Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.
A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. The arrangement is often similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on their patron’s behalf.
The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.
Role: Warlocks, while no substitute for a sorcerer or wizard, make an excellent supplement to them. While their spells lack those which cause damage, for that purpose the class possesses eldritch blast, and there are many battlefield control and utility spells on their list. They also gain more skills than more traditional arcane casters, and their proficiency with arms and armor (and higher hit points) serves them well in melee.
Alignment: Any
Hit Die: d8
Starting Wealth: 3d6 × 10 gp (average 105 gp.)
Class Skills: Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (The Planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
The Following are class features of the Warlock.
The warlock is proficient with all simple weapons. He is proficient with light armor, but not with medium or heavy armor, or with shields of any type. The warlock can cast warlock spells (but not arcane spells gained from other classes) in light armor without incurring the normal chance of arcane spell failure. While wearing medium or heavy armor or when using a shield, a warlock suffers the normal chance of spell failure.
At 1st level, a warlock must select a patron. This patron is a powerful being that grants the warlock powers in exchange for the occasional services performed on their patron’s behalf. If a warlock fails to perform the requested services or actively working against the wishes of their patron the warlock can be stripped of them by their patron.
Pact Magic: Each Patron grants a different set of magic abilities or boons, speak with your GM for details.
Each warlock gains the ability to focus his eldritch arcane energy into a damaging blast of dark energies that can wound or even kill his opponents. As a standard action that provokes attacks of opportunity, a warlock can make a ranged touch attack against an opponent within 60 feet, dealing 1d6 points of damage (the damage results from pure arcane energy and does not possess an energy type, therefore energy resistances and immunities offer no protection). The target of the eldritch blast receives no saving throw. A warlock may invoke his eldritch blast defensively to avoid attacks of opportunity.
At 2nd level, and every two warlock levels gained thereafter, the damage inflicted by an eldritch blast increases by 1d6 to a maximum of 11d6 at 20th level.
An eldritch blast is subject to spell resistance, but the warlock may apply the effects of the feats Spell Penetration and Greater Spell Penetration to his eldritch blast.
An eldritch blast deals half damage to objects.
For the purposes of the spells globe of invulnerability, lesser globe of invulnerability, and similar powers and effects, a 1st level warlock’s eldritch blast has an effective spell level equal to a 1st-level spell. At each odd-numbered warlock level gained thereafter, the eldritch blast strength increases by one level, to an effective spell of 9th-level at warlock level 17.
A warlock may apply the ability focus feat to a specific invocation, not the eldritch blast in general. He may select ability focus multiple times, but it must be applied to a separate invocation with each selection.
A warlock cannot apply meta-magic feats to Eldritch Blast.
Warlocks learn a number of magic tricks, called invocations, that he can apply to his eldritch blast. At 1st level, a warlock gains one of the following invocations of his choice. He gains an additional invocation at 2nd level and for every 2 levels attained after 2nd level. A warlock cannot select an individual invocation more than once. Unless otherwise noted, invocations are part of the same standard action a warlock uses to unleash his eldritch blast. The save (if any) to resist an invocation is equal to 10 + ½ the warlock’s level + the warlock’s Charisma modifier. A warlock can apply only one invocation to any given eldritch blast. Invocations with a duration can only effect the same target once every 24 hours.
Beshadowed Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude save or become blinded for 1 rounds, save negates. A warlock must be at least 6th level to select this invocation.
Brimstone Blast (Sp): The warlock alters his eldritch blast to inflict fire damage. The damage on his eldritch blast increases by +1d6; this extra damage applies only to the brimstone blast.
Eldritch Slam (Sp): The warlock can use his eldritch blast as a melee touch attack that does not provoke attacks of opportunity. However, the damage dealt by this invocation is reduced by half.
Eldritch Spear (Sp): The warlock can use his eldritch blast at medium range (100 ft. + 10 ft./level) instead of the standard 60-foot range.
Frightful Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become shaken for 2 rounds, save negates. This is a mind-affecting, fear effect.
Hammer Blast (Sp): The warlock’s eldritch blast inflicts full damage to objects.
Hellrime Blast (Sp): The warlock alters his eldritch blast to inflict cold damage. The damage on his eldritch blast increases by +1d6; this extra damage applies only to the hellrime blast.
Hideous Blow (Sp):The warlock infuses his melee weapon with the power of his eldritch blast. This invocation may be used as a swift action, and imbues one melee weapon which the warlock is currently wielding with the eldritch blast until the start of the warlock’s next round. The warlock must make a normal attack roll with the weapon; if he is successful, then he deals normal damage for the weapon, plus the full damage of his eldritch blast on the first successful melee attack he makes. Attacks that miss do not dissipate the eldritch blast, it remains in effect until either Warlock hits a target in melee or the start of his next turn. On a successful critical hit, the extra damage from the eldritch blast is not multiplied. A warlock must be at least 6th level to select this invocation.
Hindering Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or become slowed for 2 rounds, save negates.
Maelstrom Blast (Sp): The warlock alters his eldritch blast to inflict electricity damage. The damage on his eldritch blast increases by +1d6; this extra damage applies only to the maelstrom blast.
Sickening Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become sickened for 2 rounds, save negates.
A warlock casts arcane spells drawn from the warlock spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock’s spell is 10 + the spell level + the warlock’s Charisma modifier.
The warlock’s selection of spells is extremely limited. A warlock begins play knowing four 0-level spells and two 1st-level spells of the warlock’s choice. At each new warlock level, he gains one or more new spells, as indicated on Table: Warlock Spells Known. (Unlike spells per day, the number of spells a warlock knows is not affected by his Charisma score
Upon reaching 5th level, and at every third warlock level after that (8th, 11th, and so on), a warlock can choose to learn a new spell in place of one he already knows. In effect, the warlock “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level warlock spell the warlock can cast. A warlock may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A warlock need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Warlocks learn a number of cantrips, or 0-level spells, as noted under ‘Spells Known’. These spells are cast like any other spell, but they do not consume any slots and may be used again.
At 3rd level, the warlock’s exposure to eldritch arcane energies begins to strengthen his body, providing protection from many attacks. He gains DR 2/cold iron. This increases by 1 at 5th level and every two levels gained thereafter, to a maximum of DR/10 cold iron at 19th level.
At 5th level, the warlock gains resistance 10 to one of the following energy types: acid, cold, electricity, fire, and sonic. The warlock chooses which type of energy he becomes resistant to. At 11th level, this resistances increase to 20. At 17th level, the warlock’s energy resistances once again increase, this time to 30.
At 7th level, the warlock can use his eldritch energy to re-knit his tissues, sinews, and bones. Once per day the warlock can use a swift action to grant himself fast healing 1 for 20 rounds. At 10th level, and every three levels gained thereafter, the fast healing granted by eldritch resilience increases by 1 to a maximum of fast healing 5 at 18th level. The warlock can use this ability twice per day at 13th level and three times per day at 19th level.
At 8th level, a warlock gains medium armor proficiency as a bonus feat. A warlock of this level or higher can cast warlock spells (but not arcane spells gained from other classes) in light or medium armor without suffering the normal chance of arcane spell failure. While wearing heavy armor or when using a shield, a warlock suffers the normal chance of spell failure.
At 9th level, the warlock gains a 1st-level arcane spell of his choice that he may add to his list of spells known. He may select from any 1st-level bard, magus, sorcerer/wizard, or witch spell to add to his spells known. At 11th level, and every two levels gained thereafter, the warlock gains knowledge of another arcane spell, each time of a progressively higher level (2nd-level spell at 11th level, 3rd-level spell at 13th-level, etc.). At 19th level, when the warlock gains this ability, he may select a single 7th-level sorcerer/wizard or witch spell and add it to the list of his spells known as a 6th-level warlock spell.
Starting at 10th level, and every two levels thereafter, a warlock can choose one of the following greater invocations whenever he could select a new invocation.
Bewitching Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become confused for 1 round, save negates.
Eldritch Bolt: The warlock invokes his eldritch blast as a full round action in a 120-foot line 5-feet wide that affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.
Eldritch Cone: The warlock invokes his eldritch blast as a full round action in a 60-foot cone that affects all creatures within the area. No attack is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.
Entangling Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Reflex saving throw or become entangled for 1 round, save negates.
Entropic Blast (Sp): This invocation can only be used against objects weighing no more than 10 pounds per warlock level. The object has its hardness and hit points reduced by one-half. Any single object can only be affected once by this invocation. Magical objects are allowed a Will save to negate the effects of this invocation; non-magical objects are automatically affected.
Noxious Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or become nauseated for 1 rounds, save negates.
Repelling Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be moved 5 feet in a direction directly away from the warlock for every 5 points of damage he suffers. If the target strikes an immobile, solid object (such as wall) while still having movement remaining, he suffers an additional 1d6 points of bludgeoning damage for every 5 feet of movement remaining. While moving in such a fashion, the target provokes attacks of opportunity. A successful save negates the repelling effect.
Thundering Blast (Sp): The warlock alters his eldritch blast to inflict sonic damage. Unlike other invocations that alter the energy of his eldritch blast no additional damage dice are gained, instead all d6 are converted to d4s.
Vitriolic Blast (Sp): The warlock alters his eldritch blast to inflict acid damage. Unlike other invocations that alter the energy of his eldritch blast no additional damage dice are gained. The acid created by this invocation is summoned, and is therefore not subject to spell resistance.
Weakening Bolt (Sp): The target of the eldritch blast suffers normal damage and must make a Fort save or take 1d4 points of Strength damage, save negates. (Does not Stack)
Dire Invocation (Sp): Starting at 18th level, and every two levels thereafter, a warlock can choose of one of the following dire invocations whenever he could select a new invocation.
Banishing Blast (Sp): The target of the eldritch blast suffers normal damage. If the target is an outsider or a creature otherwise summoned or called through a spell-effect (such as a creature summoned by any summon monster or summon nature’s ally spell) it must make a Will saving throw or suffer the effects of dismissal (as per the spell) if the target is an outsider. If the target has merely been summoned via a spell but is not an outsider, this invocation ends that spell for the targeted creature if the creature fails to make his Will saving throw, immediately sending it back to where it was summoned from.
Eldritch Doom: The warlock invokes his eldritch blast as a full round action in a 10-foot radius spread with a range of 60-feet that affects all creatures within the area. No attack roll is needed for this invocation, but all targets in the area of effect are allowed a Reflex save for one-half damage.
Enervating Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Fortitude saving throw or gain 1 negative levels, save negates.(Does not Stack) Undead creatures suffer no damage and gain no benefit from this invocation.
Horrific Blast (Sp): The target of the eldritch blast suffers normal damage and must make a Will saving throw or be stunned for 1 rounds, save negates.
Mirror Blast (Sp): The warlock can select two targets within range of his eldritch blast, so long as both targets are within 30 feet of each other. He makes a ranged touch attack against both targets, and each suffers half the total damage from his eldritch blast if both attacks are successful.
Utterdark Blast (Sp): The warlock alters his eldritch blast to inflict negative energy damage. The damage on his eldritch blast increases by +2d6; this extra damage applies only to the utterdark blast. Undead creatures are healed by this invocation.
At 20th level, the warlock undergoes an eldritch apotheosis that is the culmination of all that he has strived to achieve. His energy resistance improves to immunity and he gains resistance 10 against two other energy types he did not select. Once per round, he may use his eldritch blast, and any applied invocations, as a swift action instead of a standard action. His damage reduction increases to DR 10/cold iron and magic. The warlock can also select one 8th-level sorcerer/wizard or witch spell of his choice and add it to his spells known as a 6th-level warlock spell.
0-level Spells: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
1st-level Spells: Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Disguise Self, Endure Elements, Expeditious Retreat, Feather Fall, Hold Portal, Jump, Magic Aura, Obscuring Mist, Ray of Enfeeblement, Sleep, Unseen Servant, Ventriloquism
2nd-level Spells: Arcane Lock, Bear’s Endurance, Blindness/Deafness, Bull’s Strength, Cat’s Grace, Darkvision, Darkness, Fog Cloud, Invisibility, Scare, See Invisibility, Shatter, Spider Climb, Summon Swarm, Web
3rd-level Spells: Deep Slumber, Dispel Magic, Fly, Gaseous Form, Greater Magic Weapon, Major Image, Nondetection, Phantom Steed, Sleet Storm, Slow, Stinking Cloud, Suggestion, Tongues, Vampiric Touch
4th-level Spells: Animate Dead, Bestow Curse, Black Tentacles, Charm Monster, Confusion, Crushing Despair, Dimension Door, Enervation, Fear, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Shadow Conjuration, Solid Fog
5th-level Spells: Baleful Polymorph, Blight, Cloudkill, Dominate Person, Dream, Feeblemind, Mind Fog, Mirage Arcana, Nightmare, Overland Flight, Passwall, Shadow Evocation, Teleport, Waves of Fatigue
6th-level Spells: Acid Fog, Circle of Death, Contingency, Eyebite, Flesh to Stone, Geas/Quest, Greater Dispel Magic, Mass Suggestion, Mislead, Shadow Walk, True Seeing