Menu

Warlock

Born with eldritch power coursing through their veins, Warlocks are a breed apart from more traditional wielders of arcane magic. They see things that no child should notice, and they know things that none of such an age should be aware of. From their childhood years onward, Warlocks are isolated, as their neighbors begin to sense the strange power within him. Eventually, all fledging Warlocks grow angry, and manifest their first eldritch blast, often with tragic consequences. For those who are not simply killed by frightened peasants or do not go mad over the results of their actions, it is the first step on a perilous career to harness the raw energy exuding from within them. Those few discover that they do not wield magic, they are magic: a living, breathing avatar of eldritch energy.

To be a Warlock is to be alone, a being never fully trusted by anyone who fears what unknown forces might well be granting these perilous powers to a mere mortal.


Role: Warlocks, while no true substitute for a sorcerer or wizard, are an excellent supplement to them. While their spells lack those which cause damage, for that purpose the class possesses eldritch blast, and there are many battlefield control and utility spells on their list.

Alignment: Any

Hit Die: d8

Class Skills
The warlock's class skills are Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (The Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: Warlock
Level
BAB
Fort Save
Ref Save
Will Save
Special
Spells Per Day
1
2
3
4
5
6
1st
+0
+0
+0
+2
Eldritch Blast, Invocations, Minor Invocation
1





2nd
+1
+0
+0
+3
Invocation
2





3rd
+2
+1
+1
+3
Damage Reduction
3





4th
+3
+1
+1
+4
Invocation
3
1




5th
+3
+1
+1
+4
Energy Resistance
4
2




6th
+4
+2
+2
+5
Eldritch Hands, Invocation
4
3




7th
+5
+2
+2
+5
Eldritch Resilience
4
3
1



8th
+6/+1
+2
+2
+6
Eldritch Shield, Invocation
4
4
2



9th
+6/+1
+3
+3
+6

5
4
3



10th
+7/+2
+3
+3
+7
Major Invocation, Invocation
5
4
3
1


11th
+8/+3
+3
+3
+7
Empower Invocation
5
4
4
2


12th
+9/+4
+4
+4
+8
Invocation
5
5
4
3


13th
+9/+4
+4
+4
+8

5
5
4
3
1

14th
+10/+5
+4
+4
+9
Invocation
5
5
4
4
2

15th
+11/+6/+1
+5
+5
+9

5
5
5
4
3

16th
+12/+7/+2
+5
+5
+10
Invocation
5
5
5
4
3
1
17th
+12/+7/+2
+5
+5
+10

5
5
5
4
4
2
18th
+13/+8/+3
+6
+6
+11
Greater Invocation, Invocation
5
5
5
5
4
3
19th
+14/+9/+4
+6
+6
+11

5
5
5
5
5
4
20th
+15/+10/+5
+6
+6
+12
Warlock Supreme, Invocation
5
5
5
5
5
5

Table: Warlock Spells Known
Level
0th
1st
2nd
3rd
4th
5th
6th
1st
4
2
2nd
5
3
3rd
6
4
4th
6
4
2
5th
6
4
3
6th
6
4
4
7th
6
5
4
2
8th
6
5
4
3
9th
6
5
4
4
10th
6
5
5
4
2
11th
6
6
5
4
3
12th
6
6
5
4
4
13th
6
6
5
5
4
2
14th
6
6
6
5
4
3
15th
6
6
6
5
4
4
16th
6
6
6
5
5
4
2
17th
6
6
6
6
5
4
3
18th
6
6
6
6
5
4
4
19th
6
6
6
6
5
5
4
20th
6
6
6
6
6
5
5

Class Features
All of the following are class features of the Warlock.

Weapon and Armor Proficiencies
The warlock is proficient with all simple weapons. He is proficient with light armor, but not with medium or heavy armor, or with shields of any type. The warlock can cast warlock spells (but not arcane spells gained from other classes) in light armor without incurring the normal chance of arcane spell failure. While wearing medium or heavy armor or when using a shield, a warlock suffers the normal chance of spell failure.

Spells
A warlock casts arcane spells drawn from the warlock spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + the warlock’s Charisma modifier. 

Like other spellcasters, a warlock can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Warlock. In addition, he receives bonus spells per day if he has a high Charisma score. 

The warlock’s selection of spells is extremely limited. A warlock begins play know four 0-level spells and two 1st-level spells of the warlock’s choice. At each new warlock level, he gains one or more new spells, as per the Warlock spells known table. (Unlike spells per day, the number of spells a warlock knows is not affected by his Charisma score.) 

Upon reaching 5th level, and at every third warlock level after that (8th, 11th, and so on), a warlock can choose to learn a new spell in place of one he already knows. In effect, the warlock “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level warlock spell the warlock can cast. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. 

A warlock need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips (Su)
Warlocks learn a number of cantrips, or 0-level spells, as noted under Spells Known (see above). These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eldritch Blast (Su)
A warlock gains a supernatural ability known as the eldritch blast; this ability allow the warlock to focus his eldritch arcane energy into a damaging blast of dark energies able to wound, or even kill, his opponents. As a standard action a warlock can make a ranged touch attack against an opponent within a 30 foot range increment, dealing 1d6 points of damage. The target of the eldritch blast receives no saving throw.  

At 3rd level, and every two warlock levels gained thereafter, the damage inflicted by an eldritch blast increases by 1d6 to a maximum of 10d6 at 19th level. 

An eldritch blast deals half damage to objects. 

For the purposes of the spells globe of invulnerability, lesser globe of invulnerability, and similar powers and effects, a 1st level warlock’s eldritch blast has an effective spell level equal to a 1st-level spell. At each odd-numbered warlock level gained thereafter, the eldritch blast strength increases by one level, to an effective spell of 9th-level at warlock level 17.

Invocations (Su)
Warlocks learn a number of magic tricks, called invocations, which he can apply to his eldritch blast. At 1st level, a warlock gains one of the following minor invocations of his choice. He gains an additional invocation at 2nd level and for every 2 levels attained after 2nd level. A warlock cannot select an individual invocation more than once. 

Unless otherwise noted, invocations are part of the same standard action a warlock uses to unleash his eldritch blast. The save (if any) to resist an invocation is equal to 10 + ½ the warlock’s level + the warlock’s Charisma modifier. 

A warlock can apply only one invocation to any given eldritch blast.

Minor Invocations (Su)
Beshadowed Blast (Su): The target of the eldritch blast suffers one less dice of damage and must make a Fortitude saving throw or become blinded for 1d4 rounds. A warlock must be at least 6th level to select this invocation.

Boreal Blast (Su): The warlock alters his eldritch blast to inflict cold damage. Half of the damage from his Eldritch Blast becomes cold damage.

Eldritch Spear (Su): The warlock can use his eldritch blast at medium range (100 ft. + 10 ft./level) instead of the standard 30-foot range but allows for a reflex save for half damage.

Exsanguinating Blast (Su): The target of the eldritch blast suffers one less dice of damage and must make a Fortitude saving throw or suffer 2d6 points of bleed damage. On a successful save, the target is not affected. A warlock must be at least 4th level to select this invocation.

Frightful Blast (Su): The target of the eldritch blast suffers one less dice of damage and must make a Will saving throw or become shaken for 1d4 rounds. On a successful save, the target not affected. This is a mind-affecting, fear affect.

Hindering Blast (Su): The target of the eldritch blast suffers one less dice of damage and must make a Will saving throw or become fatigued for 1d4 rounds. On a successful save, the target is not affected.

Inferno Blast (Su): The warlock alters his eldritch blast to inflict fire damage. Half of the damage from his Eldritch Blast becomes fire damage.

Maelstrom Blast (Su): The warlock alters his eldritch blast to inflict electricity damage. Half of the damage from his Eldritch Blast becomes electricity damage.

Sickening Blast (Su): The target of the eldritch blast suffers one less dice of damage and must make a Fortitude saving throw or become sickened for 1d4 rounds. On a successful save, the target is not affected.

Vitriolic Blast (Su): The warlock alters his eldritch blast to inflict acid damage. Half of the damage from his Eldritch Blast becomes acid damage.

Damage Reduction (Ex)
At 3rd level, the warlock’s exposure to eldritch arcane energies begins to strengthen his body, providing protection from many attacks. He gains DR 2/cold iron. This increases by 1 at 5th level and every two levels gained thereafter, to a maximum of DR/10 cold iron at 19th level.

Energy Resistance (Ex)
At 5th level, the warlock gains resistance 10 to two of the following energy types: acid, cold, electricity, and fire. The warlock chooses which types of energy he becomes resistant to. At 11th level, both of these resistances increase to 20. At 17th level, the warlock’s energy resistances once again increase, this time to 30.

Eldritch Hands (Sp)
Starting at 6th level, a warlock can use telekinesis, as per the spell except as stated below, as a standard action once each round. The warlock is limited to a maximum weight of 10 lbs per warlock level, and the maximum number of objects he is able to simultaneously manipulate with the violent thrust aspect ability is equal to one-half his warlock class level, rounded down (to a maximum of 10). The warlock may only this ability at medium range (100 ft. + 10 ft./level) instead of the long range listed for the spell.

Eldritch Resilience (Su)
At 7th level, the warlock can use his eldritch energy to reknit his tissues, sinews, and bones. The warlock can use a swift action to grant himself fast healing 1 for 1 round per warlock level. At 10th level, and every three levels gained thereafter, the fast healing granted by eldritch resilience increases by 1 to a maximum of fast healing 5 at 18th level. The warlock can use this ability twice per day at 13th level and three times per day at 19th level.

Eldritch Shield (Su)
At 8th level, a warlock’s eldritch power grows strong enough that he unconsciously releases damaging attacks on those who harm him. Any melee attack that damages the warlock for at least 1 point of lethal damage causes a backlash in eldritch energy. This backlash deals 2d6 points of damage to the attacker.

At 12th level, and every four levels gained thereafter as a warlock, the damage inflicts by the warlock’s eldritch aura increases by 1d6, to a maximum of 6d6 at 20th level.
Major Invocations (Su)
Starting at 10th level, and every two levels thereafter, a warlock can choose one of the following major invocations whenever he could select a new invocation.

Bewitching Blast (Su): The target of the eldritch blast suffers one less dice of damage and must make a Fortitude saving throw or become confused for 1d4 rounds. On a successful save, the target is not affected.

Eldritch Bolt (Su): The warlock invokes his eldritch blast in a 120-foot line that is 5-feet wide and affects all creatures within the area. This invocation increases the cast time to a full round action. No attack roll is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for half damage.

Eldritch Cone (Su): The warlock invokes his eldritch blast in a 60-foot cone that affects all creatures within the area. This invocation increases the cast time to a full round action. No attack roll is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Entropic Blast (Su): This invocation can only be used against objects weighing no more than 10 pounds per warlock level. The object takes full damage (not half) from the eldritch blast, and has its hardness reduced by one-half. This is an instantaneous effect. Any single object can only have its hardness reduced once by this invocation. Magical or attended objects are allowed a Will save to negate the hardness reduction and reduce the damage to one-half the amount rolled; non-magical unattended objects do not receive a saving throw and suffer the listed effects of this invocation.

Fatiguing Blast (Su): The target of the eldritch blast suffers one less dice of damage and must make a Fortitude saving throw or become fatigued. On a successful save, the target is not affected. This invocation does not stack with itself.

Noxious Blast (Su): The target of the eldritch blast suffers one less dice of damage and must make a Fortitude saving throw or become nauseated for 1d4 rounds. On a successful save, the target is not affected.

Thundering Blast (Su): The warlock alters his eldritch blast to inflict sonic damage. All of the damage from his Eldritch Blast becomes sonic damage.

Weakening Bolt (Su): The target of the eldritch blast suffers one less dice of damage and must make a Will save or take 1d6 points of Strength damage. On a successful save, the target is not affected.

Empower Invocation (Su)
At 11th level, a warlock may empower (as per the feat Empower Spell) his eldritch blast or any invocation that he knows. He may use this ability once per day. At 13th level, and every two warlock levels gained thereafter, a warlock gains one daily use of this ability, to a maximum of five times per day at 19th level.

Greater Invocation (Su)
Starting at 18th level, and every two levels thereafter, a warlock can choose of one of the following greater invocations whenever he could select a new invocation.

Banishing Blast (Su): The target of the eldritch blast suffers one less dice of damage  If the target is an outsider or a creature otherwise summoned or called through a spell-effect (such as a creature summoned by any summon monster or summon nature’s ally spell) it must make a Will saving throw or suffer the effects of dismissal (as per the spell) if the target is an outsider. If the target has merely been summoned via a spell but is not an outsider, this invocation ends that spell for the targeted creature if the creature fails to make his Will saving throw, immediately sending it back to where it was summoned from.

Eldritch Doom (Su): The warlock invokes his eldritch blast in a 20-foot radius spread with a range of 60-feet that affects all creatures within the area. No attack roll is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.

Exhausting Blast (Su): The target of the eldritch blast suffers one less dice of damage and must make a Fortitude saving throw or become exhausted. On a successful save, the target is not affected.

Horrific Blast (Su): The target of the eldritch blast suffers one less dice of damage and must make a Will saving throw or be stunned for 1d4 rounds. On a successful save, the target is not affected.

Utterdark Blast (Su): The target of the eldritch blast suffersone less dice of damage and must make a Fortitude saving throw or gain 1d4 negative levels. On a successful save, the target does not gain any negative levels. Undead creatures suffer no damage and gain no benefit from this invocation.

Warlock Supreme (Su)
At 20th level, the warlock undergoes an eldritch apotheosis that is the culmination of all that he has strived to achieve. His two energy resistances improve to immunities and he gains resistance 10 against the two energy types he did not select. Five times per day, but no more than once per round, he may use his eldritch blast, and any applied invocations, as a swift action instead of a standard action.