View Full Version : Warlock Homebrew Compilation and Campaign

Erik Vale
2012-08-07, 10:03 PM
Greetings Ladies, Gents, Non-Gender Specified, Duel-Gender Specified and Other!


Thankyou, shouting will now stop.

I will be using this thread to compile some of the warlock homebrew this forum has made, make a warlock prc/base of my own, and put together a basic draft for a campaign. I don't know exactly how I plan on laying it out or how many posts I will need, that is why I want people to refrain from posting.
Some of this will be pruned (identicle incantions and such). Do note with any of my works I am unfimiliar with the system as a whole, and I'm not an experienced homebrewer.

For time constraints, I'll just be putting up the warlock stuff that I will be copying out.
I take no credit to these, but offer credit to their creators.

Warlock Classes
http://www.giantitp.com/forums/showthread.php?t=171050&highlight=warlock Pathfinder
http://www.giantitp.com/forums/showthread.php?t=212830&highlight=Warlock Pact Based
http://www.giantitp.com/forums/showthread.php?p=13409090 Bloodline Based

Warlock PRC
http://www.giantitp.com/forums/showthread.php?t=171845&highlight=warlock Range
Note: With the Bloodline based, you count as a arcane caster for PRCs etc, and as such qualify for familiers at level 3 should you have Knowledge (Arcarna): 4 http://www.giantitp.com/forums/showthread.php?t=180323&highlight=warlock High Damage

New Invocations

Other Stuff to compile when I get to it

http://www.giantitp.com/forums/showthread.php?t=106038 Invocation
http://www.giantitp.com/forums/showthread.php?p=4528711#post4528711 Invocation
http://www.giantitp.com/forums/showthread.php?p=4528682#post4528682 Invocation
http://www.giantitp.com/forums/showthread.php?p=4470804#post4470804 Feat
http://www.giantitp.com/forums/showthread.php?t=43648 feat
http://www.giantitp.com/forums/showthread.php?t=70397 PRC
http://www.giantitp.com/forums/showthread.php?t=142939 PRC
http://www.giantitp.com/forums/showthread.php?t=144334 Feat
http://www.giantitp.com/forums/showthread.php?t=118864 PRC
http://www.giantitp.com/forums/showthread.php?t=118130 PRC
http://www.giantitp.com/forums/showthread.php?t=118683 PRC/Invoc
http://www.giantitp.com/forums/showthread.php?t=119090 PRC
http://www.giantitp.com/forums/showthread.php?t=162048 Invocations
http://www.giantitp.com/forums/showthread.php?t=145475 PRC
http://www.giantitp.com/forums/showpost.php?p=12725168&postcount=16 PRC
http://www.giantitp.com/forums/showthread.php?t=182566 Notable Templates
http://www.giantitp.com/forums/showthread.php?t=179937 Invocation
http://www.giantitp.com/forums/showthread.php?t=223940 Class
http://www.giantitp.com/forums/showthread.php?t=226354 PRC



Epic PRC


Erik Vale
2012-08-07, 10:16 PM
Warlock Classes Post

The Pact Bound
"He swore his soul to the things in the night. And he brought the powers of the night to the daylight hours."
The Book of Dread
"In his moment of need, he cried out. He accepted the offers and saved his friends... But the cost in times later."
Book of Deals
"She was not favoured of the gods, she had not given her life over to them, but the angels needed an agent, and her light in it's purity was given power, to serve a purpose beyond any mere mortal."
Book of the Favoured

This class was made by: T.G. Oskar

MAKING A WARLOCK (and what has or hasn't changed)
Abilities: Charisma defines the Difficulty Class of the invocations, as well as a great deal of social skills. Dexterity is also important, as it serves as the main stat for a variety of things, including the attack bonus of your Eldritch Blast, your AC, and your Reflex saves.
Races: Tieflings, because of their innate association with fiends, gravitate towards the warlock class, even if their Charisma takes a hit. Aasimar oddly work well, given their bonus to Charisma and perception skills; the idea of making a fiend-pact Aasimar certainly breaks the mold, although chaotic-aligned Aasimar tend to gravitate toward pacts with eladrin. Humans, of course, are strongly fit to become warlocks. The warlock's lack of reliance on weapons makes Halflings and Gnomes fair choices.
Amongst savage humanoids and other creatures, the Drow are fit to follow the Warlock path, and the odd goblin that wishes to take advantage of their size and cruelty make pacts with fiends, to better resemble the barghests.
Alignment: Any except Lawful Good. An otherworldly patron favors a creature that has an alignment at least one step away from the norm. Archons tend to dislike the idea of giving power to creatures that cannot fit their distinctive vision of values, and other good outsiders tend to share their power rather than force a course of action. The reason why Eladrin agree to pacts with people isn't exactly to force them, but to allow their powers to fall unto people that consciously use their power for Good, even if it does not always work.
Starting Gold: as Bard
Starting Age: as Bard

Class Skills
The warlock’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Use Magic Device (Cha)

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

{TABLE=head]Level |Base Attack Bonus |Fort Save|Ref Save|Will Save |Special|Blast Shape/ Essence|Pact Boons|Invocations
+2|Eldritch blast +1d6, invocation (least), pact|

+3|Pact boon|

+3|Eldritch blast +2d6|

+4|Pact resilience (DR 1)|

+4|Eldritch blast +3d6|

+5|Invocation (lesser), pact resistance|

+5|Eldritch blast +4d6|

+6|Pact resilience (DR 2)|

+6|Eldritch blast +5d6, split blast (two rays)|

+7|Deceive item|

+7|Eldritch blast +6d6, invocation (greater), pact resilience (DR 3)|

+8|Pact resistance|

+8|Eldritch blast +7d6|

+9|Pact resilience (DR 4)|

+9|Eldritch blast +8d6|

+10|Invocation (dark), split blast (three rays)|

+10|Eldritch blast +9d6|

+11|Pact resilience (DR 5), pact resistance|

+11|Eldritch blast +10d6|

+12|Pact culmination|

One of the key differences between the typical warlock and the retooled version is that the amount of invocations has nearly doubled. That way, the warlock can modify its eldritch blasts without worrying about not choosing the right invocations.

The other thing is the "pact boons". Those are best explained later, but the idea is that some invocations are best left separate. Which ones? Well, let's just consider that the difference between the invocations I have issues with and the pact boons are basically their durability.

Class Features
All of the following are class features of the warlock

Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons plus the flail, shortbow, shortsword and whip. They are proficient with light armor but not with shields.

Because the somatic components required for warlock invocations are simple, a warlock can cast warlock 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 if the invocation in question has a somatic component (all invocations do, including eldritch blast; however, this last one is not affected by this restriction and may be used so as long as the warlock has one hand free). A multiclass warlock still incurs the normal arcane spell failure chance for arcane spells or invocations received from other classes.

Well, they get a few new ones. The whip is just stylish: even if they don't really need it, it can be used to deliver a bit of non-lethal damage and serves with the odd trip build. Flails, though, are pretty weird for a choice, but the odd warlock with a fiendish pact will probably enjoy it. Shortswords and shortbows are fit for the roguish type, and while it'll be quite bizarre to use a shortbow with a class that has a free ranged option, sometimes it could compliment your shots.

Oh, that wee bit about Eldritch Blast? Really, why does the main combat method should have a chance (any chance) of arcane spell failure? It's like giving a miss chance to a melee user's weapon! Hence, while the other invocations do have arcane spell failure chances, Eldritch Blast doesn't.

Invocations (Sp): By virtue of the pact they have established with their otherworldly patron, 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 invocations he knows at-will (except for pact boons, which are always active), with the following qualifications:

A warlock’s invocations are spell-like abilities; thus, unless indicated in the description, using an invocation is a standard action that provokes an attack 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 caster level.

The save DC for an invocation (if it allows a save) is equal to 10 + the equivalent spell level of the invocation (stated on its description) + the warlock’s Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from any metamagic feat or the Spell Focus feat; he can, however, benefit from the Ability Focus feat as well as feats that emulate metamagic effects for spell-like abilities.

The four grades of invocations, in order of their relative power, are least, lesser, greater and dark. A warlock begins play with knowledge of two least-grade invocations and one least-grade blast shape or eldritch essence invocation, as mentioned on the table above. As a warlock gains levels, he learns new invocations, as shown on the table above. At any level when a warlock learns a new invocation, he may also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock gains access to lesser invocations; at 11th level, a warlock gains access to greater invocations and at 16th level the warlock gains access to dark invocations.

Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance. Unlike other wielders of spell-like abilities, warlocks can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes section below for descriptions.

Eldritch Blast (Sp): The first ability that a warlock learns is the eldritch blast. A warlock attacks his foes with raw arcane energy, causing damage and sometimes imparting other debilitating effects.

An eldritch blast is a ray with a range of 25 ft plus 5 ft. for every 2 caster levels. It is a ranged touch attack that affects a single target, and allows no saving throw (except on certain occasions; see Blast Shape and Essence Invocations below). An eldritch blast deals 1d6 points of damage at 1st level, and increases in power for every two class levels in warlock. This damage is raw arcane energy, and thus it is not subject to energy resistance or damage reduction (but see Blast Shape and Essence Invocations, below); however, it has the same chance of affecting incorporeal creatures as a normal spell. An eldritch blast, for purposes of feats and abilities that require a spell-like ability with an equivalent spell level, is treated as a 1st level spell (however, the effective spell level may increase; see Blast Shape and Essence Invocations below).

An eldritch blast is subject to spell resistance, although feats like Spell Penetration and effects that increase caster level for purposes of bypassing spell resistance apply to this ability. An eldritch blast deals half damage to objects and constructs. Metamagic feats cannot improve a warlock’s eldritch blast, but feats that affect spell-like abilities (such as Empower Spell-Like Ability and Ability Focus) also affect this ability. Unlike other invocations, a warlock may use eldritch blast even if wearing armor heavier than light or wielding a shield, but a warlock must always have a hand free to use this ability; thus, a warlock may not use eldritch blast if pinned, held or otherwise unable to use at least one hand, nor it may use an eldritch blast with a weapon in one hand and a shield on the other.

Blast Shape and Essence Invocations: Some invocations do not cause direct effects, but rather serve to modify a warlock’s eldritch blast ability. Some, such as blast shape invocations, affect the range, target or area of effect of an eldritch blast; others, such as eldritch essence invocations, modify the damage or provide other effects aside from damage. Using a blast shape or essence invocation is part of the same action as using eldritch blast. A warlock may only apply one blast shape and one eldritch essence invocation as part of the same eldritch blast. When a warlock uses a blast shape or essence invocation, the effective spell level of the eldritch blast is equal to the effective spell level of the invocation; if using both, the effective spell level is the highest between the two invocations, plus 1 (thus, a warlock that uses a blast shape of effective spell level 4th and an essence invocation of effective spell level 3rd has an effective spell level for its eldritch blast of 5th level).

A warlock may choose a number of blast shape or eldritch essence invocations as mentioned on the table above. If he so decides, a warlock may choose one of his regular invocation slots to learn a blast shape or essence invocation if he so desires, but he may not choose a blast shape or essence invocation slot to learn a regular invocation. Thus, a warlock may begin play with one blast shape invocation (or one essence invocation) and two regular invocations, one invocation of each kind, two blast shape invocations and one essence invocation (or viceversa), but never three regular invocations. Blast shape invocations and eldritch essence invocations, much like regular invocations, have four grades of power; thus, if a warlock cannot choose a lesser-grade invocation, it may not choose any lesser-grade blast shape or eldritch essence invocation as well.

Blast Shape: These invocations affect the range, target or area of effect of eldritch blasts. Unless noted otherwise, an eldritch blast subject to a blast shape invocation deals damage normally (as well as applying the effect of an eldritch essence invocation or any other ability that modifies invocations).

Eldritch Essence: These invocations modify the damage dealt by an eldritch blast or cause a variety of effects. If the warlock targets a creature with an eldritch blast modified by an essence invocation to which it has immunity, the creature still takes effect from the attack normally (provided the creature isn’t immune to the eldritch blast itself). Most eldritch essences allow a saving throw; the saving throw DC for such abilities is the same as that for a regular invocation.

If a warlock gains the ability to make more than one eldritch blast (see split blast ability below), all eldritch blasts are modified by the same eldritch essence and the same blast shape invocations.

As you can see from the table, the amount of invocations learned has incremented, and there's a separate set of choices exclusively for blast shapes and essences. This is so that the choices don't compete with the invocations, while at the same time, the slots are open to customize yourself as a blast-focused warlock or a more balanced warlock (just not an invocation-focused warlock).

One nifty trick is that using a combination of blast shapes and essence invocations allow you to slightly improve your effective spell level by one, which while affecting negatively the use of the spell-like enhancers, it does make the powers harder to resist AND also able to bypass spells such as Globes of Invulnerability. This, combined with the increased options for blasting should make even the weaker of the essences work better for purposes of DC, which is one of the banes of those same essences.

Pact (Su): The core of a warlock’s power is the pact it has established with its otherworldly patron. A warlock is never forced to follow the wishes of its patron (once that pact is given, the patron has no control over the actions of the user; in fact, the term “warlock” loosely translates to “oath-breaker” because of the sheer number of people who don’t follow their pact), but they gain a series of boons and benefits as they progress.

At 1st level, a warlock must choose with which type of otherworldly patron it makes its pact. This pact may restrict the invocations a warlock may choose, as well as determines the boons and gifts it receives.

Aberration: while most aberrations are generally weak, those whom inhabit the Far Realm are powerful beyond the scope of man. Warlocks that make pacts with inhabitants of the Far Realm are generally twisted, and desire nothing else than to bring the full force of the Far Realm into the Material Plane. A warlock that makes an aberrant pact gains a +2 bonus on saving throws against spells and spell-like abilities of aberrations, as well as against powers and psi-like abilities (see Expanded Psionics Handbook for more information). A warlock must be non-good to make this pact (thus, no chaotic good creature may make a pact with them).

Demon: the warlock makes a pact with one of the inhabitants of the Abyss. While few demons make direct pacts with people, instead granting their power willingly, some intelligent fiends grant people a measure of their power to wreak havoc upon others. Generally, demons don’t expect warlocks to follow their oath, and generally choose those who think very similarly to them. A warlock that makes a demonic pact gains a +2 bonus on saving throws against spells and effects that have a lawful alignment. A warlock must be non-lawful, non-good to make such pact (thus, it is generally limited to chaotic neutral, chaotic evil, neutral and neutral evil creatures).

Devil: the warlock makes a pact with one of the fiends of the Nine Hells. Making a pact with a devil is generally a losing act, because they are incredibly deceptive and generally demand that people follow their pact to the letter, but generally offer some leeway to how it may be done and at which moment. Warlocks who make pacts with devils are risk-takers, knowing they are attempting to cheat creatures that cheat as a way of life, but generally they are the ones deceived. A warlock that makes a diabolical pact gains a +2 bonus on saving throws against spells and effects that have a chaotic alignment. A warlock must be non-chaotic, non-good to make such pact (thus, it is generally limited to neutral, neutral evil or lawful evil creatures).

Eladrin: although it is rare to see creatures of good offering such dark powers, eladrin are mavericks when ensuring the forces of good are victorious (unlike lawful good creatures whom chafe at the methods). Much like demons, eladrin don’t generally enforce creatures from following their pact, but are swift in their vengeance when they use these powers for evil. A warlock that makes an eladrin pact gains a +2 bonus on saving throws against spells and effects that have an evil alignment. A warlock must be non-lawful, non-evil to make such pact (thus, it is generally limited to chaotic good, chaotic neutral and neutral creatures).

Fey: fickle and unpredictable creatures, fey are well-known for establishing mischievous (and sometimes nefarious) plans to their own benefit, generally providing limitless power and no restrictions to warlocks but sometimes altering the outcome of their lives as they become intertwined with the life of the mortal. A warlock that makes a fey pact gains the resist nature’s lure ability as if it were a druid. A warlock must be chaotic to make such a “pact”.

Yugoloth: mercenaries to the last, few yugoloths offer others their power, but some that find the worth of a mortal ally may offer their power to warlocks, for no other price than their service. A warlock that makes a fiendish pact gains a +2 bonus on saving throws against spells and effects that have a good alignment. A warlock must be evil to make such pact.

I felt that the pacts were horribly downplayed. For all it really matters, the original warlock really cared for fiends, rather than the idea of differing pacts. Thus, while their main benefit at the level seems really weak, the choice of pact is extremely important.

For starters, it opens the class to lawful neutral or neutral good characters. This wasn't possible on the original, mostly because the pacts were limited. The second is that the options were expanded, allowing the rare aberrations to provide their power (even if they are basically psionic creatures).

This has its disadvantages, of course. The most crucial is that the choice of fluff also determines the choice of invocations, so you have to think a bit more what to choose. This also influences latter choices, such as the material that bypasses damage reduction, as well as energy resistance and the capstone.

Pact Boon (Su): Warlocks gains a special benefit from their otherworldly patron, as befitting the pact they have established. These boons behave in a great way as invocations, but with the benefit of being permanent and limited only to the warlock. A 2nd level warlock may choose one least pact boon from the list indicated below; as it gains more levels, the warlock gains access to more and improved pact boons, as shown on the table above. A warlock must choose from the boons allowed based on the pact established with their otherworldly patrons, and may not sacrifice eldritch essence, blast shape or regular invocation slots to gain more pact boons; however, the warlock may change one of his pact boons of the same grade or lower at 6th level, and every even level afterwards.

Let's explain the idea behind the pact boons with a bit of a story.

One of the appeals of warlocks is that they have powers they can use at will. Definitely that would be powerful, but there's just one thing that seems like a cheat; some of those invocations are used only once per day. If you're gonna have an ability used only once per day, why make it an invocation you can use at-will?

There would be a few things that could make those better, but unfortunately they are quite limited in spoke. Sure, they last for all day, but you can't share those buffs, and they have vulnerabilities to dispelling. However, since you could recharge them with little problem, that means they have basically permanent buffs that take the place of invocations. Really, if they didn't have that silly need for recharging the ability, and they had something else, they'd make better invocations.

So, what's the real problem here? These buffs are taking the place of more limited use invocations, blast shapes and essences. And the original warlock only has 12 invocations to choose from, of which the few good ones can be used once, breaking up the idea of "at-will" uses. Those 24-hour invocations really don't feel like invocations at all.

Thus, they were turned into pact boons. Basically, the warlock gets those former 24-hour invocations that can only be used on themselves become supernatural abilities (so they can't be dispelled, but they can be suppressed by antimagic fields), and they get their own slots. Of course, as with invocations, pact boons are determined by the pact you choose, so you can't really mix and match the best ones.

So, why "boons"? Well, consider that some of these abilities are granted to the creatures themselves, so basically they're slowly turning warlocks a bit into them.

Pact Resilience (Ex): At 4th level, the supernatural power flowing from the body of the warlock alters them, granting them unusual resistance to physical attacks except for specific objects and materials that generally affect their kind. A warlock gains damage reduction 1, bypassed only by a specific material or alignment as indicated on the following table:

Aberration: magic; gain twice the amount of the bonus (if using the EBERRON campaign setting, use byeshk instead, but up to the indicated amount).
Demon: lawful
Devil: chaotic
Eladrin: evil
Fey: cold iron
Yugoloth: good

At 8th level, and every four levels afterwards, the amount of damage reduced by this ability increases by 1; thus, at 8th level, a warlock that has made a devil pact gains damage reduction 2/chaotic. A warlock that has made a pact with aberrations gains damage reduction 4/magic instead (or 2/byeshk).

Since aberrations kinda get the shaft, they get twice the amount of damage reduction to compensate, even though magic is quite easy to bypass.

Pact Resistance (Ex): At 6th level, the supernatural power flowing from the body of the warlock alters them, granting unusual resistance to specific elements. A warlock gains energy resistance 5 against the energy type specified on the following table, based on the warlock’s pact:

Aberration: any two elements
Demon: acid, cold, fire (choose one; also gain electricity resistance)
Devil: acid, cold (choose one; also gain fire resistance)
Eladrin: acid, cold, fire (choose one; also gain electricity resistance)
Fey: any two elements except fire
Yugoloth: cold, electricity, fire (choose one; also gain acid resistance)

At 12th level, the immunity to all chosen elements increases to 10; at 18th level, it increases to 20.

Split Blast (Sp): At 9th level, a warlock may concentrate a great deal of magical power upon its eldritch blast, split that power and use it against different enemies. As a full-round action, a warlock may choose to split his eldritch blast into two rays, but each ray deals one less die of damage, has a penalty of -1 to the ranged touch attack roll, and has a caster level reduction of -1. Splitting an eldritch blast does not count as a blast shape invocation and thus a warlock may imbue a split eldritch blast with the same blast shape (except for a few; see the blast shape invocations for details).

At 16th level, a warlock gains the ability to split his eldritch blast into three rays (or three different manifestations), but each ray deals 2 less dice of damage, has a -2 to their ranged touch attack roll, and has a caster level reduction of -2. A warlock may decide to divide the eldritch blast into two or three rays if it so decides.

One of the main issues with the Warlock has been that their main offensive ability eventually turned a bit too weak at 20th level, because it only reached up to 9d6 points of damage. One single spell could easily beat that, and reserve feats made having eldritch blast pretty pointless by that level.

One of the many recommendations was to increase the amount of eldritch blasts fired, but that has its own problem. Namely, that three rays dealing 27d6 points of damage that could be customized seems kinda iffy. And with stuff like hellfire, that damage could easily scale into uncontrollable amounts.

Thus, there's a compromise. As you can see, they are pretty close to when warlocks get their increases in BAB, but they're independent of the actual BAB (so that you don't exploit it). You also need a full-round action (as if a full attack), and you get penalties to it; a dice penalty, an attack roll penalty, and a CL penalty (in case of needing to bypass spell resistance). However, the extra blasts bleed into the blast shapes (most, not all of them), so choosing a blast shape won't affect the damage.

In order to explain this better: assume you're a 16th level warlock. If you shoot one blast, you deal 8d6 points of damage with one blast at "full power". If you choose to shoot two blasts, you deal 7d6 points with each (thus, you can deal up to 14d6 points of damage with two shots) at a -1 penalty to attack bonus and CL. With three blasts, you deal 6d6 per shot (for a maximum of 18d6) with a -2 penalty to attack bonus and CL. If you focus all shots you'll deal more damage than that of most spells, but if you split your shots you'll deal less damage and cover more space. Thus, while you lose a bit by increasing the amount of shots, if you focus your fire you'll deal increased damage overall.

Note this works with blast shape invocations. Three Eldritch Blasts at reduced power may not seem like much, but three Eldritch Dooms can be quite a menace, and three Eldritch Spears can mow down the worst dragon pretty seriously (with some effort, of course).

Deceive Item (Ex): At 10th 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.

You get some and then you lose some. Deceive Item was a quite good ability, but Imbue Item is lost, mostly because the ability to craft magic items with little problem is not really a balanced ability, and warlocks are not really crafters per se. They can deceive and they're roguish in that regard, but they aren't crafters, unless they really decide to focus on crafting, and scrolls work fine for that.

Pact Culmination (Ex): At 20th level, the supernatural energies within the warlock’s body permanently alter him to resemble a creature of the same type as his otherworldly patron. This permanent change makes him akin to the patron it follows (or defies), forever cutting him from his former race and branding him and his progeny for the rest of time. A warlock is forever treated as a creature of the same kind as his otherworldly patron as well as a member of his own race for the purpose of magic items and magical effects that depend on alignment. As well, the warlock gains a special trait based on his new kind.

Aberration: the warlock turns into an aberration, and his internal organs shift to different areas. Any critical hit, sneak attack or similar ability has a 25% chance of failure. This fortification stacks with any other form of fortification, up to a maximum of 100% (thus becoming immune to critical hits or sneak attacks, unless an ability bypasses fortification or reduces it to below 100%)

Demon: the warlock turns into an outsider with the chaotic and evil subtypes (even if the creature is not chaotic or evil). Furthermore, the warlock gains immunity to electricity and poison.

Devil: the warlock turns into an outsider with the lawful and evil subtypes (even if the creature is not lawful or evil). Furthermore, the warlock gains darkvision up to 60 ft. and the ability to see in natural darkness; if the warlock already has a similar ability (such as by a pact boon), the range of its darkvision doubles.

Eladrin: the warlock turns into an outsider with the chaotic and good subtypes (even if the creature is not chaotic or good); he is also treated as an eladrin for the purpose of spells that may only be cast by such creatures. The warlock also gains the ability to speak and understand all languages as per the benefit of the tongues spell.

Fey: the warlock turns into a fey. The warlock also gains spell resistance equal to 10 + his character level. If he already has spell resistance (by means of a pact boon or racial feature), he uses the largest of the two and adds 5 points to that amount.

Yugoloth: the warlock turns into an outsider with the evil subtype (even if the creature is not evil). The warlock also gains telepathy up to 100 ft; if the warlock has a similar ability, it gains the ability to detect creatures within the area of effect of the telepathy (as per the Mindsight feat in Lords of Madness).

You have to admit, these are really not so bad capstones. Certainly treating you as an outsider, fey or aberration might not seem that hot, but when you add the secondary effects, some are quite surprising. Perhaps the biggest winner is the Yugoloth, as it gains telepathy (and even free Mindsight) as a capstone, so nothing can really escape it. Still, the other bonuses (immunities, fortification, tongues, spell resistance, darkvision+) aren't really so terrible (particularly the Eladrin final boon).


Invocations: A warlock chooses the invocations they will learn as they gain levels, much like bards or sorcerers choose which spells to learn. However, a warlock’s arcane repertoire is even more limited than that of a sorcerer, and his invocations are spell-like abilities, not spells. An invocation may be a blast shape invocation, an eldritch essence invocation or a regular invocation. The following is a list of invocations as appearing in the Complete Arcane supplement, plus new invocations.

Least—baleful utteranceDm, Dv, Y, breath of the night, change self*, darkness, earthen grasp, entropic wardingDm, El, F, faerie dust*El, F, magic insight**, miasmic cloud, summon swarm
Lesser—arcane shield*, charm, curse of despair, the dead walkDm, Dv, Y, flee the scene, hungry darkness, relive the nightmare*Ab, Dv, F, stony grasp, summon servant*, voracious dispelling, walk unseen, wall of gloom
Greater—chilling tentaclesAb, curse of the midget*, devour magic, enervating shadow, killing joke*El, F, scathing insult*, tenacious plague, wall of perilous flame, warlock’s call
Dark—dark discorporation, death sentence*, path of shadow, prophetic foresight, puppeteer’s strings*Ab, Dv, rainbow sphere*El, retributive invisibility, word of changing

*: new invocation
**: appears in Dragon Magic
Ab: aberration; Dm: demon; Dv: devil; El: eladrin; F: fey; Y: yugoloth. An invocation with these descriptors may only be chosen by warlocks with pacts related to the descriptors.

Blast Shape Invocations: The following is a list of blast shape invocations as appearing in the Complete Arcane supplement, plus new blast shapes.

Least—eldritch spear, hideous blow
Lesser—eldritch cone, eldritch missile*
Greater—eldritch chain, eldritch shield*
Dark—eldritch aura*, eldritch doom
*: new invocation

Eldritch Essence Invocations: The following is a list of eldritch essence invocations as appearing in the Complete Arcane supplement, plus new essences.

Least—enfeebling blast*, frightening blast, sickening blast
Lesser—beshadowed blast, brimstone blast, fellshock blast*, force blast*, hellrime blast
Greater—bewitching blast, noxious blast, repelling blast, shrieking blast*, vitriolic blast
Dark—petrifying blast*, utterdark blast
*: new invocation

Pact Boon: At 2nd level, a warlock chooses pact boons much like if they were invocations, only able to choose boons of the same grade as the invocations it may choose. Although pact boons are constantly active, a warlock may deactivate and reactivate the effect of the boon as a swift action. The following is a list of pact boons taken from invocations in Complete Arcane, as well as added boons.

Least—beguiling influence, devil’s sightDv, leaps and bounds, see the unseen, spiderwalk, warlock’s luck
Lesser—blurry veil*, fortify flesh*, sustained flight, telepathy*Ab, Dm, Dv, Y, voidsense
Greater— hand of the archmage*, mirage*El, F, protective aura*El, unnatural resilienceAb, Dm, Dv, Y
Dark—of two worlds*, spell invulnerability*
*: new invocation
Ab: aberration; Dm: demon; Dv: devil; El: eladrin; F: fey; Y: yugoloth. An invocation with these descriptors may only be chosen by warlocks with pacts related to the descriptors.

Invocations in other Dungeons & Dragons supplements: certain books such as Complete Mage, Dragon Magic and others contain further invocations which the warlock may use. This retooling removes some regular invocations from the list and turns them into pact boons; generally, an invocation is turned into a pact boon if the ability would otherwise last for 24 hours, only affects the warlock, and can only be removed through dispel magic or similar abilities. For example, the invocation beguiling influence grants a specific boon to various skills, but can only be used on the warlock and is not a benefit that can be transferred to an ally. Some abilities, such as walk unseen, may follow only a part of the rules; in the given case, any offensive action used by the warlock dispels the invocation, and thus it is not a constant benefit.

Of all draconic invocations (see Dragon Magic), only magic insight is added. The DM should be very careful to allow invocations of one class to apply to the other. Generally, draconic invocations are particular in that they closely resemble abilities normally used by dragons instead of aberrations, fiends or fey. If a warlock invocation has no ties to a path and may grant an ability that a dragon would otherwise use, then it may be also learned as a draconic invocation (as a rule of thumb, most illusion abilities are used by dragons as spell-like abilities, but are not common). Equally, a draconic invocation that has no strong ties to dragons may be learned as warlock invocations.

If you were a bit scared about the list of invocations, here they are. Just looking at the non-exclusive invocations, there are 7 least (1 new), 10 lesser (2 new), 7 greater (1 new) and 6 dark (1 new), so there are plenty to choose, and that's only from the Complete Arcane (and the new ones). That's about 30 non-exclusive choices, with 25 original choices, despite having some of the choices turned into pact boons or separated into blast shape/essence invocations. With the choice to turn the invocation slots into blast shape or essence slots, you can have choices that aren't so limited after all.

You may wonder about why Darkness and related invocations aren't tagged to specific pacts, considering Eladrin may be a bit more related to light than dark. Taking up a page from "Dark is not Evil", any kind of warlock can take advantage of staying in the dark and using dark to its advantage. With amped stealth skills, and with some of the darkness spells providing some key offensive, it makes a bit more sense. It makes sense that only those pacts with evil outsiders get the invocation to create undead followers, but not as much to deny the darkness invocations to a class that thrives on them.

You'll notice two of the class features of the warlock have been turned into invocations: Detect Magic (taking a cue from the dragonfire adept) and Fiendish Resilience (making it a pact boon). Detect Magic is a very useful ability, but it is hilariously easy to get (I mean, you can get it from a feat) so it's just a rather nice boon; claiming the invocation from the D.A. (which is frankly better, since it allows you to identify magic items) more than covers taking it out (and sorta unclogging) the features of the class. As for fiendish resilience, it definitely needed the boosting, because the original is truly bizarre: free access to decent fast healing, but once per day for a minute. As a pact boon (rather than an invocation), fiendish resilience needs some changes made; thus, it is permanent, but only to take you to half your maximum HP, so it makes you harder to kill.


With the retooling of the warlock, the abilities it may progress when taking a prestige class (see page 18 of Complete Arcane) expand:

Invocations and Eldritch Blast: a warlock progresses its eldritch blast as presented on the class table (1d6 + 1d6 per every two class levels). Only caster levels gained by means of class advancement increase eldritch blast damage; caster level advancement gained through feats (such as Practiced Spellcaster) or through other class features (such as the spell power ability) do not advance eldritch blast. Refer to the class table to determine the amount of eldritch essence, blast shape and regular invocations it gains per level, as well as the grades it has access to. As well, levels in a prestige class that advances arcane spellcasting allow the warlock to replace his invocations, as usual.

Pact Boons: a warlock treats a prestige class that advances arcane spellcasting as a class level to determine accessibility of pact boons, much as if they were invocations.

Other Class Features: a warlock does not advance any other class features, including pact resilience, pact resistance and split blast.

The way a warlock interacts with PrCs remains quite similar, but the changes interact in a different way. In a simpler version of above, basically anything that would count as an invocation (to the side of the Special column) improves (as well as accessibility to greater and dark invocations), but not other class features.

This, of course, includes split blast because that's the main benefit of staying in the class instead of dropping out early on. You'll need to stay at least until 9th level if you want to get the biggest change around.[/QUOTE]

My note: This class best emulates warlocks who are 'first gen', who have bargained there way to power. They are the invokers version of a favoured soul.

Erik Vale
2012-08-07, 10:18 PM
Warlock PRC Post

Artillary Invoker
"There worse than invisible, 'cause there not there. Their Famileirs are Invisible AND Hiding, and often inobvious, you just cant get out of their way and often can't kill their Familiar..... Why did they have to learn to use their brain?"

This Class was made by DracoDei

This is a re-work of my Artillery Mage (http://www.giantitp.com/forums/printthread.php?t=118041) PrC for warlocks. Could maybe use a better name... EDIT: Perhaps "Bloodwar Ballista" with fluff that the technicques were first developed for the bloodwar since if fiends can give out the powers to mortals, they probably can use or exchange the powers themselves?

Coward's-Strike Warlock

"I can harm them, they can not harm me. I find this arrangement amenable." - Buzark Filene, Coward's-Strike Warlock and short-contract mercenary for hire.

Coward's Strike Warlocks hide from their targets, allowing their stealth-oriented familiars to serve as the focal point for the sight by which they guide destruction to their foes.

((Hope I got the mechanics of "Obtain Familiar" and the non-core base classes right))

Invocation: Walk Unseen OR Retributive Invisibility*
Invocation: Eldritch Spear
Special: Must have had a familiar from the lowest level level possible for you to do so with the order you took your previous class(es) in. Life restoring spells are acceptable but only if they were applied at the earliest reasonable time (GMs discretion), otherwisely you must summoned another familiar within no more than a year and a week of the death of the previous one (if the GM does not enforce the year and a day delay from the death of one familiar to the summoning of a replacement, then it much have been as early as reasonably possible).

*This second option isn't intended so much as an entry requirement (although it certainly could be used that way) as an allowance for upgrading and swapping out walk unseen for another least invocation when you get retributive invisibility.

Class Skills
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int), Move Silently(Dex), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha)
Skills Points at Each Level: 2 + int

Hit Dice: d4(Enlarged for Emphasis)

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Eldritch Blast|Invocations Gained

+2| Faithful Beyond Death(Fast Re-summoning, 3/4 Experience Loss), Familiar Progression, Spotter, Toughened Familiar|-

+3|Terminal Guidance, Stealthy Familiar| +1d6| 1

+3|Faithful Beyond Death(1/2 Experience Loss)|-|-

+4|Eldritch Eruption(2 invocations at once, 1 extra invocation per day)|+2d6| 1

+4|Transmit Personal Invocation, Telepathic Link|-|-

+5|Faithful Beyond Death(1/4 Experience Loss), Eldritch Eruption (2 invocations at once, 2 extra invocations per day)|+3d6| 1

+5|Transmit Touch Invocation, Swift Familiar|-|-

+6|Faithful Beyond Death(1/8 Experience Loss)|+4d6| 1

+6|Eldritch Eruption (2 or 3 invocations at once, 3 extra invocations per day)|-|-

+7|Eldritch Eruption (2 or 3 invocations at once, 4 extra invocations per day), Faithful Beyond Death(No Experience Point Loss if same species), Unseen Death|+5d6| 1 [/table]

Weapon Proficiencies: A Coward's Strike Warlock gains no proficiencies with weapons, armor, or shields.

Invocations Known
A Coward's-Strike Warlock adds his class level to all other applicable levels to determine what grades of invocations he has access to and the caster level of his invocations. He also gains a new invocation known every even-numbered level of this class. As usual, when access to a new invocation is gained, he may swap out one invocation he knows for any invocation of the same or lower level. He does not, however, gain most other benefits a character of that class would have gained (improvements to the familiar are the exception). If a character had more than one invoking class before he became a coward's strike warlock, he must decide to which class he adds each level of coward's strike warlock to for the purpose of determining invocations know and caster level.

Faithful Beyond Death (Su): You no longer must wait a year and a day from the death of your familiar before you can summon a "replacement", for the spirit of the familiar returns from beyond the grave to heed your call, albeit in a new body. So eager is your familiar's spirit to return to you that you also subtract twice your class level from the time required to resummon your familiar (minimum 1 hour). You may never dismiss your familiar. Killing your familiar, taking obviously and/or overtly suicidal risks with it (as determined by the GM) resulting in its death, or similar may negate your ability to replace it in any way what-so-ever for a year and a day after which you may seek an Atonement spell from a cleric with either the Animal or Magic domain for this intentional transgression. After you received this you may summon your familiar again, using the usual procedures.

Also at 1st level your bond is so strong that it persists to a faint degree even after death. This reduces the shock of the familiar's death such that you only take 3/4 of the experience loss you would otherwise take.

At 3rd level you instead lose 1/2 the experience you would otherwise lose.

At 6th level you instead take only 1/4 the experience loss you would otherwise.

At 8th this is only 1/8.

At 10th level you take no experience point loss when your familiar dies, but if you summon it back as a different species then AT THAT TIME you must make the appropriate fortitude save and take 1/8 the resulting experience point loss as a regular arcanist who has a familiar die.

Familiar Progression (Ex): Unlike most spellcasting prestige classes, levels of coward's-strike warlock stack with all other applicable levels to determine your familiar's progression on the familiar table, a portion of which is duplicated below for convenience.
Master Levels in applicable classes|Natural Armor Adj.|Int|Special
5th-6th|+3|8|Alertness(master), Improved Toughness(familiar)*, improved evasion, share spells(invocations), empathic link, deliver touch spells(invocations), speak with master
7th-8th|+4|9|Speak with animals of its kind
11th-12th|+6|11|Spell Resistance
13th-14th|+7|12|Scry on familiar(Long Range)
*See the Toughened Familiar class feature below.

Spotter (Sp): You may Scry on your familiar at-will, but the range of this effect is 100' feet per class level. Line of sight and line of effect are still not required. This effect does not require concentration to maintain, but while you are doing it, your own body is deaf and blind. This deafness does not cause a spell-failure chance.

Toughened Familiar (Ex): At first level, the increased bond with your familiar allows you to impart more of your durability to it than most masters of a familiar could. Your familiar gains Improved Toughness as a bonus feat, but this may not increase its hitpoints to a maximum higher than your maximum.

Stealthy Familiar (Su?): At 2nd level or higher, your familiar has an enhancement((untyped?)) bonus to move silently and hide checks equal to the caster level of your eldritch blast.

Terminal Guidance (Su): At 2nd or higher level as long as between the two of you, your familiar and you have line of sight(ignoring the fact that you are blind while using spotter) and effect to every part of a path from you to target (including a point in space), you may send any invocation along that path. Count the invocation range along that path, rather than in a straight line. In no case does this grant a greater effect or more chances to have an effect against a target than casting the spell normally, with a direct line of sight and effect would allow (so, no, you can't zig-zag a line-shaped blast across a target for increased damage or to force multiple saving throws).

Eldritch Eruption (Su): This allows you store up your eldritch blast energy, then release several eldritch blasts at once. You may store and launch two blasts at a time (or three, if you prefer, and are at least class level 9). You do NOT need to decide the specifics of the targeting for those blasts at that time, but you DO need to decide which eldritch essence and/or blast shape invocations you will apply to each blast as soon as you start building the eruption. Each blast in the eruption takes 1 round to build up, and you MUST fire the eruption as soon as you complete the final round of the eruption. Any concentration checks required are as if it was the highest equivalent spell level in the eruption +2 to the DC for each additional blast. A failed concentration check or voluntarily stopping in the middle wastes all of the blasts involved.
You are limited to casting a single extra blast (so one set of 2) per day at 4th level. At 6th level you can do this twice per day. At 9th level you can cast 3 extra spells per day, either as 3 sets of 2 total, or as one set of 3 blasts at once, and one of 2 at once. At 10th level you can string on up to 4 extra blasts per day either in two sets of 3 total eldritch blasts, one set of 3 and two sets of 2 total, or 4 sets of 2 eldritch blasts total.

Telepathic Link(Su): At 5th level you and your familiar as permanently joined as per Telepathic Bond. This is extremely useful for directing your familiar to coordinate better.

Transmit Personal Invocation (Su): As long as you are scrying on your familiar you may cast invocations that affect it, and only it, as if you were touching it.

Swift Familiar (Ex): All movement speeds of your familiar increase by 50%. If your familiar has an innate(so not from magic items, spells, invocations, etc, etc) fly speed, its maneuverability with it increases by one step, to a maximum of Perfect.

Transmit Touch Invocation (Su): As long as you are scrying on your familiar you may "load" it with invocations for its "deliver touch spells(invocations)" ability as if you were touching it.

Unseen Death (Su): At 10th level you gain one of the following benefits:

Any one Blast Shape Invocation.
If you have (or later acquire) the Eldritch Chain feat you may apply both it and Eldritch Spear to your Eldritch Blast as if they were a single blast shape invocation.
If you have (or later acquire) the eldritch doom blast shape you may apply both it and eldritch spear to your eldritch blast as if they were a single blast shape invocation, however, in such a case, the effect become a 20 foot radius burst centered on the point you designate (and thus strikes both friend and foe), requires no to-hit roll, but allows a reflex save for half damage.
The range on your eldritch spear blast shape invocations increases to 1,000 feet, and the range of your base eldritch blast increases to 100 feet.

Protective magic items are a must for your familiar (perhaps including something to boost move silently or even hide checks), and, even at lower levels, invocations that can buff your familiar are good to have. Once you get the Transmit Personal Invocation class feature, defensive buffs for your familiar become even more important to have. If you took this class with a toad familiar, weep bitterly at your foolishness every night, but also realize that it has a reasonably high armor class and can be gently tossed short distances if you don't think anyone would hear the "splut" sound. Also realize that Fell Flight will handle most of the problems created by this error.
Combat: As well as shooting around corners, Terminal Guidance is useful for avoiding hitting your allies with line effects (if you somehow get one).

Advancement: Straight-up blasting is the most obvious route to take with this class, but non-damaging invocations and battle-field control can also be very effective.

Resources: If you were trained by the military for this role (unlikely for chaotic warlocks), you might still have some general contacts. Otherwisely, probably about the same as if you had levels in warlock and/or whatever other PrCs you used to qualify for this class.

My Note

Great Idea.

Erik Vale
2012-08-07, 10:21 PM
Total Invocation Compilation (Includes ones from class. Doubles and almost identicles will be deleted.)
Invocations come from: SPod, Kydell, DracoDei, Etrivar, Eldan, Baron Corm, The Demented One, Stycotl, Frog Dragon, Xefas, Vael and mhvaughan. As some authors have expressed the desire for outward bound links to he mechanics for their invocations, these I will mark with an Asterisk (or multiple to mark different authors) and outward bound links. Do note I am but imperfect, and some invocations may not be appropriately marked.

And now seeing all the invocations together, i really need to make an invocation boosting class.

Invocation List

Baleful utterance: Shatter a Nonmagical Item, to the detriment of its weilder.
Bat Cage: Create a mobile cage.
Bar-Lgura's Grace: Increase to agility and gain Climb speed.
Black Omen Aegis: Create a suit of Magical Armour.
Breath of the night: Create an area of damaging fog.
Bone Spear: Grow magical bony spikes usable as javelins.
Change self: Disguise Self with physical alterations.
Darkness: Create a feild of Darkness.
Dark Siren: Compel a creature to approach, disabling them.
Dark Mirror: Reverse Divination spells on casters.
Earthen grasp: Grapple with opponents.
Entropic warding: Deflect range attacks.
Eyes of the Dead: See the last few minutes of a creatures life.
Faceless: Make your face appear like everyone else's.
Faerie dust: Make an area glow like a torch.
Hezrou's Endurance: Increase your endurance.
Hell's Fire: Create a burst of lingering Hellfire.
Hellstirke: Improve your capabilities with two combat manoeuvres.
Incubus' Splendor: Increase your beauty and charisma.
Miasmic cloud: Create a fog cloud that nauseates opponents.
Marilith's Cunning: Increase your Inteligence.
Nalfeshnee's Wisdom: Increase your wisdom.
*Predatory Perception: Gain a strongly enhanced scent.
Primeval Barrier: Create small barriers on the Battlefield.
Swarm of Delirium: Make opponents believe they are covered in a swam of insects.
*Storm Mantle: Deflect ranged attacks and improve flight capabilities.
Summon swarm: Summon a swarm.
Summon Item: Summon a marked item to you.
Unholy Speed: Increase your own speed.
*Valiant Martyr: Stay alive beyond you usual abilities, with bonuses when near death.
Vital Theft: Steal the life force of dieing creatures.
Vrock's Strength: Enhance your strength and flying abilities.
Voice of Doom: Make your voice as loud as thunder.
*Ward Torch: Create some lights, which can be latter use to fill a room with smoke or blinding light.

Baleful Dismissal: Teleport nearby creatures.
*Circle of Peace: So long as you do not raise your hand against another, an aura of serenity and calm surrounds you.
Charm: Cause a single creature to regard you as a friend
Channeled Luck: Lower your abilities throughout the day to perform one task with an extreme bonus.
Crawling Eye: Your eye crawls from its socket on spidery legs and can scout for you
Curse of Despair: Curse a creature as bestow curse and hinder their attacks
Dangerous Beauty: Grant yourself Armour based on your charisma while mostly skin is showing.
Daemon’s Whisper: Gain telepathy and the ability to read thoughts.
The Dead Walk: Create undead as the animate dead spell.
Discerning Sight: The eyes of heaven are not easily fooled by trickery. By using this power, you can invoke the keen eye of an angel.
Disembodied Hand: You detach one of your hands and send it forth to manipulate the world
Dread Seizure: With a word a creature succumbs to painful seizures
Energy Resistance: Grant yourself and allies energy resistance
Enslave the Planes: Gain resistance to planer effects.
Enthralling Voice: Fascinate nearby creatures by speaking
Flee the Scene: Use short range dimension door, leave behind a major image
Gaze of the Old Ones: Scry on another with the ability to message them.
*Guiding Spirits: Cast an Augery
Hellfire Steed: Summon multiple Phantom Steeds that can only be ridden by those you chose.
Humanoid Shape: Take the form of any humanoid creature
Hoarfrost: Cover the ground with ice to slow movement and trip opponents.
Hungry Darkness: Create darkness filled with a swarm of bats
Mask of Flesh: Touch attack imposes 1d6 Cha penalty and transforms you to look like the target
Occult Glamer: Create mesmerizing lights.
*One with Earth: Gain the ability to burrow.
Relentless Dispelling: As targeted dispel magic, with an additional one the following turn
Sapping Roots: Drain HP from foes in an area.
Servant of the Damned: Summon slowly improving monsters to your aid.
Spider-Shape: Transform into a fiendish monstrous spider
Stony Grasp: An arm of stone grapples near-by creatures
Sudden Swarm: A swarm of spiders burst from the bodies of creatures you kill
Syphon Incarnum: You can steal the essentia of others with a touch, taking it for yourself
Thieves’ Bane: Use arcane lock, which explodes when bypassed
*Transcendent Language: Speak as if the Tounges spell.
Unseen Hand: Gain Telekinesis.
Voidsense: Gain blindsense 30 feet
Voracious Dispelling: Use dispel magic, causing damage to creatures whose effects are dispelled
Walk Unseen: Use invisibility (self only)
Wall of Gloom: You create a barrier of ominous shadows that is difficult to pass through
Warlock’s Flight: Gain a fly speed with good maneuverability
Weighty Utterance: Cause a creature’s weight to quadruple, pulling it from the skies
*Wind Force: Create a gust of wind.
Witchwood Step: Creatures can walk on water and move through difficult terrain without issue
*Work the Waters: Gain the ability to manipulate water.


Aura of Flame: Aura deals fire damage to creatures that attack you
Baleful Gaes: A single creature becomes your servant, but slowly sickens and dies
Caster’s Lament: You can use break enchantment with a touch and can counterspell
Caustic Mire: Create a caustive mire that sickens creatures
Chilling Fog: Create solid fog that deals cold damage
Chilling Tentacles: Use black tentacles, and deal extra cold damage
Counterfeit Thoughts: As suggestion, plus the target may believe the actions were their idea
Devour Magic: Use targeted greater dispel magic and gain temporary hit points
Dragonward: Gain a host of defenses against dragons
Enervating Shadow: Gain concealment and impose Strength penalties to nearby creatures
Fiend-Form: Enhance yourself with powerful demonic attributes.
Fountain of Youth: Increase your lifespan and your charisma at the cost of others.
Grave Anticipation: Anticipate teleportation spells near you, making them more difficult to 'land'.
*Hands of the Healer: Remove curses, poisons and diseases with a touch, and assist in healing.
Hellspawned Grace: Transform into a hellcat
Lifeleech: Leach off healing spells.
Nightmares Made Rea: Use nightmare terrain that deals damage
Nighttime Revelry : Affect a potent Nightmare.
Painful Slumber of the Ages: Target falls asleep and is damaged upon awakening
Possession: Posses a helpless or sleeping target in a manner similar to a demon.
Pull the Strings: Reverse charm and compulsion spells onto their caster.
Putrefaction: Decay nearby corpse, nauseating foes.
Stamina of Blood: Gain temporary hit points equal to your caster level
Steed of the Damned: Summon a Nightmare as a mount.
*Shield of the Depths: Create a regenerating shield of water.
Swarmcage: Create a force cage out of a swarm.
Tenacious Plague: Use insect plague, but the locust swarm deals damage as a magic weapon
Terrifying Roar: Use fear as the spell; creatures shaken by the effect cannot attack you
Veil of Insignificance: Make almost all your actions seem innocent, and people assume you are supposed to be present.
Wall of Perilous Flame: Create a wall of fire, but half the damage is supernatural
Warlock’s Call: Use sending, but be able to disguise yourself
Wraith Shroud: Become Partially Incorporial.

Eldritch Blast/Shape List


*Eldritch Affliction: Summon your blast inside your opponent.
Eldritch Arrow: Use Eldritch Blast instead of a weapons Ammunition.
Eldritch Beam: Blast becomes weapon-like projection that allows iterative attacks.
Eldritch Blow: Blast is channeled through melee attack.
Eldritch Claws: Change your blast into a pair of claws.
Eldritch Spear: Blast range increases to 250’.
Eldritch Missile: Turn your blast into a cover ignoring missile.
Eldritch Snipe: Ignore Concealment
Magus Aegis: Sacrifice blast damage for AC.
Split Blast: Split your blast into multiple strikes.

Bondage Blast: Bind Opponents in tentacles.
Chains of the Damned: Summon bloody spiked chain.
Delayed Blast: Imbue area/small item with blast effect, making grenades or mines.
Eldritch Chain: Blast jumps from initial target to secondary targets
Eldritch Line: Blast becomes a 60’ line
Eldritch Geyser: Open up a thermal vent beneath your foes, damaging them and knocking them prone.
*Eldritch Ghoul: Twisting your eldritch strength into sharp claws and teeth, you mimic the fierce hunger of the ghoul, using it to tear apart your enemies.
Eldritch Hail: Blast rains down on area, hitting foes multiple times if they stay inside.
*Hungry Spirit: You form a snarling bolt of eldritch energy that hounds your enemy.
Sinister Salvo: Split Blast between foes, ignore forward cover.
Vatic Spirit: Sense through blast, control it for consecutive rounds, then detonate.
Anchoring Blast: Anchor target to this dimension.

Eldritch Burst: Blast becomes a spherical burst
*Eldritch Bloat: Create a cascading eldritch burst using corpses of the dead.
Eldritch Cone: Blast becomes a 30’ cone
Eldritch Needles: Ignore Dex bonus to AC.
*Eldritch Retribution: Strike oppenents who strike you with a eldritch blast.
Magus Aegis, Greater: Summon magical tower shield.


Bladestorm Blast: Turn your blast into a swarm of blades.
*Crypt Blast: Eldritch blast does negative energy damage.
Frightful Blast: Target must make Will save or become shaken.
Hammer Blast: Deals additional damage to constructs and objects.
Lashing Blast: Eldritch Blast lashes out at opponents legs, tripping them.
Mindburning Blast: Prevent casters from casting.
Sickening Blast: Target must make a Fort save or become sickened.
*Radiant Blast: Eldritch Blast also creates life, can be non-lethal.
Rebuking Blast: Eldritch Blast repels undead.
*Riverflow Blast: Change your Eldritch Blast to a spear of water.
Soulweary Blast: Eldritch Blast Causes Exhaustion.
*Searing Blast: Eldritch Blast becomes a spear of fire.
Targeting Blast: Increase ability to strike opponents with latter blasts.
*Vivacious Blast: Change your Eldritch Blast to a bolt of positive energy.

Amaranthine Pyre: Blast becomes purple flames, catching your foes afire.
Azure Vein: Blast forms slippery icy path, that entangles foes it hits.
Baneful Blast: Blast ignores SR and deals additional damage to a specific creature type
Beshadowed Blast: Target must make a Will save or become blinded
Bleakrot Blast: Cover opponents in detrimental fungal growths.
Brimstone Blast: Deals fire damage and target must make a Ref save or catch fire
Deteriorating Blast: Target must make a Fort save or have it’s DR reduced
Ebon Lightning: Blast becomes black lightning, possibly disarming foes.
*Ectoplasmic Blast: By weaving spiritual substance into your magic, you become capable of striking even the insubstantial and miring the spirits of your opponents.
Glacial Blast: Deals cold damage and target must make a Fort save or take a penalty to Dex and movement
*Sandstorm Blast: Desicate opponents with a blast of whipping sand.
*Vampiric Blast: By using your magic to puncture and perforate the flesh of another, you can release a little of their life force and replenish yourself with it before it escapes entirely.

*Bonerip Blast: Deal additional damage and raise killed opponents as skeletons.
Bewitching Blast: Target must make a Will save or become confused
*Castigating Blast: Create a disabling eldritch blast that forces opponents to cower.
Freezing Blast: Freeze a struck opponent solid.
Green Steel Blast: Create a chaotic blast of steel, doing varying damage with a host of benifits.
Hindering Blast: Target must make a Fort save or become slowed
Incarnum Blast: Target must make a Fort save or become dazed if an opposed alignment; invest essentia for increased damage
Noxious Blast: Target must make a Fort save or become nauseated
Penetrating Blast: Bonus against SR; Target must make Will save or have it’s SR reduced
Repelling Blast: Target must make a Ref save or be knocked back
Rosethorn Blast: Your Blast Entangles Opponents.
Stoneshape Blast: Petrify struck targets.
Vitriolic Blast: Blast ignores SR and deals acid damage for multiple rounds
*Wearying Blast: Fatiuge opponents, with already fatigued opponents receiving much worse effects.

Outward bound links.

*, Produced by Vael. These can be found over the course of these three threads.
Pacts with the dead: http://www.giantitp.com/forums/showthread.php?t=244815
Mastering the Ellements: http://www.giantitp.com/forums/showthread.php?t=232064
Send Me an Angel: http://www.giantitp.com/forums/showthread.php?t=245205

Personally, lower level Mastering the Ellements invocations are a little weak, but highly potent at high levels. Those in Pacts with the Dead and Send Me an Angel are extremely useful and potent.
Want an unlimited use healing cleric, Warlock has it covered for the first 50% of hitpoints and all conditions not needing a wish/miracle to remove.

Erik Vale
2012-08-07, 10:23 PM
Warlock Feats/Notable Feats

Warlock Flaws/Traits /Notable Flaws/Traits

Erik Vale
2012-08-07, 10:32 PM
Own Homebrew (Maybe)

Erik Vale
2012-08-07, 10:40 PM
Campaign outline

Erik Vale
2012-08-07, 10:43 PM
Campaign Specifics

Erik Vale
2012-08-07, 10:45 PM
Spare post 1

Erik Vale
2012-08-07, 10:54 PM
Spare post 2

It now shouldn't be so bad for others to post.

Baron Corm
2012-08-08, 12:25 PM
I made some invocations once, right here (http://www.giantitp.com/forums/showthread.php?t=39265).

Might I recommend putting the thread title, followed by the author, instead of just a link? It would be easier to go through. For example:

New Warlock Invocations (http://www.giantitp.com/forums/showthread.php?t=39265) by Baron Corm

Erik Vale
2012-08-08, 05:29 PM
The Links are temporary, I plan on moving this all through onto these pages, thanks for the invocations though.

2012-08-08, 07:20 PM
The Links are temporary, I plan on moving this all through onto these pages, thanks for the invocations though.

I would get permission from the creators first.

Erik Vale
2012-08-08, 07:40 PM
Will Do. And on a thought I will link the orriginal pages to the class/post name.

Q? Anyone have any idea how to fix a 406/cannot read format error?

2012-08-08, 08:12 PM
Are you planning on including other invocation-based classes, or only those directly relating to warlocks?

Erik Vale
2012-08-08, 09:55 PM
Just Warlock for the moment, but drop me a link and I may either include it or do another one for other invokers.

2012-08-09, 01:52 AM
Are you planning on using ALL the base invocations? Or restricting a few?

Erik Vale
2012-08-09, 04:00 AM
I was planning on putting in all the warlock incantations I could find, home-brew seperated (and only deleted if there are double ups/identicle different)

2012-08-09, 09:40 AM
Just Warlock for the moment, but drop me a link and I may either include it or do another one for other invokers.

Dragonfire Adept is the only other printed invoker I know of, barring that one Dragon Shaman ACF. There are a few pieces of homebrew floating around dealing with them.

Dralnu made a very fun invoker called the Indigo Trickster a while back. DonQuixote has an invoker called the Dragonheart Adept as part of his Spellshaping Codices.

Personally, I've made an invoking Soulknife (http://www.minmaxboards.com/index.php?topic=1128) and Paladin (http://www.minmaxboards.com/index.php?topic=888.0;msg=5346). Many of their new invocations should also be suitable for Warlocks, too, although I haven't made a list. I also have a trio of dual progression Invoking PrCs (http://www.minmaxboards.com/index.php?topic=1744). The Viz-Jaq'taar Shade is the one designed for use specifically with the Warlock, but the other two are also compatible (they're each designed to work best with a different invoking class).

Erik Vale
2012-08-09, 05:23 PM
Thanks for those.

I'm going to be doing a lot of copy-pasting this weekend... Now to PMs....

2012-08-09, 05:34 PM
Dragonfire Adept is the only other printed invoker I know of, barring that one Dragon Shaman ACF. There are a few pieces of homebrew floating around dealing with them.

Dralnu made a very fun invoker called the Indigo Trickster a while back. DonQuixote has an invoker called the Dragonheart Adept as part of his Spellshaping Codices.

Personally, I've made an invoking Soulknife (http://www.minmaxboards.com/index.php?topic=1128) and Paladin (http://www.minmaxboards.com/index.php?topic=888.0;msg=5346). Many of their new invocations should also be suitable for Warlocks, too, although I haven't made a list. I also have a trio of dual progression Invoking PrCs (http://www.minmaxboards.com/index.php?topic=1744). The Viz-Jaq'taar Shade is the one designed for use specifically with the Warlock, but the other two are also compatible (they're each designed to work best with a different invoking class).

I've come up with some invocation-based homebrew classes. The Arcanist (http://www.giantitp.com/forums/showthread.php?t=67999) was my attempt at making one more of a 'pure caster', while still retaining the SLA mold. Basically, he gets one Invocation per level, rather than 12/20, but has a 1/2 BAB. His class abilities are related to sensing and working with raw magical forces.

There's also a Bard (http://www.giantitp.com/forums/showthread.php?t=68250) revamp using invocations instead of spells.

Erik Vale
2012-08-19, 07:11 PM
Ok, not getting much of a response from PM's, I'll send out a new wave and depending on response/last activity will start putting things up again.

Erik Vale
2012-09-23, 10:30 PM
Ok, now that I've got time I'm back on it.
Due to a post character cap I'll be using this thread for planning and Copying Across later. Currently I am working on compiling the MASSIVE list of invocations created by the playground.

If you don't believe me, just look at the Least invocations, more than anyone could ever hope to learn, but all useful in a variety of ways.