Warlock

☑ Uses Troacctid's Homebrew!
Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Eldritch blast 1d6, invocation (least)
2nd +1 +0 +0 +3 Pact magic
3rd +2 +1 +1 +3 Damage reduction 1/cold iron, eldritch blast 2d6
4th +3 +1 +1 +4 Unnatural healing 1
5th +3 +1 +1 +4 Energy resistance 5, eldritch blast 3d6
6th +4 +2 +2 +5 Invocation (least or lesser), pact magic
7th +5 +2 +2 +5 Damage reduction 2/cold iron, eldritch blast 4d6
8th +6/+1 +2 +2 +6 Unnatural healing 2
9th +6/+1 +3 +3 +6 Energy resistance 5, eldritch blast 5d6
10th +7/+2 +3 +3 +7 Pact magic
11th +8/+3 +3 +3 +7 Damage reduction 3/cold iron, eldritch blast 6d6, invocation (least, lesser or greater)
12th +9/+4 +4 +4 +8 Unnatural healing 3
13th +9/+4 +4 +4 +8 Energy resistance 15, eldritch blast 7d6
14th +10/+5 +4 +4 +9 Pact magic
15th +11/+6/+1 +5 +5 +9 Damage reduction 4/cold iron, eldritch blast 8d6
16th +12/+7/+2 +5 +5 +10 Unnatural healing 4, invocation (least, lesser, greater, or dark)
17th +12/+7/+2 +5 +5 +10 Energy resistance 20, eldritch blast 9d6
18th +13/+8/+3 +6 +6 +11 Pact magic
19th +14/+9/+4 +6 +6 +11 Damage reduction 5/cold iron, eldritch blast 10d6
20th +15/+10/+5 +6 +6 +12 Unnatural healing 5
Hit Dice
D6
Skill Points
Int + 4
Starting Gold
4d4 x 10 (100 gp)

A supernatural character whose sinister powers are abilities gifted or taken from your unnatural patron.

Class Feature

Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons. They are proficient with light armor but not with shields.

Because the somatic components required for warlock invocations are relatively simple, a warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including eldritch blast, have a somatic component). A multiclass warlock still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Invocations: A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock learns a new invocation every level. A warlock can use any invocation he knows at will, with the following qualifications:

A warlock's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A warlock's caster level with his invocations is equal to his warlock level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock's Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations. A list of available invocations can be found following this class description.

Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Warlocks can qualify for some prestige classes usually intended for spellcasters.

Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.

An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points plus his Charisma modifier of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell. A warlock may only apply one eldritch essence invocation and one blast shape invocation to an eldritch blast. If you apply a blast shape or eldritch essence invocation at a time to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence.

A warlock can fire a single eldritch blast as a standard action. An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2.

Pact Magic (Su): At 2nd level, a warlock finishes his contract with his patron. He chooses a supernatural being from the following list and will gain special features associated with his patron.

  • Fey
    • 2nd-level: You gain a bonus on saves against enchantment effects equal to ½ your warlock levels.
    • 6th-level: Enemies hit by your eldritch blast suffer -2 penalty to their Will saves for 1 minute. Multiple hits do not stack.
    • 10th-level: Once per day, you may use Charm monster as the spell. Calculate DC as if it was a 6th level spell. Caster level is equal to your class level.
    • 14th-level: Enemies hit by your eldritch blast suffer -8 penalty instead to their Will saves for 1 minute. Multiple hits do not stack.
    • 18th-level: Once per day, you may summon the essence of your pact. This is a supernatural ability that takes 1 round to use. Your essence arrives at the end of casting and acts immediately . Your essence serves you for 1 round per your class level. You can issue telepathic commands to your essence, and can dismiss it as a free action. Your essence is a construct type creature with the same amount of hit points as you do, AC equal to 20 + your Charisma modifier, DR 20/cold iron, SR 10 + your class level, 30 foot move speed, saves equal to your own saves without bonuses from items and temporary modifiers, ability to use eldritch blast with damage equal to your eldritch blast with +15 plus your Charisma modifier to hit, ability to use one of your invocations (but you cannot use that invocation while your essence is alive), and ability to use Charm monster as the spell. (calculate the DC as if it was a 9th level spell, with caster level equal to your class level)
  • Celestial
    • 2nd-level: You gain a bonus on saves against cold and petrification equal to ½ your warlock levels.
    • 6th-level: Enemies hit by your eldritch blast suffer -2 penalty to their attack rolls for 1 minute. Multiple hits do not stack.
    • 10th-level: Once per day, you may use Heal as the spell. Caster level is equal to your class level.
    • 14th-level: Enemies hit by your eldritch blast suffer -8 penalty instead to their attack rolls for 1 minute. Multiple hits do not stack.
    • 18th-level: Once per day, you may summon the essence of your pact. This is a supernatural ability that takes 1 round to use. Your essence arrives at the end of casting and acts immediately . Your essence serves you for 1 round per your class level. You can issue telepathic commands to your essence, and can dismiss it as a free action. Your essence is a construct type creature with the same amount of hit points as you do, AC equal to 20 + your Charisma modifier, DR 20/cold iron, SR 10 + your class level, 30 foot move speed, saves equal to your own saves without bonuses from items and temporary modifiers, ability to use eldritch blast with damage equal to your eldritch blast with +15 plus your Charisma modifier to hit, ability to use one of your invocations (but you cannot use that invocation while your essence is alive), and ability to use Heal as the spell. (calculate the DC as if it was a 9th level spell, with caster level equal to your class level)
  • Infernal
    • 2nd-level: You gain a bonus on saves against fire and poison equal to ½ your warlock levels.
    • 6th-level: Enemies hit by your eldritch blast suffer -2 penalty to their AC for 1 minute. Multiple hits do not stack.
    • 10th-level: Once per day, you may use Harm as the spell. Caster level is equal to your class level.
    • 14th-level: Enemies hit by your eldritch blast suffer -8 penalty instead to their AC for 1 minute. Multiple hits do not stack.
    • 18th-level:  Once per day, you may summon the essence of your pact. This is a supernatural ability that takes 1 round to use. Your essence arrives at the end of casting and acts immediately . Your essence serves you for 1 round per your class level. You can issue telepathic commands to your essence, and can dismiss it as a free action. Your essence is a construct type creature with the same amount of hit points as you do, AC equal to 20 + your Charisma modifier, DR 20/cold iron, SR 10 + your class level, 30 foot move speed, saves equal to your own saves without bonuses from items and temporary modifiers, ability to use eldritch blast with damage equal to your eldritch blast with +15 plus your Charisma modifier to hit, ability to use one of your invocations (but you cannot use that invocation while your essence is alive), and ability to use Harm as the spell. (calculate the DC as if it was a 9th level spell, with caster level equal to your class level)
  • Far Realm
    • 2nd-level: You gain a bonus on saves against acid and electricity equal to ½ your warlock levels.
    • 6th-level: Enemies hit by your eldritch blast suffer -2 penalty to their Fort saves for 1 minute. Multiple hits do not stack.
    • 10th-level: Once per day, you may use Confusion as the spell. Calculate DC as if it was a 6th level spell. Caster level is equal to your class level.
    • 14th-level: Enemies hit by your eldritch blast suffer -8 penalty instead to their Fort saves for 1 minute. Multiple hits do not stack.
    • 18th-level:  Once per day, you may summon the essence of your pact. This is a supernatural ability that takes 1 round to use. Your essence arrives at the end of casting and acts immediately . Your essence serves you for 1 round per your class level. You can issue telepathic commands to your essence, and can dismiss it as a free action. Your essence is a construct type creature with the same amount of hit points as you do, AC equal to 20 + your Charisma modifier, DR 20/cold iron, SR 10 + your class level, 30 foot move speed, saves equal to your own saves without bonuses from items and temporary modifiers, ability to use eldritch blast with damage equal to your eldritch blast with +15 plus your Charisma modifier to hit, ability to use one of your invocations (but you cannot use that invocation while your essence is alive), and ability to use Confusion as the spell. (calculate the DC as if it was a 9th level spell, with caster level equal to your class level)
  • Witchcraft
    • 2nd-level: You gain a bonus on saves against sleep and paralysis equal to ½ your warlock levels.
    • 6th-level: Enemies hit by your eldritch blast suffer -1 penalty to all of their saves for 1 minute. Multiple hits do not stack.
    • 10th-level: Once per day, you may use Mind fog as the spell. Calculate DC as if it was a 6th level spell. Caster level is equal to your class level.
    • 14th-level: Enemies hit by your eldritch blast suffer -4 penalty instead to all of their saves for 1 minute. Multiple hits do not stack.
    • 18th-level:  Once per day, you may summon the essence of your pact. This is a supernatural ability that takes 1 round to use. Your essence arrives at the end of casting and acts immediately. Your essence serves you for 1 round per your class level. You can issue telepathic commands to your essence, and can dismiss it as a free action. Your essence is a construct type creature with the same amount of hit points as you do, AC equal to 20 + your Charisma modifier, DR 20/cold iron, SR 10 + your class level, 30 foot move speed, saves equal to your own saves without bonuses from items and temporary modifiers, ability to use eldritch blast with damage equal to your eldritch blast with +15 plus your Charisma modifier to hit, ability to use one of your invocations (but you cannot use that invocation while your essence is alive), and ability to use Mind fog as the spell. (calculate the DC as if it was a 9th level spell, with caster level equal to your class level)

Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock's damage reduction improves by 1.

Unnatural Healing (Su): Beginning at 4th level, a warlock knows the trick of rapid healing. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1. At 8th level and every four levels thereafter, the unnatural healing's fast healing improves by 1.

Energy Resistance (Su): At 5th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 9th level and every four levels thereafter, the energy resistance improves by 5.

 

Alternate Class Features

Eldritch Potency (Su): Instead of learning a new invocation, you can choose to gain +1 bonus damage per each dice of your eldritch blast. You may take this feature up to three times. You may always select this feature instead of an invocation when you take the Extra Invocation feat.

Familiar: Instead of learning a new invocation, you can choose to gain a familiar, similar to a sorcerer's class feature.

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