World of Warlock (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Newly created– other Improving, reviewing, or removing templates may be required.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Warlock[edit]

<img link>
By [img src link]

Making a Warlock[edit]

Nature: Mysterious, Analytical, Strange. Starting Age: Adult

Warlocks are volatile and insatiable arcane spellcasters. They are not innately evil or good, but are driven by their desire for strange, hidden, and forgotten knowledge and the desires of their Patron. They exploit powerful Shadow, Destruction, and Soul Magics, Strange abilities of their Patronage, Unique Pact Magic, and specialized Incantations and Invocations that drive other spell casters insane trying to understand their powers.

Unlike sorcerers or wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will and their connection to their Patron. The Warlock's version of spells are known as Incantations, and their Special Magicks are Invocations and Pact Magic.

Many warlocks are champions of dark and chaotic powers. Long ago, they (or in some cases, their ancestors) forged grim pacts with dangerous extraplanar powers, trading portions of their souls in exchange for supernatural power. While many warlocks have turned away from evil, seeking to undo the wrongs of their former colleagues, they are still chained by the old pacts through which they acquired their powers. The demand to further the designs of their dark patrons, or to resist them, drives most warlocks to seek the opportunities for power, wealth, and great deeds (for good or ill) offered by adventuring.

Warlocks harbor great reserves of mystical energy. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks do not wield spells, but they do learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards.

Warlocks are often chaotic or evil (and more than a few are both). The powers they serve can be cruel, capricious, and wild, unbound by conventional views of right and wrong. However, even warlocks who derive their powers from the most sinister of patrons have been known to turn the black powers at their command against evil. A good-aligned warlock is a grim and fearsome enemy of evil. All too familiar with the darkness lurking in his heart, he gazes unflinchingly on the evil in others and battles the foulest of foes without fear.

Warlocks know firsthand the power of supernatural beings, so they do not scorn religion. Evil warlocks sometimes seek the favor of cruel and bloodthirsty deities, while good warlocks often turn to the worship of noble and true deities for the strength to win the battle raging in their tortured souls.

Warlocks are born, not made. Some are the descendants of people who trafficked with demons and devils long ago. Some seek out the dark powers as youths, driven by ambition or the desire for power, but a few blameless individuals are simply marked out by the supernatural forces as conduits and tools. The exact nature of a warlock's origin is up to the player to decide; just as a sorcerer is not beholden to the magic-wielding ancestor that bequeathed his bloodline with arcane power, a warlock is not bound to follow the source that gifted him with magic. Warlocks are not half-fiends or tieflings by default (although many creatures of those kinds become some of the most powerful and terrifying representatives of the class). The mark that the supernatural powers leave on their servants is often a mark in the soul, not the flesh. In fact, many warlocks are created by nonevil powers - wild or fey forces that can be every bit as dangerous as demons or devils. Whatever their origin, warlocks are widely feared and misunderstood. Most are wanderers who rarely stay in one place for long.

Ambitious and often unprincipled, humans are the most likely to seek out the dangerous shortcuts to power that lead to life as warlocks. Half-orcs are common as warlocks as well, since they often find that the powers that create warlocks do not discriminate against individuals of mixed heritage. Warlocks of other races are rare at best.

The warlock views sorcerers and wizards as bitter rivals. He values the strength and cleverness of resourceful fighters and rogues but rarely gets along with clerics or paladins. Of course, most warlocks understand that it's a bad idea to antagonize their comrades (especially those who hold the key to healing magic), and so they work out an uneasy truce with characters who otherwise might ostracize them.

A warlock serves much the same role in an adventuring party as a sorcerer or wizard would. He is much more limited in his abilities compared to the spell selection of spellcasters, and he must rely on his eldritch blast in place of the spell power of an arcane caster. Like a bard, he often fits best in a party that already has another spellcaster or two, since his unique abilities provide him with little magic to use for his companions' benefit.

Abilities: Constitution

Races: Any

Alignment: Any

Starting Gold: 60 Gp at Level 1

Starting Age: Adult

Table: The Warlock

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Incantations per Day/Incantations Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Patron. Eldritch Blast 3 1
2nd +1 +0 +0 +3 Invocation 4 2
3rd +2 +1 +1 +3 Extra Feat, Pact Magic 4 2 1
4th +3 +1 +1 +4 +1 Constitution, Invocation 5 3 2
5th +3 +1 +1 +4 Invocation 5 3 2 1
6th +4 +2 +2 +5 Extra Feat 5 3 3 2
7th +5 +2 +2 +5 Invocation 6 4 3 2 1
8th +6/1 +2 +2 +6 +1 Constitution, Invocation 6 4 3 3 2
9th +6/1 +3 +3 +6 Invocation 6 4 4 3 2 1
10th +7/2 +3 +3 +7 Extra Feat 6 5 4 3 3 2
11th +7/2 +3 +3 +7 Invocation, 6 5 4 4 3 2 1
12th +8/3 +4 +4 +8 +1 Ability 6 5 5 4 3 3 2
13th +8/3 +4 +4 +8 Invocation 6 5 5 4 4 3 3 2
14th +9/4 +4 +4 +9 Extra Feat 6 5 5 4 4 3 3 2 1
15th +9/4 +5 +5 +9 Invocation 6 5 5 5 4 4 3 2
16th +10/5/1 +5 +5 +10 +1 Ability 6 5 5 5 4 4 3 3 2
17th +11/6/2 +5 +5 +10 Invocation 6 5 5 5 5 4 4 3 2 1
18th +12/7/3 +6 +6 +11 Extra Feat 6 5 5 5 5 4 4 3 3 2
19th +12/7/4 +6 +6 +11 Invocation 6 5 5 5 5 5 4 4 3 3
20th +13/8/4 +6 +6 +12 +1 Ability, Invocation 6 5 5 5 5 4 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Appraise, Bluff, Concentration, Craft, Decipher Script, Disguise, Intimidate, Jump, Knowldge (any), Profession, Search, Sense Motive, Spellcraft, Use Magical Device.

Class Features[edit]

All of the following are class features of the Warlock.

Weapon and Armor Proficiency: Armor: Light armor. Weapons: Simple weapons
Patronage: Otherwordly Patron

Archfey:
Celestial:
Great Old One:
Hexblade:
The Fathomless:
The Fiend:
The Genie:
The Seeker:
The Undead:
The Undying:

Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with Pact Magics.
Invocations: The Warlock gains special Invocations they can choose as they gain levels.
Incantations: The Warlock version of Spells. They have a limited amount they can learn and cast, but do not need any spell book, once learned it is known until the Warlock forgets it to learn another.


Incantations: The Warlock can pick their Incantations from the below list, but they are limited to how many they know by the Incantations Known table.

0—Minor Incantation.

Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Curse of Pain: Touch attack, 1d3 point of damage.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Unrelenting Resolve: Subject gains +1 on saving throws.
Touch of Fatigue: Touch attack fatigues target.

1st—Incantations.

Bane: Enemies take –1 on attack rolls and saves against fear.
Burning Hands: 1d4/level fire damage (max 5d4).
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Comprehend Languages: You understand all spoken and written languages.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Erase: Mundane or magical writing vanishes.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Jump: Subject gets bonus on Jump checks.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Protection From: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Summon Monster I: Calls extraplanar creature to fight for you.
True Strike: +20 on your next attack roll.
Unseen Servant: Invisible force obeys your commands.

2nd—Incantations.

Bear's Endurance: Self gains +4 to Con for 1 min./level.
Darkness: 20-ft. radius of supernatural shadow.
Darkvision: See 60 ft. in total darkness.
Daze Monster: Living creature of 6 HD or less loses next action.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Fog Cloud: Fog obscures vision.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Hold Person: Paralyzes one humanoid for 1 round/level.
Levitate: Subject moves up and down at your direction.
Obscure Object: Masks object against scrying.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Scare: Panics creatures of less than 6 HD.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Monster II: Calls extraplanar creature to fight for you.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

3rd—Incantations.

Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Phantom Steed: Magic horse appears for 1 hour/level.
Summon Monster III: Calls extraplanar creature to fight for you.
Tongues: Speak any language.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon: Greater: +1/four levels (max +5).

4th—Incantations.

Arcane Eye: Invisible floating eye moves 30 ft./round.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Black Tentacles: Tentacles grapple all within 20 ft. spread.
Confusion: Subjects behave oddly for 1 round/level.
Contagion: Infects subject with chosen disease.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Remove Curse: Frees object or person from curse.
Stoneskin: Ignore 10 points of damage per attack.
Summon Monster IV: Calls extraplanar creature to fight for you.

5th—Incantations.

Dismissal: Forces a creature to return to native plane.
` Summon Monster V: Calls extraplanar creature to fight for you.
Contact Other Plane: Lets you ask question of extraplanar entity.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Dream: Sends message to anyone sleeping.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Magic Jar: Enables possession of another creature.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Waves of Fatigue: Several targets become fatigued.

6th—Incantations.

Antilife Shell: 10-ft. field hedges out living creatures.
Circle of Death: Kills 1d4/level HD of creatures.
Disintegrate: Makes one creature or object vanish.
Eyebite: Target becomes panicked, sickened, and comatose.
Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Planar Binding: As lesser planar binding, but up to 12 HD.
Repulsion: Creatures can’t approach you.
Shadow Walk: Step into shadow to travel rapidly.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear: Triggered rune panics nearby creatures.
Transformation: You gain combat bonuses.
True Seeing: Lets you see all things as they really are.

7th—Incantations.

Banishment: Banishes 2 HD/level of extraplanar creatures.
Destruction F: Kills subject and destroys remains.
Ethereal Jaunt: You become ethereal for 1 round/level.
Finger of Death: Kills one subject.
Insanity: Subject suffers continuous confusion.
Instant Summons: Prepared object appears in your hand.
Plane Shift: As many as eight subjects travel to another plane.
Power Word Blind: Blinds creature with 200 hp or less.
Summon Monster VII: Calls extraplanar creature to fight for you.
Symbol of Stunning: Triggered rune stuns nearby creatures.
Symbol of Weakness: Triggered rune weakens nearby creatures.
waves of Exhaustion: Several targets become exhausted.

8th—Incatations.

Antipathy: Object or location affected by spell repels certain creatures.
Binding: Utilizes an array of techniques to imprison a creature.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Maddening Scream: Forces subject to scream and drop defenses.
Maze: Traps subject in extradimensional maze.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Power Word Stun: Stuns creature with 150 hp or less.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Symbol of Death: Triggered rune slays nearby creatures.
Symbol of Insanity: Triggered rune renders nearby creatures insane.
Trap the Soul: Imprisons subject within gem.

9th—Incatations.

Astral Projection: Projects you and companions onto Astral Plane.
Dominate Monster: As dominate person, but any creature.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
Foresight: “Sixth sense” warns of impending danger.
Freedom: Releases creature from imprisonment.
Gate: Connects two planes for travel or summoning.
Imprisonment: Entombs subject beneath the earth.
Power Word Kill: Kills one creature with 100 hp or less.
Soul Bind: Traps newly dead soul to prevent resurrection.
Summon Monster IX: Calls extraplanar creature to fight for you.
Wail of the Banshee: Kills one creature/level.

Invocations: Warlock choose their Invocations from the following list:

Invocations: Minimum Level to Acquire; 1
Invocations can be resisted by Magic Resistance.
Eldritch Blast:
At Will. 1 Standard Action to Cast. Ranged Attack ignores base armor but not Dex, Magic Bonuses, Feats, or Other Dodge/Avoid type abilities.
Range 60 feet.
Damage 1d10 + Con Bonus.
Components: Somantic.
No Save. It either hits or misses based on Attack Roll of Warlock.
Description: A Bolt of Magical Energy based on the Patron of the Warlock. The Bolt can emanate from the Warlocks Hands, Chest, or Forehead which once chosen does not change.

Patron Energy:

The Undying: Necromantic.
The Seeker: Arcane.
The Genie: Elemental Based on what type of Djinn.
The Fiend: Demon, Abyssal. Devil, Infernal, Daemon, Entropic.
The Fathomless: Force.
Hexblade: Shadow.
Great Old One: Psionic.
Celestial: Divine.
Archfey: Fey/Faerie.

Minimum Level to Acquire; 2

(Burning Rush). Range Self. Casting Time. 1 Swift Action. Effect. Your speed increases by 30 ft. per round, but the Warlock suffers 1 hp damage per round that cannot be healed without a short rest; this includes magical healing.  Use at Will.
(Shadow Bolt). Range 40 feet. Casting Time. 1 Standard Action. Target. 1 Being or Object. Effect. Effect. Target takes 1d6+Con bonus Entropic damage per 2 levels of the warlock caster to a maximum of 10d6. Target can make a Fortitude save for ½ damage. This Invocation can be used up to 5 times maximum before a long rest to reset the usage.
(Agony). Range 40 Feet. Casting Time 1 Standard Action. Target. 1 Being. Effect. Target takes 1d4 hp Psychic damage each round per level of the warlock caster to a maximum of 10d4. Target can make a Will save for ½ damage each round. This effect persists even if the Warlock falls unconcious, or dies. This Invocation can be used up to 3 times maximum before a long rest to reset the usage.

Minimum Level to Acquire; 4

(Hardened Skin). Permanent. This can be taken multiple times up to a maximum of 10.  The warlock gains Damage Reduction (special) 1 each time this is taken. The Damage Reduction is based on the Patronage.  Example: Fey; Cold Iron. Infernal; Fire. Etc
(Conflagrate). Range 40 feet. Casting Time. 1 Standard Action Target. 1 Being or Object. Ranged Touch Attack. Must be visible. Does not work on targets immune to fire. Target takes 1d8 + Con Bonus Fire Damage per round for 3 rounds. This can set flammable things on fire. Target can take 1 full action to put out any fire after incantation ends. On an attack roll of 1 the Warlock targets himself.
(Shadowburn). Range. 40 feet. Casting Time 1 Standard Action. Target: 1 Being or Object. Must be able to be seen by the Warlock. The Target takes 1 hp Matrix Damage per Level of the Warlock up to a maximum of 20 hp. Target can make a Fortitude Save and negate the damage. Can be used against Living Beings, Undead, Extraplanar Creatures, and Structures

Minimum Level to Acquire; 6

(Dimension Door).  Range. 400 Feet. Casting Time. 1 Swift Action. Effect. This opens a portal allowing for 1 creature of large size or smaller to pass through and appear at the other end of the portal at the end of the round.  This counts as a full movement action.  but the end portal location must be visible to the warlock.  The portal can allow up to 1 named being through per warlock level.  The portal lasts for 10 minutes unless dispelled.
(Corruption). Range. 40 yards. Casting Time. 1 Standard Action. Target. 1 Living Being visible to warlock within 40 yards. Duration. 1 round per level, to a maximum of 5 rounds. Target must make a Fortitude Save each round or suffer 1 Constitution Damage.
(Unending Breath). Range. Touch on willing target. Casting Time. 1 Standard Action. Target. Special. Effect. Target can breathe underwater in addition to normal breathing out of water for 1 hour per Warlock Level. Use at Will. Warlock can only give this ability to 1 being per 2 levels to a Maximum of 10.

Minimum Level to Acquire; 8

(Life Drain). Range. 40 Feet. Casting Time. 1 Standard Action. Target. 1 Single living Target. Duration. 1 round per level.  Target must make a fortitude save or take 1d6 damage each round that is then channeled as healing to the Warlock at a 1 for 1 ratio.  Warlock must concentrate and can take no other action while this is active.  Only works on living targets.  If warlock is already at full health, they do not gain extra hp.
(Curse of Exhaustion). Range. 40 feet. Casting Time. 1 Swift Action. Duration. 1 round per level. Effect. Target slowed (per spell) unless they make a fortitude save. Once the target saves, they cannot be afflicted by this curse again until the Warlock caster takes a short rest.

Minimum Level to Acquire; 10

(Health Stone). Range. 0'. Casting Time. 3 Standard Actions. Duration. 1 Hour. Effect. The Warlock can create up to 3 magic stones that can heal the user of the stone for 1d8+Con bonus of warlock hit points.  User must take a full round action to activate the stone via will.  The Warlock loses 3hp per stone that cannot be regained until after the stones are used.  The stones have a duration of 1 hour.  There can only be 3 Stones active at any time.
(Curse of Weakness). Range 40 feet. Casting Time. 1 Swift Action. Duration. 1 round per level. Target. 1 Living Being. Effect. Target loses 1d8 points of Strength unless they make a Fortitude save. Once the target saves, they cannot be afflicted by this curse again until the Warlock caster takes a short rest.

Minimum Level to Acquire; 12

(Immolate). Range. 40 feet. Casting Time. 1 Standard Action. Duration. 1 Round per level. Target. 1 Being or Object. Effect. Burns the Target with magical fire.  Damage 1d8 per round for 1 round per level of the Warlock.  Can be cast on any target including structures.  Fortitude Save each round for half damage.  Fire resistance gives bonus to saves.
(Spying Eye). Range. 0'. Casting Time. 1 Standard Action. Duration. Concentration. Summon a floating eye the size of a cantaloupe that floats and moves under the control of the Warlock. Provides normal and ultravision to the Warlock who sees through the eye. Moves at 50’ per turn. Max range 100 feet per level. Cannot see through solid objects, cannot move through solid objects. Must fit through an opening if blocked, can go as high as 500’ above the ground/surface. It is visible to anyone who looks at it but does not trigger tremor sense. The warlock can do nothing else but concentrate on moving and viewing through the eye, and is considered flat footed during the concentration.

Minimum Level to Acquire; 14

(Chaos Bolt). Range. 40 Feet. Casting Time. 1 Standard Action. Target. 1 Being or Object. Effect. Deals Entropic Damage to any being or structure.  Reflex save to avoid.  Deals 6d10 damage in a bolt that scrambles the target’s matrix. Can damage undead. If it does not hit anything after the casting it dissipates.
(Seed of Corruption). Range. 40 Feet. Casting Time. 1 Standard Action. Target. AOE. Applies the Corruption Invocation on all targets within a 20 foot radius of a central target. Each affected creature can make a Fortitude Save each round (see corruption above). (Only works on living targets).

Minimum Level to Acquire; 16

(Drain Soul). Range. 40 Feet. Casting Time. 1 Standard Action. Target. Single Being that has a soul (includes undead). Effect. Deals 2d8+Con Bonus damage per round for 1 round per Warlock level.  Warlock must concentrate and if interrupted the invocation ends.  This does not provide any healing to the Warlock.  Fortitude Save for ½ Damage.
(Phantom Singularity). Range. 40 Feet. Casting Time. 3 Rounds. Target. AOE. Effect. Warps Space and Time in a 15’ Radius Sphere centered on where the Warlock determines within range. Damages everything in the sphere does 1d6 damage per Warlock Level plus con bonus. Fortitude Save for half. Magical Items lose 1 bonus if the wielder fails the saving throw. Can destroy or damage normal items. At will. The Warlock can use this Invocation 3 times before they have to have a long rest to reset the usage.

Minimum Level to Acquire; 18

(Soul Stone).  The Warlock infuses part of his life essence into a special 1000 gp gem.  Duration 1 day per level.  If the Warlock dies while this Invocation is active the Warlock can choose to resurrect themselves with ½ hp and 1 Constitution Ability loss (Permanent) within 10 minutes of Death.   If this is given to another sentient being (one that knows they must will the power of the gem to work), The Warlock loses 1 pt of Con for the duration of the Invocation.  The target will resurrect with ½ hp and 1 Constitution Ability loss (Permanent), within 10 minutes of Death.  If the Invocation ends without the Gem being used the Warlock takes 3d6 hp damage no save and there is a 10% chance the Gem is destroyed utterly. If the Invocation is dispelled by the Warlock or other magic or power, the Warlock does not suffer any damage, or Ability loss, but the gem still has a 10% chance of being destroyed.

The Gem (must be worth at least 1000 gp) and must be cut to a specific shape with the Warlock spending 24 hours of ritual casting to ‘Enchant’ the Gem to be the material component. They do not need to repeat this unless a Diety level power removes the enchantment.

(Siphon Life).  Range. 40 feet. Casting Time. 1 Standard Action. Target 1 Living Being. Duration. 1 round per Warlock Level.  Save. Fortitude Negates.  This invocation deals 1d10 hp of damage per round to the target and that damage is then converted to healing to the Warlock and up to 5 targets (living only) within 20’ of the Target.  The healing is half of the damage dealt (rounded down) among those affected, with the Warlock always being one of the Targets.

(example) Gah’ree uses this Invocation on a target and it lasts for 8 rounds. If the target takes 7 hp damage then that is divided as healing to up to 5 targets in range. The affected targets are healed for 3 hp that round.

Pact Magic: At 3rd Level the Patron grants the Warlock the ability to pick one of the Pact Boons Below.

Pact of the Chain.

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one o f your own attacks to allow your familiar to make one attack of its own.

Pact of the Blade.

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Tome.

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Spells from any class’s spell list. While the book is on your person, you can cast those Spells once per day. But must take a long rest to reset the ability to cast them. They don’t count against your number of Spells/Invocations known.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Patrons:
At 1st level, you have struck a bargain with an otherworldly being of your choice.

Archfey:

Your patron is a lord or lady o f the fey, a creature of legend who holds secrets that w ere forgotten before the mortal races w ere born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling o f age-old grudges. Beings of this sort include the Prince of Frost; the Queen o f Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient Hags.

Damage Type Fey, Chaos.
Archfey Expanded Spell List.
The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the Warlock spell list for you.

1st Faerie Fire, Sleep
2nd Calm Emotions, Phantasmal Force
3rd Blink, Plant Growth
4th Dominate Beast, Greater Invisibility
5th Dominate Person, Seeming

Celestial:

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the res t of your days . But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
Celestial Expanded Spell List.
The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the Warlock spell list for you.

1st Cure Light Wounds, Magic Missile
2nd Flaming Sphere, Lesser Restoration
3rd Daylight, Remove Curse
4th Lesser Planar Ally, Wall of Fire
5th Flame Strike, Restoration

Great Old One:

Your patron is a mysterious entity whose nature is utterly foreign to the fabric o f reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds.
The Great Old One might be unaware o f your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities o f this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Great Old One Expanded Spell List.
1st Cause Fear, Color Spray
2nd Detect Thoughts, Hideous Laughter
3rd Clairvoyance, Major Image
4th Sending, Black Tentacles
5th Command Greater, Telekinesis

Hexblade:

You have made your pact with a mysterious entity from the Shadowfell- a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many Hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with Hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
Hexblade Expanded Spell List.

1st Shield, True Strike
2nd Blur, See Invisible
3rd Blink, Bestow Curse
4th Phantasmal Killer, Shout
5th Dismissal, Cone of Cold

The Fathomless:

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world?
Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron's grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.
Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.
Fathomless Spell List.

1st Create/Destroy Water, Obscuring Mist
2nd Gust of Wind, Silence
3rd Lightning Bolt, Sleet Storm
4th Control Water, Summon Elemental
5th Interposing Hand, Cone of Cold

The Fiend:

You have made a pact with a fiend from the lower planes o f existence, a being w hose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include Demon Lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; Archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; Pit Fiends and Balors that are especially mighty; and Ultroloths and other lords of the Yugoloths.

Fiend Spell List.

1st Burning Hands, Command
2nd Blindness/Deafness, Scorching Ray
3rd Fireball, Stinking Cloud
4th Fire Shield, Wall of Fire
5th Flame Strike, Hallow

The Genie:

You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
You choose your patron's kind or determine it randomly, using the Genie Kind table.
1. Earth. Dao
2. Air. Genie
3. Fire. Efreet
4. Water. Marid

Djinn Spell List.
Dao.
1st Sanctuary
2nd Spike Growth
3rd Meld into Stone
4th Stone Shape
5th Wall of Stone

Genie
1st Detect
2nd Phantasmal Force
3rd Create Food and Water
4th Phantasmal Killer
5th Creation

Efreet
1st Burning Hands
2nd Scorching Ray
3rd Fireball
4th Fire Shield
5th Flame Strike

Marid
1st Fog Cloud
2nd Blur
3rd Sleet Storm
4th Control Water
5th Cone of Cold

The Seeker:
Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker.
Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore. Celestian is an ideal patron for a Greyhawk campaign, and was the inspiration for this concept. In the Forgotten Realms, your patron might be Azuth or Oghma. Aureon makes an excellent patron in Eberron, while in Krynn and the Dragonlance campaign setting, Gilean is a good match for the Seeker’s role.

Seeker Spell List.

1st Feather Fall, Jump
2nd Levitate, Locate Object
3rd Clairvoyance, Sending
4th Arcane Eye, Locate Creature
5th Legend Lore, Passwall

The Undead:

You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
Beings of this type include the Demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the Githyanki lich-queen Vlaakith, the Dracolich Dragotha, the Undead Pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.

Undead Spell List.
1st Bane, False Life
2nd Blindness/Deafness, Phantasmal Force
3rd Phantom Steed, Speak with Dead
4th [Death Ward Death Ward], Greater Invisibility
5th Antilife Shell, Cloudkill

The Undying:

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the Githyanki; and the deathless wizard Fistandantalus.
In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.

Undying Spell List:
1st False Life, Ray of Enfeeblement
2nd Blindness/Deafness, Silence
3rd Feign Death, Speak with Dead
4th Spell Immunity, Death Ward
5th Contagion, Legend Lore

Ex-Warlock[edit]

A warlock can lose their connection with their patron by breaking their pact. A soul pact cannot be broken, even if they are successfully brought back from the dead. A service pact can be broken if the warlock does not take the time required to complete their tasks, and a ban pact can be broken by performing any of the banned actions. If a warlock breaks their pact they become an ex-warlock. They still have access to all class features, but they cannot again take levels in the warlock class until they receive a Recruitment by another warlock (potentially changing their patron). Retaining their powers is not all good though, as a patron who has lost their warlock will oftentimes send agents after the ex-warlock to remind others what it means to cross them.

[Fiend’s Reach Special Rules: It can be assumed that an ex-warlock can find an appropriate warlock of the same patron by making a DC 30 Diplomacy check to gather information, or of a random patron by making a DC 20 check.]

Epic Warlock[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

Campaign Information[edit]

Playing a Warlock[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Warlocks in the World[edit]

Tout, Tout, through and about; your callow life in dismay. Rentum, Osculum, Tormentum: a decade twice over a day.

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Warlock Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Warlock in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


Advertisements: