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warlock

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Warlock

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.

Class Attributes

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

warlock.1371500764.txt.gz · Last modified: 2013/06/17 13:26 by kyeenadmin