Baron Corm
2007-04-01, 05:36 PM
Warlocks don't need Charisma to be cool. They do need some better invocations, though. Some of these are modifications on existing (underpowered) invocations. More of these later probably.
Bondage Blast
Lesser; 3rd; Eldritch Essence
This eldritch essence allows you to change your eldritch blast into a bondage blast. A creature struck by a bondage blast is entangled for 1 round by black, rubbery tentacles and cannot move from his square for that same round. It may immediately make a DC 23 Escape Artist check to slip free.
Green Steel Blast
Greater; 6th; Eldritch Essence
This eldritch essence allows you to change your eldritch blast into a green steel blast. Any time you use a green steel blast, roll a 1d4. Your eldritch blast deals a different type of damage depending on which number you roll.
1: Slashing
2: Piercing
3: Bludgeoning
4: Roll twice. Choose the type you prefer of the two. Your green steel blast deals an additional 2d6 damage. If you roll the same type twice, you deal an additional 4d6 damage (instead of 2d6). If you roll a 4 and another number, you deal an additional 4d6 damage (instead of 2d6). If you roll two 4's, choose which type of damage you wish to do and add 6d6 damage (replacing previous bonuses from rolling 4's). These do add +2, +4, +4, and +6 to the attack roll, respectively.
All green steel blasts are treated as chaotic, evil, and magic for the purposes of overcoming damage reduction, and deal full damage to objects. All green steel blasts ignore Spell Resistance. You must make a normal ranged attack roll instead of a ranged touch roll when attacking with a green steel blast, however you get a +1 on the roll for every damage dice as the blast gets larger and more difficult to avoid. You also get a flat +1 on damage rolls due to the nature of Baatorian green steel. You do not get the attack roll bonus when using this invocation with hideous blow.
Extra damage dice from things other than physical damage or natural additions to the base eldritch blast do not add to your attack roll.
Shadow Blast
Dark; 8th; Eldritch Essence
This eldritch essence allows you to change your eldritch blast into a shadow blast. Any time you use a shadow blast, you may choose to deal any type of energy damage you wish (other than positive). Regardless of which type you choose, the blast appears to be made of shadow and deals an extra 2d6 cold damage.
Eldritch Needles
Greater; 6th; Blast Shape
This blast shape invocation changes your eldritch blast into a multitude of smaller eldritch blasts which ignore the target's Dexterity bonus to AC. This invocation does not "deny" the target his Dexterity bonus to AC, and thus cannot be used in conjunction with a sneak attack.
Swarmcage
Greater; 6th
You can conjure a cage with this invocation made out of a creature of your choice, between spiders, bats, centipedes, and rats. The cage can be as big as a 20 ft. cube and as small as a 5 ft. cube. Any creature inside the cage is affected as though it was sharing a square with a swarm of the appropriate type. The cage has the same stats as a swarm of its type, but is immobile. It otherwise acts as the "windowless cell" option of a forcecage. If you use this invocation a second time before the duration of the first expires, the previous cage disappears. You cannot be harmed by your own swarmcage, and can pass through its walls at will. If your swarmcage is destroyed, you take 1d10 points of damage.
Eldritch Arrow
Least; 2nd; Blast Shape
This blast shape invocation allows you to channel your eldritch blast through any projectile weapon. It is still a standard action and a ranged touch attack is still all that is required, but the enchantments and range increments of the projectile weapon apply to your eldritch blast. Composite bows and similar do not allow you to apply your strength bonus. You do not add the damage of the weapon except if it is granted from an enchantment. You do use the critical threat range and multiplier of the weapon.
Impenetrable Cage
Dark; 9th
You can conjure a forcecage with this invocation. Only the "windowless cell" option may be chosen. The cage is black and blocks sight of all kind. It may be as large as a 35 ft. cube and as small as a 1 ft. cube. You may give individual creatures their own cells as long as they are all within a 35 ft. area. Creatures on the inside of the cage are mentally tortured to a minor degree, but not enough for this to have any mechanical effects. Any creature that comes within 10 ft. of an impenetrable cage from the outside can sense that the cage is evil, but feels no side-effects.
You can only have one impenetrable cage in effect at a time. If you use this invocation a second time before the duration of the first expires, the previous cage disappears. If your cage is destroyed, you take 1d10 points of damage and are stunned for 1 round.
Vile Homestead
Dark; 6th
You can create an extramensional dwelling similar to the spell Mage's Magnificent Mansion with this invocation which lasts until you create a new one. Any creature except you who enter it are sickened until they leave. The unseen servants which populate your homestead take the form of hideous aberrations. The entire homestead is dark and sombre. Vile Homestead is permanent until a new one is created, in which case the old one is destroyed. Whether or not they can see the entry portal, creatures can sense a strong aura of evil where the portal lies. Any personal belongings of the warlock that were stored in an old vile homestead are transfered to the new one when it is created.
Siphoning Blast
Dark; 7th; Eldritch Essence
This eldritch essence evocation allows you to change your eldritch blast into a siphoning blast. Any creature struck by a siphoning blast is affected as though by a targeted greater dispel magic.
You gain 5 hit points for each spell level dispelled by this invocation. These temporary hit points fade after 1 minute and do not stack with other temporary hit points. If you drain a new spell, you can replace the old temporary hit points with the ones gained from the most recent spell, thus resetting the duration.
If he decides to, the warlock may forgo gaining temporary hit points and instead heal 1 point of ability damage per spell dispelled (regardless of the spell's level).
If the creature targeted has no spells currently affecting him (or if he does and the warlock decides not to dispel them), the warlock gains a +2 to bonus to a chosen ability score, while the creature hit takes a -2 penalty to the same ability score for 1 minute. This does not increase with successive hits, but the ability score may be changed. Striking additional creatures can increase your scores furthur. You cannot use siphoning blast on yourself.
Fountain of Youth
Greater; 5th
This invocation allows the warlock to take 2 Charisma from a single helpless or willing victim within 10 ft, also healing him 5 hit points and adding 1 year to his lifespan. The victim loses 2 points of Charisma and the warlock gains 2 points of Charisma for the duration of the invocation. These bonuses and penalties are all cumulative and last for 1 month, and neither can be dispelled or healed in any way (unless the warlock dies or fails to use this invocation for 1 month). The same target can be drained more than once, but not more than once per day. If a creature attains 0 Charisma through this invocation, it dies and permanently has 0 Charisma, even if it is ressurected. The Charisma that the warlock stole from it is still temporary.
After using this invocation a single time, the warlock may choose to appear as any age he desires. This cannot again be changed until he fails to use this invocation for 1 month (he reverts back to this normal appearance and Charisma and the invocation ends). The warlock reverts to his normal appearance and Charisma if he dies. Using this invocation additional times resets the duration to 1 month. The victim must have a base Charisma of 18+. The warlock may not use this invocation on himself.
Hellfire Steed
Lesser; 3rd
This invocation functions as the spell phantom steed, with a few exceptions. The warlock may only have as many as one-half his level in steeds. Anyone may ride one of the warlock's hellfire steeds, but if the warlock has not allowed them to verbally, they take 2d6 untyped damage every round they remain on the steed. The steed appears to be a black warhorse with hellfire where its mane, tail, eyes, and hooves would normally be. Each hellfire steed lasts for 24 hours from when it was created.
Batcage
Least; 2nd
This invocation conjures a barred cage which appears to be a birdcage (domed) made out of rusty steel. At the top of it lies a bat which, at the warlock's command, can cause the cage to fly at speed of 60 ft. with good maneuverability. Only helpless or willing creatures may be put into the cage. It is not a suitable container for items. Once inside, they must make a DC 35 Escape Artist check to be free. They may make this check once per hour. There is no door or lock on the cage; a creature is simply pushed through the bars if he is willing or helpless and the warlock desires him to be in there. The cage is 20 ft. tall and 10 ft. wide for a medium-sized creature, and doubles or halves in size to accommodate its prisoner (it may only hold one creature at a time). A creature inside a batcage is affected by an antimagic field, but there is no antimagic field present (other creatures may cast spells on an imprisoned creature, for example). A batcage fit for a medium-sized creature has hardness 20 and 80 hit points, and doubles or halves in hit points when accommodating other-sized creatures. A warlock may have only as many as one-half his level in batcages, and may not enter his own batcage. Each batcage lasts 24 hours from when it was created, unless it is renewed by the warlock within that time.
Eldritch Sight
Dark; 8th
This invocation causes the warlock to be affected by the spells true seeing and greater arcane sight for 24 hours. The whites of the warlock's eyes become jet black and his pupils and irises glow with eldritch power. If the warlock focuses his vision as a standard action with this invocation active, he can cause a creature within 120 ft. to become sickened with no saving throw for 1 minute. A creature with half the warlock's HD or less becomes nauseated instead. Once per encounter when the warlock has eldritch sight active, he may cause a creature with 100 hit points or less to die instantly by focusing his vision with a standard action.
Infernal Projection
Dark; 9th
With this invocation, you draw upon the power of the Nine Hells to plane shift or greater teleport, but take 2 points of Constitution damage. Warlocks immune to Constitution damage or without a Constitution score may not use this invocation. Any creature within a 10 ft. radius of where you arrive takes 2d6 damage; hellfire is brought into being by this invocation, but quickly winked out.
Faceless
Least; 1st
This invocation causes a warlock to appear just the same as everybody else; eyes pass right by him and never go back for a second glance. It's usually necessary in civilized areas, as most are prejudiced against warlocks. The warlock gains a +6 to Hide and Disguise checks for 24 hours. Any creature that passes its Spot check to notice the warlock or see past his disguise sees him as he normally would be, but without any facial features (eyes, mouth, etc.). A true seeing spell will negate the bonuses and show the warlock with his real face.
Bondage Blast
Lesser; 3rd; Eldritch Essence
This eldritch essence allows you to change your eldritch blast into a bondage blast. A creature struck by a bondage blast is entangled for 1 round by black, rubbery tentacles and cannot move from his square for that same round. It may immediately make a DC 23 Escape Artist check to slip free.
Green Steel Blast
Greater; 6th; Eldritch Essence
This eldritch essence allows you to change your eldritch blast into a green steel blast. Any time you use a green steel blast, roll a 1d4. Your eldritch blast deals a different type of damage depending on which number you roll.
1: Slashing
2: Piercing
3: Bludgeoning
4: Roll twice. Choose the type you prefer of the two. Your green steel blast deals an additional 2d6 damage. If you roll the same type twice, you deal an additional 4d6 damage (instead of 2d6). If you roll a 4 and another number, you deal an additional 4d6 damage (instead of 2d6). If you roll two 4's, choose which type of damage you wish to do and add 6d6 damage (replacing previous bonuses from rolling 4's). These do add +2, +4, +4, and +6 to the attack roll, respectively.
All green steel blasts are treated as chaotic, evil, and magic for the purposes of overcoming damage reduction, and deal full damage to objects. All green steel blasts ignore Spell Resistance. You must make a normal ranged attack roll instead of a ranged touch roll when attacking with a green steel blast, however you get a +1 on the roll for every damage dice as the blast gets larger and more difficult to avoid. You also get a flat +1 on damage rolls due to the nature of Baatorian green steel. You do not get the attack roll bonus when using this invocation with hideous blow.
Extra damage dice from things other than physical damage or natural additions to the base eldritch blast do not add to your attack roll.
Shadow Blast
Dark; 8th; Eldritch Essence
This eldritch essence allows you to change your eldritch blast into a shadow blast. Any time you use a shadow blast, you may choose to deal any type of energy damage you wish (other than positive). Regardless of which type you choose, the blast appears to be made of shadow and deals an extra 2d6 cold damage.
Eldritch Needles
Greater; 6th; Blast Shape
This blast shape invocation changes your eldritch blast into a multitude of smaller eldritch blasts which ignore the target's Dexterity bonus to AC. This invocation does not "deny" the target his Dexterity bonus to AC, and thus cannot be used in conjunction with a sneak attack.
Swarmcage
Greater; 6th
You can conjure a cage with this invocation made out of a creature of your choice, between spiders, bats, centipedes, and rats. The cage can be as big as a 20 ft. cube and as small as a 5 ft. cube. Any creature inside the cage is affected as though it was sharing a square with a swarm of the appropriate type. The cage has the same stats as a swarm of its type, but is immobile. It otherwise acts as the "windowless cell" option of a forcecage. If you use this invocation a second time before the duration of the first expires, the previous cage disappears. You cannot be harmed by your own swarmcage, and can pass through its walls at will. If your swarmcage is destroyed, you take 1d10 points of damage.
Eldritch Arrow
Least; 2nd; Blast Shape
This blast shape invocation allows you to channel your eldritch blast through any projectile weapon. It is still a standard action and a ranged touch attack is still all that is required, but the enchantments and range increments of the projectile weapon apply to your eldritch blast. Composite bows and similar do not allow you to apply your strength bonus. You do not add the damage of the weapon except if it is granted from an enchantment. You do use the critical threat range and multiplier of the weapon.
Impenetrable Cage
Dark; 9th
You can conjure a forcecage with this invocation. Only the "windowless cell" option may be chosen. The cage is black and blocks sight of all kind. It may be as large as a 35 ft. cube and as small as a 1 ft. cube. You may give individual creatures their own cells as long as they are all within a 35 ft. area. Creatures on the inside of the cage are mentally tortured to a minor degree, but not enough for this to have any mechanical effects. Any creature that comes within 10 ft. of an impenetrable cage from the outside can sense that the cage is evil, but feels no side-effects.
You can only have one impenetrable cage in effect at a time. If you use this invocation a second time before the duration of the first expires, the previous cage disappears. If your cage is destroyed, you take 1d10 points of damage and are stunned for 1 round.
Vile Homestead
Dark; 6th
You can create an extramensional dwelling similar to the spell Mage's Magnificent Mansion with this invocation which lasts until you create a new one. Any creature except you who enter it are sickened until they leave. The unseen servants which populate your homestead take the form of hideous aberrations. The entire homestead is dark and sombre. Vile Homestead is permanent until a new one is created, in which case the old one is destroyed. Whether or not they can see the entry portal, creatures can sense a strong aura of evil where the portal lies. Any personal belongings of the warlock that were stored in an old vile homestead are transfered to the new one when it is created.
Siphoning Blast
Dark; 7th; Eldritch Essence
This eldritch essence evocation allows you to change your eldritch blast into a siphoning blast. Any creature struck by a siphoning blast is affected as though by a targeted greater dispel magic.
You gain 5 hit points for each spell level dispelled by this invocation. These temporary hit points fade after 1 minute and do not stack with other temporary hit points. If you drain a new spell, you can replace the old temporary hit points with the ones gained from the most recent spell, thus resetting the duration.
If he decides to, the warlock may forgo gaining temporary hit points and instead heal 1 point of ability damage per spell dispelled (regardless of the spell's level).
If the creature targeted has no spells currently affecting him (or if he does and the warlock decides not to dispel them), the warlock gains a +2 to bonus to a chosen ability score, while the creature hit takes a -2 penalty to the same ability score for 1 minute. This does not increase with successive hits, but the ability score may be changed. Striking additional creatures can increase your scores furthur. You cannot use siphoning blast on yourself.
Fountain of Youth
Greater; 5th
This invocation allows the warlock to take 2 Charisma from a single helpless or willing victim within 10 ft, also healing him 5 hit points and adding 1 year to his lifespan. The victim loses 2 points of Charisma and the warlock gains 2 points of Charisma for the duration of the invocation. These bonuses and penalties are all cumulative and last for 1 month, and neither can be dispelled or healed in any way (unless the warlock dies or fails to use this invocation for 1 month). The same target can be drained more than once, but not more than once per day. If a creature attains 0 Charisma through this invocation, it dies and permanently has 0 Charisma, even if it is ressurected. The Charisma that the warlock stole from it is still temporary.
After using this invocation a single time, the warlock may choose to appear as any age he desires. This cannot again be changed until he fails to use this invocation for 1 month (he reverts back to this normal appearance and Charisma and the invocation ends). The warlock reverts to his normal appearance and Charisma if he dies. Using this invocation additional times resets the duration to 1 month. The victim must have a base Charisma of 18+. The warlock may not use this invocation on himself.
Hellfire Steed
Lesser; 3rd
This invocation functions as the spell phantom steed, with a few exceptions. The warlock may only have as many as one-half his level in steeds. Anyone may ride one of the warlock's hellfire steeds, but if the warlock has not allowed them to verbally, they take 2d6 untyped damage every round they remain on the steed. The steed appears to be a black warhorse with hellfire where its mane, tail, eyes, and hooves would normally be. Each hellfire steed lasts for 24 hours from when it was created.
Batcage
Least; 2nd
This invocation conjures a barred cage which appears to be a birdcage (domed) made out of rusty steel. At the top of it lies a bat which, at the warlock's command, can cause the cage to fly at speed of 60 ft. with good maneuverability. Only helpless or willing creatures may be put into the cage. It is not a suitable container for items. Once inside, they must make a DC 35 Escape Artist check to be free. They may make this check once per hour. There is no door or lock on the cage; a creature is simply pushed through the bars if he is willing or helpless and the warlock desires him to be in there. The cage is 20 ft. tall and 10 ft. wide for a medium-sized creature, and doubles or halves in size to accommodate its prisoner (it may only hold one creature at a time). A creature inside a batcage is affected by an antimagic field, but there is no antimagic field present (other creatures may cast spells on an imprisoned creature, for example). A batcage fit for a medium-sized creature has hardness 20 and 80 hit points, and doubles or halves in hit points when accommodating other-sized creatures. A warlock may have only as many as one-half his level in batcages, and may not enter his own batcage. Each batcage lasts 24 hours from when it was created, unless it is renewed by the warlock within that time.
Eldritch Sight
Dark; 8th
This invocation causes the warlock to be affected by the spells true seeing and greater arcane sight for 24 hours. The whites of the warlock's eyes become jet black and his pupils and irises glow with eldritch power. If the warlock focuses his vision as a standard action with this invocation active, he can cause a creature within 120 ft. to become sickened with no saving throw for 1 minute. A creature with half the warlock's HD or less becomes nauseated instead. Once per encounter when the warlock has eldritch sight active, he may cause a creature with 100 hit points or less to die instantly by focusing his vision with a standard action.
Infernal Projection
Dark; 9th
With this invocation, you draw upon the power of the Nine Hells to plane shift or greater teleport, but take 2 points of Constitution damage. Warlocks immune to Constitution damage or without a Constitution score may not use this invocation. Any creature within a 10 ft. radius of where you arrive takes 2d6 damage; hellfire is brought into being by this invocation, but quickly winked out.
Faceless
Least; 1st
This invocation causes a warlock to appear just the same as everybody else; eyes pass right by him and never go back for a second glance. It's usually necessary in civilized areas, as most are prejudiced against warlocks. The warlock gains a +6 to Hide and Disguise checks for 24 hours. Any creature that passes its Spot check to notice the warlock or see past his disguise sees him as he normally would be, but without any facial features (eyes, mouth, etc.). A true seeing spell will negate the bonuses and show the warlock with his real face.