Warlock

Those who sell a part of themselves or their future to a higher power in exchange for unfathomable eldritch power

The Following is a conversion for the 3.5e Dungeons and Dragons Warlock Class for Pathfinder 1e. This conversion is a creation of my own design and, while it may not be perfectly balanced, is an updated version any are free to use so long as you enjoy it and refer to where you got it!   The link to the Warlock Invocations List can be found at the bottom of the page, or by clicking here.   The link to the Warlock Prestige Class, True Elemental Warlock, can be found by clicking here.
 

Description

  As those who wield fantastic power, Warlocks ride the line between temptation and damnation - few sane creatures or those who aren't desperate in some way seek out the power of the warlock. Though some warlocks might be born of a powerful bloodline and carry innate magical prowess, 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, though doing so comes at a cost - they are blessed with this power by means of an otherworldly patron who provides the means that other spellcasters achieve through training and effort with little more than a wave of a hand, in exchange for some price or bond. These patrons can vary wildly in shape, size, and even relative power, but all have power enough to bestow unto a warlock the fell power they are uniquely known for.   Though the motivations behind why any given warlock might accept power from a Patron or seek out a patron, whether it be out of a raw desire for knowledge and power without the willingness to spend years at an academy or honing their innate power over the course of years, sheer desperation and acceptance of an offer made moments before their death, a desire for revenge, or any myriad of reasons, Warlocks bend the power of their patron to their own purposes, with terrifying power and potential - though they must be just as wary of their patrons as they must of thier enemies, as rare is the patron who does not seek repayment for the gifts they give in one form or another...  

Class Details

  Alignment: Any(Influenced by patron, see 'Unholy Pact' ability below)   Hit Die: d8 per Warlock Level   Starting Wealth: 1d6 x 10gp (Average 35gp) In addition, each character begins play with an outfit worth 10gp or less.  

Class Skills

  The Warlock's Class Skills are: Acrobatics(Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge(arcana) (Int), Knowledge(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 Invocations Known
1st +0 +0 +0 +2 Unholy Pact, Eldritch Blast 1d6, Invocation(Least) 1
2nd +1 +0 +0 +3 Detect Magic 2
3rd +2 +1 +1 +3 Eldritch Blast 2d6, Eldritch Boon 2
4th +3 +1 +1 +4 Decieve Item 3
5th +3 +1 +1 +4 Eldritch Blast 3d6 3
6th +4 +2 +2 +5 Eldritch Boon, New Invocation(Least or Lesser) 4
7th +5 +2 +2 +5 Eldritch Blast 4d6 4
8th +6/+1 +2 +2 +6 Fiendish Resilience 5
9th +6/+1 +3 +3 +6 Eldritch Blast 5d6, Eldritch Boon 5
10th +7/+2 +3 +3 +7 Energy Resistance 6
11th +8/+3 +3 +3 +7 Eldritch Blast 6d6, New Invocation(Least, Lesser, or Greater) 7
12th +9/+4 +4 +4 +8 Eldritch Boon 7
13th +9/+4 +4 +4 +8 Fiendish Resilience 2 8
14th +10/+5 +4 +4 +9 Eldritch Blast 7d6 8
15th +11/+6/+1 +5 +5 +9 Eldritch Boon 9
16th +12/+7/+2 +5 +5 +10 New Invocation(Least, Lesser, Greater, or Dark) 10
17th +12/+7/+3 +5 +5 +10 Eldritch Blast 8d6 10
18th +13/+8/+4 +6 +6 +11 Fiendish Resilience 3, Eldritch Boon 11
19th +14/+9/+5 +6 +6 +11 Eldritch Blast 9d6 11
20th +15/+10/+6 +6 +6 +12 Energy Resistance 2, Eldritch Mastery 12
 

Class Features

 

Weapon and Armor Proficiency

Warlocks are proficient with all simple weapons. They are proficient with light armor but not with shields.   Because the somatic components required for warlock invocations are relatively simple, a warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including eldritch blast, have a somatic component). A multiclass warlock still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.  

Unholy Pact

At 1st level, a Warlock gains their power from an otherwordly patron or power source - typically, one made in desperation or given with lethal strings attached. This patron can vary from Warlock to Warlock, from devils to demons to even fey or undead or more, and should be discussed between the Warlock and the GM. This patron provides the warlock's power, and typically has deep strings into their body, mind, and/or soul - this patron does not give the warlock an alignment requirement, but be warned that some warlock powers may twist you closer and closer to the alignment of your patron: very rare would be the Lawful Good character pact-bound to a Demon Lord who stays Lawful Good. This power cannot be easily taken away once given, but each patron typically has other means of insurance once it has been given to ensure the warlock stays aligned to any goals they may have.  

Eldritch Blast (Sp)

The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.   An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage plus the Warlock's Charisma Modifier at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell. If you apply a blast 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 the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2.   A warlock can use eldritch blast at will.  

Invocations (Sp)

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 invocation he knows at will, with the following qualifications:   A warlock's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. 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.   The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock's Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.   The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as summarized on Table: Warlock and described below. A list of available invocations can be found on the warlock invocations page.   At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).   Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above.  

Detect Magic (Sp)

Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.  

Eldritch Boon (Su)

As a warlock grows in power, they begin to claim more mastery over their profane gifts, and begin to customize their application to their own eldritch magics. At 3rd level and every three levels afterwards, they may take an Eldritch Boon from the list below. Warlocks can take the homebrew feat "Extra Boon" starting at 3rd level to gain an additional boon from this list that they qualify for. This feat can be taken more than once.  
  • Abyssal Hide: Gain DR 5/Cold Iron. You may take this boon again at 6th level to increase it to DR 10/Cold Iron, and at 9th level to increase it again to DR 15/Cold Iron.
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  • Eldritch Ward: You gain Resistance 10 against two energy types relating to your patron(GM Discretion). You can take this Boon a second time to increase these resistances to 20 at 9th Level.
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  • Eldritch Senses: Gain darkvision out to 60ft and low-light vision, or +30ft to existing darkvision and low-light.
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  • Pact Sight: Gain the 'See in Darkness' Universal Monster Rule and Blindsense 20ft. You must be at least 9th level and have the 'Eldritch Senses' Boon to take this boon.
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  • Demonic Detection: You may spend a full-round action to detect either a specific creatures type and subtype, to detect a creature's vulnerabilities, or to detect all occurances of a material that you are weak to. All abilities function within a 60ft radius.
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  • Eldritch Craftsman: Gain one item creation feat, ignoring prerequisites. You gain +5 on all skill checks made to craft items and can make related skillchecks untrained for crafting purposes. Can only be taken once.
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  • Mythos Lenses: You gain the Scent Universal Monster ability out to 60ft. You can see if a creature has a stench aura and gain +4 on all survival checks to track a creature or object by scent. Flavorwise, you 'see' scents instead of smelling them, but it functions the same as the Scent UMR.
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  • Extra Invocation: You may pick another invocation of a level you can currently invoke. You may take this ability multiple times.
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  • Alien Quickness: You gain 50% to an existing movement speed and may, once per day, take a 10 on an initiative check. You gain a +2 untyped bonus on all initiative checks.
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  • Eldritch Evasion: You gain evasion. You must be 9th level and have the 'Alien Quickness' boon to take this boon. You may take it again to gain improved evasion.
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  • Eldritch Dodge: You gain improved uncanny dodge, and can no longer be flanked, unless the attacker has at least four more rogue levels than you have warlock levels. You must be 9th level and have the 'Alien Quickness' boon to take this boon. Can only be taken once.
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  • Deepsea Deacon: You gain the ability to breathe and fight underwater as well as you could on land and gain a swim speed equal to your base land speed. You also gain telepathy out to 120ft with aquatic creatures. By performing a blasphemous ritual channeling the power of your patron on a willing or helpless participant over the course of 8 hours, you can infuse them with the Deep Creature Simple Corruption Template(Rebuild Rules) - this creature only gains the Claw Attacks of the template if they have no other natural attacks or otherwise have no primary natural attacks. At GM Discretion, these claw attacks may be gained as secondary attacks. You may have one creature infused at a time in this way at a time, plus an additional creature at 6th and 9th level. Creatures given this template, while not warlocks themselves, are nonetheless conduits for your patron's power and may have this template revoked if you or them displeases your patron in blatant ways, or may otherwise be the recipient of dreams or nightmares meant to serve as messages from their new deepsea benefactor. The cosmetic effects of this template vary in appearance depending on your patron. Requires Deep Sea/Aquatic Patron.
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  • Celestial Conduit: By touching another creature suffering from a poison, disease, or curse, you can call upon the powers of your celestial patron to replicate the effects of either a Remove Diease, Neutralize Poison, or Remove Curse spell on them using your HD as the Caster Level. By taking a point of CON Damage, you can use your patron's Caster Level(15+ for most Patrons) instead. This ability is usable once per creature per day. Requires Celestial Patron.
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  • Necrotic Constitution: You can alter your positive/negative energy alignment as an immediate or swift action. Additionally, once per day, when you would be reduced to 0HP or below via HP damage, you can remain at 1HP and become fatigued as your undead constitution keeps your body intact. Requires Undead Patron.
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  • Bonus Feat: You may take one of the following feats as a bonus feat: (Ability Focus, Any '-Spell-Like Ability' monster feat(CL equal to HD), Any Item Creation Feat, Medium Armor Proficiency, Point Blank Shot, Precise Shot, Shot on the Run, Stealthy, Weapon Focus(ray), Arcane Armor Training, Arcane Armor Mastery, Brew Potion, Elemental Focus, Greater Elemental Focus, Improved Precise Shot, Combat Casting, Hinderance Dismissal, Deific Obedience(For Patron)
 

Decieve Item (Ex)

At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.  

Fiendish Resilience

Beginning at 8th level, a warlock knows the trick of fiendish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 5.   At 13th level, a warlock's fiendish resilience improves. When in his fiendish resilience state, he gains fast healing 7 instead and may target himself with a regenerate spell when he enters the state.   At 18th level, a warlock's fiendish resilience improves to fast healing 10.  

Energy Resistance

At 10th level and higher, a warlock has resistance 10 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed.   At 20th level, a warlock gains resistance 15 against one of the two selected types of energy and immunity to the other.  

Eldritch Mastery

At 20th level, a warlock has completely mastered the power at their disposal - their dice damage for eldritch blast becomes d8s, and they gain two new invocations of their choice.

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