Hello Friends,. Introducing the Cores for this Much Desired Play style for the DDO Warlock.
ANY AND ALL FEEDBACK WELCOME.
FEAT: Choose a Pact Weapon. Multiple Selector: Choose a Weapon Proficiency Feat Defining your Pact Weapon.
Pact Weapon's are Considered Monk Weapons. Proficiency is a Prerequisite.
CORES
Each Core Grants +1 attack and damage with your Pact Weapon
Core1:
Hexblade's Curse: SLA 12 second Cooldown (reduced by 2.5 seconds for each Core in this tree)
Starting at 1st level, you gain the ability to place a baleful curse on someone. Choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target.(1d8)
Any attack roll you make against the cursed target has an expanded critical range +1.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). These are considered Bonus Hit points, stacks 3 times.
Core2:
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your spells.
Hexblade Curse Detonates on the Target spreading the curse to all targets around it.
You Use your Charisma Score When Determining Attack and Damage with Weapons
Core3:
Rending Hex
Spell Like Ability Heighten/Quicken/Enlarge/Maximize/Empower
In Addition to Detonating and Spreading, Your Hex now Rends Reality and Creates a Rift that explodes on impact, dealing 1d6+3 acid damage per?*caster level. Maximum damage 10d6+30 at?*caster level?*10.
Affected area is the standard circular AOE area size - the same as?*fireball.
Core4:
Prevaricate Pact
Your melee attacks now apply your eldritch blast damage. This damage is multiplied on critical hits and uses your Pact Weapon Critical Statistics.
Core5:
Armor of Hexes
You Gain the following Property:
If a target cursed by your Hexblade’s Curse hits you with an attack roll, you roll a d6. On a 4 or higher, then attack instead misses you, regardless of its roll.
Core6:
+50 Hit points. +10 PRR/MRR +2 Con +2 Cha. You may add any Imbue Toggle to your melee attacks with you Pact Weapon. (Stacks with Core4)