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Warlocks channel arcane might wrested from primeval entities. They commune with infernal intelligences and fey spirits, scour enemies with potent blasts of eldritch power, and bedevil foes with hexing curses. Armed with esoteric secrets and dangerous lore, warlocks are clever and resourceful foes. Warlocks have gained a reputation as dark cultists and fiend-worshippers, and while many warlocks fit that description, there are those who would use their power for more lofty goals. The pacts are complete. The rites have concluded. The signs are drawn in blood, and the seals are broken. Your destiny beckons.
Hit Dice: d6 Alignment: Varies; see Eldritch Pact class feature Armor Proficiencies: Light armor Weapon Proficiencies: All simple weapons Skill Points/Level: 2 + Int Class Skills: Arcana (Int), Concentration (Con), Cosmology (Int), Deception (Cha), Dungeoneering (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Stealth (Dex), Trade (Int)
Level | BAB | Fort | Ref | Will | Special | Invocations |
---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Eldritch Pact, Eldritch Blast 1d6, Use Magic Device, Invocations (Least) | 1 |
2nd | +1 | +0 | +0 | +3 | Dark Vigor 1/day, Detect Magic | 2 |
3rd | +2 | +1 | +1 | +3 | Eldritch Blast 2d6 | 3 |
4th | +3 | +1 | +1 | +4 | Eldritch Resistance 5, Deceive Item | 4 |
5th | +3 | +1 | +1 | +4 | Eldritch Blast 3d6 | 4 |
6th | +4 | +2 | +2 | +5 | Invocations (Lesser) | 5 |
7th | +5 | +2 | +2 | 5 | Eldritch Blast 4d6 | 6 |
8th | +6/+1 | +2 | +2 | +6 | Eldritch Armor | 7 |
9th | +6/+1 | +3 | +3 | +6 | Eldritch Blast 5d6 | 7 |
10th | +7/+2 | +3 | +3 | +7 | Dark Vigor 2/day | 8 |
11th | +8/+3 | +3 | +3 | +7 | Eldritch Blast 6d6, Invocations (Greater) | 9 |
12th | +9/+4 | +4 | +4 | +8 | Eldritch Resistance 10 | 10 |
13th | +9/+4 | +4 | +4 | +8 | Eldritch Blast 7d6 | 10 |
14th | +10/+5 | +4 | +4 | +9 | Imbue Item | 11 |
15th | +11/+6/+1 | +5 | +5 | +9 | Eldritch Blast 8d6 | 12 |
16th | +12/+7/+2 | +5 | +5 | +10 | Greater Eldritch Armor, Invocations (Dark) | 13 |
17th | +12/+7/+2 | +5 | +5 | +10 | Eldritch Blast 9d6 | 13 |
18th | +13/+8/+3 | +6 | +6 | +11 | Dark Vigor 3/day | 14 |
19th | +14/+9/+4 | +6 | +6 | +11 | Eldritch Blast 10d6 | 15 |
20th | +15/+10/+5 | +6 | +6 | +12 | Eldritch Resistance 15 | 16 |
Class Abilities 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 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 (see page 303 of the
Monster Manual), as well as from feats that emulate
metamagic effects for spell-like abilities, such as
Quicken Spell-Like Ability and Empower SpellLike Ability (see pages 303 and 304 of the Monster
Manual).
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,
as summarized on the table above and described
below.
At any level when a warlock learns a new level
of invocation, he can also replace an invocation
he already knows with another invocation of the
same or a lower grade. At 6th level, a warlock can
replace a least invocation he knows with a different
least invocation (in addition to learning a new
invocation, which could be either least or lesser).
At 11th level, a warlock can replace a least or
lesser invocation he knows with another invocation
of the same or a lower grade (in addition to learning
a new invocation, which could be least, lesser, or
greater). At 16th level, a warlock can replace a
least, lesser, or greater invocation he knows with
another invocation of the same or a lower grade (in addition to learning a new invocation, which could
be least, lesser, greater, or dark).
Finally, unlike other spell-like abilities,
invocations are subject to arcane spell failure
chance. However, 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. Warlocks can
qualify for some prestige classes usually intended
for spellcasters; see page 18 of the Complete Arcane
for details.
Eldritch Pact: In order to obtain his power, a
warlock must enter a pact with a powerful entity, an
agreement sealed in blood. A warlock gains access
to exclusive invocations and abilities depending
on the entity in which he enters the pact with. A
warlock must choose one eldritch pact upon taking
his first level of warlock. Once made, this choice
cannot be changed.
A warlock who changes to a prohibited
alignment or otherwise dishonors his eldritch pact
may suffer consequences as the DM sees fit.
Typically, if the warlock strays from his allowed
alignment, he may not advance as a warlock until
his alignment changes to one within the limits of the
pact. If the warlock does something more drastic,
such as breaking his pact completely, or directly
acting against the entity in which he has entered
the pact, the warlock may lose his class features
and ability to cast invocations, or may suffer the
direct wrath of the entity in question. Again, the
DM has final say on the matter and should act as
he sees fit.
Eldritch Blast (Su): 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 damage equal to 1d6 + the warlock’s Cha
modifier at 1st level and increases in power as
the warlock rises in level. An eldritch blast is the
equivalent of a 1st level spell. If you apply a blast
shape or eldritch essence invocation to your eldritch
blast (see Complete Arcane page 130), your eldritch
blast is considered a spell equivalent to the highest
level of the shape or essence.
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 (see
page 303 of the Monster Manual).
Use Magic Device (Ex): The warlock can attempt
to use scrolls, wands, and other such magic items
as if he were a magic user of the appropriate
type. When using such an item, the warlock rolls
1d20 + his warlock level + his Cha modifier. If the
warlock has levels in another class that grants this
feature, those levels stack with his warlock level for
determining the results of the check.
You must make such a check each time you
activate an item such as a wand. If you are using
the check to emulate an alignment or some other
quality in an ongoing manner, you need to make the
relevant Use Magic Device check once per hour.
You must consciously choose which
requirement to emulate. That is, you must know
what you are trying to emulate when you make
a Use Magic Device check for that purpose. The
DCs for various tasks involving Use Magic Device
checks are summarized on the table below.
Task Use Magic Device DC
Activate blindly 25
Use a scroll 20 + caster level
Use a wand or staff 20
Emulate an ability score See text
Emulate a race 25
Emulate an alignment 30 Dark Vigor (Su): The warlock can call forth a surge
of energy from within, allowing him to heal at an
unnaturally fast rate. At 2nd level, the warlock can
enter a state that lasts for 1 minute. While in this
state, the warlock gains fast healing equal to half
his class level. A warlock can use this ability once
per day, and gains additional uses per day at 10th
and 18th level.
Detect Magic (Sp): At 2nd level, a warlock can use
detect magic at will, as per the spell.
Eldritch Resistance (Su): At 4th level, the warlock
gains energy resistance 5 against an energy
type dependent on his eldritch pact. This energy
resistance increases to 10 at 12th level, and 15 at
20th level.
Deceive Item (Ex): At 4th level and higher, a warlock
has the ability to more easily commandeer magic
items made for the use of other characters. When
making a Use Magic Device check, a warlock can
take 10 even if distracted or threatened.
Eldritch Armor (Su): At 8th level, the warlock gains
damage reduction 5 of a specific type dependent
on his eldritch pact. See the eldritch pacts section
below for the type of damage reduction each pact
grants.
Imbue Item (Su): A warlock of 12th level or higher
can use his supernatural power to create magic
items, even if he does not know the spells required
to make an item (although he must know the
appropriate item creation feat). He can substitute
a Use Magic Device check (DC 15 + spell level for
arcane spells or 25 + spell level for divine spells) in
place of a required spell he doesn’t know or can’t
cast.
If the check succeeds, the warlock can create
the item as if he had cast the required spell. If it
fails, he cannot complete the item. He does not
expend the normal costs for making the item; his
progress is simply arrested. He cannot retry this
Use Magic Device check for that spell until he gains
a new level.
Greater Eldritch Armor (Su): At 16th level, the
warlock’s damage reduction from his eldritch armor
class feature increases by 5, to a total of 10. Eldritch Pacts
The following pacts represent all the different
sources of power that the warlock has access to. To
view the invocations available to each pact, see the
Magic section in the back of the book.
Aberrant
The warlock makes an eldritch pact with an
alien entity from the Far Realm. A warlock who
enters this pact must be of a nongood, nonlawful
alignment.
Eldritch Resistance: Acid
Eldritch Armor: DR/lawful
Fey
The warlock makes an eldritch pact with an entity
from the Feywild. A warlock who enters this pact
must be of a nonlawful alignment.
Eldritch Resistance: Electricity
Eldritch Armor: DR/cold iron
Infernal
The warlock makes an eldritch pact with a powerful
devil from the fires of Baator. A warlock who
enters this pact must be of a nongood, nonchaotic
alignment.
Eldritch Resistance: Fire
Eldritch Armor: DR/silver
Shadow
The warlock makes an eldritch pact with a dark
agent of the Shadowfell. A warlock who enters this
pact must be of a nongood alignment.
Eldritch Resistance: Cold
Eldritch Armor: DR/good