Melayl
2020-03-09, 07:34 PM
Pathfinder Warlock Rewrite
LetÂ’s put the War back in Warlock!
I envision the warlock as a more martial character, somewhere between the bard and the ranger. He should be able to spend time on the front line if the player wants, but he can also stand back and snipe and control the battlefield.
I still need to figure out bloodlines and bloodline abilities. I suppose I can always fall back on the Resilience/Energy Resistance/DR of the original warlock if I need to.
Warlocks and sorcerers are different branches of the same arcane tree, harnessing the power of their birthright to produce great power. While sorcerers learn to cast spells, warlocks produce their abilities by force of will alone. A warlock’s abilities tend to make them more capable of melee combat than a sorcerer.
Alignment: Any. No, I don't subscribe to the philosophy that warlocks have to be evil or chaotic any more than sorcerers do.
Hit Die: d8
Class Skills: A warlock's class skills (and the key ability for each skill are: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks Per Level: 4 + Int Modifier
Class Features:
Weapon and Armor Proficiency: A warlock if proficient with their eldritch blast, all Simple weapons, and any 2 Martial weapons OR any 1 Exotic weapon of their choice. Warlocks are also proficient with Light armors and all shields except tower shields. (A warlockÂ’s blasts and invocations are spell-like abilities, and as such have no arcane spell failure chance.)
Warlock
Level
Base Attack Bonus
Fort
Ref
Will
Class Features
Invocations Known
1st
+0
+0
+0
+2
Eldritch Blast 1d6, Eldritch Blow, Invocations (least), Bloodline Ability
1
2nd
+1
+0
+0
+3
Detect Magic
2
3rd
+2
+1
+1
+3
Eldritch Blast 2d6, Bloodlline Invocation (least)
2
4th
+3
+1
+1
+4
Deceive Item, Bloodline feat
3
5th
+3
+1
+1
+4
Eldritch Blast 3d6, Bloodline Ability
4
6th
+4
+2
+2
+5
Invocations (least, lesser)
5
7th
+5
+2
+2
+5
Eldritch Blast 4d6, Bloodline Invocation (lesser)
5
8th
+6/+1
+2
+2
+6
Iterative blasts (2), Spell Resistance
6
9th
+6/+1
+3
+3
+6
Eldritch Blast 5d6, Arcane Sight
6
10th
+7/+2
+3
+3
+7
Bloodline Ability, Bloodline feat
7
11th
+8/+3
+3
+3
+7
Eldritch Blast 6d6, Invocations (least, lesser, greater)
7
12th
+9/+4
+4
+4
+8
Imbue Item
8
13th
+9/+4
+4
+4
+8
Eldritch Blast 7d6, Bloodline Invocation (greater)
9
14th
+10/+5
+4
+4
+9
Greater Arcane Sight
10
15th
+11/+6/+1
+5
+5
+9
Eldritch Blast 8d6, Iterative blasts (3), Bloodline Ability
10
16th
+12/+7/+2
+5
+5
+10
Invocations (least, lesser, greater, true), Bloodline feat
11
17th
+12/+7/+2
+5
+5
+10
Eldritch Blast 9d6
12
18th
+13/+8/+3
+6
+6
+11
Bloodline Invocation (true)
13
19th
+14/+9/+4
+6
+6
+11
Eldritch Blast 10d6
14
20th
+15/+10/+5
+6
+6
+12
Bloodline Capstone
15
Invocations:
Unlike other arcane magic users, a warlock does not cast spells. Instead, a warlock uses the eldritch power that suffuses them to produce arcane attacks, defenses, and other abilities, known as invocations.
A warlock’s invocations are spell-like abilities; using an invocation is action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can. A warlock can make a concentration check to successfully use an invocation under duress, just like a spellcaster can. A warlock can use an invocation defensively by making a concentration check to avoid provoking attacks of opportunity. Invocations are subject to spell resistance unless the invocationÂ’s description specifically states otherwise. A warlock’s caster level for invocations (his invoker level) is equal to his warlock level.
The save DC for an invocation (if it allows a save) is 10 + 1/2 warlock level + the warlock’s Cha modifier.
Since invocations are not spells, the warlock cannot benefit from the Spell Focus feat or metamagic feats. He can, however, use the Ability Focus feat and feats that emulate metamagic feats for spell-like abilities. The Spell Penetration and Greater Spell Penetration feats are exceptions and will apply to a warlock's invocations.
There are four grades of invocations, Least, Lesser, Greater, and True (known as Dark in previous warlock versions). A warlock begins with the knowledge of one invocation beyond their eldritch blast and eldritch blow. This invocation must be of the Least grade. At every 4th level, and every time the warlock gains a new grade of invocation, he may replace one invocation he knows with a new invocation of the same or lower grade than his current highest grade.
Invocations are spell-like abilities and are not subject to arcane spell failure chance due to armor. Even though invocations are SLA's, a warlock is considered to have a caster level equal to his warlock level for the purposes of magic item creation and qualifying for feats and PRC's.
Eldritch Blast (Sp): The first invocation a warlock learns is his eldritch blast, a baneful attack of eldritch energy that damages foes and can impart other debilitating effects.
The eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target and does not have a saving throw, but is subject to spell resistance. The eldritch blast deals 1d6 points of damage at 1st level, and increases by 1d6 every odd warlock level. Eldritch blasts deal half damage to objects. The eldritch blast is the equivalent of a 1st level spell. Blast shape and essence invocations will modify the level of the blast.
Eldritch Blow (Sp): Beginning at 1st level, a warlock learns the blast shape eldritch blow. As a standard action, the warlock can make a single melee attack. If the attack hits, the target is affected by the warlockÂ’s eldritch blast, including any eldritch essence applied to the blast. The damage done by the blast is in addition to the weapon damage, although the weapon need not deal damage to trigger the eldritch blast effect. Eldritch blow counts as a blast shape and may not be used with any other blast shapes. (this replaces the Hideous Blow blast shape)
Detect Magic (Sp): Starting at 2nd level, the warlock can use detect magic as the spell at will, with a caster level equal to his warlock level. At 9th level, this becomes arcane sight, and at 14th level it becomes greater arcane sight.
Iterative Blasts (Sp): At the listed levels, the warlock gains the ability to use more than one eldritch blast or eldritch blow per round. As a full round action, a warlock can direct more than one blast or blow in a round, as listed in the table, at the respective iterative BAB. Only the first of each may use an eldritch essence and all use the same blast shape but may target different individuals.
Bloodline abilities: Gained at the levels listed, see each individual bloodline for details.
Bloodline Invocations: A free invocation known, given at the listed level, see each individual bloodline for details.
Bloodline feat: A free feat known, given at the listed level, chosen from the list of bloodline feats in each bloodline.
Deceive Item (Ex): Beginning at 4th level, a warlock can more easily use items meant for use by other characters. When making a Use Magic Device check, the warlock can take 10 even if distracted or threatened. This is an exception to the rules of taking 10 on UMD checks.
Spell Resistance (Su): Starting at 8th level, a warlock gains spell resistance of 10 + 1/2 his warlock level.
Imbue Item (Su): At 12th level and above, a warlock can use his eldritch power to create magic items, even if he lacks the proper spells to make an item (he must still have the relevant item creation feats). The warlock can substitute a UMD check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of the required spell.
If the check succeeds, he can continue creating the item as if he had cast the appropriate spell. If he fails, he does not expend the gp costs for the item creation, his progress on the item merely stops. He cannot attempt another UMD check to cast this spell for this item until his next warlock level.
Warlock Invocations
Warlocks choose their invocations as the level, but their repertoire of abilities is more limited than that of their sorcerer kin, and their invocations are spell-like abilities, not spells.
In addition to their grade (least, lesser, greater, true), every invocation has a spell level equivalent, used for calculating save DCs and other purposes. A least invocation has a spell level equivalent of 1st or 2nd, lesser 3rd or 4th, greater 5th or 6th, and true 6th or more (up to 9th). The level equivalent for each invocation is listed in its description. A warlock can dismiss an invocation as a standard action, just like a spell.
A warlock’s power is sufficient to maintain up to 1 invocation per level, plus one per Cha modifier. If a warlock wishes to use an invocation in excess of this amount, he must cancel one of his ongoing invocations. Remember, each use of eldritch blast, and blast shapes and essesnce count as an invocations!
Invocation List
I have listed all WOTC printed invocations that I can find, the original soruce, and their brief descriptions. I have also added some homebrew invocations, and will happily accept more.
Least:
Frightful Blast (CArc): Target must make a will save or become shaken.
Sickening Blast (CArc): Target must make a Fort save or become sickened.
Hammer Blast (CMa): Blast deals normal damage to objects.
Voltaic Blast (new): Your eldritch blast does electricity damage, and target must make a Fort save or be stunned for 1 round per 4 warlock levels.
Lesser:
Baneful Blast (CMa): Blast does extra damage to specified creature type.
Beshadowed Blast (CArc): Target must make a Fort save or be blinded for 1 round.
Brimstone Blast (CArc): Blast does fire damage and target must make a Reflex save or catch fire.
Deteriorating Blast (DMa): Target must make a Fort save or have its damage reduction lowered for 1 round.
Hellrime Blast (CArc): Blast does cold damage and target must make a Fort save or take a Dex penalty.
Vampiric Blast (new): Gain temporary hp equal to your eldritch blast damage. These temporary hp do not stack with other sources of temporary hp.
Greater:
Bewitching Blast (CArc): Target must make Will save or be confused for 1 round.
Hindering Blast (CMa): Target must make a Will save or be slowed.
Noxious Blast (CArc): Target must make a Fort save or be nauseated.
Penetrating Blast (DMa): Target must make a Will save or have its spell resistance lowered.
Repelling Blast (CArc): Target must make a Reflex save or be knocked back.
Vitriolic Blast (CArc): Blast ignores spell resistance and deals acid damage.
True:
Binding Blast (CMa): Target must make a Will save or be stunned.
Utterdark Blast (CArc): Target must make a Fort save or gain 2 negative levels.
Least:
Eldritch Glaive (DMa): Blast takes physical hape of a melee weapon (one attack as a full round action).
Eldritch Spear (CArc): Blast range increases to 250 ft.
Lesser:
Eldritch Chain (CArc): Blast jumps from initial target to secondary targets.
Eldritch Ball (shape) (new): Your eldritch blast takes the shape of a 20 ft radius spread, which originates at a spot you designate within 100 ft + 40 ft/warlock level. (this shape otherwise follows the same “to hit” and targeting rules as fireball).
Greater:
Eldritch Cone (CArc): Blast takes the shape of a cone.
Eldritch Line (CMa): Blast takes the shape of a 60 ft line.
True:
Eldritch Doom (CArc): Blast affects all enemies within 20 ft.
Invocations
All-seeing Eyes (CMa): As comprehend languages on written material, gain bonus on Perception checks.
Arcane Gift (Prime32 on the MinMax boards): Select any 4 sorcerer cantrips (Chosen when this invocation is taken, cannot be changed unless the invocation is retaken). Use at will for 24 hours
Baleful Utterance (CArc): Speak a word and shatter objects as per the shatter spell.
Beguiling Influence (CArc): Gain a bonus on Bluff, Diplomacy, and Intimidate checks.
Breath of the Night (CArc): Create a fog cloud as the spell.
Call of the Beast (CMa): Speak with animals and influence their behavior.
Cocoon of Refuse (CScape): Subject is entangled in trash and detritus from the area.
Cold Comfort (CMa): You and nearby allies are protected by endure elements.
Daylight (new): Use daylight as the spell.
Darkness (CArc): Use Darkness as the spell.
Dark One’s Own Luck (CArc): Gain a luck bonus to one save.
Devil’s sight (CArc): See normally in darkness and magical darkness.
Distortion (new): You may use blur at will.
Earthen Grasp (CArc): Use earthen grasp as the spell.
Eldritch Shield (new): As the shield spell, with an additional +1 bonus per 5 warlock levels. Duration 24 hours.
Eldritch Toughness (new): Gain one temporary hp per warlock level. These hp last for 24 hours or until the invocation is used again. These hp do not stack with other sources of temporary hp.
Entropic Warding (CArc): Deflect incoming ranged attacks, leave no trail, prevent being tracked by scent.
Expeditious Movement (new): As the spell expeditious retreat, except the duration is hours/level. (Note: since Fell Flight is based upon your land movement rate, this invocation increases your flight speed!)
Extreme Flexibility (new): As the spell extreme flexibility, but the dodge bonus increases by +1 every 5 warlock levels.
Leaps and Bounds (CArc): Gain a bonus on Acrobatics checks.
Miasmic Cloud (CArc): Create a mist cloud that grants concealment and fatigues those who enter.
Otherworldly Whispers (CMa): Gain bonus on knowledge checks.
See the Unseen (CArc): Gain see invisibility as the spell and darkvision.
Serpent’s Tongue (CMa): Gain scent, bonus on saves vs poison.
Soulreaving Aura (CMa): As reaving aura spell plus gain temporary hp if nearby creatures die.
Spectral Servant (new): You may summon an invisible servant, as the spell unseen servant, except you may summon one servant per 3 warlock levels.
Spiderwalk (CArc): Gain spider climb as the spell and immune to webs.
Swimming the Styx (CMa): Gain a swim speed and waterbreathing.
Summon Swarm (CArc): Use summon swarm as the spell.
Arcane Eye (new): You create a tiny, invisible sensor (as per the spell, arcane eye but you may hear as well as see through the sensor). This sensor lasts 24 hours. You may only have one such sensor in existence at a time.
Arcane Vigor (new): You gain fast healing equal to ½ your warlock level, but only at half hp or lower. You may instead choose to share with your allies. If you do, you and all allies within 30 ft gain your fast healing, but at half of your solo rate.
Charm (CArc): Cause a single creature to regard you as a friend.
Crawling Eye (CMa): Your eye leaves your head, grows spider legs, and can scout for you.
Curse of Despair (CArc): Curse one creature as bestow curse or hinder their attacks.
Displacement (new): As the spell, but the range is personal only.
Disembodied Hand (CMa): Your hand leaves your body and can manipulate objects or deliver attacks.
Dread Seizure (CArc): Target must make a Fort save or have reduced movement and a penalty on attacks.
Fell Flight (CArc): Gain a fly speed with good maneuverability.
Flee the Scene (CArc): Short range teleport and leave behind a mirror image.
Hungry Darkness (CArc): Create shadows filled with a swarm of bats.
Ignore the Pyre (DMa): Gain energy resistance.
Life Pact (new): As the spell life pact, except the triggering target(s) also gain hp equal to your Cha bonus, and the effect may trigger once per round per 5 warlock levels instead of once per round.
Mask of Flesh (CMa): Touch deals Cha damage and transforms you to look like target.
Phantom Beast (new): You conjure a Large, quasi-real beast of roiling dark smoke (colored as you desire), with insubstantial hooves/paws that make no sound. The beast can take the form of any terrestrial animal you desire and has what appears to be a saddle and bridle. All forms have the same stats. The beast has a speed of 20 per 2 caster levels, to a max of 140 at 12th level. It can bear the riderÂ’s weight plus 20 pounds per caster level. It has an AC of 18 and 10 hp plus 1 per caster) level. Once per round, the warlock (or rider) may command the beast to attack in battle as a free action. (bite +10, 1d8+6 damage). This requires no ride check or training. Once the beast attacks, it only lasts for 1 round per caster level. The beast otherwise gains abilities as the spell phantom steed. You may only have one phantom beast in existence at a time.
Relentless Dispelling (CMa): Targeted dispel magic that repeats the next round.
Spider Shape (DoU): Transform into a small or medium fiendish spider.
Spider’s Webs (new): Use Web as the spell. You may also extend a single strand of webbing, as a ranged touch attack (as the item spider rod, but with a range of 30 ft/caster level). The warlock can make the strand sticky or not, as desired. Additionally, you may also create a dwelling as web shelter.
Stony Grasp (CArc): Use stony grasp as the spell.
Sudden Swarm (DoU): Creatures killed by your invocations spawn a spider swarm.
The Dead Walk (CArc): Create undead as per animate dead.
Theives’ Bane (Cscape): Hold Portal that deals damage when breached.
Voidsense (CArc): Gain blindsense to 30 ft.
Voracious Dispelling (CArc): Use dispel magic at will, causing damage to creatures whose effects are dispelled.
Walk Unseen (CArc): Use invisibility at will.
Wall of Gloom (CArc): As the spell at will.
Weighty Utterance (DMa): Speak a word and cause a flying creature to be forced down.
Witchwood Step (CMa): Walk on water and move through some obstacles unimpeded.
Caustic Mire (CMa): Acidic sludge slow progress, deals damage.
Chilling Tentacles (CArc): As Black Tentacles, with cold damage area effect.
Devil's Whispers (Cscape): As Suggestion, subject believes the ideas are his own.
Devour Magic (CArc): As greater dispel magic with touch and gain temporary hp.
Dragon Ward (DMa): You gain resistances to the attacks and abilities of dragons for 24 hours.
Enervating Shadow (CArc): Gain total concealment in the dark and impose a Str penalty on nearby living creatures.
Hellspawned Grace (CMa): Transform into a hellcat for 1 round/2 warlock levels.
Mind over Matter (new): You may use telekinesis at will.
Mind to Mind (new): You may communicate telepathically with any creature that has a language within 100 ft/warlock level. You may communicate with 1 creature/warlock level at the same time. Additionally, you may form a bond, as the spell telepathic bond, but the duration is 24 hours.
Nightmares Made Real (CMa): Create illusory terrain that damages foes and allows you to hide.
Painful Slumber of Ages (CMa): Creature falls asleep, takes damage when awakened.
Retributive Aura (new): Your body is sheathed in your arcane power, which gives off light as a torch. Any creature attacking you with a natural or non-reach melee weapon is affected by your base eldritch blast.
Tenacious Plague (CArc): Use insect plague as spell, but it does magic weapon damage.
Wall of Perilous Flame (CArc): Create a wall of fire as the spell, but half the damage is supernatural.
Warlock’s Call (CArc): Use sending as the spell but risk damage from the recipient.
Arcane Travel (new): You may teleport, as the spell greater teleport, except you need not touch willing participants within 30 feet, and you may transport 1 additional creature or its equivalent per 2 warlock levels.
Caster’s Lament (CMa): Use break enchantment with touch, can counterspell.
Dark Discorporation (CArc): Turn into a swarm of batlike shadows, gain many of the benefits of the swarm type.
Dark Foresight (CArc): Use foresight as the spell, communicate telepathically with a close target of the effect.
Impenetrable Barrier (DMa): Create a black wall of force that blocks sight.
Path of Shadow (CArc): Use shadow walk as the spell, speed up natural healing.
Prescience (new): As the spell Moment of Prescience.
Retributive Invisibility (CArc): Use greater invisibility that deals damage in a burst if dispelled.
Steal Summoning (CMa): Take control of anotherÂ’s summoned creature.
Unknowable Mind (new): As the spell Mind Blank.
Word of Changing (CArc): Baleful polymorph as the spell with a chance to be permanent.
LetÂ’s put the War back in Warlock!
I envision the warlock as a more martial character, somewhere between the bard and the ranger. He should be able to spend time on the front line if the player wants, but he can also stand back and snipe and control the battlefield.
I still need to figure out bloodlines and bloodline abilities. I suppose I can always fall back on the Resilience/Energy Resistance/DR of the original warlock if I need to.
Warlocks and sorcerers are different branches of the same arcane tree, harnessing the power of their birthright to produce great power. While sorcerers learn to cast spells, warlocks produce their abilities by force of will alone. A warlock’s abilities tend to make them more capable of melee combat than a sorcerer.
Alignment: Any. No, I don't subscribe to the philosophy that warlocks have to be evil or chaotic any more than sorcerers do.
Hit Die: d8
Class Skills: A warlock's class skills (and the key ability for each skill are: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks Per Level: 4 + Int Modifier
Class Features:
Weapon and Armor Proficiency: A warlock if proficient with their eldritch blast, all Simple weapons, and any 2 Martial weapons OR any 1 Exotic weapon of their choice. Warlocks are also proficient with Light armors and all shields except tower shields. (A warlockÂ’s blasts and invocations are spell-like abilities, and as such have no arcane spell failure chance.)
Warlock
Level
Base Attack Bonus
Fort
Ref
Will
Class Features
Invocations Known
1st
+0
+0
+0
+2
Eldritch Blast 1d6, Eldritch Blow, Invocations (least), Bloodline Ability
1
2nd
+1
+0
+0
+3
Detect Magic
2
3rd
+2
+1
+1
+3
Eldritch Blast 2d6, Bloodlline Invocation (least)
2
4th
+3
+1
+1
+4
Deceive Item, Bloodline feat
3
5th
+3
+1
+1
+4
Eldritch Blast 3d6, Bloodline Ability
4
6th
+4
+2
+2
+5
Invocations (least, lesser)
5
7th
+5
+2
+2
+5
Eldritch Blast 4d6, Bloodline Invocation (lesser)
5
8th
+6/+1
+2
+2
+6
Iterative blasts (2), Spell Resistance
6
9th
+6/+1
+3
+3
+6
Eldritch Blast 5d6, Arcane Sight
6
10th
+7/+2
+3
+3
+7
Bloodline Ability, Bloodline feat
7
11th
+8/+3
+3
+3
+7
Eldritch Blast 6d6, Invocations (least, lesser, greater)
7
12th
+9/+4
+4
+4
+8
Imbue Item
8
13th
+9/+4
+4
+4
+8
Eldritch Blast 7d6, Bloodline Invocation (greater)
9
14th
+10/+5
+4
+4
+9
Greater Arcane Sight
10
15th
+11/+6/+1
+5
+5
+9
Eldritch Blast 8d6, Iterative blasts (3), Bloodline Ability
10
16th
+12/+7/+2
+5
+5
+10
Invocations (least, lesser, greater, true), Bloodline feat
11
17th
+12/+7/+2
+5
+5
+10
Eldritch Blast 9d6
12
18th
+13/+8/+3
+6
+6
+11
Bloodline Invocation (true)
13
19th
+14/+9/+4
+6
+6
+11
Eldritch Blast 10d6
14
20th
+15/+10/+5
+6
+6
+12
Bloodline Capstone
15
Invocations:
Unlike other arcane magic users, a warlock does not cast spells. Instead, a warlock uses the eldritch power that suffuses them to produce arcane attacks, defenses, and other abilities, known as invocations.
A warlock’s invocations are spell-like abilities; using an invocation is action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can. A warlock can make a concentration check to successfully use an invocation under duress, just like a spellcaster can. A warlock can use an invocation defensively by making a concentration check to avoid provoking attacks of opportunity. Invocations are subject to spell resistance unless the invocationÂ’s description specifically states otherwise. A warlock’s caster level for invocations (his invoker level) is equal to his warlock level.
The save DC for an invocation (if it allows a save) is 10 + 1/2 warlock level + the warlock’s Cha modifier.
Since invocations are not spells, the warlock cannot benefit from the Spell Focus feat or metamagic feats. He can, however, use the Ability Focus feat and feats that emulate metamagic feats for spell-like abilities. The Spell Penetration and Greater Spell Penetration feats are exceptions and will apply to a warlock's invocations.
There are four grades of invocations, Least, Lesser, Greater, and True (known as Dark in previous warlock versions). A warlock begins with the knowledge of one invocation beyond their eldritch blast and eldritch blow. This invocation must be of the Least grade. At every 4th level, and every time the warlock gains a new grade of invocation, he may replace one invocation he knows with a new invocation of the same or lower grade than his current highest grade.
Invocations are spell-like abilities and are not subject to arcane spell failure chance due to armor. Even though invocations are SLA's, a warlock is considered to have a caster level equal to his warlock level for the purposes of magic item creation and qualifying for feats and PRC's.
Eldritch Blast (Sp): The first invocation a warlock learns is his eldritch blast, a baneful attack of eldritch energy that damages foes and can impart other debilitating effects.
The eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target and does not have a saving throw, but is subject to spell resistance. The eldritch blast deals 1d6 points of damage at 1st level, and increases by 1d6 every odd warlock level. Eldritch blasts deal half damage to objects. The eldritch blast is the equivalent of a 1st level spell. Blast shape and essence invocations will modify the level of the blast.
Eldritch Blow (Sp): Beginning at 1st level, a warlock learns the blast shape eldritch blow. As a standard action, the warlock can make a single melee attack. If the attack hits, the target is affected by the warlockÂ’s eldritch blast, including any eldritch essence applied to the blast. The damage done by the blast is in addition to the weapon damage, although the weapon need not deal damage to trigger the eldritch blast effect. Eldritch blow counts as a blast shape and may not be used with any other blast shapes. (this replaces the Hideous Blow blast shape)
Detect Magic (Sp): Starting at 2nd level, the warlock can use detect magic as the spell at will, with a caster level equal to his warlock level. At 9th level, this becomes arcane sight, and at 14th level it becomes greater arcane sight.
Iterative Blasts (Sp): At the listed levels, the warlock gains the ability to use more than one eldritch blast or eldritch blow per round. As a full round action, a warlock can direct more than one blast or blow in a round, as listed in the table, at the respective iterative BAB. Only the first of each may use an eldritch essence and all use the same blast shape but may target different individuals.
Bloodline abilities: Gained at the levels listed, see each individual bloodline for details.
Bloodline Invocations: A free invocation known, given at the listed level, see each individual bloodline for details.
Bloodline feat: A free feat known, given at the listed level, chosen from the list of bloodline feats in each bloodline.
Deceive Item (Ex): Beginning at 4th level, a warlock can more easily use items meant for use by other characters. When making a Use Magic Device check, the warlock can take 10 even if distracted or threatened. This is an exception to the rules of taking 10 on UMD checks.
Spell Resistance (Su): Starting at 8th level, a warlock gains spell resistance of 10 + 1/2 his warlock level.
Imbue Item (Su): At 12th level and above, a warlock can use his eldritch power to create magic items, even if he lacks the proper spells to make an item (he must still have the relevant item creation feats). The warlock can substitute a UMD check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of the required spell.
If the check succeeds, he can continue creating the item as if he had cast the appropriate spell. If he fails, he does not expend the gp costs for the item creation, his progress on the item merely stops. He cannot attempt another UMD check to cast this spell for this item until his next warlock level.
Warlock Invocations
Warlocks choose their invocations as the level, but their repertoire of abilities is more limited than that of their sorcerer kin, and their invocations are spell-like abilities, not spells.
In addition to their grade (least, lesser, greater, true), every invocation has a spell level equivalent, used for calculating save DCs and other purposes. A least invocation has a spell level equivalent of 1st or 2nd, lesser 3rd or 4th, greater 5th or 6th, and true 6th or more (up to 9th). The level equivalent for each invocation is listed in its description. A warlock can dismiss an invocation as a standard action, just like a spell.
A warlock’s power is sufficient to maintain up to 1 invocation per level, plus one per Cha modifier. If a warlock wishes to use an invocation in excess of this amount, he must cancel one of his ongoing invocations. Remember, each use of eldritch blast, and blast shapes and essesnce count as an invocations!
Invocation List
I have listed all WOTC printed invocations that I can find, the original soruce, and their brief descriptions. I have also added some homebrew invocations, and will happily accept more.
Least:
Frightful Blast (CArc): Target must make a will save or become shaken.
Sickening Blast (CArc): Target must make a Fort save or become sickened.
Hammer Blast (CMa): Blast deals normal damage to objects.
Voltaic Blast (new): Your eldritch blast does electricity damage, and target must make a Fort save or be stunned for 1 round per 4 warlock levels.
Lesser:
Baneful Blast (CMa): Blast does extra damage to specified creature type.
Beshadowed Blast (CArc): Target must make a Fort save or be blinded for 1 round.
Brimstone Blast (CArc): Blast does fire damage and target must make a Reflex save or catch fire.
Deteriorating Blast (DMa): Target must make a Fort save or have its damage reduction lowered for 1 round.
Hellrime Blast (CArc): Blast does cold damage and target must make a Fort save or take a Dex penalty.
Vampiric Blast (new): Gain temporary hp equal to your eldritch blast damage. These temporary hp do not stack with other sources of temporary hp.
Greater:
Bewitching Blast (CArc): Target must make Will save or be confused for 1 round.
Hindering Blast (CMa): Target must make a Will save or be slowed.
Noxious Blast (CArc): Target must make a Fort save or be nauseated.
Penetrating Blast (DMa): Target must make a Will save or have its spell resistance lowered.
Repelling Blast (CArc): Target must make a Reflex save or be knocked back.
Vitriolic Blast (CArc): Blast ignores spell resistance and deals acid damage.
True:
Binding Blast (CMa): Target must make a Will save or be stunned.
Utterdark Blast (CArc): Target must make a Fort save or gain 2 negative levels.
Least:
Eldritch Glaive (DMa): Blast takes physical hape of a melee weapon (one attack as a full round action).
Eldritch Spear (CArc): Blast range increases to 250 ft.
Lesser:
Eldritch Chain (CArc): Blast jumps from initial target to secondary targets.
Eldritch Ball (shape) (new): Your eldritch blast takes the shape of a 20 ft radius spread, which originates at a spot you designate within 100 ft + 40 ft/warlock level. (this shape otherwise follows the same “to hit” and targeting rules as fireball).
Greater:
Eldritch Cone (CArc): Blast takes the shape of a cone.
Eldritch Line (CMa): Blast takes the shape of a 60 ft line.
True:
Eldritch Doom (CArc): Blast affects all enemies within 20 ft.
Invocations
All-seeing Eyes (CMa): As comprehend languages on written material, gain bonus on Perception checks.
Arcane Gift (Prime32 on the MinMax boards): Select any 4 sorcerer cantrips (Chosen when this invocation is taken, cannot be changed unless the invocation is retaken). Use at will for 24 hours
Baleful Utterance (CArc): Speak a word and shatter objects as per the shatter spell.
Beguiling Influence (CArc): Gain a bonus on Bluff, Diplomacy, and Intimidate checks.
Breath of the Night (CArc): Create a fog cloud as the spell.
Call of the Beast (CMa): Speak with animals and influence their behavior.
Cocoon of Refuse (CScape): Subject is entangled in trash and detritus from the area.
Cold Comfort (CMa): You and nearby allies are protected by endure elements.
Daylight (new): Use daylight as the spell.
Darkness (CArc): Use Darkness as the spell.
Dark One’s Own Luck (CArc): Gain a luck bonus to one save.
Devil’s sight (CArc): See normally in darkness and magical darkness.
Distortion (new): You may use blur at will.
Earthen Grasp (CArc): Use earthen grasp as the spell.
Eldritch Shield (new): As the shield spell, with an additional +1 bonus per 5 warlock levels. Duration 24 hours.
Eldritch Toughness (new): Gain one temporary hp per warlock level. These hp last for 24 hours or until the invocation is used again. These hp do not stack with other sources of temporary hp.
Entropic Warding (CArc): Deflect incoming ranged attacks, leave no trail, prevent being tracked by scent.
Expeditious Movement (new): As the spell expeditious retreat, except the duration is hours/level. (Note: since Fell Flight is based upon your land movement rate, this invocation increases your flight speed!)
Extreme Flexibility (new): As the spell extreme flexibility, but the dodge bonus increases by +1 every 5 warlock levels.
Leaps and Bounds (CArc): Gain a bonus on Acrobatics checks.
Miasmic Cloud (CArc): Create a mist cloud that grants concealment and fatigues those who enter.
Otherworldly Whispers (CMa): Gain bonus on knowledge checks.
See the Unseen (CArc): Gain see invisibility as the spell and darkvision.
Serpent’s Tongue (CMa): Gain scent, bonus on saves vs poison.
Soulreaving Aura (CMa): As reaving aura spell plus gain temporary hp if nearby creatures die.
Spectral Servant (new): You may summon an invisible servant, as the spell unseen servant, except you may summon one servant per 3 warlock levels.
Spiderwalk (CArc): Gain spider climb as the spell and immune to webs.
Swimming the Styx (CMa): Gain a swim speed and waterbreathing.
Summon Swarm (CArc): Use summon swarm as the spell.
Arcane Eye (new): You create a tiny, invisible sensor (as per the spell, arcane eye but you may hear as well as see through the sensor). This sensor lasts 24 hours. You may only have one such sensor in existence at a time.
Arcane Vigor (new): You gain fast healing equal to ½ your warlock level, but only at half hp or lower. You may instead choose to share with your allies. If you do, you and all allies within 30 ft gain your fast healing, but at half of your solo rate.
Charm (CArc): Cause a single creature to regard you as a friend.
Crawling Eye (CMa): Your eye leaves your head, grows spider legs, and can scout for you.
Curse of Despair (CArc): Curse one creature as bestow curse or hinder their attacks.
Displacement (new): As the spell, but the range is personal only.
Disembodied Hand (CMa): Your hand leaves your body and can manipulate objects or deliver attacks.
Dread Seizure (CArc): Target must make a Fort save or have reduced movement and a penalty on attacks.
Fell Flight (CArc): Gain a fly speed with good maneuverability.
Flee the Scene (CArc): Short range teleport and leave behind a mirror image.
Hungry Darkness (CArc): Create shadows filled with a swarm of bats.
Ignore the Pyre (DMa): Gain energy resistance.
Life Pact (new): As the spell life pact, except the triggering target(s) also gain hp equal to your Cha bonus, and the effect may trigger once per round per 5 warlock levels instead of once per round.
Mask of Flesh (CMa): Touch deals Cha damage and transforms you to look like target.
Phantom Beast (new): You conjure a Large, quasi-real beast of roiling dark smoke (colored as you desire), with insubstantial hooves/paws that make no sound. The beast can take the form of any terrestrial animal you desire and has what appears to be a saddle and bridle. All forms have the same stats. The beast has a speed of 20 per 2 caster levels, to a max of 140 at 12th level. It can bear the riderÂ’s weight plus 20 pounds per caster level. It has an AC of 18 and 10 hp plus 1 per caster) level. Once per round, the warlock (or rider) may command the beast to attack in battle as a free action. (bite +10, 1d8+6 damage). This requires no ride check or training. Once the beast attacks, it only lasts for 1 round per caster level. The beast otherwise gains abilities as the spell phantom steed. You may only have one phantom beast in existence at a time.
Relentless Dispelling (CMa): Targeted dispel magic that repeats the next round.
Spider Shape (DoU): Transform into a small or medium fiendish spider.
Spider’s Webs (new): Use Web as the spell. You may also extend a single strand of webbing, as a ranged touch attack (as the item spider rod, but with a range of 30 ft/caster level). The warlock can make the strand sticky or not, as desired. Additionally, you may also create a dwelling as web shelter.
Stony Grasp (CArc): Use stony grasp as the spell.
Sudden Swarm (DoU): Creatures killed by your invocations spawn a spider swarm.
The Dead Walk (CArc): Create undead as per animate dead.
Theives’ Bane (Cscape): Hold Portal that deals damage when breached.
Voidsense (CArc): Gain blindsense to 30 ft.
Voracious Dispelling (CArc): Use dispel magic at will, causing damage to creatures whose effects are dispelled.
Walk Unseen (CArc): Use invisibility at will.
Wall of Gloom (CArc): As the spell at will.
Weighty Utterance (DMa): Speak a word and cause a flying creature to be forced down.
Witchwood Step (CMa): Walk on water and move through some obstacles unimpeded.
Caustic Mire (CMa): Acidic sludge slow progress, deals damage.
Chilling Tentacles (CArc): As Black Tentacles, with cold damage area effect.
Devil's Whispers (Cscape): As Suggestion, subject believes the ideas are his own.
Devour Magic (CArc): As greater dispel magic with touch and gain temporary hp.
Dragon Ward (DMa): You gain resistances to the attacks and abilities of dragons for 24 hours.
Enervating Shadow (CArc): Gain total concealment in the dark and impose a Str penalty on nearby living creatures.
Hellspawned Grace (CMa): Transform into a hellcat for 1 round/2 warlock levels.
Mind over Matter (new): You may use telekinesis at will.
Mind to Mind (new): You may communicate telepathically with any creature that has a language within 100 ft/warlock level. You may communicate with 1 creature/warlock level at the same time. Additionally, you may form a bond, as the spell telepathic bond, but the duration is 24 hours.
Nightmares Made Real (CMa): Create illusory terrain that damages foes and allows you to hide.
Painful Slumber of Ages (CMa): Creature falls asleep, takes damage when awakened.
Retributive Aura (new): Your body is sheathed in your arcane power, which gives off light as a torch. Any creature attacking you with a natural or non-reach melee weapon is affected by your base eldritch blast.
Tenacious Plague (CArc): Use insect plague as spell, but it does magic weapon damage.
Wall of Perilous Flame (CArc): Create a wall of fire as the spell, but half the damage is supernatural.
Warlock’s Call (CArc): Use sending as the spell but risk damage from the recipient.
Arcane Travel (new): You may teleport, as the spell greater teleport, except you need not touch willing participants within 30 feet, and you may transport 1 additional creature or its equivalent per 2 warlock levels.
Caster’s Lament (CMa): Use break enchantment with touch, can counterspell.
Dark Discorporation (CArc): Turn into a swarm of batlike shadows, gain many of the benefits of the swarm type.
Dark Foresight (CArc): Use foresight as the spell, communicate telepathically with a close target of the effect.
Impenetrable Barrier (DMa): Create a black wall of force that blocks sight.
Path of Shadow (CArc): Use shadow walk as the spell, speed up natural healing.
Prescience (new): As the spell Moment of Prescience.
Retributive Invisibility (CArc): Use greater invisibility that deals damage in a burst if dispelled.
Steal Summoning (CMa): Take control of anotherÂ’s summoned creature.
Unknowable Mind (new): As the spell Mind Blank.
Word of Changing (CArc): Baleful polymorph as the spell with a chance to be permanent.