Warlock

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Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers and wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards. By harnessing his innate magical gift through fearsome determination and willpower, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of eldritch power.

Requirements

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To qualify to become a Warlock, a character must fulfill all the following criteria.

  • Alignment: Any Chaotic or Evil

Class Skills

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The class skills of the Warlock are:

  • Bluff
  • Concentration
  • Craft: Alchemy
  • Craft: Jewelcrafting
  • Craft: Tailoring & Leatherwork
  • Craft: Weaponsmithing
  • Disguise
  • Heal
  • Intimidate
  • Jump
  • Knowledge: Aracana
  • Knowledge: Religion
  • Knowledge: The Planes
  • Lore
  • Profession: Cook
  • Sense Motive
  • Spell Craft
  • Taunt
  • Use Magic Device

Class Features

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Skill Points at Each Level: 2 + Int modifier, x4 at first level

Hit Dice: d6

Weapon and Armor Proficiency: A warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. A warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure, though. The class is also proficient in the use of all simple weapons.

Warlock Invocations: As a warlock gains levels, they learn more invocations from the entity they created a pact with. A list of invocations can be found Here. In addition, new invocations from the base game have been added.

You can find out more about them here: New Invocations.

Warlock may cast their limited number of invocations an unlimited amount of times per day. Unlike the base game, at level 20, a warlock will have one additional, least, lesser and greater invocation that they know, bringing to total to 4/4/4/3.

Warlocks rely on charisma as their primary casting stat.

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 deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level (up to 14d6 by level 30). There is no saving throw with this attack, but spell resistance can negate it. This power can be used at will.

  • An eldritch blast is a ray with a range of 60ft.
  • It is a ranged touch attack that affects a single target.
  • It applies half damage to objects.
  • It is a weapon-like spell (Critical hit on a roll of 20)
  • Both an Eldritch Essence and Blast Shape can be applied to a single Blast
  • Applied invocations may cause additional effects and thus allow for a saving throw.

Eldritch Essence: Some of a warlock’s invocations, such as Frightful Blast, modify the damage or other effects of the warlock’s eldritch blast. Unless otherwise noted, the eldritch blast deals normal damage in addition to the effect of the essence. The warlock can apply only one essence to a blast at a time.

Blast Shape: These invocations modify the range, target(s), or area of a warlock’s eldritch blast. Unless otherwise noted, the eldritch blast does normal damage.

Eldritch Lore: At 2nd level the warlock gains a +2 bonus to lore and spellcraft skill checks.

Damage Reduction: 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 (damage from attacks are reduced by 1 point unless the damage comes from cold iron). At 7th level and every four levels thereafter, a warlock’s damage reduction improves, up to 5/cold iron at level 19.

Deceive Item: From level 4 onwards, a warlock gains a +4 bonus to use magic device skill checks.

Arcane Armor Training: At level 5 the warlock gains -10% arcane spell failure as they continue to train fighting in armor while casting invocations. This bonus increases to -20% at level 9.

Fiendish Resilience: Once per day, for 20 rounds, the warlock gains fast healing. The value is 1 point from 8th level, 2 points from 13th level and 5 points from 18th level.

Energy Resistance: At level 10 a warlock can choose two energy types from acid, cold, electricity, fire, and sonic. He gains 5 points damage resistance against those chosen damage types. At 20th level, a warlock gains resistance 10 to his chosen energy types.

Imbue Item: From level 12 onwards, a warlock can use his supernatural power to create magic items, even if he does not know the spells required to make the 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 does not know or can’t cast.

Eldritch Master At level 20, The Warlock’s eldritch blasts deal +50% damage and have +2 to attack rolls. Additionally, your Knowledge: The Planes and Knowledge: Arcana skills are permanently increased by 4.

Last updated byDispater