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WarlockModifier

...

Alignment: Any.

Hit Die: d8. | BaB +0.75 | Good Will

Class SkillsModifier

The warlock's class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Fly, Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: Warlock
Level Special Invocations
Knowns Shapes Essences Eldritch Blast Rank
1st Blood Pact, Cantrips 1 1 1 1d6 Least
2nd Dark Secrets 2 2 1 1d6 -
3rd Blood Power 3 2 2 2d6 -
4th Dark Secrets 4 2 2 2d6 -
5th Detect Magic 5 3 3 3d6 -
6th Blood Power, Dark Secrets 6 3 3 3d6 Lesser
7th Deceived Item 7 3 4 4d6 -
8th Dark Secrets 8 4 4 4d6 -
9th Blood Power 9 4 5 5d6 -
10th Advanced Dark Secrets 10 4 5 5d6 -
11th Arcane Sight 11 5 6 6d6 Greater
12th Blood Power, Advanced Dark Secrets 12 5 6 6d6 -
13th Imbue Item 13 5 7 7d6 -
14th Advanced Dark Secrets 14 6 7 7d6 -
15th Blood Power 15 6 8 8d6 -
16th Advanced Dark Secrets 16 6 8 8d6 Ancestral
17th Greater Arcane Sight 17 7 9 9d6 -
18th Blood Power, Darkest Secrets 18 7 9 9d6 -
19th Renew Item 19 7 10 10d6 -
20th Darkest Secrets, Pact Lord 20 8 10 10d6 -

Class FeaturesModifier

The following are the class features of the warlock.


Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons. They are proficient with light armor but not with shields. Since the somatic components required for warlock invocations are uncomplicated gestures, a warlock’s invocations ignore the arcane spell failure chance of light armor. This does not apply to any other form of armor, nor does this apply to spells or abilities granted from other classes.

Invocations (Sp)

  • Due to the eldritch power that flows through his veins, a warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocations he knows at-will, with the following qualifications
  • A warlock’s invocations are spell-like abilities; using an invocation is a standard action that provokes an attack of opportunity unless otherwise indicated in it’s description. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity.
  • A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level. A warlock may dismiss an invocation as a standard action, just as a wizard can dismiss a spell.The save DC for an invocation (if it allows a save) is equal to 10 + the equivalent spell level of the invocation + the warlock’s Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from any metamagic feat or the Spell Focus feat. He can, however, benefit from the Ability Focus feat and any other feat that affects spell-like abilities.
  • The four grades of invocations, in order of their relative power, are least, lesser, greater and ancestral. A warlock begins play with knowledge of one least-grade invocation. Least invocations are considered level 1th effects, Lesser are considered 3rd level, Greater 5th level and Ancestral 7th level.
  • As a warlock gains levels, he learns new invocations, as shown on the table above. At any level when a warlock learns a new invocation, he may also replace an invocation he already knows with another invocation of the same grade or lower. At 6th level, a warlock gains access to lesser invocations; at 11th level, a warlock gains access to greater invocations and at 16th level the warlock gains access to ancestral invocations. Blast shapes and eldritch essences may be selected instead of a new invocation at the warlock choice,
  • Finally, by virtue of their strong connection to arcane magics, warlocks can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes section below for details.

Cantrips (Sp): A warlock learns one 0-level arcane spells from the sorcerer/wizard list for each charisma bonus he have. He can use these cantrips at will as a spell-like ability.

Eldritch Essence & Eldritch Shape

  • Not all invocations a warlock knows have any direct effect upon the world; rather, they modify a warlock’s eldritch blast, changing the damage or other effects of the ability. There are two types of these invocations: blast shapes and eldritch essences. Using any of these invocations is part of the same action as the eldritch blast. A warlock may apply up to 1 blast shape and 1 eldrtich essence to a single eldritch blast. When a warlock applies a blast shape or eldritch essence, the effective spell level of the modified eldritch blast is equal to the effective spell level of the invocation; if using both, the effective spell level is the highest between the two invocations, plus 1 (thus, a warlock that uses a blast shape of effective spell level 4th and an eldritch essence of effective spell level 3rd has an effective spell level for its eldritch blast of 5th level).
  • A blast shape affects the range, target, or area of effect of a eldritch blast. Unless noted otherwise, an eldritch blast subject to a blast shape invocation deals damage normally (as well as applying the effect of any applied eldritch essence or any other ability that modifies invocations).
  • An eldritch essence modifies the damage dealt by an eldritch blast or cause a variety of effects. If the warlock targets a creature with an eldritch blast modified by an eldritch essence that has immunity to the essence’s effect, the creature still takes damage from the attack normally (provided the creature isn’t immune to the eldritch blast itself).

Eldritch Blast (Sp)

  • The first invocation that all warlocks learn is the eldritch blast. A warlock attacks his foes with pure arcane power, causing damage and sometimes imparting other debilitating effects.
  • An eldritch blast is a ray with a range of 60 ft. It is a ranged touch attack that affects a single target, and allows no saving throw. An eldritch blast deals 1d6 points of damage at 1st level, and increases in power as shown on the table above. An eldritch blast is the equivalent of a 1st level spell. If you apply a blat shape or eldritch essence invocation to your eldritch blast your eldritch blast uses the level equivalent of the shape or essence.
  • An eldritch blast is subject to spell resistance, although feats like Spell Penetration and other effects that increase caster level checks for overcoming spell resistance apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock’s eldritch blast, but feats that affect spell-like abilities can affect this ability; for instance, Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock’s eldritch blast by 2.

Blood Pact

  • At 1st level a warlock chooses his blood pact. A warlock’s blood pact determines several aspects of his powers. Most importantly it determines the warlock’s primary invocations. A warlock selects invocations of his blood pact at the maximum grade available to him, but any invocations from other pacts are selected at a grade lower than the maximum, with the exception of the Eldritch blood pact, which all warlocks have full access to.
  • The Warlock add 1 Skill according to the bonus skill from is Blood Pact.
  • The Warlock gain a Resistance to 1 type of Energy depending on is Blood Pact. That Resistance is equal to twice is Warlock level. At level 20 it become Immunity.
  • The Warlock have a Damage Reduction of 1 per Warlock level that is bypassed only by one component depending on is Blood Pact.
  • A Warlock begins manifesting certain aspects of his otherworldly ancestors. This power flows through your blood, an inheritance from a mighty creature you are descended from. You must choose one lineages (Aberrant, Angelic, Demonic, Draconic, Elemental, Fey, Infernal, Necrotic, Titan). Once chosen this choice cannot be changed. Some heritage’s have prerequisites you must meet to select that lineage; if at any point you no longer meet the prerequisites for your heritage you will cease to gain heritage abilities (but you retain the ones you’ve already awakened, and if you are able to again meet the prerequisites you will continue to gain heritage abilities). If a heritage ability grants a save, the DC is 10 + half your class level + your Charisma modifier.

Detect Magic (Sp) A warlock begins to grasp the basic foundations of magic as he grows in power. He can use detect magic as the spell at will. His caster level is equal to his class level. A warlock has also grown to understand the weaving of magical power to such an extent that he can understand the function of magical items with brief study. When he casts detect magic on an item, he may then spend 1 minute concentrating on the item to also learn the properties of the item, as if he had cast identify.

Blood Power (Su): A warlock gains a supernatural ability unique to his blood pact (see each individual pact)

Deceived Item (Ex) The energies that surround and flow through magical items are easier to control for a warlock. At 5th level a warlock can more easily manipulate complex magical items. When making a Use Magic Device check, he can take 10 on the check, even if distracted or threatened.

Arcane Sight (Su) A warlock’s understanding of arcane power has grown and matured, to the point that magic around him is easily visible. He is under an effect similar to arcane sight, except that instead of using a Spellcraft check to determine schools of magic, he uses his ranks in Spellcraft + his caster level. He may supprese or resume this ability as a free action.

Greater Arcane Sight (Ex) The world’s magic is laid out before a warlock’s senses, as clear to him as the color of the earth or sky. Like his other senses, so intrinsic is this ability that not even an anti-magic field can disrupt it. He is permanently under an effect similar to greater arcane sight, except that instead of using a Spellcraft check to determine schools of magic, he uses his ranks in Spellcraft + his caster level. He may suppress or resume this ability as a free action. This ability replaces the Arcane Sight ability.

Imbue Item (Su): A warlock of 12th level or higher can use his supernatural powers to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast. If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expect the gp cost for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check until he gains a new level.

Renew Item (Su) A warlock of 20th level can utilize his eldritch abilities to recharge magical items that have been temporarily drained. He may concentrate intently on an item that has a limited number of uses that recharge each day and replenish some or all of the charges. If an item has no charges left, he may concentrate uninterrupted for 5 minutes to restore a single charge. Alternatively, he may focus on an item uninterrupted for an hour to fully recharge the item.

Pact Lord (Su): The warlock becomes a paragon of tainted blood. In addition to gaining a unique ability based on his blood pact, he also gains the following abilities:

  • A Pact Lorde can induct new initiates into a blood pact, allowing those not born to the blood to take levels as a warlock. This is usually done through a complex ritual involving summoning a representative of the blood (a demon for demonic pacts, a dragon for draconic pacts, etc) and transferring some of the pact lorde’s blood into the initiate.
  • A Pact Lorde does not age further and takes no further penalties from age, nor does he gain bonuses from aging. Bonuses and penalties already accrued remain.
  • A pact lorde does not die of old age, though he is in no other way resistant to death. A pact lorde may be raised as normal, but may not be subject to the Reincarnate spell.
  • A Pact Lorde is so interwoven with magic that he gains the ability to neutralize magic cast against him. He may activate a blood shield which creates a translucent, red bubble of eldritch energy around him, which remains centered on the warlock and has a twofold effect. Firstly, it acts as a Lesser Globe of Invulnerability. Secondly, the shield adds the pact lorde’s charisma modifier to his armor class as a deflection bonus and deals 1d12 + Charisma modifier damage to any creature that attacks the pact lorde with a natural weapon or a non-reach melee weapon. This is a spell-like ability with an equivalent spell level of 9th that may be activated at will as a standard action and deactivated at will as a swift action.
  • Finally, a Pact Lorde’s blood becomes toxic to most creatures including vampires. A pact lorde’s blood is a poison that may be delivered through injury or ingestion. (Damage 1d3 Con, 1d8 Cha, DC 15 + Warlock’s charisma modifier.

Aberrant PactModifier

Your blood comes from beyond the limits of the cosmos as you know them. Distant realms beyond the furthest veil have touched your blood and left you marked as alien to all that you know.


Aberrant Pact
Class Skill Knowledge (Dungeoneering)
Resistance Acid
Damage Reduction x / Lawful
Blood Power (3rd lvl) Major Bloodline : Flayerspawn
Blood Power (6th lvl) Mind Strike (Su) An aberrant warlock may decide that his next normal melee attack or eldritch blast to be a mind strike attack. One creature of your choice hit by the mind strike attack is confused for 1 round. Once you have used this ability, you cannot do so again for 5 rounds. This is a mind-affecting effect.
Blood Power (9th lvl) Unnatural Existence (Su) An aberrant warlock’s existence feels slightly off, a fundamental wrongness pervades them. Creatures within 30 feet receive a -2 morale penalty to all rolls that involve the aberrant warlock (attack, damage, skill checks, etc.). The aberrant warlock's have a 50% chance to ignore critical hits (as medium fortification
Blood Power (12th lvl)
Blood Power (15th lvl) Improved Mindstike (Su) An aberrant warlock’s mind strike attack grows more encompassing. Each creature hit by your Mind Strike attack is now confused, and creatures confused by this attack now roll 1d80+20 instead of 1d100 to determine how they act. This is a mind-affecting effect. You now only have to wait 2 rounds to use Mind Strike again.
Blood Power (18th lvl) Improved Unnatural Existence (Su) The penalty from your unnatural existence is no longer a morale penalty and is increased to -4 and you are immune to ignore critical hits.
Pact Lord Power True Aberration : An aberrant warlock’s type changes to aberration. In addition, you can strip the sanity from anyone you touch. When you hit a creature with 3 or more intelligence with a natural attack or your eldritch blast it must succeed a Will save (DC 20 + Cha modifier) or be driven temporarily insane (roll on the insanity table to determine the type of insanity developed). A creature that has made it’s save is immune to this effect for 24 hours.


Personal Symbiont (Su): At 6th level an aberrant warlock gains the ability to generate a symbiont from his body. It takes 1 hour per 100 gold to generate the symbiont you choose. You may only select from the level 1 list. You also gain the Engineer of the Flesh feat even if you do not meet the prerequisites for it.At higher levels you can submerge a symbiont into yourself for (1 hour per 100 gold of its new market value). At the end of the duration you can evolve the submerged symbiont into another symbiont.

Second Personal Symbiont: At 14th level an aberrant warlock gains the ability to generate a second symbiont. He gains the Chosen Child of the Warped Ones feat even if he does not meet the prerequisites for it. If he already has it, he gains the ability to generate a third symbiont. Additionally, the aberrant warlock may apply the benefits of the Engineer of the Flesh feat to a second personal symbiont.

Angelic PactModifier

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Angelic Pact
Class Skill Heal
Resistance Electricity
Damage Reduction x / Evil
Blood Power (3rd lvl) Protective Aura (Su) ...
Blood Power (6th lvl)
Blood Power (9th lvl)
Blood Power (12th lvl)
Blood Power (15th lvl)
Blood Power (18th lvl)
Pact Lord Power


...


Level 3

  • Protective Aura (Su) An angelic warlock radiates an aura of safety. Against attacks made or effects created by evil creatures, this ability provides a +2 Deflection bonus to AC and a +2 Resistance bonus on saving throws to anyone within 10 feet of you. The warlock may suppress or resume this aura as a free action. This aura can be dispelled, but the warlock can create it again as a free action on his next turn.

Level 6

  • XXX (Su) ...

Level 9

  • XXX (Su) ...

Level 12

  • XXX (Su) ...

Level 15

  • XXX (Su) ...

Level 18

  • XXX (Su) ...

Level 20

  • Pact Lord (Ex) ...


  1. Smite Evil (Su): At 4th level an angelic warlock may attempt to smite evil with a normal melee attack or his eldritch blast. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per warlock level. If the angelic warlock accidentally smites a creature that is not evil, the smite has no effect. Smite evil may only be used with a melee attack or an eldritch blast that requires an attack roll and only applies to the first creature attacked. Once you have used this ability, you cannot do so again for 5 rounds.
  2. Angelic Countenance (Su): At 6th level an angelic warlock gains the ability to shine like the sun. The warlock may shine as the daylight spell. Undead within the range of this light take 1d4 + (1/2 your warlock level rounded down) points of positive energy damage every round they stay within its range. Activating this ability is a standard action and can be turned off as a swift action.
  3. Improved Protective Aura: At 8th level, the bonus granted by your Protective Aura to AC and saving throws increases to +4.
  4. Improved Smite Evil: At 10th level, when you attempt to smite a creature that is evil, that attack ignores the targets spell resistance. You now only have to wait 4 rounds to use Smite Evil again.
  5. Improved Angelic Countenance: At 12th level an angelic warlock's daylight extends 120 feet and undead within the aura take 1d4 + (your warlock level) points of positive energy damage every round they stay within its range. Activating this ability is a standard action and can be turned off as a swift action.
  6. Improved Protective Aura: At 14th level, the radius of your Protective Aura is increased to 20’ and creatures within it are under a magic circle against evil effect.
  7. Improved Smite Evil: At 16th level, when you hit a creature with your smite it is affected by a dimensional anchor effect for 1 minute. You now only have to wait 3 rounds to use Smite Evil again.
  8. Improved Protective Aura: At 18th level, creatures within your Protective Aura are also under the effect of a lesser globe of invulnerability.
  9. At 20th level the angelic warlock unlocks the final power of his blood. Attacks you make are considered good aligned for the purpose of overcoming damage reduction and anything hit by your eldritch blast is affected by a holy word (caster level equal to your character level).

Demonic PactModifier

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Demonic Pact
Class Skill ???
Resistance Fire
Damage Reduction x / Good
Blood Power (3rd lvl)
Blood Power (6th lvl)
Blood Power (9th lvl)
Blood Power (12th lvl)
Blood Power (15th lvl)
Blood Power (18th lvl)
Pact Lord Power

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  1. Destructive Energy: At 2nd level a demonic warlock wields his arcane might with ferocity, growing more destructive. His eldritch blast’s damage dice increases to d8.
  2. Demonic Resilience (Su): At 4th level a demonic warlock gains fast healing 3.
  3. Demonic Maleficence (Su): At 6th level a demonic warlock increases the pain felt by all around him. All living beings (essentially all creatures that are not constructs or undead) take additional hit point damage equal to the demonic warlock's class levels whenever they take more than 10 hit points of damage from a single source. This aura extends from the warlock out to 20 feet and may be suppressed for one round as a swift action.
  4. Improved Destructive Energy: At 8th level a demonic warlock’s eldritch blast becomes more destructive. It’s damage dice increases to d10.
  5. Improved Demonic Resilience: At 10th level a demonic warlock's demonic resilience improves to fast healing 6.
  6. Demonic Retaliation (Sp): At 12th level as an immediate action, whenever a demonic warlock is struck by a melee attack he may launch a countering bolt of energy, dealing damage equal to his elrdritch blast to the creature that struck him. This does not provoke an attack of opportunity.
  7. Improved Destructive Energy: At 14th level a demonic warlock’s eldritch blast grows more destructive. It’s damage dice increases to d12.
  8. Improved Demonic Resilience: At 16th level a demonic warlock's demonic resilience improves to fast healing 10.
  9. Improved Demonic Maleficence: At 18th level a demonic warlock increases the pain felt by all around him to even greater levels. All living beings (essentially all creatures that are not constructs or undead) take additional hit point damage equal to two times the demonic warlock's class levels whenever they take more than 10 hit points of damage from a single source. This aura extends from the warlock out to 40 feet and may be suppressed for one round as a swift action.
  10. At 20th level a demonic warlock unlocks the final power of his blood. He becomes immune to electricity and his attacks are considered both chaotic and evil aligned for the purpose of overcoming damage reduction. Finally, when you die the destructive energies you contain explode outward violently, dealing 10d12 damage to everything within 100 feet (Reflex 20 + Cha mod for half). Treat this as an eldritch blast that has every eldritch essence you know applied to it. Half the damage is always raw untyped energy, while the other half is appropriately modified by your eldritch essences. Your body and anything you are wearing or carrying is utterly destroyed. Your energies will slowly coalesce, reforming your body, restoring you and your equipment at full health. Use the following tables to determine if, when, and where you reform.

    Table: Reforming
    {| class="stg_table tborder sortable" id="sorttable5648"

!d% !Effect |- class="alt2" |1-5 |You reform in 1d10 rounds |- class="alt1" |6-15 |You reform in 1d10 minutes |- class="alt2" |16-30 |You reform in 10d6 minutes |- class="alt1" |31-70 |You reform in 1d12 hours |- class="alt2" |71-90 |You reform in 1d20 days |- class="alt1" |91-95 |You reform in 1d12 months |- class="alt2" |96-99 |Reroll, ignoring a result of 96+. You reform then, but your equipment does not. |- class="alt1" |100 |You remain dead and do not reform. |}
Table: Location
{| class="stg_table tborder sortable" id="sorttable7191" !d% !Location |- class="alt2" |1-69 |You reform where you died. |- class="alt1" |70-95 |You reform at a random location within 10 miles of where you died. |- class="alt2" |96-97 |You reform on a random layer of the Abyss. |- class="alt1" |98-99 |You reform on the outer plane that mirrors your alignment. |- class="alt2" |100 |You reform on another random outer plane. |}

Draconic PactModifier

In ancient times dragons were plentiful and powerful, and would mingle freely with mortals. Your ancestry attests to that time of powerful beings and you carry the unmistakable mark of the dragons.


Draconic Pact
Class Skill Diplomacy
Resistance Fire, Cold, Electricity or Acid
Damage Reduction x / Magic
Blood Power (3rd lvl) Major Bloodline : Dragon Descendant
Blood Power (6th lvl) Secrets of the Dragons (Sp): A draconic warlock selects a 2nd level or lower spell on the sorcerer/wizard spell list with no expensive material component. He may cast that spell as a spell-like ability at will, but must wait 5 rounds after casting it to cast it again. (should be approved by your DM.)
Blood Power (9th lvl) Draconic Toughness (Ex) A draconic warlock's gains a +3 bonus to his natural armor.
Blood Power (12th lvl) Secrets of the Dragons (Sp): A draconic warlock selects a 5th level or lower spell on the sorcerer/wizard spell list with no expensive material component. He may cast that spell as a spell-like ability at will, but must wait 5 rounds after casting it to cast it again. (should be approved by your DM.)
Blood Power (15th lvl) Improved Draconic Breath : A draconic warlock can use his eldritch blast as a part of is Breath attack. He deal both damage at the same time but must wait +1 round before using is Breath Weapon again. Using eldritch blast in this form has no somatic components.
Blood Power (18th lvl) Secrets of the Dragons (Sp): A draconic warlock selects a 8th level or lower spell on the sorcerer/wizard spell list with no expensive material component. He may cast that spell as a spell-like ability at will, but must wait 5 rounds after casting it to cast it again. (should be approved by your DM.)
Pact Lord Power True Dragon : he power of the dragons can be contained no longer and claims the draconic warlock as it’s own. Your type changes to dragon. The DC for any spell, spell-like ability, or supernatural ability you cast is increased by 2. It now take 1d4+1 round to recover your breath and your natural armor increase to +5.

Elemental PactModifier

...



Elemental Pact
Class Skill ???
Resistance ???
Damage Reduction x / ???
Blood Power (3rd lvl) Minor Bloodline : Children of the Elements
Blood Power (6th lvl)
Blood Power (9th lvl) Intermediate Bloodline : Children of the Elements
Blood Power (12th lvl)
Blood Power (15th lvl) Major Bloodline : Children of the Elements
Blood Power (18th lvl)
Pact Lord Power

...

Fey PactModifier

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Fey Pact
Class Skill Handle Animal
Resistance Sonic
Damage Reduction x / Cold Iron
Blood Power (3rd lvl)
Blood Power (6th lvl)
Blood Power (9th lvl)
Blood Power (12th lvl)
Blood Power (15th lvl)
Blood Power (18th lvl)
Pact Lord Power

...






  1. Woodland Stride (Ex): At 2nd level a fey warlock may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
  2. Mirror Me Mirror Me(Su): At 4th level a fey warlock gains the ability to replicate himself within the eyes of another. Any target that deals damage to the fey warlock while he is in natural terrain, instantly sees two more copies of him appear within 10 feet. These copies are major images and last for 2 rounds.
  3. Eyebite (Su): At 6th level a fey warlock may decide that his next normal melee attack or eldritch blast to be an eyebite attack. Creatures hit by the eyebite attack treat the fey warlock as invisible for 1 round. Once you have used this ability, you cannot do so again for 5 rounds. This is a glamer effect.
  4. Spell Resistance (Su): At 8th level a fey warlock gains spell resistance 10 + his class level.
  5. Wild Growth (Sp): At 10th level a fey warlock can emit an aura that causes the plant life around him to grow wild and dangerous. He may activate or suppress this aura as a full-round action. Normal terrain within 100 ft. of the fey warlock becomes overgrown and considered difficult terrain with 1 round of exposure to the aura. Difficult terrain with 1 round of exposure to the aura grows high and dense forming a thicket or jungle that creatures must hack or force a way through; speed drops to 5 feet, or 10 feet for Large or larger creatures.

    Terrain that has been exposed to 2 rounds of the aura become thick with thorns and bramble. Each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the overgrown area. Any creature that takes damage from this effect must also succeed on a Reflex save (DC 15 + Cha mod) to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the effect’s save DC.

    This ability has no effect in barren areas devoid of any plant life. The woodland stride ability applies to areas affected by wild growth.
  6. Reflective Glamer (Su):At 12th level a fey warlock begins to naturally emit a powerful glamer that helps disguise his fey nature. Any intelligent creature viewing you perceives you as the same species as itself, provided that it’s size category is no more than one step different from your own. This glamer changes perceptions of clothing and race, covering the visual, audible, olfactory, and tactile spectrum. True seeing pierces this glamer, but normal interaction does not offer a will save to recognize the illusion (though acting unusually enough may). A fey warlock may suppress or resume this ability as a free action. This is a glamer effect.
  7. Improved Mirror Me Mirror Me: At 14th level a fey warlock gains the ability to replicate himself even further within the eyes of another. Any target that deals damage to the fey warlock while he is in natural terrain, instantly sees five more copies of him appear within 10 feet. These copies are major images and last for 4 rounds.
  8. Improved Eyebite: At 16th level a fey warlock’s eyebite attack grows more powerful. Creatures hit by the improved eyebite attack treat the fey warlock as if affected by greater invisibility for 2 rounds. This is a glamer effect.
  9. Improved Spell Resistance: At 18th level a fey warlock's spell resistance improves to 15 + his class level.
  10. At 20th level a fey warlock's type changes to Fey and you gain a +4 inherent bonus to your Charisma. Creatures that can normally see through illusions (like with true seeing) no longer automatically see through a fey warlock’s illusions. They do gain a +4 bonus to saves to see through his illusions, and may automatically make a Will save to disbelieve upon first sight of an illusion (if they fail to disbelieve they do not get additional free saves at each fresh viewing).

Infernal PactModifier


Infernal Pact
Class Skill Bluff
Jets de Sauvegarde +2 Reflex, +2 Fortitude
Resistance Acid
Damage Reduction x / Silver
Blood Power (3rd lvl) Major Bloodline (Devil)
Blood Power (6th lvl) Minor Devil Magic
Blood Power (9th lvl) Least Devils
Blood Power (12th lvl) Lesser Devil Magic
Blood Power (15th lvl) Lesser Devils
Blood Power (18th lvl) Greater Devil Magic
Pact Lord Power Greater Devil
  • Blood Power (3rd) : The Infernal Warlock gain the Major Bloodline (Infernal) feat. If he already had them he feats, he gain 1 to 3 Bonus feat depending on what Bloodline feat he had (Minor, Intermadiate, Major)
  • Blood Power (6th) : With Minor Devil Magic, he gain +2 racial magical charge and the devil may add 2 spells from any of thoses lists to is list of racial spells : Any Assassins Spells of level 1 or 2. Any Ranger Spells of level 1 or 2. Any Devils Spells of level 1 to 3. Any Spells of level 1 to 3 from the Baator Domain. With the DM Discretion any spells related to your character of level 0 to 2.
  • Blood Power (9th) : The Warlock gain a Natural Armor of +1 or increase the one he already have. In the Hierarchy of the Devils yo might not be greater than a Lemure or a Imp, but at least you are part of their hierarchy and may even get promoted. You gain the Summon Devil power for up to your HD worth of Least Devil. They appear until the end of the encounter to a maximum of 1 hour. You can summon no more than Half your Hit Dice per full round action worth of Least Demon. You can choose to use that ability all at once or on multiple use during the day.
  • Blood Power (12th) : With Lesser Devil Magic, he gain +2 racial magical charge and the devil may add 2 other spells from the Minor Devil Magic list to is list of racial spells knowns and he may also add 2 spells from any of thoses lists to is list of racial spells : Any Assassins Spells of level 1 or 4. Any Ranger Spells of level 1 or 4. Any Devils Spells of level 1 to 6. Any Spells of level 1 to 6 from the Baator Domain. With the DM Discretion any spells related to your character of level 0 to 5.
  • Blood Power (15th) : The Warlock gain a Natural Armor of +1 or increase the one he already have. In the Hierarchy of the Devils you have greater responsability like Barbazus, Erinyes, Hamatulas and Osyluths you may still get promoted and can order Least Devils to do your Commands. You gain the Summon Devil power for up to your HD worth of Lesser Devil. They appear until the end of the encounter to a maximum of 1 hour. You can summon no more than Half your Hit Dice per full round action worth of Lesser Devil. You can choose to use that ability all at once or on multiple use during the day. You can choose to combine Least and lesser summon.
  • Blood Power (18th) : With Greater Devil Magic, he gain +2 racial magical charge and the devil may add 2 other spells from the Minor Devil Magic list and 2 other spells from the Lesser Devil Magic List to is list of racial spells knowns and he may also add 2 spells from any of thoses lists to is list of racial spells : Any Assassins Spells of level 1 or 4. Any Ranger Spells of level 1 or 4. Any Devils Spells of level 1 to 6. Any Spells of level 1 to 9 from the Baator Domain. With the DM Discretion any spells related to your character of level 0 to 8.
  • Pact Lord Power (20th) : The Warlock attain the Pinnacle of is power and he is now Healed by Fire of any type excepting Hellfire at a rate of 50% of the damage he would normally have received. He gain the Devil Shaping power of the Pit Fiend but can only do it one per day and is limited to form Devil of half is hit dice. In the Hierarchy of the Devils you have greater responsability like Cornugons, Gelugons and Pit Fiend and can order Lesser Devils to do your Commands. You gain the Summon Devil power for up to twice your HD worth of Greater Devil. They appear until the end of the encounter to a maximum of 1 hour. You can summon no more than Half your Hit Dice per full round action worth of Greater Devil. You can choose to use that ability all at once or on multiple use during the day. You can choose to combine Least, Lesser and greater summon. The Warlock gain a Natural Armor of +1 or increase the one he already have.

Necrotic PactModifier

...


Necrotic Pact
Class Skill Heal
Resistance Cold
Damage Reduction x / Silver
Blood Power (3rd lvl)
Blood Power (6th lvl)
Blood Power (9th lvl)
Blood Power (12th lvl)
Blood Power (15th lvl)
Blood Power (18th lvl)
Pact Lord Power

...


  1. Deathly Caress (Su): At 2nd level an undead warlock may decide that his next normal melee attack or eldritch blast to be a deathly caress attack. One living creature of your choice hit by the deathly caress attack is fatigued for 3 rounds. Once you have used this ability, you cannot do so again for 5 rounds.
  2. Strength of Unlife (Su): At 4th level an undead warlock’s body starts to develop immunities to things that affect the living. They gain a +4 bonus to saving throws vs. negative energy effects and become immune to diseases and poisons.
  3. Life Sight (Ex): At 6th level an undead warlock is able to view the inner light of life and positive energy in other beings. To his eyes, living creatures glow with a brilliant light, providing bright illumination in a 5-foot radius per hit die of the living creature, revealing itself and all features and objects in range to his life-adapted sight. This life-light behaves like regular light - you can’t see into solid objects, or through solid walls. Creatures near death (1 or less hit points) provide shadowy illumination instead. Finally, the life-light of invisible creatures is just as invisible as the creature that emanates it (So if you can see invisible creatures you can see their life-light. This doesn’t apply to creature you can’t see because they’re hiding or LoS is blocked).
  4. Improved Strength of Unlife: At 8th level an undead warlock is more suffused with the energy that animates undead creatures, invigorating his body. He is now healed by negative energy like an undead creature, and he is immune to sleep and paralysis effects.
  5. Improved Deathly Caress: At 10th level an undead warlock’s deathly caress becomes more potent. The creature hit by the deathly caress attack is exhausted for 2 round and fatigued for 3 rounds. You now only have to wait 4 rounds to use deathly caress again.
  6. Improved Strength of Unlife: At 12th level an undead warlock’s connection with negative energy deepens, allowing him to ignore weaknesses of the living. He is now immune to nonlethal damage, fatigue, exhaustion, and death effects.
  7. Life Drain (Su): At 14th level an undead warlock can absorb the life force of nearby creatures to bolsters his own strength. As a standard action any number of living creatures who’s life-light is touching the undead warlock must succeed on a Will save or gain 1 negative level. The undead warlock gains 5 temporary hit points for each negative level bestowed. The DC to remove the negative level is the same as the Will save DC.
  8. Improved Strength of Unlife: At 16th level an undead warlock’s life is an unnatural balance of positive and negative energy. He is now immune to ability and energy drain, death from massive damage, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  9. Improved Deathly Caress: At 18th level an undead warlock’s deathly caress nearly steals the life from its victim. The creature hit by the deathly caress attack is paralyzed for 1 round unless it succeeds a Fortitude save, exhausted for 2 round, and fatigued for 3 rounds (it is exhausted and fatigued regardless of the Fortitude save). You now only have to wait 3 rounds to use deathly caress again.
  10. At 20th level an undead warlock has become strange amalgamation of life and death. While he is still alive, he no longer needs to breath, eat, or sleep and he ceases to age. If he is reduced to negative hit points equal to his Constitution score, he doesn’t die, but instead he slowly regenerates, regaining 1 hit point a minute until he is at 1 hit point. If dismembered the undead warlock does not regenerate until the vital parts are assembled (missing, non-vital limbs will only reattach before he reaches 1 hit point). He cannot regenerate if the body is fully destroyed (such from disintegrate).

Dark SecretsModifier

  • Ability Focus (Ex): Choose one invocation you can use. You increase the save DC of the selected invocation by +2. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation. Eldritch Blast count as a invocation.
  • Ambush Blast (Ex): If you move more than 10 feet in the round you use your eldritch blast, you add your warlock level to your damage rolls with the eldritch blast if your target is within 30 feet of you. If you are able to deal your eldritch blast damage multiple times in a round, this bonus damage is added for each instance that you meet its requirements.
  • XXX : Empower, Enlarge, Extend
  • Extra Class Skill (Ex): Select one skill, you add this skill to your list of class skills. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different skill.
  • Extra Eldritch Essence Invocation (Sp): You learn 1 eldritch Essence invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.
  • Extra Eldritch Shape Invocation (Sp): You learn 1 eldritch shape invocation. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different invocation.
  • Fearsome Blast (Ex): If you hit an opponent within 30 feet of you that is under the effects of a fear effect (shaken, frightened, panicked, or cowering), you add your warlock level to the damage your eldritch blast causes.If you are able to deal your eldritch blast damage multiple times in a round, this bonus damage is added for each instance that you meet its requirements.
  • Forbidden Knowledge (Ex): Select 2 Knowledge skills that are not on your list of class skills. You add these two Knowledge skills to your list of class skills. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to two new Knowledge skills.
  • Hex (Su): Select one hex from the list of witch’s hexes. You gain the ability to use the selected hex, using your warlock level as your witch level. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different hex
  • Martial Invoking (Ex): You gain proficiency in Medium Armor and can use your eldritch blast and invocations while wearing Medium Armor with no chance of arcane spell failure. You also gain proficiency in one martial weapon of your choice.
  • Pocket Dimension (Su): You can open an inter-dimensional pocket that holds 10 pounds per level. Accessing the inter-dimensional pocket is a swift action, whether you are withdrawing an item from it or storing an item within it.
  • Potent Blast (Su): You add your Charisma modifier to your eldritch blast damage rolls and to your caster level checks to overcome spell resistance against the targets of your eldritch blast.
  • Ricochet Shot (Ex): You gain the ability to bounce your eldritch blast against a solid object and continue along its path to the end of its range or hits another solid object or creature.
  • Shielded Invoking (Ex): You gain proficiency in all shields (except tower shields) and can use your eldritch blast and invocations while using a shield with no chance of arcane spell failure. When using the eldritch shield invocation, your eldritch blast is considered to be two dice higher.
  • Subtle Blast (Ex): When you successfully hit an opponent that is denied its Dexterity bonus to AC with you eldritch blast, you add your warlock level to the damage of your eldritch blast if your target is within 30 feet of you.If you are able to deal your eldritch blast damage multiple times in a round, this bonus damage is added for each instance that you meet its requirements.

Advanced Dark SecretsModifier

Additional Resilience (Su): The warlock can use his fiendish resiliency ability one additional time per day. This advanced dark secret can be chosen multiple times; each time it is selected, the warlock gains an additional use of his fiendish resiliency ability.

  • Advanced Ability Focus (Ex): Choose one invocation you have applied the ability focus dark secret to. You increase the save DC of the selected invocation by an additional +2, for a total of +4. This advanced dark secret can be chosen multiple times; its effects do not stack. Each time you select this advanced dark secret, it applies to a different invocation.
  • Advanced Hex (Su): Select one advanced hex from the list of witch’s hexes. You gain the ability to use the selected advanced hex, using your warlock level as your witch level. This dark secret can be chosen multiple times; its effects do not stack. Each time you select this dark secret, it applies to a different advanced hex.
  • Aligned Damage Reduction (Su): Your damage reduction improves. Select an alignment (chaotic, evil, good, or lawful) opposed to your own. Your damage reduction improves to cold iron and the selected alignment. For example, if you are chaotic good, you could select damage reduction cold iron and lawful or cold iron and evil.
  • Extra Energy Resistance (Ex): Select one of the following energy types that you do not currently have energy resistance in from the energy resistance warlock class feature: acid, cold, electricity, fire, or sonic. You gain energy resistance to the selected energy resistance equal to the energy resistance you gain from your energy resistance warlock class feature. You can select this dark secret up to 3 times; each time you select this dark secret, you select a different energy type.
  • Full Martial Invoking (Ex): You gain proficiency in Heavy Armor and can use your eldritch blast and invocations while wearing Heavy Armor with no chance of arcane spell failure. You may either select to gain proficiency in all martial weapons, or gain a bonus to damage in one martial weapon you already have proficiency with equal to the number of eldritch shape and essence invocations you have. You must have the Martial Invoking dark secret before selecting this advanced dark secret.
  • Hellfire (Sp): A number of times per day equal to your Charisma modifier (minimum 1), you add 2d6 points of damage to eldritch blast. You can use this ability additional times per day, but each time you do so, you take 1 point of Constitution damage. You may select this dark secret multiple times; each time you do, you increase the damage caused by 2d6 points of damage. You must be non-good to select this advanced dark secret.
  • XXX: Maximize, Quicken, Reaching, Supernatural, Widden
  • Piercing Blast (Sp): You increase the critical multiplier of your eldritch blast to x3.
  • Potent Invocations (Sp): You add your Charisma modifier to the DC of caster level checks to dispel your invocations.
  • Slashing Blast (Sp): You increase the threat range of your eldritch blast to 18-20.
  • Soul fire (Sp): A number of times per day equal to your Charisma modifier (minimum 1), you can imbue your eldritch blast with holy energy. Against evil creatures, your eldritch blast does double damage and you add your Charisma modifier to your caster level checks to bypass spell resistance. When targeting good creatures, your eldritch blast heals damage. You can use this ability additional times per day, but each time you do so, you take 1 point of Constitution damage. You must be non-evil to select this advanced dark secret.
  • Twin Essences (Sp): You can apply two eldritch essences simultaneously to your eldritch blast. At least one of them must be at least one grade lower than the highest grade invocation you know

Darkest SecretsModifier

  • Automatic Resilience (Su): Whenever your hit point total falls below character level, you gain fast healing 5 until your hit point total is half its normal maximum value.
  • Extra Invocation (Sp): You gain an additional invocation of any level you may select from normally.
  • Grand Hex (Su): You may select a grand hex from the list available to witches.
  • XXX : Intensify, Sudden
  • Triple Essences (Sp): You can add 3 eldritch essences to your eldritch blast at the same time. You must have the Twin Essences advanced dark secret before selecting this darkest secret. At least two of them must be at least one grade lower than the highest grade invocation you know

Eldritch EssenceModifier

Least :

  • Disarming Blast (Reflex or target is disarmed)
  • Entangling Blast (Reflex Save or become entangled for 1 round)
  • Frightful Blast (Will Save or shaken)
  • Hammering Blast (does full damage to objects)
  • Illuminating Blast (Reflex save or dazzled and faerie fire for 1 minute)
  • Merciful (eldritch blast causes non-lethal damage)
  • Sickening Blast (Fort Save or sickened)
  • Thundering Blast (Fort Save or deafened 1 minute, does sonic damage)
  • Tripping Blast (Reflex or target is prone)
  • Unbalancing Blast (suffer -2 to Reflex saves and CMD for 1 round)


Lesser :

  • Baneful Blast (+2d6 against creature type)
  • Beshadowed Blast (Fort Save or Blinded 1 round)
  • Bloody Blast (bleed damage equal to number of EB dice)
  • Brimstone Blast (Reflex or catch on fire)
  • Deteriorating Blast (Fort Save or -5 DR for 1 minute)
  • Ectoplasmic Blast (eldritch blast fully affects ethereal and incorporeal targets)
  • Hellrime Blast (Fort Save or -2 Dex and cold damage)
  • Obscuring Blast (Will Save or suffer 20% miss chance for 1 minute)
  • Quenching Blast (double damage vs. fire creatures, dispels fire magic)
  • Silencing Blast (Fort Save or silenced for 1 round)
  • Glacial Blast (Deals cold damage and target must make a Fort save or take a penalty to Dex and movement)


Greater :

  • Baneful Blast (+2d6 against creature type)
  • Beshadowed Blast (Fort Save or Blinded 1 round)
  • Bloody Blast (bleed damage equal to number of EB dice)
  • Brimstone Blast (Reflex or catch on fire)
  • Deteriorating Blast (Fort Save or -5 DR for 1 minute)
  • Ectoplasmic Blast (eldritch blast fully affects ethereal and incorporeal targets)
  • Hellrime Blast (Fort Save or -2 Dex and cold damage)
  • Obscuring Blast (Will Save or suffer 20% miss chance for 1 minute)
  • Quenching Blast (double damage vs. fire creatures, dispels fire magic)
  • Silencing Blast (Fort Save or silenced for 1 round)
  • Bewitching Blast - Target must make a Will save or become confused
  • Hindering Blast - Target must make a Fort save or become slowed
  • Incarnum Blast MoI 107 - Target must make a Fort save or become dazed if an opposed alignment; invest essentia for increased damage
  • Incarnum Blast MoI 107 - Target must make a Fort save or become dazed if an opposed alignment; invest essentia for increased damage
  • Penetrating Blast DM 82 - Bonus against SRl; Target must make Will save or have it’s SR reduced
  • Penetrating Blast DM 82 - Bonus against SRl; Target must make Will save or have it’s SR reduced


Ancestral :

  • Anchoring Blast (target subjected to dimensional anchor effect for 1 minute)
  • Banishing Blast (banishes extraplanar target, randomly teleports planar natives)
  • Binding Blast (Will or stunned 1 round)
  • Grasping Blast (target grappled if CL + Cha check beats CMD)
  • Impure Blast (target suffers penalty equal to half your level on its next saving throw)
  • Necrotic Blast (animate as zombie if killed, cannot naturally heal, CL check to cure)
  • Panicking Blast (Will or panicked 1 minute)
  • Petrifying Blast (target takes 1d6 Dexterity damage, petrified when Dexterity is 0)
  • Utterdark Blast (Fort Save or 2 negative levels)
  • Vulnerability Blast (Fort Save or gain specified energy vulnerability for 1 minute)

Eldritch ShapeModifier

Least :

  • Eldritch Spear : ... (increase range to 250 feet)
  • Eldritch Glaive : ... (attack as reach weapon)
  • Eldritch Shield : ... (as immediate action, gain shield bonus to AC = EB dice for 1 round)
  • Eldritch Ward : ... (cause eldritch blast damage to opponents that hit you in melee)
  • Hideous Blow : ... (add eldritch blast damage to melee attack)


Lesser :

  • Eldritch Barrier : ... (create 10 foot square barrier, hardness = level, hit points = EB)
  • Eldritch Bolt : ... (add to ranged attack, can affect multiple pieces of ammunition)
  • Eldritch Chain : ... (1 additional target per 5 levels)
  • Eldritch Path : ... (creatures entering squares you passed through take blast damage)
  • Eldritch Shroud : ... (targets all adjacent opponents)


Greater :

  • Eldritch Artillery : ... (can make a number of eldritch blasts equal to iterative attacks)
  • Eldritch Cone : ... (30 foot cone)
  • Eldritch Line : ... (60 foot line)
  • Eldritch Pyre : ... (creatures adjacent to target must make Reflex or take damage)
  • Eldritch Wall : ... (creates wall with duration equal to half level in rounds)


Ancestral :

  • Eldritch Cage : ... (as force cage, does EB damage if pass through, half damage if 20 foot)
  • Eldritch Doom : ... (20 foot radius, centered on warlock)
  • Eldritch Fist : ... (as clenched fist, does blast damage)
  • Eldritch Pit : ... (fall in extra-dimensional pit, take EB damage w/ no save or attack roll)
  • Eldritch Burst : ... (as a fireball but deal EB damage)
  • Eldritch Storm : ... (number of vertical bolts within 120 feet equal to half level)

Eldritch InvocationsModifier

Least :

  • All-Seeing Eyes: As comprehend languages on written material, +6 bonus on Perception checks.
  • Baleful Utterance: Speak word of the Dark Speech and shatter objects as the shatter spell.
  • Breath of the Night: Create a fog cloud of darkness that fatigues all who enter it.
  • Call of the Beast: Speak with animals and influence their behavior by using warlock level as druid level when making wild empathy check, +6 on Handle Animal skill checks.
  • Cocoon of Refuse - Target is entangled and bludgeoned by trash
  • Cold Comfort - you emit an aura of endure elements
  • Commanding Presence: Gain +6 on Diplomacy and Intimidate checks, use command if you successfully change your target’s attitude.
  • Darkness - Create an area of pure darkness
  • Drain Incarnum - You drain the essentia from a target or deal Wisdom damage
  • Dark One’s Own Luck: Gain a luck bonus equal to your Charisma modifier on one type of saving throw.
  • Devil’s Sight Unseen: See normally in darkness and magical darkness, see invisibility.
  • Dread Chameleon: +6 to Disguise and Stealth checks, creatures that spot you must make a Will save or be shaken for 1 round.
  • Earthen Grasp - An arm of earth and soil grapples near-by creatures
  • Endure Exposure: Use endure elements as the spell; target gains immunity to your eldritch blast and area effect invocations.
  • Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
  • Foul Dreams: 1 creature must make a Will save or sleep for 1 minute per level, you can affect a total number of hit dice equal to your warlock level plus your Charisma modifier at a time, with creatures that have been asleep the longest waking up first if additional hit dice are affected; creatures are fatigued when they awake.
  • Leaps and Bounds - Gain bonus on Balance, Jump, and Tumble checks and take 20
  • Miasmic Cloud - Create a cloud of mist that grants concealment and weakens those who enter
  • Otherworldly Whispers: Gain +6 bonus on Knowledge arcana, Knowledge planes, Knowledge religion, and Spellcraft checks.
  • Scalding Gust: Use gust of wind as the spell; any creature in area takes fire damage equal to your level.
  • Serpent’s Tongue: Gain the scent ability, +6 bonus on Bluff skill checks and on saves against poison, communicate two different messages at the same time.
  • Skeletal Claw: (CMB = CL + Cha, 1d6 if pinned, arm has AC: 10 + level, Hardness 6, 4 hit points per level. Move half speed for 1 round after escaping grapple.)
  • See the Unseen CAr 135 - Gain see invisibility as the spell and darkvision
  • Soulreaving Aura: As reaving aura*, plus gain temporary hit points if nearby creature dies.
  • Spiderwalk: Gain spider climb as the spell and you are immune to webs.
  • Summon Swarm: Use summon swarm as the spell.
  • Swift Tumbler: Gain +6 bonus on Acrobatics and Fly checks, do not need a running start to long jump, +10 feet increase to land and flight speeds (does not give you a flight speed if you do not have one already).
  • Swimming the Styx: Gain swim speed equal to your base land speed and the ability to breathe water.
  • Warlock’s Luck - Gain a luck bonus on one type of save or expend to confirm a critical hit


Lesser :

  • Charm: Cause a single creature within 60 feet to regard you as a friend if they fail a Will save, as if under the influence of a charm monster spell, for 1 day per level, but only affecting a single creature at a time.
  • Crawling Eye: Your eye leaves your head and grows spidery legs, enabling it to scout for you.
  • Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks.
  • The Dead Walk: Create undead as the animate dead spell.
  • Disembodied Hand: Detach one of your hands and send it forth to manipulate objects or attack.
  • Dread Seizure: move half speed, -5 to attacks against non-adjacent targets
  • Energy Resistance- Grant yourself and allies energy resistance
  • Enthralling Voice: Make nearby creatures fascinated if they fail a Will save, and their attitude towards you improves by one step.
  • Fell Flight: Gain a fly speed equal to your base land speed with good maneuverability.
  • Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.
  • Frightful Presence: As a swift action taken whenever you attack or use your eldritch blast, make nearby creatures shaken for 10 minutes if they fail a Will save.
  • Humanoid Shape DM 80 - Take the form of any humanoid creature
  • Hungry Darkness: Create shadows filled with a swarm of bats.
  • Ignore the Pyre: Gain energy resistance equal to twice your level.
  • Mask of Flesh: Touch attack may impose 1d6 Charisma penalty and transforms you to look like target.
  • Relentless Dispelling: targeted dispel magic, with additional targeted dispel magic the next turn.
  • Size Alteration: You can use enlarge person or reduce person on yourself
  • Spider-Shape DrU 63 - Transform into a fiendish monstrous spider
  • Sudden Swarm - A swarm of spiders burst from the bodies of creatures you kill
  • Syphon Incarnum - You can steal the essentia of others with a touch, taking it for yourself
  • Thieves’ Bane - Use arcane lock, which explodes when bypassed
  • Voidsense: Gain blindsense 30 feet and benefit from the Blind Fight feat.
  • Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
  • Walk Unseen: Use invisibility (self only) as the spell.
  • Wall of Gloom: Use wall of gloom as the spell.
  • Witch Walker: Walk on water, become immune to being entangled, and ignore the speed reductions caused by difficult terrain.
  • Warlock’s Flight Originally Fell Flight, CAr 134 - Gain a fly speed with good maneuverability
  • Weighty Utterance - Cause a creature’s weight to quadruple, pulling it from the skies
  • Witchwood Step - Creatures can walk on water and move through difficult terrain without issue


Greater :

  • Aura of Flame - Aura deals fire damage to creatures that attack you
  • Aura of the Storm: Aura deals electricity damage to creatures that strike you in melee with natural weapons, unarmed strikes, and non-reach melee weapons..
  • Baleful Geas: A single creature becomes your servant, but slowly sickens and dies.
  • Caster’s Lament - You can use break enchantment with a touch and can counterspell
  • Caustic Mire: Acidic sludge slows progress, deals damage.
  • Chilling Fog: Create solid fog that deals cold damage.
  • Chilling Tentacles: Use black tentacles as the spell, and deal extra cold damage to creatures in the area.
  • Counterfeit Thoughts Originally Devil’s Whispers, Ci 68 - As suggestion, plus the target may believe the actions were their idea
  • Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
  • Dragonward DM 82 - Gain a host of defenses against dragons
  • Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
  • Fearless: You are immune to fear.
  • Freedom of Motion: Freedom of movement and make CL check to bypass teleport blocks
  • Ghastly Toughness: Gain temporary hit points equal to your level multiplied by your Charisma modifier.
  • Hellspawned Grace: Transform into a hellcat for 1 round/2 warlock levels.
  • Necrotic Vitality: Negative energy heals you, and positive energy harms you, as if you were undead.
  • Nightmares Made Real: Create illusory terrain that damages foes and allows you to hide.
  • Stamina of Blood Originally Draconic Toughness, DM 80 - Gain temporary hit points equal to your caster level
  • Painful Sleep of the Ages: Creature falls asleep, takes damage when awakened.
  • Sudden Shift: As an immediate action, teleport 5 feet per 2 warlock levels; if this is done in response to an attack, there is a 50% the attack misses.
  • Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
  • Terrifying Roar: Use fear as the spell; creatures shaken by effect can’t attack you.
  • Unwilling Shield: Subject shares wounds you suffer.
  • Wall of Perilous Flame: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.
  • Warlock’s Call: Use sending as the spell, but risk damage from recipient.


Ancestral :

  • Army of One: Create one or more duplicates of yourself, gaining one negative level for each body you have and splitting your hit point total between the copies made.
  • Astral Blockade: Creatures or objects cannot be summoned or teleport within 10 feet per level of you.
  • Caster’s Lament: Your touch can break enchantment, and you can counterspell.
  • Dark Discorporation: Become a swarm of bat-like shadows, gaining many benefits of the swarm subtype.
  • Energy Immunity DM 80 - Gain immunity to acid, cold, electricity, fire, or sonic damage
  • Ghost Step: As a swift action, become incorporeal for 1 round.
  • Impenetrable Barrier: Opaque wall of force
  • Incarnum Shroud - Gain essentia and a miss chance
  • Instill Vulnerability: Make target creature vulnerable to chosen energy type.
  • Mind Blank: Use mind blank on yourself.
  • Path of Shadow: Use shadow walk as the spell and speed up natural healing.
  • Perilous Veil: Use veil as the spell; anyone succeeding on Will save to negate the illusion takes damage.
  • Pythian Oracle: You gain blindsight with a range of 60 feet and can use greater scrying.
  • Rampart: You can use rampart at will, only one at a time.
  • Repulsive Ward: Creatures must make a Will save to approach within 10 feet of you.
  • Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
  • Steal Summoning: Take control of another caster's summoned monster.
  • Swift Haste: You can haste yourself for as a swift action for 1d4 rounds.
  • Telekinesis: You can use telekinesis at will.
  • Unveil the Truth: It takes 1 minute to cast this invocation. You gain the benefits of discern lies and true seeing, and others within 20 feet of you act as if within a zone of truth. You can dismiss this invocation as an immediate action and gain the benefits of a true strike spell
  • Unrivaled Master of the Skies - Gain a fly speed with perfect maneuverability and Flyby Attack
  • Warlock’s Foresight Originally Dark Foresight, CAr 133 - Use foresight
  • Word of Changing: Use baleful polymorph as the spell, but the effect could become permanent.
  • Youthful Vigor: You are immune to magical and mundane aging. You do not suffer the penalties for growing old, and negate any penalties that may have already been applied. You still gain ability increases for growing older.

Warlocks and Prestige ClassesModifier


A warlock taking levels in a prestige classes that has “+1 level of existing arcane spellcasting class” or “+1 level of existing spellcasting class” does not gain any of his class abilities, but he does gain an increased caster level when using his invocations and increased damage with his eldritch blast. A warlock also gains new invocations at these levels as though he had gained a level in the warlock class, as well as which grades of invocation he can learn.
A warlock cannot qualify for a prestige class with a spellcasting level requirement, as he never actually learns to cast spells. However, he can qualify for prestige classes with caster level requirements (a warlock’s caster level for his invocations fulfills this requirement).

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