HereBeMonsters
2014-01-07, 04:17 PM
Warlock
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A warlock is a charismatic and cunning foe, swift in both body and tongue.
Alignment: Any Chaotic
Hit Die: d8
Starting Age: As Sorcerer
Starting Gold: As Sorcerer
Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Acrobatic - DEX
Appraise - INT
Bluff - CHA *
Craft - INT *
Intimidate - CHA *
Knowledge (Arcana) - INT *
Knowledge (Religion) - INT *
Knowledge (The Planes) - INT *
Profession - WIS *
Sense Motive - CHA *
Spellcraft - INT *
Use Magic Device - CHA *
Of course for 3.5 just use the regular skills of the Warlock shown by *
Plus Jump - STR and Concentration - CON
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
WARLOCK
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations per Day
1st|
+0|
+0|
+0|
+2|Eldritch blast 1d6, Invocation (Least), Overcharging| 3
2nd|
+1|
+0|
+0|
+3|Eldritch Eyes| 4
3rd|
+2|
+1|
+1|
+3|Damage reduction 1/Cold Iron, Eldritch blast 2d6| 5
4th|
+3|
+1|
+1|
+4|Deceive Item, Imbue Item| 6
5th|
+3|
+1|
+1|
+4|Eldritch blast 3d6, Imbue Eldritch Energies| 7
6th|
+4|
+2|
+2|
+5|New Invocation Level (Lesser), Spectral Blast| 8
7th|
+5|
+2|
+2|
+5|Damage Reduction 2/cold iron, Eldritch blast 4d6| 9
8th|
+6/+1|
+2|
+2|
+6|Fiendish Resilience, Overcharging| 10
9th|
+6/+1|
+3|
+3|
+6|Eldritch blast 5d6, Eldritch Eyes| 11
10th|
+7/+2|
+3|
+3|
+7|Energy Resistance 5, Imbue Eldritch Energies| 12
11th|
+8/+3|
+3|
+3|
+7|Damage reduction 3/cold iron, Eldritch blast 6d6, New Invocation Level (Greater)| 13
12th|
+9/+4|
+4|
+4|
+8|Arcane Armor Training| 14
13th|
+9/+4|
+4|
+4|
+8|Fiendish resilience 2, Eldritch blast 7d6| 15
14th|
+10/+5|
+4|
+4|
+9|Damage reduction 4/ cold iron| 16
15th|
+11/+6/+1|
+5|
+5|
+9|Eldritch blast 8d6, Imbue Eldritch Energies, Overcharging| 17
16th|
+12/+7/+2|
+5|
+5|
+10|New Invocation Level (Dark), Eldritch Eyes| 18
17th|
+12/+7/+2|
+5|
+5|
+10|Eldritch blast 9d6| 19
18th|
+13/+8/+3|
+6|
+6|
+11|Fiendish resilience 5| 20
19th|
+14/+9/+4|
+6|
+6|
+11|Eldritch blast 10d6| 21
20th|
+15/+10/+5|
+6|
+6|
+12|Damage reduction 5/ cold iron, Energy Resistance 10| 22[/table]
Invocations: A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications:
A warlock's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A warlock's caster level with his invocations is equal to his warlock level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock's Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as summarized on Table 1—1 and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in Chapter 4 of this book.
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Warlocks can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, page 18, for details.
Invocations Per Day
The warlock knows all Invocations of the tier(s) in which she can currently cast. The warlock possesses Invocation Per Day slots that can be filled at any time by an invocation, blast shape, or blast essence that she knows. To begin the Warlock has 3 Invocations per day allowing the Warlock 3 slots or 3 different invocations to use every day. To open these Invocation slots after using them the Warlock must rest for 8 hours to reopen all their available slots. After a Warlock uses a specific invocation she can continue to use that specific invocation as an at-will Spell-like Ability but once she reaches her daily limit of Invocations Per Day she cannot use any new invocations but can continue to use the chosen invocations normally.
Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast (see page 130), your eldritch blast uses the level equivalent of the shape or essence.
An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2. See page 303 of the Monster Manual.
Eldritch Eyes (Su): Beginning at 2nd level, a warlock can use detect magic as the spell at will. Her caster level equals her class level. Beginning at 9th level, a warlock can now use arcane sight as the spell at will. Her caster level equals her class level. Beginning at 16th level, a warlock can use greater arcane sight as the spell at will. Her caster level equals her class level.
Overcharging (Su) At 1rst level a Warlock can choose to take 1 point of Con damage to charge her Eldritch Blast with an additional 1d6 of damage. At 8th and 15th level this ability increases further. At 8th level a Warlock can choose to take 2 points of Con damage to charge her Eldritch Blast by 3d6. At 15th level a Warlock can choose to take 3 points of Con damage to charge her Eldritch Blast by 5d6. Spells, Spell Like Abilities, Supernatural Abilities cannot heal the Con damage, only rest can.
Damage Reduction (Su): 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. At 7th level and every four levels thereafter, a warlock's damage reduction improves as shown on Table 1—1.
Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.
Imbue Item (Su): A warlock of 4th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast.
If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.
Imbue Eldritch Energies (Su): At 5th level the Warlock gains the ability to imbue a weapon with her eldritch blast as a standard action with touch of the weapon. At 10th level a Warlock can imbue a weapon with her eldritch blast with a touch as a move action. At 15th level a Warlock can imbue a weapon with her eldritch blast as a swift action with a touch.
Spectral Blast (Su) At 6th level a Warlock can use a swift action to alter the frequency of his EB to allow it to better target and effect beings who are Incorporeal, Ethereal, or Phased. Allowing the warlock to ignore the 50% miss chance and dealing full damage. This ability can be combined with Imbue Eldritch Energies but only after 10th level.
Fiendish Resilience (Su): Beginning at 8th level, a warlock knows the trick of fiendish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1.
At 13th level, a warlock's fiendish resilience improves. When in his fiendish resilience state, he gains fast healing 2 instead. At 18th level, a warlock's fiendish resilience improves to fast healing 5.
Energy Resistance (Su): At 10th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected types of energy.
Arcane Armor Training(Ex): At 12th level the Warlock has become attuned to her own magical energies allowing her to better move within armor without feeling restricted by its movement. The Warlock can now wear and move within medium armor without incurring arcane spell failure chance.
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A warlock is a charismatic and cunning foe, swift in both body and tongue.
Alignment: Any Chaotic
Hit Die: d8
Starting Age: As Sorcerer
Starting Gold: As Sorcerer
Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...
Acrobatic - DEX
Appraise - INT
Bluff - CHA *
Craft - INT *
Intimidate - CHA *
Knowledge (Arcana) - INT *
Knowledge (Religion) - INT *
Knowledge (The Planes) - INT *
Profession - WIS *
Sense Motive - CHA *
Spellcraft - INT *
Use Magic Device - CHA *
Of course for 3.5 just use the regular skills of the Warlock shown by *
Plus Jump - STR and Concentration - CON
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
WARLOCK
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations per Day
1st|
+0|
+0|
+0|
+2|Eldritch blast 1d6, Invocation (Least), Overcharging| 3
2nd|
+1|
+0|
+0|
+3|Eldritch Eyes| 4
3rd|
+2|
+1|
+1|
+3|Damage reduction 1/Cold Iron, Eldritch blast 2d6| 5
4th|
+3|
+1|
+1|
+4|Deceive Item, Imbue Item| 6
5th|
+3|
+1|
+1|
+4|Eldritch blast 3d6, Imbue Eldritch Energies| 7
6th|
+4|
+2|
+2|
+5|New Invocation Level (Lesser), Spectral Blast| 8
7th|
+5|
+2|
+2|
+5|Damage Reduction 2/cold iron, Eldritch blast 4d6| 9
8th|
+6/+1|
+2|
+2|
+6|Fiendish Resilience, Overcharging| 10
9th|
+6/+1|
+3|
+3|
+6|Eldritch blast 5d6, Eldritch Eyes| 11
10th|
+7/+2|
+3|
+3|
+7|Energy Resistance 5, Imbue Eldritch Energies| 12
11th|
+8/+3|
+3|
+3|
+7|Damage reduction 3/cold iron, Eldritch blast 6d6, New Invocation Level (Greater)| 13
12th|
+9/+4|
+4|
+4|
+8|Arcane Armor Training| 14
13th|
+9/+4|
+4|
+4|
+8|Fiendish resilience 2, Eldritch blast 7d6| 15
14th|
+10/+5|
+4|
+4|
+9|Damage reduction 4/ cold iron| 16
15th|
+11/+6/+1|
+5|
+5|
+9|Eldritch blast 8d6, Imbue Eldritch Energies, Overcharging| 17
16th|
+12/+7/+2|
+5|
+5|
+10|New Invocation Level (Dark), Eldritch Eyes| 18
17th|
+12/+7/+2|
+5|
+5|
+10|Eldritch blast 9d6| 19
18th|
+13/+8/+3|
+6|
+6|
+11|Fiendish resilience 5| 20
19th|
+14/+9/+4|
+6|
+6|
+11|Eldritch blast 10d6| 21
20th|
+15/+10/+5|
+6|
+6|
+12|Damage reduction 5/ cold iron, Energy Resistance 10| 22[/table]
Invocations: A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications:
A warlock's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A warlock's caster level with his invocations is equal to his warlock level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock's Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as summarized on Table 1—1 and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in Chapter 4 of this book.
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Warlocks can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes, page 18, for details.
Invocations Per Day
The warlock knows all Invocations of the tier(s) in which she can currently cast. The warlock possesses Invocation Per Day slots that can be filled at any time by an invocation, blast shape, or blast essence that she knows. To begin the Warlock has 3 Invocations per day allowing the Warlock 3 slots or 3 different invocations to use every day. To open these Invocation slots after using them the Warlock must rest for 8 hours to reopen all their available slots. After a Warlock uses a specific invocation she can continue to use that specific invocation as an at-will Spell-like Ability but once she reaches her daily limit of Invocations Per Day she cannot use any new invocations but can continue to use the chosen invocations normally.
Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast (see page 130), your eldritch blast uses the level equivalent of the shape or essence.
An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2. See page 303 of the Monster Manual.
Eldritch Eyes (Su): Beginning at 2nd level, a warlock can use detect magic as the spell at will. Her caster level equals her class level. Beginning at 9th level, a warlock can now use arcane sight as the spell at will. Her caster level equals her class level. Beginning at 16th level, a warlock can use greater arcane sight as the spell at will. Her caster level equals her class level.
Overcharging (Su) At 1rst level a Warlock can choose to take 1 point of Con damage to charge her Eldritch Blast with an additional 1d6 of damage. At 8th and 15th level this ability increases further. At 8th level a Warlock can choose to take 2 points of Con damage to charge her Eldritch Blast by 3d6. At 15th level a Warlock can choose to take 3 points of Con damage to charge her Eldritch Blast by 5d6. Spells, Spell Like Abilities, Supernatural Abilities cannot heal the Con damage, only rest can.
Damage Reduction (Su): 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. At 7th level and every four levels thereafter, a warlock's damage reduction improves as shown on Table 1—1.
Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.
Imbue Item (Su): A warlock of 4th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast.
If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.
Imbue Eldritch Energies (Su): At 5th level the Warlock gains the ability to imbue a weapon with her eldritch blast as a standard action with touch of the weapon. At 10th level a Warlock can imbue a weapon with her eldritch blast with a touch as a move action. At 15th level a Warlock can imbue a weapon with her eldritch blast as a swift action with a touch.
Spectral Blast (Su) At 6th level a Warlock can use a swift action to alter the frequency of his EB to allow it to better target and effect beings who are Incorporeal, Ethereal, or Phased. Allowing the warlock to ignore the 50% miss chance and dealing full damage. This ability can be combined with Imbue Eldritch Energies but only after 10th level.
Fiendish Resilience (Su): Beginning at 8th level, a warlock knows the trick of fiendish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1.
At 13th level, a warlock's fiendish resilience improves. When in his fiendish resilience state, he gains fast healing 2 instead. At 18th level, a warlock's fiendish resilience improves to fast healing 5.
Energy Resistance (Su): At 10th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected types of energy.
Arcane Armor Training(Ex): At 12th level the Warlock has become attuned to her own magical energies allowing her to better move within armor without feeling restricted by its movement. The Warlock can now wear and move within medium armor without incurring arcane spell failure chance.