pyrefiend
2007-12-28, 12:21 PM
Regardless of what "power level" warlocks are, they are simply a lot of fun to play. The only problem they have is their relatively small number of invocations available to pick from. Therefore, I purpose an alliance with all other forum-dwelling warlock fans. The purpose: to create a myriad of new invocations and increase the awesomeness of an already very awesome class.
Least Invocations
Eldrich Essence
Hexed Blast; 2nd
This invocation allows you to change your eldrich blasts into hexed blasts. Any creature struck by a hexed blast must succeed on a will saving throw or suffer a -3 penalty to all saving throws for one minute. Multiple hexed blasts on a single target do not stack saving throw penalties.
Blast Shape
Eldrich Bolt; 1st
You may form your eldrich blast as a line-shaped burst with a range of 15 feet, instead of a ray. Creatures in the area are entitled to reflex saves for half damage.
Lesser Invocations
Dark Reach; 3rd
As a standard action, extend the reach of one of your melee weapons or one of your natural weapons or your unarmed attacks by 5 feet. This invocation lasts 24 hours and does not stack. Attacks do normal damage but can stack with invocations such as Hideous Blow or Fell Blow.
Fell Blow; 4th
As a swift action, you imbue your weapon with your eldritch power. Your normal attacks now deal your eldritch blast damage on top of its normal damage. This invocation can be applied to ranged weapons and natural weapons.
Condense Shadow; 4th
You draw in the fabric of shadow itself and condense it into a liquid which functions as a potent poison. The poison must be ingested, but it changes it’s color and consistency to match that of any liquid it is mixed with. Condensed shadow deals 1 point of strength damage initially and 1d8 points a minute later. Both sets of damage can be negated with a successful fortitude save.
Girallon’s Blessing; 4th
As the spell Girallon’s Blessing, except that the target is self, the duration is 24 hours, and you gain the benefits of the feat multiweapon fighting for the duration.
Fell Step; 3rd
You may walk over non solid surfaces, such as water or mud, at your base land speed. You may not take the run action over such surfaces. Fell Step does not grant immunity to harmful substances such as lava or acid, nor does it grant any bonus to moving over difficult terrain, solid or otherwise.
Latent Power; 4th
You may imbue your ally with a pool of latent energy, to assist them when neccesary. This invocation has a range of touch. When casting latent power, you designate one ability score. As soon as the ally imbued with latent power makes any check where the ability score applies, that ally gains a +4 bonus to that ability score for one minute. When static numbers such as Armor Class, or a spell's saving throw come into play (for example, when a wizard casts a spell, or when an ally is attacked) and these numbers are dependent on the ability score, this also triggers the effect. Likewise, when constitution is selected, and the imbued ally is struck, the effect begins. The power is derived directly from the warlock, and until the bonus is triggered, the warlock suffers a -4 penalty to the ability score chosen. A warlock may only have one ally so imbued at any time.
Eldrich Essence
Resonant Blast; 3rd
This invocation allows you to change your eldrich blasts into resonant blasts. Resonant blasts deal sonic damage. Any creature struck by a resonant blast must succeed on a fortitude save or be deafened for 1d4 rounds. A resonant blast deals normal damage to objects and ignores hardness.
Blast Shape
Splash Blast; 3rd
You may treat your eldrich blasts as splash weapons. All creatures adjacent to the square directly struck by a splash blast receive one half the damage dealt by the initial blast. They are entitled to reflex saves to halve the damage they take.
Greater Invocations
Twilight Skin; 6th
Twilight skin covers you in a skintight curtain of baleful magic. It provides you with no bonus to armor class, instead damaging foes who attack you in melee. Any creature that strikes you in melee resolves their attack normally, but also takes 1 point of damage per your warlock level (maximum 20 damage). Foes Your enemies take the damage automatically on your turn when you grapple them. You may dismiss your twilight skin as a standard action, and when you do, it explodes outward, dealing damage to all creatures adjacent to you as if they had attacked you in melee, and knocking them back 1d3X10 ft. A successful reflex save halves the damage and negates the knock back effect.
Fitful Sleep; 6th
You may target up to one creature per two warlock levels. If the targets fail their will saves, they fall into a sleep filled with strange nightmares. They sleep lightly, suffering only a -5 penalty to listen checks rather than the normal -10. If left undisturbed, the targets of fitful sleep will remain asleep for one hour.
Tainted Land; 6th
Tainted Land causes land in a 10 foot radius emanation to become twisted and misshapen. A warlock can extend the diameter of the tainted land by 5 feet for every round he spends concentrating on doing so. The radius can never exceed 30 feet, or 5 feet per warlock level, whichever is less. Hostile creatures suffer a -2 penalty on attack rolls, weapon damage rolls, AC, and saving throws against fear while in the area of tainted land. Once created, tainted land lingers for 24 hours. No one warlock can have more than one area of tainted land at once.
Eldrich Essence
Overwhelming Blast; 5th
This invocation allows you to change your eldrich blasts into overwhelming blasts. Half of the damage dealt by an overwhelming blast is nonlethal. Creatures struck by an overwhelming blast must succeed on a will save or become stunned for one round.
Blast Shape
Wall of Sorrow; 6th
The Warlock projects his eldrich force before him in a 5' thick and 10' high wall of miasma. The length of the wall may be up to 5 feet per warlock level, maximum 100 ft. The actual description of the wall can be left up to each individual warlock as a matter of flavor. It can look like flames, choking smoke, chilling fog, radiating force, etc. This wall will apply his eldrich blast damage (including eldrich essence Invocation effect, if applicable) to anyone who enters the area. Those who are in the squares which it affects are entitled to a Reflex save for half if they immediately move out of the way, however once the wall is up, no saving throw is allowed to anyone who goes through it (although SR still applies normally, unless an eldrich essence envocation is used which would deny SR). The duration of this effect is as long as he maintains it by spending a Standard action concentrating on it.
Eldrich Detonation; 6th
You may treat your eldrich blast as a 10 foot radius burst with a range of 50 feet. Creatures within the effect are allowed reflex saves for half damage.
Dark Invocations
Fell Possesion; 8th
This invocation functions as the spell magic jar, except that any object may function as the vessel for the warlock's soul.
Eldrich Shaping; 7th
Whenever doing so would be beneficial, the warlock may specifically exclude areas within his eldrich blast area of to avoid allies.
Shed Flesh; 8th
As per the spell ghostform, except as follows. The process of re-entering your body is painful and canceling the effect deals 1d4 points of damage per round previously spent in ghostform.
Change of Heart; 7th
You target one creature with this power. If the creature fails it’s will save, it’s alignment changes to the direct opposite. If change of heart is used to target a true neutral creature, that creature changes to a random extreme alignment (lawful good, chaotic good, lawful evil, or chaotic evil). If the creature fails its will save, it must make another will save an hour later, at a +4 bonus. If they succeed, their alignment changes back to normal. If they fail, their alignment is permanently changed. If change of heart targets an outsider, the outsider gains a +4 bonus on their first save and a +8 to the second.
Eldritch Minion; 8th
You can call an outsider of your alignment with less or equal HD to you, this outsider will serve you for 24 hours, if you give it some kind of "payment", in the case of demons, sacrificing a living being with at least half the HD of the demon to it is a common and "accepted" thing to do. If you don't pay it, it will only stay for one round per level. Whilst it is a spell-like ability at will, it has a one hour cooldown.
Eldrich Essence
Entropic Blast; 7th
This invocation allows you to change your eldrich blasts into entropic blasts. Half of the damage dealt by an entropic blast is negative energy damage, and the attack is treated as chaos-aligned for the purpose of overcoming damage reduction. Entropic blasts drain away your opponents' vitality. If an entropic blast strikes your enemy, they suffer 1d2 points of ability damage to strength, constitution and dexterity. A successful fortitude save halves the ability damage.
Blast Shape
Eldrich Miasma; 9th
This blast shape invocation allows you to release your eldrich blast in the form of a miasma of baleful energy. The miasma takes the shape of a 20 foot radius emanation with a range of 50 feet. Any creature within the miasma at the start of their turn takes full eldrich blast damage and suffers all other effects of the blast. You can can maintain the miasma for as long as you concentrate on doing so, to a maximum of one round per warlock level.
Please critique and add your own ideas!:smallwink:
Least Invocations
Eldrich Essence
Hexed Blast; 2nd
This invocation allows you to change your eldrich blasts into hexed blasts. Any creature struck by a hexed blast must succeed on a will saving throw or suffer a -3 penalty to all saving throws for one minute. Multiple hexed blasts on a single target do not stack saving throw penalties.
Blast Shape
Eldrich Bolt; 1st
You may form your eldrich blast as a line-shaped burst with a range of 15 feet, instead of a ray. Creatures in the area are entitled to reflex saves for half damage.
Lesser Invocations
Dark Reach; 3rd
As a standard action, extend the reach of one of your melee weapons or one of your natural weapons or your unarmed attacks by 5 feet. This invocation lasts 24 hours and does not stack. Attacks do normal damage but can stack with invocations such as Hideous Blow or Fell Blow.
Fell Blow; 4th
As a swift action, you imbue your weapon with your eldritch power. Your normal attacks now deal your eldritch blast damage on top of its normal damage. This invocation can be applied to ranged weapons and natural weapons.
Condense Shadow; 4th
You draw in the fabric of shadow itself and condense it into a liquid which functions as a potent poison. The poison must be ingested, but it changes it’s color and consistency to match that of any liquid it is mixed with. Condensed shadow deals 1 point of strength damage initially and 1d8 points a minute later. Both sets of damage can be negated with a successful fortitude save.
Girallon’s Blessing; 4th
As the spell Girallon’s Blessing, except that the target is self, the duration is 24 hours, and you gain the benefits of the feat multiweapon fighting for the duration.
Fell Step; 3rd
You may walk over non solid surfaces, such as water or mud, at your base land speed. You may not take the run action over such surfaces. Fell Step does not grant immunity to harmful substances such as lava or acid, nor does it grant any bonus to moving over difficult terrain, solid or otherwise.
Latent Power; 4th
You may imbue your ally with a pool of latent energy, to assist them when neccesary. This invocation has a range of touch. When casting latent power, you designate one ability score. As soon as the ally imbued with latent power makes any check where the ability score applies, that ally gains a +4 bonus to that ability score for one minute. When static numbers such as Armor Class, or a spell's saving throw come into play (for example, when a wizard casts a spell, or when an ally is attacked) and these numbers are dependent on the ability score, this also triggers the effect. Likewise, when constitution is selected, and the imbued ally is struck, the effect begins. The power is derived directly from the warlock, and until the bonus is triggered, the warlock suffers a -4 penalty to the ability score chosen. A warlock may only have one ally so imbued at any time.
Eldrich Essence
Resonant Blast; 3rd
This invocation allows you to change your eldrich blasts into resonant blasts. Resonant blasts deal sonic damage. Any creature struck by a resonant blast must succeed on a fortitude save or be deafened for 1d4 rounds. A resonant blast deals normal damage to objects and ignores hardness.
Blast Shape
Splash Blast; 3rd
You may treat your eldrich blasts as splash weapons. All creatures adjacent to the square directly struck by a splash blast receive one half the damage dealt by the initial blast. They are entitled to reflex saves to halve the damage they take.
Greater Invocations
Twilight Skin; 6th
Twilight skin covers you in a skintight curtain of baleful magic. It provides you with no bonus to armor class, instead damaging foes who attack you in melee. Any creature that strikes you in melee resolves their attack normally, but also takes 1 point of damage per your warlock level (maximum 20 damage). Foes Your enemies take the damage automatically on your turn when you grapple them. You may dismiss your twilight skin as a standard action, and when you do, it explodes outward, dealing damage to all creatures adjacent to you as if they had attacked you in melee, and knocking them back 1d3X10 ft. A successful reflex save halves the damage and negates the knock back effect.
Fitful Sleep; 6th
You may target up to one creature per two warlock levels. If the targets fail their will saves, they fall into a sleep filled with strange nightmares. They sleep lightly, suffering only a -5 penalty to listen checks rather than the normal -10. If left undisturbed, the targets of fitful sleep will remain asleep for one hour.
Tainted Land; 6th
Tainted Land causes land in a 10 foot radius emanation to become twisted and misshapen. A warlock can extend the diameter of the tainted land by 5 feet for every round he spends concentrating on doing so. The radius can never exceed 30 feet, or 5 feet per warlock level, whichever is less. Hostile creatures suffer a -2 penalty on attack rolls, weapon damage rolls, AC, and saving throws against fear while in the area of tainted land. Once created, tainted land lingers for 24 hours. No one warlock can have more than one area of tainted land at once.
Eldrich Essence
Overwhelming Blast; 5th
This invocation allows you to change your eldrich blasts into overwhelming blasts. Half of the damage dealt by an overwhelming blast is nonlethal. Creatures struck by an overwhelming blast must succeed on a will save or become stunned for one round.
Blast Shape
Wall of Sorrow; 6th
The Warlock projects his eldrich force before him in a 5' thick and 10' high wall of miasma. The length of the wall may be up to 5 feet per warlock level, maximum 100 ft. The actual description of the wall can be left up to each individual warlock as a matter of flavor. It can look like flames, choking smoke, chilling fog, radiating force, etc. This wall will apply his eldrich blast damage (including eldrich essence Invocation effect, if applicable) to anyone who enters the area. Those who are in the squares which it affects are entitled to a Reflex save for half if they immediately move out of the way, however once the wall is up, no saving throw is allowed to anyone who goes through it (although SR still applies normally, unless an eldrich essence envocation is used which would deny SR). The duration of this effect is as long as he maintains it by spending a Standard action concentrating on it.
Eldrich Detonation; 6th
You may treat your eldrich blast as a 10 foot radius burst with a range of 50 feet. Creatures within the effect are allowed reflex saves for half damage.
Dark Invocations
Fell Possesion; 8th
This invocation functions as the spell magic jar, except that any object may function as the vessel for the warlock's soul.
Eldrich Shaping; 7th
Whenever doing so would be beneficial, the warlock may specifically exclude areas within his eldrich blast area of to avoid allies.
Shed Flesh; 8th
As per the spell ghostform, except as follows. The process of re-entering your body is painful and canceling the effect deals 1d4 points of damage per round previously spent in ghostform.
Change of Heart; 7th
You target one creature with this power. If the creature fails it’s will save, it’s alignment changes to the direct opposite. If change of heart is used to target a true neutral creature, that creature changes to a random extreme alignment (lawful good, chaotic good, lawful evil, or chaotic evil). If the creature fails its will save, it must make another will save an hour later, at a +4 bonus. If they succeed, their alignment changes back to normal. If they fail, their alignment is permanently changed. If change of heart targets an outsider, the outsider gains a +4 bonus on their first save and a +8 to the second.
Eldritch Minion; 8th
You can call an outsider of your alignment with less or equal HD to you, this outsider will serve you for 24 hours, if you give it some kind of "payment", in the case of demons, sacrificing a living being with at least half the HD of the demon to it is a common and "accepted" thing to do. If you don't pay it, it will only stay for one round per level. Whilst it is a spell-like ability at will, it has a one hour cooldown.
Eldrich Essence
Entropic Blast; 7th
This invocation allows you to change your eldrich blasts into entropic blasts. Half of the damage dealt by an entropic blast is negative energy damage, and the attack is treated as chaos-aligned for the purpose of overcoming damage reduction. Entropic blasts drain away your opponents' vitality. If an entropic blast strikes your enemy, they suffer 1d2 points of ability damage to strength, constitution and dexterity. A successful fortitude save halves the ability damage.
Blast Shape
Eldrich Miasma; 9th
This blast shape invocation allows you to release your eldrich blast in the form of a miasma of baleful energy. The miasma takes the shape of a 20 foot radius emanation with a range of 50 feet. Any creature within the miasma at the start of their turn takes full eldrich blast damage and suffers all other effects of the blast. You can can maintain the miasma for as long as you concentrate on doing so, to a maximum of one round per warlock level.
Please critique and add your own ideas!:smallwink: