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Warlock

Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. 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. By harnessing his innate magical gift through fearsome determination and force of will, a warlock perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of eldritch power.   Role: Warlocks generally use their powers to assail their foes from range, but based on the way their talents develop, they can channel their ancestral abilities for a variety of situations. Warlocks are usually quite different from their families and friends, so they often strike out on their own alongside others with extraordinary talents.   Alignment: Any chaotic or any evil.   Hit Die: d8.   Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.   Starting Age: Intuitive.  

Class Skills

The warlock's class skills are Bluff (Cha), Craft (Int), Disguise (Cha), 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 Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Ancestry focus, eldritch blast, infusion invocation
2nd +1 +0 +0 +3 Ancestry defense, wild invocation
3rd +2 +1 +1 +3 Detect magic, infusion invocation
4th +3 +1 +1 +4 Deceive item, wild invocation
5th +3 +1 +1 +4 Amplify blast (empower), infusion invocation
6th +4 +2 +2 +5 Wild invocation
7th +5 +2 +2 +5 Ancestral mutation
8th +6/+1 +2 +2 +6 Ancestral resilience (1), wild invocation
9th +6/+1 +3 +3 +6 Amplify blast (maximize), infusion invocation
10th +7/+2 +3 +3 +7 Wild invocation
11th +8/+3 +3 +3 +7 Infusion invocation
12th +9/+4 +4 +4 +8 Wild invocation
13th +9/+4 +4 +4 +8 Amplify blast (quicken), Ancestral resilience (2), infusion invocation
14th +10/+5 +4 +4 +9 Wild invocation
15th +11/+6/+1 +5 +5 +9 Ancestral mutation
16th +12/+7/+2 +5 +5 +10 Wild invocation
17th +12/+7/+2 +5 +5 +10 Amplify blast (twice), infusion invocation
18th +13/+8/+3 +6 +6 +11 Ancestral resilience (5), wild invocation
19th +14/+9/+4 +6 +6 +11 Infusion invocation
20th +15/+10/+5 +6 +6 +12 Capstone ability, wild invocation

Class Features

The following are the class features of the warlock.  
Weapon and Armor Proficiency
Warlocks are proficient with all simple weapons and light armor, but not shields.  
Ancestry Focus (Su)
At 1st level, a warlock chooses his primal ancestry. This bloodline determines how she accesses the raw power of her lineage and grants her access to additional class skills. She gains her selected ancestry's basic wild invocation as a bonus wild invocation.   Editor's note
A complete listing of warlock ancestries can be foun here: Warlock Ancestries
 
Eldritch Blast (Sp)
At 1st level, a warlock gains a eldritch blast relative to her ancestry. This eldritch blast is a simple blast that matches her lineage. Simple blasts are listed under their respective ancestry.   As a standard action, the warlock can unleash an eldritch blast at a single target up to 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a eldritch blast is treated as magic for the purpose of bypassing damage reduction. Eldritch blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The warlock is never considered wielding or gripping the eldritch blast (regardless of effects from shape invocations; see infusion invocations), and she can't use Vital Strike feats with eldritch blasts. Even the weakest eldritch blast involves a sizable mass of elemental matter or energy, so energy blasts always deal full damage to swarms (though only area blasts deal extra damage to swarms). A readied eldritch blast can be used to counterspell any spell of equal or lower level that shares its descriptor. An eldritch blast that deals energy damage of any type (including force) has the corresponding descriptor.   Each blast is either a physical blast or an energy blast.   Physical blasts are ranged attacks that deal an amount of damage equal to 1d6 + 1 + the warlock’s Charisma modifier, increasing by 1d6+1 for every 2 warlock levels beyond 1st. Spell resistance doesn’t apply against physical blasts.   Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the warlock’s Charisma modifier, increasing by 1d6 for every 2 warlock levels beyond 1st.   An eldritch blast is always considered to have an effective spell level equal to 1/2 the warlock's class level (to a maximum effective spell level of 9th at warlock level 18th)  
Infusion Invocations
At 1st level, a warlock gains an infusion invocation from the list of invocation options. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her eldritch blasts, a warlock can alter her eldritch blasts to suit her needs. Infusions come in two types, each of which changes an eldritch blast differently: an essence infusion causes an additional effect, while a shape infusion causes the eldritch blast to manifest in a different way. Each time the warlock uses one of her eldritch blast, she can apply up to one associated shape infusion and up to one associated essence infusion.   Some infusions change the action required to activate an eldritch blast or entirely transform the warlock blast’s normal effects.   The DC for a save against an infusion is based on the associated eldritch blast’s effective spell level, not the level of the infusion. The DCs for both her essence infusions and shape infusions are calculated using the warlock’s Charisma modifier. When a warlock modifies an eldritch blast with a shape infusion and an essence infusion that both require saving throws, each target first attempts a saving throw against the shape infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire eldritch blast is negated; otherwise, the target then attempts a saving throw against the essence infusion. If a warlock’s form and substance infusions both alter the eldritch blast’s damage, apply the substance infusion’s alteration first.   At 5th, 11th, and 17th levels, a warlock can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her invocations.   Editor's note
A complete listing of infusion wild invocations can be found here: Infusion Wild Invocations
 
Wild Invocations
A warlock can use wild invocations—magical abilities similar to spells but drawn from the warlocks’s innate magical talent and usable at will. Wild invocations are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted.   Every wild invocation has an effective spell level. A warlock can always select 1st-level wild invocations, but she can select a wild invocation of a higher level only if her warlock level is at least double the wild invocations’s effective spell level. Defense wild invocations are always considered to have an effective spell level equal to 1/2 the warlock’s class level (to a maximum effective spell level of 9th at warlock level 18th).   Unless otherwise noted, the DC for a saving throw against a wild invocation is equal to 10 + the wild invocation’s effective spell level + the warlock’s Charisma modifier. The warlock uses her Charisma modifier on all concentration checks for wild invocations.   In addition to the wild invocations she gains from her other class features, at 2nd level and every 2 levels thereafter, a warlock selects a new wild invocation from the list of options available to her. At 6th, 10th, and 16th levels, a warlock can replace one of her wild invocation with another wild invocation of the same level or lower. She can’t replace a wild invocation that she used to qualify for another of her wild invocation.   Editor's note
A complete listing of wild invocations can be found here: Wild Invocations
 
Ancestral Defense (Su)
At 2nd level, a warlock gains her ancestry's defensive invocation.  
Detect Magic (Sp)
At 3rd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.  
Deceive Item (Ex)
At 4th level, a warlock has the ability to more easily commandeer magic items made for the use of other creatures. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.  
Amplify Blast (Su)
At 5th level, a warlock's gains the ability to alter her eldritch blasts as with metamagic feats a limited number of times per day. The warlock's ancestral reservoir can hold a maximum amount of magical energy equal to 3 + the warlock's level. By expending 2 points of her ancestral reservoir she can empower her eldritch blast (as if using Empower Spell). At 9th level, by expending 3 points she can maximize her eldritch blast (as if using Maximize Spell). At 13th level, by expending 4 points she can quicken her eldritch blast spell (as if using Quicken Spell).   At 17th level, by expending 5 points she can use her eldritch blast twice with the same action, or swift action if she also uses the amplify blast to quicken the blast.   When she uses a double eldritch blast, all modifications, such as other amplifications and infusions, apply to both blasts, but the warlock needs to pay the amplification cost only once.  
Ancestral Mutation (Su)
At 7th level, a warlock experiences her first bloodline mutation, which expands her understanding of her own lineage and strengthens some of her abilities. She gains her first advanced blast, as listed under her ancestry, and strengthens her ancestral defense wild invocation. Warlocks from ancestries with multiple advanced blasts must choose one from the list of options presented to her. Advanced blasts, unless specified, deal the same damage of simple blasts of their respective type.   At 15th level, the warlock experiences her second mutation further expanding her understanding of her bloodline.  
Ancestral Resilience (Su)
At 8th level, a warlock's study of her body and ancestral lineage that course through it allowe her to use her internal magical energy to improve her resilience. A total of minutes per day equal to her Charisma modifier she can enter a state that grants her fast healing 1.   At 13th level, a warlock's ancestral resilience improves. When in this resilient state, she gains fast healing 2 instead. At 18th level, a warlock's ancestral resilience improves to fast healing 5.  
Capstone Ability
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.   Ancestral Overflow (Su): At 20th level, a warlock transcends the restrains of her limited bloodline. By using one minute of her ancestral resilience ability, she can use any infusion invocation she doesn't know.   By using one minute of her ancestral resilience ability, she can change any of her wild invocations into any other wild invocation for 24 hours.   Eldritch Aura (Su): At 20th level, a warlock fully embraces her eldritch nature. She gains a +5 deflection bonus to her AC, +5 insight bonus to hit with her eldritch blast, and +5 insight bonus to each target affected by her eldritch blast.  

Section 15: Copyright Notice

Original version:Pathfinder Roleplaying Game Occult Adventures. 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
Modified version: Modified by Roberto Sanches.

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