Blue Collar Warlock Traits

  • Minor Magicks: You automatically gain a number of extended powers as you level. You have automatically mastered three 1st level extended powers of your choice, and you master two extended powers of your choice at 5th, 11th, 15th, 21st, and 25th level.
  • Sympathetic Magic: When you use an extended power that targets a specific creature, you may include either a physical sample (typically hair or blood) or an object of personal value belonging to that creature. If you do so, you gain a +3 bonus on any skill check made as a part of the extended power. If you include a physical sample, it must be substantial and relatively uncontaminated; trace physical material (such as those found by forensics) are typically not suitable. If you include an object, it must be one that the creature has a specific emotional attachment to, and you cannot use a class of object that the target has an attachment to (you cannot, for example, use a new copy of a target’s favorite book; you would need to use a copy they have owned and have an attachment to).
  • Expert Occultist: You gain a +2 bonus to all skill checks made as a part of using an extended power.
  • Power Swap Expertise: A Power Swap power of your choice is now considered a preferred power.
  • Modern Mage Expertise: You gain a +1 bonus to the attack rolls of preferred powers with the Magic keyword. This bonus increases to +2 at 11th level, and to +3 at 21st level.
  • Modern Mage Focus: You gain a +1 bonus to the damage rolls of preferred powers with the Magic keyword. This bonus increases to +2 at 11th level, and to +3 at 21st level.
  • Mix It Up: You gain a +1 bonus to the damage rolls of preferred powers with the Training keyword and the Brawler or Pistol keywords. This bonus increases to +2 at 11th level, and to +3 at 21st level.
  • Dirty Fighter: The first time each turn you hit a target granting you combat advantage, you deal 1d6 extra damage. This damage increases to 2d6 at 11th level, and to 3d6 at 21st level. If the attack has the Brawler or Pistol keywords, you deal an additional 1d6 damage.
  • Rules Lawyer: When interacting with creatures that have the Spirit or Pactbound keywords outside of a skill challenge, you may substitute Arcana for Diplomacy and Intimidate. You must be trained in Arcana to take this trait.
  • Rules Lawyer II: You gain the Exploit Loophole trait power. You must have the Rules Lawyer trait to take this trait.
  • Mystic Filcher: You gain the Sleight Of Spell trait power. You must be trained in both Arcana and Sleight Of Hand to take this trait.
  • Blood Shaman Novitiate: You gain the Bloody Touch trait power. You must be trained in Arcana to take this trait.
  • Short-Sighted Pact Making: You gain the Otherworldly Bargain trait power and the Pactbound keyword. You must be trained in Arcana to take this trait.
  • Seen It All Twice: You gain resist Morale 5. This resistance increases to 10 at 11th level, and to 15 at 21st level.
  • True Cynic: You gain resist Metaphysical 5. This resistance increases to 10 at 11th level, and to 15 at 21st level.
  • Wizards Live Longer: You gain resist Temporal 5. This resistance increases to 10 at 11th level, and to 15 at 21st level.
  • Clever Fighter: Your Punch and Shoot basic attacks are based on your Intelligence modifier instead of based on your Charisma modifier.
  • Superior Material Components: You gain double the bonus to damage rolls granted by your Pinch Of Bat Guano And Brimstone class feature.
  • Unexpected Opener: When you deal damage to an undamaged enemy using a preferred power without the Magic keyword, you deal additional damage equal to your Intelligence modifier.
  • True Dabbler: Choose a class that you don’t already belong to. You can swap one utility power you know for one utility power of the same level or lower from the chosen class, as long as the power does not have the Psychic, Species, or Biological keywords. You must be at least 11th level to take this trait.
  • Pure Guile: You gain a +1 bonus to attack rolls with powers that have the Bravura or Charm keywords. In addition, when you score a critical hit with such a power, the target is also dominated until the end of your next turn. You must be at least 11th level to take this trait.
  • Mystical Bullshittery: You gain the Improvisational Arcana trait power.
  • Extra Trick: You gain a class Utility power of your level or lower.
  • Slippery Bastard: The first time in a scene that you make a saving throw, roll twice and use the better result.
  • Street Rat: You gain Urbanwalk (you ignore difficult terrain that results from an urban environment). You must be trained in Streetwise to take this trait.
  • Great Fortitude: You gain a +2 bonus to Fortitude. This bonus increases to +3 at 11th level, and to +4 at 21st level.
  • Lightning Reflexes: You gain a +2 bonus to Reflex. This bonus increases to +3 at 11th level, and to +4 at 21st level.
  • Iron Will: You gain a +2 bonus to Will. This bonus increases to +3 at 11th level, and to +4 at 21st level.
  • Improved Defenses: You gain a +1 bonus to Fortitude, Reflex, and Will. This bonus increases to +2 at 11th level, and to +3 at 21st level. This bonus does not stack with Great Fortitude, Lightning Reflexes, or Iron Will.
  • Good At What You Do: You gain a +1 bonus to skills you are trained in.
  • Jack Of All Trades: You gain a +2 bonus to skills you are not trained in.
  • Skill Training: You become trained in a skill of your choice. You may take this trait multiple times, choosing a different skill each time.
  • Skill Focus: Choose a skill you are trained in. You gain a +3 bonus to checks with that skill. You may take this trait multiple times, choosing a different skill each time.
  • Improved Initiative: You gain a +4 bonus to initiative. At 21st level, this bonus increases to +8.
  • Roomsweeper: Traits you possess that affect powers with the Pistol keyword also include powers with the Firearm keyword made using a shotgun.
  • Street Fighter: Choose a street weapon (such as a baseball bat, pipe, shiv, or brass knuckles; your GM is the final arbiter on what counts as a street weapon). Traits you possess that affect powers with the Brawler keyword also include powers with the Device keyword made using that weapon.
  • Explosive Spells: When you score a critical hit with a close or area attack with the Spell keyword, you may choose to deal the additional critical hit damage of your Pinch Of Bat Guano And Brimstone to any target hit by the attack instead of the normal target. You must be at least 21st level to take this trait.
  • Perfect Charmer: You gain a +2 bonus to the damage rolls of powers that deal Fascination damage. This bonus increases to +3 at 11th level, and to +4 at 21st level.
  • Shooter And Brawler: You gain a +1 bonus to the damage rolls of preferred powers that deal Smashing or Ballistic damage. This bonus increases to +2 at 11th level, and to +3 at 21st level.
  • Spell Mastery: When attacking with a power with the Spell keyword, you can score a critical hit on a natural roll of 19 or 20.
  • Dirty Fighting Mastery: When attacking with a power with the Pistol or Brawler keywords, you can score a critical hit on a natural roll of 19 or 20.
  • Mettle: When a close or area attack targeting your Will misses you but deals damage or has an other effect on a miss, you take no damage and suffer no other effect from the attack. You must be at least 11th level to take this trait.
  • Always Another Trick Up Your Sleeve: Once per encounter, you may spend an action point to recover a power point instead of taking an extra action. You must be at least 21st level to take this trait.
  • Friendly Spellcraft: You can omit any number of squares from the area of effect of any preferred close or area powers with the Spell keyword. This number can’t exceed your Charisma modifier. You must be at least 21st level to take this trait.
  • Press Your Luck: If you score a critical hit against a target granting you combat advantage, you gain combat advantage against the target until the end of your next turn.
  • Focused Spellcraft: Creatures that attempt saving throws against effects you have imposed with powers with the Spell keyword take a -2 penalty to the saving throws. You must be at least 11th level to take this trait.
  • Improved Second Wind: When you use your second wind, you heal an additional 5 hit points.
  • Cruel: You gain a +2 bonus to damage rolls against bloodied enemies. You must be at least 11th level to take this trait.
  • Destructive Spellcraft: When attacking with a power that has the Spell keyword and you hit more than one target, you gain a +2 bonus on the damage roll. This bonus increases to +3 at 11th level, and to +4 at 21st level.
  • Reckless Spellcraft: When making a melee or ranged attack roll with a power that has the Spell keyword, you can take a -2 penalty to the attack roll. If the attack hits, you gain a +2 bonus to the attack roll. This bonus increases to +3 at 11th level, and to +4 at 21st level.
  • Action Recovery: When you spend an action point to make an extra attack, you can make a saving throw against each condition affecting you that a save can end as a free action. You must be at least 11th level to take this trait.
  • Exploit Opportunity: You gain a +1 bonus to the attack and damage rolls of opportunity attacks.
  • Action Surge: You gain a +3 bonus to attack rolls made during any action you gain by spending an action point.
  • Second Shot Spellcraft: Choose one encounter attack power with the Spell keyword that you know and that does not already deal damage on a miss. That power now deals half damage on a miss. You must be at least 21st level to take this trait.
  • Resilient: You gain a +2 bonus on saving throws.
  • Reliable Righty And Good Ol’ Lefty: When making an attack with a power with the Brawler keyword, you reroll any damage dice that come up with a result of 1. At 21st level, you reroll any damage dice that come up with a result of 1 or 2.
  • Tough As Nails: You gain 5 extra hit points. These extra hit points increase to 10 at 11th level, and to 15 at 21st level.
  • Steel Spell Admixture: You gain a +1 bonus to AC. This bonus increases to +2 at 11th level, and to +3 at 21st level.
  • Rub Some Dirt On It: When you are bloodied, you have two additional healing surges.
  • Desperate Gambit: When you first become bloodied in a scene, you can make a saving throw, with a bonus equal to the number of enemies adjacent to you. If you succeed, spend a healing surge. If you fail, you lose a healing surge. You must be at least 11th level to take this trait.
  • Point Blank Shot: If you make a ranged attack against a foe within 5 squares of you, your attack ignores partial cover and partial concealment. You must be at least 11th level to take this trait.
  • Shift Spell: When using a close attack with the Spell keyword, you can choose a square within 2 squares of yours as the origin square. The power still follows the rules for close attacks. You are not targeted by the attack. You must be at least 11th level to take this trait.
  • Great At Running Away: You gain a +1 bonus to speed. You must be at least 11th level to take this trait.
  • Evasion: When a close or area attack targeting your AC or Reflex misses you but deals damage on a miss, you take no damage from the attack. You must be at least 11th level to take this trait.
  • Hang Back: You take only a -2 penalty when attacking at long range.
  • Dodge Roll: You gain a +1 bonus to AC, Fortitude, and Reflex against ranged, close, and area attacks. You must be at least 11th level to take this trait.
  • Accustomed To Danger: When you make an initiative check, roll twice and use the better result. You must be at least 11th level to take this trait.
  • Defensive Advantage: When you have combat advantage against an enemy, you gain a +2 bonus to AC against that enemy’s attacks. You must be at least 11th level to take this trait.
  • Devastating Critical: When you score a critical hit, you deal 1d10 additional damage. You must be at least 11th level to take this trait.
  • Nimble Advantage: You gain a +1 bonus to attack rolls against targets granting you combat advantage.
  • Defensive Mobility: You gain a +2 bonus to AC against opportunity attacks.
  • Perseverance: You gain a +1 bonus to saving throws.
  • Quicksy Tricksy Spellcraft: Choose an at-will attack power that you know with the Spell keyword that is used as a standard action. Once per encounter, you can use that power as a minor action. You must be at least 21st level to take this trait.
  • On The Move: If you willingly move at least 3 squares, you gain a +1 bonus to AC and Reflex until the start of your next turn.
  • Shoot At The Weak Point: When making an attack with a power with the Pistol keyword, if you score a critical hit, you deal 1d10 extra damage. At 11th level, you deal 2d10 extra damage, and at 21st level, you deal 3d10 extra damage.
  • Risky Move: When you shift, you may shift 1 extra square. If you do, you grant combat advantage until the end of your next turn.
  • Seize The Opening: When you spend an action point to take an extra attack, you may shift two squares as a free action.
  • Create Your Own Opening: Enemies grant combat advantage while subject to effects caused by you that a save can end.
  • Your Pain Is Their Pain: When you use your second wind on your turn and you are bloodied, one or two enemies you can see grant combat advantage to you until the end of your next turn.
  • Twist The Knife:Whenever you bloody an enemy with an attack, that enemy takes 5 extra damage.

Blue Collar Warlock Traits

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