Target: One creature in each burst
Attack: Charisma or Constitution vs. Reflex (as eldritch blast), beast's attack bonus vs. Reflex, two attacks
Hit: 1d10 + Charisma or Constitution modifier damage (as eldritch blast) per attack.
Increase damage to 2d10 + Charisma or Constitution modifier at 21st level.[/DECK]
Level 5 Daily Spells

[DECK=Manifest Horde ✦ Warlock (Beast) Attack 5]
Your familiar calls up its twins from other planes who form a pack to harass your foes.
Daily ✦ Arcane, Beast, Implement, Zone
Standard Action ✦ Close burst 1 (beast)
Target: Each creature in burst
Attack: Beast's attack bonus vs. Reflex
Hit: 2d10 + Charisma modifier damage.
Miss: Half damage.
Effect: The burst creates a zone centered on your familiar. The zone moves when your familiar moves.
Sustain Minor: When you sustain the power, you make a secondary attack.
Secondary Target: Each creature in zone.
Secondary Attack: Beast's attack bonus vs. Reflex
Hit: 1d10 + Charisma modifier damage.[/DECK]
[DECK=Venemous Beast ✦ Warlock (Beast) Attack 5]
The claws and fangs of your familiar drop with poison.
Daily ✦ Arcane, Beast
Minor Action ✦ Close burst 20
Target: Your beast in burst
Effect: Until the end of your encounter, all attacks made by your familiar deal an extra 1d6 poison damage. When your familiar hits an enemy, the enemy takes ongoing 5 poison damage.[/DECK]
Level 6 Utility Spells

[DECK=Gathering Pack ✦ Warlock (Beast) Utility 6]
You and your familiar slip in the Feywild to evade attack and regroup, then reenter the world side by side.
Encounter ✦ Arcane, Beast, Teleportation
Immediate Reaction ✦ Personal
Trigger: An enemy misses you or your familiar with a melee or a ranged attack.
Effect: You or your familiar can teleport 5 spaces, then the other can teleport to an adjacent square.[/DECK]
[DECK=Witch's Eyes ✦ Warlock (Beast) Utility 6]
Merging your mind with that of your familiar, you see through four faintly glowing eyes.
Daily ✦ Arcane, Beast, Psychic
Minor Action ✦ Personal
Effect: For the remainder of the encounter, you gain +1 on attack rolls if both you and your familiar have line of sight to a target. If either one of you has line of sight to a target, you are both considered to have line of sight to that target. If you spend a move action, you can make an active Perception check using your familiar's Perception bonus, and are aware of everything he senses with the roll.[/DECK]
Level 7 Encounter Spells

[DECK=Carrion's Call ✦ Warlock (Beast) Attack 7]
The viciousness of your assault spurs your familiar into a bestial frenzy.
Encounter ✦ Arcane, Beast, Implement, Necrotic
Standard Action ✦ Ranged 10
Target: One creature.
Attack: Charisma +2 vs. Reflex
Hit: 2d8 + Charisma modifier necrotic damage. If this attack drops the target to 0 hit points or fewer, or bloodies the target, your familiar may shift up to 5 squares and make a basic attack against any target.[/DECK]
[DECK=Cursed Quarry ✦ Warlock (Beast) Attack 7]
Your familiar is a rush of teeth and claws that tear at the enemy and demand his attention.
Encounter ✦ Arcane, Beast, Implement
Standard Action ✦ Close burst 3
Target: One creature adjacent to your familiar in burst.
Attack: Beast's attack bonus vs. AC.
Hit: 2[b] + beast's Strength modifier damage.
Effect: If the target is under your curse, it grants combat advantage to you and your allies until the end of your next turn.[/DECK]
Level 9 Daily Spells

[DECK=Curse of Bestial Poison ✦ Warlock (Beast) Attack 9]
You channel power through your familiar, whose very presence becomes noxious to a nearby enemy.
Daily ✦ Arcane, Beast, Implement, Poison
Standard Action ✦ Melee beast 1
Target: One creature.
Attack: Beast's attack bonus vs. Fortitude.
Hit: 2d8 + Charisma modifier damage.
Effect: If the target moves for any reason, your familiar may shift to end adjacent to the target and can make a basic attack against it (save ends). If the target saves, you cannot sustain this power.
Sustain Minor: The target takes 2d8 poison damage.[/DECK]
[DECK=Damnation's Grinding Heel✦Warlock (Beast) Attack 9]
You familiar takes the victims of your curse on a tour of Hell, then reappears at your side.
Daily ✦ Arcane, Beast, Implement
Standard Action ✦ Close burst 5 (beast)
Target: Each creature in burst under your curse.
Attack: Constitution vs. Fort
Hit: 2d8 + Constitution modifier damage, and the target is removed from play (save ends).
Miss: Half damage, and the target is slowed (save ends).
Effect: Your familiar is removed from play until the start of your next turn.[/DECK]
Level 10 Utillity Spells

[DECK="Bestial Burst ✦ Warlock (Beast) Utility 10"]
You pour strange energy through the bond with your familiar, who erupts with your dire attack.
Encounter ✦ Arcane, Beast
Minor ActionClose burst 20
Target: Your beast within burst
Effect: Your familiar is the point of origin for your next close attack with the Arcane keyword before the end of your next turn. This does not circumvent any conditions currently affecting you, but can circumvent concealment and cover.[/DECK]
[DECK="Two-Bodied Beast ✦ Warlock (Beast) Utility 10"]
Space becomes warped around you and your familiar, and your locations become confused instead of absolute.
Daily ✦ Arcane, Beast, Teleportation
Minor ActionPersonal
Effect: Until the encounter ends, you and your familiar gain a +2 power bonus to all defenses, and you can use a minor action to exchange places with your familiar. When you do so, you can each shift 1 square.[/DECK]
Warlock (Beast Pact) Feats

Heroic Tier Feats
Heroic Tier Feats

The following heroic tier Ranger Feats from Martial Power are available to Beast Pact Warlocks. Prerequisites are changed as listed.

  • Beast Guidance (Warlock, beast pact)
  • Beast Training (Warlock, beast pact)
  • Breath-Resistant Beast (Dragonborn, Warlock, beast pact)
  • Drow Beast Mastery (Drow, Warlock, beast pact)
  • Elven Beast Mastery (Elf, Warlock, beast pact)
  • Feyborn Companion (Eladrin, Warlock, beast pact)
  • Fiendish Companion (Tiefling, Warlock, beast pact)
  • Human Beast Master (Human, Warlock, beast pact)
  • Nimble Companion (Halfling, Warlock, beast pact)
  • Thundertusk Companion (Dwarf, Warlock, beast pact)

In addition, the following new heroic tier feats are available:

Beast of the Dark
Prerequisites: Warlock, beast pact
Benefit: Your familiar gains darkvision and resistance 5 to necrotic damage.

Luminescent Beast
Prerequisites: Int 13, Warlock, beast pact
Benefit: Your familiar gains the use of the Light wizard cantrip. You must still command the familiar to use this power using the rules defined by the Beast Mastery class feature. When the power is used, the familiar is both the caster and the target of the power.
Paragon Tier Feats
Paragon Tier Feats

The following paragon tier Ranger Feats from Martial Power are available to Beast Pact Warlocks. Prerequisites are changed as listed.

  • Halfling Beast Mastery (Halfling, Warlock, beast pact)
  • Protective Beast (Warlock, beast pact)

In addition, the following new paragon tier feats are available:

Daemon's Curse
Prerequisites: Cha 17, warlock, beast pact
Benefit: When your familiar is hit by an attack, the attacker falls under your Warlock's Curse.

Distracting Familiar
Prerequisites: Warlock, beast pact, Warlock's Curse
Benefit: If an enemy under the effect of your Warlock's Curse is adjacent to your familiar when you hit the enemy with an attack, the target takes a -2 penalty to attack rolls against you and your familiar until the start of your next turn.

Sleeping with One Eye Open
Prerequisites: Con 15, Warlock, beast pact
Benefit: Your familiar does not take the normal -5 penalty to perception checks made while sleeping.

Witchbond
Prerequisites: Warlock, beast pact
Benefit: When you use a personal range spell, you may choose for the spell to also affect your familiar if it is adjacent to you. If your familiar becomes non-adjacent to you, it no longer receives the benefit even if it returns to you before the duration expires.
Epic Tier Feats
Epic Tier Feats

The following epic tier Ranger Feats from Martial Power are available to Beast Pact Warlocks. Prerequisites are changed as listed.

  • Quick Beast Command (Wis 17, Warlock, beast pact)

In addition, the following new epic tier feats are available:

Baneful Daemon
Prerequisites: Cha 19, warlock, beast pact
Benefit: When your familiar is targeted by an attack, the attacker falls under your Warlock's Curse.

Speed Daemon
Prerequisites: Int 17, warlock, beast pact
Benefit: When you make a basic attack, your familiar can take a move action after your attack.

Improved Witchbond
Prerequisites: Warlock, beast pact, Witchbond
Benefit: When you choose for a personal range spell to affect your familiar, it does not need to remain adjacent to you to receive the benefit for the full duration of the spell.
I think you mean "Augment: Warlock's Curse" since Warlock's Quarry doesn't exist.

Anyway, it sounds good. It'll make multiclassing into it problematic using the existing Pact Initiate feat... unless you aren't intending on any other classes to multiclass into it. In fact, the only class that *could* potentially multiclass into it would be a Ranger using the Beast Master build, since it would be the only class able to make use of the Beast keyword powers.

I'll be watching this thread with great interest.
I think you mean "Augment: Warlock's Curse" since Warlock's Quarry doesn't exist.

Good catch, thanks. Fixed.

Anyway, it sounds good. It'll make multiclassing into it problematic using the existing Pact Initiate feat... unless you aren't intending on any other classes to multiclass into it. In fact, the only class that *could* potentially multiclass into it would be a Ranger using the Beast Master build, since it would be the only class able to make use of the Beast keyword powers.

I see what you mean. I hadn't even considered multi-classing from the other direction.

The only fix I can think of would be to invent a different level 1 at-will power without the Beast keyword, then to sprinkle more of the same through the other power levels. Some of these powers could perhaps be enhanced by the presence of a familiar without requiring it.

I don't know if it's worth it, though. Beast Mastery is far too cool of a class feature to grant with a multiclass feat, but without it, you might as well multiclass into a different pact. Also, there's no way to multiclass into Beastmaster Ranger, so I figure I'm up to "production quality".
I added power levels 1-3 by adapting existing warlock powers and ranger powers with the Beast keyword.
Heroic tier of powers is now complete, as is the feat list.
Added Eldritch Hunter paragon path.
Revision Workspace: PEACH

I'm starting this workspace for "version control" of various aspects of this class. This allows me to have revisions in progress so I can try things out without necessarily pushing them to the "canonical" version in the first few posts. I also store old versions of things for possible reference.

Old version of heroic tier powers with a lot less originality

Level 1 Daily Spells

[DECK=Sacrificial Spittle ✦ Warlock (Beast) Attack 1]
Drawing from the power of your eldritch bond, your familiar coughs a poisonous spittle at your enemy.
Daily ✦ Arcane, Beast, Implement, Poison
Standard Action ✦ Close burst 2 (beast)
Target: One creature in burst
Effect: Before the attack, you can deal damage to yourself or your familiar equal to your Charisma modifier. If you do so, your familiar gains a +2 bonus to the attack roll.
Attack: Beast's attack bonus vs. Fortitude
Hit: 3d8 + Charisma modifier damage. If you dealt damage to yourself or your familiar as part of this power, the target takes ongoing poison damage equal to your Intelligence modifier + your Charisma modifier (save ends).
Miss: Half damage, and no ongoing damage.[/DECK]
[DECK=Eldritch Partnering ✦ Warlock (Beast) Attack 1]
Your familiar rends the enemy, setting him up for a perfect blast.
Daily ✦ Arcane, Beast
Standard Action ✦ Melee beast 1
Target: One creature
Attack: Beast's attack bonus vs. AC
Hit: 2[b] + the beast's Strength modifier damage.
Miss: Half damage.
Effect: If the target is under your curse, you can shift 3 squares and use a basic attack (including eldritch blast) against it.[/DECK]
Level 2 Utility Spells

[DECK=Bestial Awareness ✦ Warlock (Beast) Utility 2]
Through subtle communications, you and your familiar act almost as if you share senses.
At-Will ✦ Arcane, Beast
Functions as the Pack Alertness ranger power in Martial Power.[/DECK]
[DECK=Share the Beast's Burden ✦ Warlock (Beast) Utility 2]
The depth of your bestial bond will not allow your familiar to suffer any longer.
At-Will ✦ Arcane, Beast
Immediate Reaction ✦ Close burst 20
Trigger: Your familiar fails a saving throw to end a condition.
Target: Your familiar in burst.
Effect: The condition currently affecting your familiar is transferred to you, and you may immediately make a saving throw to end it.[/DECK]
Level 3 Encounter Spells

[DECK=Bestial Stride ✦ Warlock (Beast) Attack 3]
Your familiar comes to your rescue, harassing your attackers and giving you time to slip away.
Encounter ✦ Arcane, Beast, Implement
Standard Action ✦ Close burst 1 (beast)
Target: Each enemy in burst.
Effect: Your familiar may shift 5 squares before attacking and may share your space while the attack is resolved.
Attack: Beast's attack bonus vs. AC
Hit: 1[b] + your beast's Strength modifier damage
Effect: You may shift 5 squares.[/DECK]
[DECK=Eldritch Beacon ✦ Warlock (Beast) Attack 3]
Your familiar is led by your bolt of eldritch energy to attack your enemy.
Encounter ✦ Arcane, Beast, Implement
Standard Action ✦ Close burst 2 (beast)
Target: One creature in burst
Attack: Charisma or Constitution vs. Reflex (as eldritch blast)
Hit: 1d10 + Charisma or Constitution modifier damage (as eldritch blast)
Effect: Your familiar can shift 1 square and make a melee basic attack against the target as a free action.[/DECK]
Level 5 Daily Spells

[DECK=Bestial Blood ✦ Warlock (Beast) Attack 5]
Injury, whether yours or your familiar's, provokes an instant assault from the beast that leaves your adversary momentarily hobbled.
At-Will ✦ Arcane, Beast
Functions like the Bloodied Frenzy ranger power from Martial Power.[/DECK]
[DECK=Manifest Horde ✦ Warlock (Beast) Attack 5]
Your familiar calls up its twins from other planes who form a pack to harass your foes.
Daily ✦ Arcane, Beast, Implement
Standard Action ✦ Close burst 2 (beast)
Target: One creature in burst
Attack: Beast's attack bonus vs. AC
Hit: 2d10 + Charisma modifier damage.
Miss: Half damage.
Sustain Minor: The target and any of your enemies adjacent to it take 1d10 damage (save ends).[/DECK]
Level 6 Utility Spells

[DECK=Eldritch Invigoration ✦ Warlock (Beast) Utility 6]
Your urging pushes your familiar onward, despite fatigue and injury.
At-Will ✦ Arcane, Beast, Healing
Functions like the Invigorate the Beast ranger power from Martial Power.[/DECK]
[DECK=Beastslip ✦ Warlock (Beast) Utility 6]
As your foes cry for blood, you and your familiar slip in the Feywild, exchange greetings, then reappear in the world having traded positions.
Encounter ✦ Arcane, Beast, Teleportation
Immediate Reaction ✦ Personal
Trigger: An enemy misses you or your familiar with a melee or a ranged attack.
Effect: You and your familiar trade places.[/DECK]
Level 7 Encounter Spells

[DECK=Carrion's Call ✦ Warlock (Beast) Attack 7]
The viciousness of your assault spurs your familiar into a bestial frenzy.
Encounter ✦ Arcane, Beast, Implement, Necrotic
Standard Action ✦ Ranged 10
Target: One creature.
Attack: Charisma +2 vs. Reflex
Hit: 2d8 + Charisma modifier necrotic damage. If this attack drops the target to 0 hit points or fewer, or bloodies the target, your familiar may shift up to 5 squares and make a basic attack against any target.[/DECK]
[DECK=Cursed Quarry ✦ Warlock (Beast) Attack 7]
Your familiar is a rush of teeth and claws that tear at the enemy and demand his attention.
Encounter ✦ Arcane, Beast, Implement
Standard Action ✦ Close burst 3
Target: One creature adjacent to your familiar in burst.
Attack: Beast's attack bonus vs. AC.
Hit: 2[b] + beast's Strength modifier damage.
Effect: If the target is under your curse, it grants combat advantage to you and your allies until the end of your next turn.[/DECK]
Level 9 Daily Spells

[DECK=Curse of Bestial Poison ✦ Warlock (Beast) Attack 9]
You channel power through your familiar, whose very presence becomes noxious to a nearby enemy.
Daily ✦ Arcane, Beast, Implement, Poison
Standard Action ✦ Melee beast 1
Target: One creature.
Attack: Beast's attack bonus vs. Fortitude.
Hit: 2d8 + Charisma modifier damage.
Effect: If the target moves for any reason, your familiar may shift to end adjacent to the target and can make a basic attack against it (save ends). If the target saves, you cannot sustain this power.
Sustain Minor: The target takes 2d8 poison damage.[/DECK]
[DECK=Eldritch Cry ✦ Warlock (Beast) Attack 9]
Your familiar issues a piercing cry, chilling the blood of nearby enemies.
At-Will ✦ Arcane, Beast, Fear
Functions as the Menacing Cry ranger power from Martial Power.[/DECK]
Level 10 Utillity Spells

[DECK=Bestial Ambassador ✦ Warlock (Beast) Utility 10]
You give your familiar a message for a far-off creature, and empower your familiar to deliver the message.
Daily ✦ Arcane, Beast, Teleportation
Standard Action ✦ Ranged 100 miles
Effect: You whisper a message to your familiar, who disappears, reappears next to the creature you wish to speak to, and delivers your message. If the creature has a reply, your familiar appears adjacent to you at the end of your next turn to utter it. If the creature has no reply or is not within range, your familiar appears adjacent to you at the end of your next turn to tell you so. Your familiar cannot be harmed while it is with the creature you wish to speak to.[/DECK]
[DECK=Eldritch Emplacement ✦ Warlock (Beast) Utility 10]
You move into position, and you order your familiar to warily do the same.
At-Will ✦ Arcane, Beast
Functions as the Companion Emplacement ranger power from Martial Power.[/DECK]
This is frickin' awesome! I'll have to give it a good read over later, but I really like how you did the powers. Very thematic. Would you mind if I borrow some of these ideas for my own familiar homebrew
Thinking about creating a race for 4e? Make things a lil' easier on yourself by reading my Race Mechanic Creation Guide first.
This is frickin' awesome! I'll have to give it a good read over later, but I really like how you did the powers. Very thematic.

Glad you like! When you give it the "good read", make sure you look at the powers in the "Revision Workspace" post, because that's where I'm trying to head with it.

Would you mind if I borrow some of these ideas for my own familiar homebrew

Of course not, that's why it's posted! Keep me in the loop so I can steal things back, though ;;) I do intend to finish this specific pact, but my ultimate goal is to generalize this even further into being a multi-class only class like the Spellscarred from FRPG. That way, any class could have an animal companion if they wanted one.

EDIT: Actually, I just noticed from your signature that you're the author of some "familiar" material I was already planning on raiding Perhaps I'll finish up the beastlock, wait for you to finish up your implementation, then sort of merge the two for making my familiar multiclass (I'm pretty sold on that being the "correct" mechanic for familiars, given that WotC's first beast implementation is intrinsic to a class - I've seen feat-based versions that I'm not really sold on).
Major feats overhaul, thanks principally to Fireclave and Mouthymerc.
Completed overhaul of all heroic tier powers (see second post). They should be much more flavorful and less derivative of existing powers. Of course, that makes them more subject to balance criticisms, which I would welcome.
First off: good work, well written, and appealing design. I particularly appreciate it when folks explain their reasoning behind design choices, and your side-by-side analysis of the beastmaster ranger and proposed warlock build is a model essay.

Second: I wonder about this clause in the at-will attack:
If the target begins its next turn adjacent to your familiar and moves nearer to you on its next turn, the target takes 1[b] damage.

Perhaps it's personal taste, but the double-requirement strikes me as a little more... stringent than the other pacts' clauses. Is there another way, a one-step clause, to provoke the extra damage? What about something like: if the target ends its next turn adjacent to your familiar, it takes 1[b] damage. Suddenly, the familiar is a threat the target wants to get away from, and the beast pact warlock has a pretty unique schtick chasing targets around the battlefield. I don't think it treads too heavily on the toes of controllers, though there's probably synergy with defender marks that I'm overlooking.

Anyhow, just an idea. I really like what you're doing here.
First off: good work, well written, and appealing design. I particularly appreciate it when folks explain their reasoning behind design choices, and your side-by-side analysis of the beastmaster ranger and proposed warlock build is a model essay.

Thanks for the props!

Second: I wonder about this clause in the at-will attack:
Perhaps it's personal taste, but the double-requirement strikes me as a little more... stringent than the other pacts' clauses. Is there another way, a one-step clause, to provoke the extra damage? What about something like: if the target ends its next turn adjacent to your familiar, it takes 1[b] damage. Suddenly, the familiar is a threat the target wants to get away from, and the beast pact warlock has a pretty unique schtick chasing targets around the battlefield. I don't think it treads too heavily on the toes of controllers, though there's probably synergy with defender marks that I'm overlooking.

Brilliant! I love the unique flavor you describe, with the beast chasing your enemies around. It also adds an additional "stay the hell away from us!" flavor. And you have to use clever positioning to ensure the enemy runs away from instead of towards you.

What do you think about the idea of the power sustaining until the enemy ends a turn not adjacent to the beast? Overpowered? Basically, they accept autodamage every turn until they get away, or you decide to use the power on another target.

I should also warn you, before you decide to play (or encourage someone else to play) this class, that I am unlikely to fill out the remaining levels any time soon. I went with another character concept for the game I play in, which would mean filling the class out would be a lot of work for little personal reward. I would love to incorporate the work of others into this, however, and would give bountiful credit to anyone who contributed.

Cheers
What do you think about the idea of the power sustaining until the enemy ends a turn not adjacent to the beast? Overpowered? Basically, they accept autodamage every turn until they get away, or you decide to use the power on another target.

Hmm... a sustainable at-will sounds a little bit powerful. Also, if the target avoids damage by staying next to the beast, that’s going to make the beast very sticky. The two problems I see with that are:
  • The target will have more opportunity and motivation to attack the beast, which even when it’s fresh won’t be overflowing with hit points and surges.
  • That stickiness and tendency to draw fire will tread on the toes of marking defenders.

As you already observed, if the target has to move away from the beast, there’s still the chance that the target will end up in an advantageous position re: the warlock. What the “repelling” option does is force the target to choose between giving up a good position or taking the extra damage. Of course, if the target is caught between the warlock’s beast and a fighter, moving is going to be a “damned if you do, damned if you don’t” dilemma… which to me sounds like good teamwork.

EDIT: I may have misinterpreted your meaning. You were suggesting something like: once the initial at-will hits, that extra damage clause kicks in turn after turn as long as the beast follows the target around. Yeah, that's still probably a bit too long-lasting for an at-will attack.
I should also warn you, before you decide to play (or encourage someone else to play) this class, that I am unlikely to fill out the remaining levels any time soon.

No worries-- at the very least, what you've got here is inspiring enough.
EDIT: I may have misinterpreted your meaning. You were suggesting something like: once the initial at-will hits, that extra damage clause kicks in turn after turn as long as the beast follows the target around. Yeah, that's still probably a bit too long-lasting for an at-will attack.

Closer, but still not quite. ;)

My wording was perhaps unclear. When the enemy's turn ends, one of two things will happen:
  • Your beast is not adjacent to them, in which case nothing happens and the ongoing effect ends.
  • Your beast is adjacent to them, in which case they take 1[b] and the effect sustains.


So it is not up to you or your beast how long the effect sustains; it is up to the enemy. They can end the effect at any time, including their very next turn, by shifting or otherwise taking a move action away from your beast. It's kind of like forced movement, except the victim gets to decide where they move, or can forgo the movement at the low price of 1[b].