Warlocks are born, not made. Their ancestors traded portions of their soul for magical power, and warlocks inherit this power. Unlike sorcerers or wizards, rather than harnessing magic through the guidelines of a spell, they manipulate the supernatural energy infusing them with will alone. The demand to further the goals of the originators of the pact, or to fight them, drives many to adventuring.
A warlock serves much the same role in an adventuring party as a sorcerer or wizard would. He is much more limited in his abilities compared to the spell selection of spellcasters, and he must rely on his eldritch blast in place of the spell power of an arcane caster. Like a bard, he often fits best in a party that already has another spellcaster or two, since his unique abilities provide him with little magic to use for his companions' benefit.
Hit Die: d6
Alignment: Chaotic or Evil only.
Proficiencies: Warlocks are proficient with simple weapons and light armor.
Skill Points: 2 + Int Modifier(x4 at 1st level)
Primary Saving Throw(s): will.
Base Attack Bonus: +3/4 levels.
Class Skills: The warlock's class skills are Bluff, Concentration, Intimidate, Lore, Spellcraft and Use Magic Device.
Lvl | BAB | Fort | Ref | Will | Special | Invocations Known |
---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Eldritch blast 1d6, invocation (least) | 1 |
2nd | +1 | +0 | +0 | +3 | - | 2 |
3rd | +2 | +1 | +1 | +3 | Damage reduction 1/+1, eldritch blast 2d6 | 2 |
4th | +3 | +1 | +1 | +4 | Deceive item | 3 |
5th | +3 | +1 | +1 | +4 | Eldritch blast 3d6 | 3 |
6th | +4 | +2 | +2 | +5 | New invocation (least or lesser) | 4 |
7th | +5 | +2 | +2 | +5 | Damage reduction 2/+1, eldritch blast 4d6 | 4 |
8th | +6/+1 | +2 | +2 | +6 | Fiendish resilience 1 | 5 |
9th | +6/+1 | +3 | +3 | +6 | Eldritch blast 5d6 | 5 |
10th | +7/+2 | +3 | +3 | +7 | Energy resistance 5 | 6 |
11th | +8/+3 | +3 | +3 | +7 | Damage reduction 3/+1, eldritch blast 6d6, new invocation (least, lesser, or greater) | 7 |
12th | +9/+4 | +4 | +4 | +8 | Emulate Arcane Item | 7 |
13th | +9/+4 | +4 | +4 | +8 | Eldritch blast 7d6, fiendish resilience 2 | 8 |
14th | +10/+5 | +4 | +4 | +9 | - | 8 |
15th | +11/+6/+1 | +5 | +5 | +9 | Eldritch blast 8d6, Damage reduction 4/+1 | 9 |
16th | +12/+7/+2 | +5 | +5 | +10 | New invocation (least, lesser, greater, or dark) | 10 |
17th | +12/+7/+2 | +5 | +5 | +10 | Eldritch blast 9d6 | 10 |
18th | +13/+8/+3 | +6 | +6 | +11 | Fiendish resilience 5 | 11 |
19th | +14/+9/+4 | +6 | +6 | +11 | Eldritch blast 10d6, Damage reduction 5/+1 | 11 |
20th | +15/+10/+5 | +6 | +6 | +12 | Energy resistance 10 | 12 |
Invocations: These are spell-like abilities. Any of them that are known can be used at will, but otherwise act like spells, such as in regards to casting in combat, or spell resistance. Casting level is the warlock's class level, and those that grant saves have a DC of 10 + the equivalent spell level + the warlock's Cha modifier.
They come in 4 grades: least(2nd), lesser(4th), greater(6th), and dark(8th). Warlocks start with knowledge of a single least invocation, and gain access to more as below. At levels 6, 11, and 16 they also unlock the next level of invocation. At any warlock level, they can replace an invocations they already knows with another invocation of any grade they qualifies for.
Invocations are also subject to arcane spell failure, but warlocks ignore spell failure in light armor.
Eldritch Blast: The first ability a warlock learns is the eldritch blast; a 60' ray of magical energy. It has no saving throw, but is affected by spell resistance and requires a touch attack. Certain types of invocations can modify it, and it increases in damage as level increases.
Damage Reduction: Fortified by the supernatural power flowing through his body, a warlock gains damage reduction 1/+1 at level 3. This reduction increases by 1 point every 4 levels.
Deceive Item: A warlock can use his mastery of the supernatural forces infusing his soul to make up for lack of knowledge. From 4th level on, a warlock can take 10 on all Use Magic Device checks, even in combat.
Fiendish Resilience: Beginning at 8th level, a warlock knows the trick of fiendish resilience. For 2 minutes each day, they gain fast healing, with the amount increasing at levels 13 and 18.
Energy Resistance: Beginning at 10th level a warlock chooses 2 elemental energies and gains 5% immunity to them. This immunity increases to 10% at level 20.
Emulate Arcane Item: A warlock of 12th level or higher can emulate arcane classes for the purpose of item class limitations. This ability allows him to use any item restricted to bard, sorcerer or wizard freely without need for use magic device skill.
A being of fell magic, an epic warlock is a supernatural force incarnate, losing all but the smallest fragment of his humanity.
Invocations: The epic warlock's caster level is equal to his class level. He does not learn additional invocations.
Eldritch Blast: An epic warlock's eldritch blast damage increases by 1d6 at every odd-numbered level higher than 20th (10d6 at 21nd, 11d6 at 23th, and so on).
Damage Reduction: The epic warlock's damage reduction increases by 1 point (to 6/cold iron) at 23rd level and by 1 additional point for every four levels thereafter (7/cold iron at 27th, 8/cold iron at 31st, and so on).
Bonus Feats: The epic warlock gains a bonus feat every three levels higher than 20th (23rd, 26th, 29th, and so on). Bonus feats must be chosen from the following list, and can be selected even if the warlock does not meet the prerequisites.
Epic Warlock Bonus Feats: Damage Reduction, Eldritch Sculptor, Energy Resistance, Epic Eldritch Blast, Epic Extra Invocation, Epic Fiendish Resilience, Epic Spell Penetration, Fast Healing, Great Charisma, Improved Combat Casting, Lord of All Essences, Superior Initiative.