Legacy of Shadow
TABLE 1-1: WARLOCK
|Level||Base Attack Bonus||Fortitude Save||Reflex Save||Will Save||Special||Invocations Known|
|1st||+0||+0||+0||+2||Eldritch blast 1d6, eldritch bond, eldritch pact, invocation (least)||2|
|3rd||+2||+1||+1||+3||Damage reduction 1/cold iron, eldritch blast 2d6||3|
|4th||+3||+1||+1||+4||Deceive item, pact power||4|
|5th||+3||+1||+1||+4||Eldritch blast 3d6||4|
|6th||+4||+2||+2||+5||New invocation (lesser)||5|
|7th||+5||+2||+2||+5||Damage reduction 2/cold iron, eldritch blast 4d6||5|
|8th||+6/+1||+2||+2||+6||Pact power, planar resilience 1,||6|
|9th||+6/+1||+3||+3||+6||Eldritch blast 5d6||6|
|10th||+7/+2||+3||+3||+7||Energy resistance 5||7|
|11th||+8/+3||+3||+3||+7||Damage reduction 3/cold iron, eldritch blast 6d6, new invocation (greater)||7|
|12th||+9/+4||+4||+4||+8||Imbue item, pact power||8|
|13th||+9/+4||+4||+4||+8||Eldritch blast 7d6, planar resilience 2||8|
|15th||+11/+6/+1||+5||+5||+9||Damage reduction 4/cold iron, eldritch blast 8d6||9|
|16th||+12/+7/+2||+5||+5||+10||New invocation (dark), pact power||10|
|17th||+12/+7/+2||+5||+5||+10||Eldritch blast 9d6||10|
|18th||+13/+8/+3||+6||+6||+11||Planar resilience 5||11|
|19th||+14/+9/+4||+6||+6||+11||Damage reduction 5/cold iron, eldritch blast 10d6||11|
|20th||+15/+10/+5||+6||+6||+12||Eldritch master, pact power||12|
Born of supernatural bloodlines, warlocks seek to master the perilous magic that suffuses their souls. Unlike sorcerers or wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic, wrested from primeval entities and harnessed through fearsome determination and force of will. In so doing, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of eldritch power. Armed with esoteric secrets and dangerous lore, warlocks are clever and resourceful foes, and come from a variety of backgrounds. They can be a libram-toting scholar captivated by ominous lore, a foot-loose wanderer searching for elusive ultimate truths, a devil- touched hunter using infernal spells to eliminate evil, or even a black-clad mercenary who uses sinister trappings to discourage prying strangers and unwanted attention.
Role: Warlocks wield powers that are highly damaging and often weaken or hamper the target in some way. They can also elude attacks by flying, teleporting, or turning invisible. Some warlocks are champions of dark and chaotic powers, who forge grim pacts with dangerous extraplanar powers in exchange for supernatural power. Others seek to undo the wrongs of their former colleagues, though they remain chained by the old pacts through which they acquired their powers.
Alignment: Any chaotic or any evil
Hit Die: d8
The warlock’s class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int), Use Magical Device (Cha).
Skill Ranks Per Level: 2 + Int modifier.
All the following are class features of the warlock.
Weapon and Armor Proficiency: Warlocks are proficient with all simple and martial weapons, 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.
Invocations: 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 an attack 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 (see below), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 in the Monster Manual 3.5).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of two invocations, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as summarized on Table 1-1 and described below. A list of available invocations can be found following the warlock class description, and a complete description of each invocation can be found in a subsequent chapter.
At any level when a warlock learns a new invocation (2nd, 4th, 6th, etc.), he can also replace an invocation he already knows with another invocation of the same or lower grade (lesser for lesser, or lesser for least, and so on). Thus, at 6th level, a warlock can replace a least invocation he knows with another invocation of the same grade (in addition to learning a new invocation, which could be least or lesser). The same occurs at 11th and 16th level, but with varied grades available to the warlock for exchanges and learning new invocations.
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Warlocks can qualify for some prestige classes usually intended for spellcasters.
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, with an additional 1d6 points of damage every two levels thereafter (3rd, 5th, 7th, etc.). An eldritch blast is the equivalent of a spell whose level is equal to one-half the warlock’s class level (rounded down) with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher.
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), but does benefit from feat like Ability Focus (eldritch blast), which increases the DC for all saving throws (if any) associated with a warlock’s eldritch blast by 2, and spell-like ability feats, like Quicken Spell-Like Ability.
Eldritch Bond (Su): At 1st level, warlocks forge a powerful bond with an object, and must fall into one of the following categories: amulet, cloak, ring, rod, wand, or weapon. These objects are always masterwork and must be wielded or worn. If a warlock attempts to cast an invocation without his bonded object in hand or upon his person, he must make a Concentration check or lose the invocation. The DC for this check is equal to 20 + the invocation’s level.
A bonded object can be used once per day to cast any pact invocation that the warlock knows and can invoke at +2 caster levels.
A warlock can enchant his bonded object according to his imbue items class feature. The bonded object, whether a rod or a wand is not destroyed when its last charge is consumed, but it does lose its enchantment and retains all of its bonded object properties. Bonded objects only function for their creator, including any magic abilities added to the object. This means that they cannot be sold.
If a bonded object is damaged, it is restored to full hit points after 8 hours of rest. If the object is lost or destroyed, it can be replaced after 1 week’s time in a special ritual that costs 200 gp per warlock level. This ritual takes 8 hours to complete.
Eldritch Pact: Warlocks must forge a binding pact with a mysterious extraplanar power from whom they obtain their eldritch energies. The sort of pact is dependant upon the type of planar entity they form this contract with, which also determines the type of pact powers a warlock will receive. The warlock must make one of the following pacts: elemental pact (power of the Elemental Planes), fey pact (power of the natural world), infernal pact (power of the Nine Hells), or shadow pact (power of the Plane of Shadows). The warlock’s pact selection only determines his pact related powers, and in no way restricts his access to invocations latently associated with a particular pact.
Celestial Pact: The warlock has forged a mutual pact with an assemblage of benevolent azatas from the Upper Planes. It is from them that he gleans knowledge of the heavenly powers and secrets of the planes of light. As such, he is given the charge to spread the words and powers of the celestial realm and combat those who would subvert, corrupt, and destroy the natural order of the world through dark and sinister means.
Elemental Pact: The warlock has forged a pact with entities from one of the four elemental planes; air (electricity), earth (acid), fire (fire), or water (cold). By so doing, the warlock gains elemental-based power, which allows him to scour his foes with showers of icy shards or a storm of fiery motes, to deadly whirlwinds or terrible earthly tremors.
Fey Pact: The warlock has forged a pact with ancient and powerful spirits of the natural world. Some are primitive earth spirits, grim and menacing; some are capricious wood, sky, or water spirits; and others are incarnations of seasons or natural forces who roam the fey realm like wild gods. They bestow magic that ranges from the feral and savage to the wondrous and enchanting.
Infernal Pact: The warlock has forged a dangerous pact with an ancient order of devils from the Nine Hells, and dares to study their secrets under their tutelage. It was these devils who first created the secret path of the warlock in an attempt to unleash their hellish knowledge and power upon the world. If a warlock has not determined its pact type, it is considered to have the infernal pact.
Shadow Pact: The warlock has forged a pact with a deadly and fearsome entity from the Plane of Shadow. This entity has imparted to the warlock the secret knowledge of the shadow realm and the use of negative energy to enhance his power.
Pact Powers: At 1st level, a warlock must choose one pact type (elemental, fey, infernal or shadow), that designates the type of planar entities they draw their powers from. Each pact grants the warlock powers associated with their pact type from which they can draw upon. A warlock gains additional pact powers at each level as shown on the Pact Power list. These powers are similar to a sorcerer’s bloodline powers.
Detect Magic (Sp): At will, a warlock can use detect magic, as the spell.
Damage Reduction (Su): Fortified by the supernatural power flowing through his body, a 3rd level warlock becomes resistant to physical attacks and gains damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock’s damage reduction improves by 1.
Deceive Item (Ex): At 4th level, a warlock gains the ability to more easily commandeer magic items made for use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.
Planar Resilience (Su): At 8th level, a warlock knows the trick of planar resilience. Once per day, as a free action, he can enter a meditative state that lasts for 2 minutes (20 rounds). While in this state, the warlock gains fast healing 1. At 13th level, a warlock’s planar resilience improves to fast healing 2, and at 18th level, it improves to fast healing 5.
Energy Resistance (Su): At 10th level, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, they cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected energy types through his Eldritch Master ability.
Imbue Item (Su): At 12th level, warlock can use his supernatural power 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) in place of a required spell he know or cannot 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 expend the XP or gp costs for making the item; his progress is simply arrested. He cannot try his Use Magic Device check for that spell again until he gains a new level.
Analyze Dweomer (Sp): Once per day, a 14th level warlock can use analyze dweomer , as the spell.
Eldritch Master (Su): At 20th level, a warlock gains resistance 10 against the two energy types chosen at 10th level. Also, the warlock is forevermore treated as an outsider (native) rather than as a humanoid (or whatever the warlock’s creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the warlock can still be brought back from the dead as if he were a member of his previous creature type. Additionally, warlocks gain special qualities that relate to their pact as follows:
Celestial pact: gains immunity to petrification, +4 to saves vs. poison, use tongues at-will as a supernatural ability, and resistance 5 to a third energy type.
Elemental pact: gains darkvision 60 feet, immunity to poison, sleep, paralysis, or stunning effects, and resistance 5 to a third energy type.
Fey pact: gains darkvision 60 feet and low-light vision, immunity to illusions, sleep, and compulsion effects,
Infernal pact: gains telepathy 60 feet, immunity to poison, and the ability to see in darkness (including deeper darkness).
Shadow pact: gains a +5 bonus to his Stealth skill checks, and a 50% chance of ignoring any damage received from a corporeal source (see incorporeal type description).
ELDRITCH PACT POWERS
Warlocks choose one pact that indicates the extraplanar source of their eldritch power. Because of this pact, they gain a number of abilities based on the pact chosen. Warlocks who do not choose an eldritch pact are considered to have the infernal pact and gain the bonus abilities connected to that pact.
Eldritch pacts grant one ability at 4th level, 8th level, 12th level, 16th level, and 20th level, as noted in their description. Unless otherwise noted, these abilities are activated by using a standard action.
The warlock’s level is used when determining the caster level of these effects. The DC for any save is equal to 10 + the spell’s level + the caster’s Charisma modifier.
Eldritch powers that mimic spells are spell-like abilities, while the others are supernatural.
Warlocks of the celestial pact gain the following abilities.
|4th||Holy Sight (Su): You permanently gain darkvision with a range of 60 feet and low-light vision. If the warlock already possesses darkvision, his range permanently doubles.|
|8th||Divine Retribution (Su): Once per day, you can call down a column of heavenly fire in a 20-foot radius, and up to 20 feet high. Anyone caught in the blast takes 1d6 points of fire damage per two warlock levels, to a maximum of 10d6 at 20th level. Half the damage is fire damage, but the other half results directly from heavenly divine power and is therefore not subject to being reduced by resistance to fire-based attacks. Therefore, creatures within the blast can make a Reflex save for only one-quarter damage. The power is equal to a 4th level spell, has a DC equal to 10 + your level, and otherwise functions as flame strike .|
|12th||Celestial Protection (Su): You gain a +4 deflection bonus to AC and a +4 resistance bonus saving throws against attacks made or effects created by evil creatures. Allies within a 5-foot radius of you gain a +2 deflection bonus to AC and a +2 resistance bonus to saving throws against such attacks.|
|16th||Regenerative Teleportation (Su): Once per day, you can teleport yourself and a number of willing creatures instantaneously to another place upon your current plane of residence. Creatures thus teleported, including yourself, instantly benefit from a cure serious wounds spell, granted as a boon by your eldritch patrons. This power otherwise functions as greater teleport .|
|20th||Heavenly Blast (Su): Once per day, you can use infuse your eldritch blast with divine power from the celestial realm. Your eldritch blast becomes a blast effect with a 10-foot radius, its range doubles to 120 feet, and it still require a ranged touch attack against a single target. Any creature struck by your heavenly blast takes 20d6 points of heavenly fire damage. Half the damage is fire damage, but the other half results directly from heavenly divine power and is therefore not subject to being reduced by resistance to fire-based attacks. All creatures struck by the blast, including the target, can make a Reflex save for only one-quarter damage.|
Warlocks of the elemental pact gain the following abilities.
|4th||Elemental Ray (Su): As a standard action, you can unleash an energy ray targeting any foe within 30 feet as a ranged touch attack. The energy ray deals 1d6 points of damage + 1 for every two warlock levels, to a maximum of 1d6 +10 at 20th level. The type of damage is acid, cold, electricity, or fire, chosen by the warlock when the ray is unleashed. You can use this ability a number of times per day equal to 3 + your Charisma modifier.|
|8th||Elemental Burst (Su): Once per day, you can unleash a blast of elemental power. This 10-foot-radius burst does 1d6 points of damage for every two warlock levels, to a maximum of 10d6 at 20th level. The type of damage is acid, cold, electricity, or fire, chosen by the warlock when the burst is released. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their save gain vulnerability to the chosen energy type for 1 round. The DC of this save is equal to 10 + 1/2 your warlock level + your Constitution modifier. At 16th level, you can use this ability twice per day. This power has a range of 60 feet.|
|12th||Elemental Shield (Su): Once per day, you can shroud yourself in elemental energy that causes damage to those who strike you. Anyone that does so takes 1d6 points of damage +1 point per warlock level (maximum +20). The type of damage is acid, cold, electricity, or fire, chosen by the warlock when the shield is activated. In addition, you only take half damage from attacks of the same energy type as the shield. If such an attack allows a Reflex save for half, you take no damage on a successful save. This power otherwise functions as fire shield .|
|16th||Elemental Form (Su): Once per day, you assume the form of a large elemental. The type of element (air, earth, fire or water) is chosen by the warlock when he assumes the form. This power otherwise functions like elemental body III .|
|20th|| Elemental Storm (Su): Once per day, you blanket an area with raging elemental energy. Any
creature within the area takes 1d6 points of damage per warlock level (maximum 20d6). If they fail their Reflex save they take 4d6 points of damage each round until the energies are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 Reflex save. This storm deals acid, cold, electricity, or fire damage, determined when you create it. This power otherwise functions like fire storm .
Fey Pact Powers
Warlocks of the fey pact gain the following abilities.
|4th||Fey Shift (Su): As a standard action, you can displace yourself, making yourself appear to be two feet from your actual position. This power otherwise functions as displacement.|
|8th||Fey Allure (Su): Once per day, your words become so enchanting that you can make a humanoid creature regard you as its trusted friend and ally. You cannot control this individual, but it perceives your words and actions in a most favorable way. This power otherwise functions as charm monster.|
|12th||Fey Step (Su): You can teleport yourself up to 30 feet per warlock level per day as a standard action, leaving an illusionary double in your place that acts as you direct. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity.|
|16th||Fey Dance (Su): Once per day, you instill with an undeniable urge to dance and makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn. A successful Will save reduces the duration of this effect to 1 round. This power otherwise functions as irresistible dance .|
|20th||Fey Utterance (Su): Once per day, Your words control creatures through the force of your fey power. This power otherwise functions like dominate monster .|
Infernal Pact Powers
Warlocks of the infernal pact gain the following abilities.
|4th||Hellish Sight (Su): You permanently gain darkvision with a range of 60 feet, which replaces low-light vision if the warlock has it. If the warlock already possesses darkvision, his range permanently doubles.|
|8th||Hellish Rebuke (Su): Once per day, you can unleash a blast of hellfire in a 20-foot radius. Anyone caught in the blast takes 1d6 points of fire damage per two warlock levels, to a maximum of 10d6 at 20th level. Half the damage is fire damage, but the other half results directly from hellish divine power and is therefore not subject to being reduced by resistance to fire-based attacks. Therefore, creatures within the blast can make a Reflex save for only one-quarter damage. The power is equal to a 4th level spell, has a DC equal to 10 + your level, and otherwise functions as fireball .|
|12th||Hellish Bond (Su): You forge a telepathic bond between yourself and a number of willing creatures, allowing all to communicate with each another telepathically regardless of language or distance. This power otherwise functions as telepathic bond .|
|16th||Hellish Transposition (Su): Once per day, you can move yourself, some other creature, or a number of creatures instantaneously to another plane of existence. This power otherwise functions as planeshift .|
|20th||Hellfire Storm (Su): Once per day, you instantaneously blanket an area with crackling hellish black flames. Any creature within the area takes 20d6 points of hellfire damage. Half the damage is fire damage, but the other half results directly from hellish divine power and is therefore not subject to being reduced by resistance to fire-based attacks. Therefore, creatures within the storm area can make a Reflex save for only one-quarter damage. This power otherwise functions like fire storm .|
Warlocks of the shadow pact gain the following abilities.
|4th||Shadow Shift (Su): Once per day, you can appear as a shifting and wavering shadowy form. This distortion grants you concealment (20% miss chance). In conditions of darkness, whether natural or magical, this concealment improves (35% miss chance). This power otherwise functions as blur . You also gain darkvision 60 feet to allow you to see in the darkness you have embraced.|
|8th||Shadow Touch (Su): Once per day, you can make a melee touch attack that deals damage, and gives you temporary hit points in return. This power otherwise functions as vampiric touch .|
|12th||Shadow Walk (Su): Once per day, you can use the shadows to travel rapidly. This power functions as shadow walk .|
|16th||Shadow Form (Su): Once per day, you can take the form of a shadow (not the creature), while retaining your general appearance. You become insubstantial, and capable of moving in any direction, even through solid objects. While in this state you are in a place called the Plane of Shadow, and considered to be incorporeal. When this ability expires, you return to material existence and are no longer considered to be incorporeal. This power otherwise functions as ethereal jaunt .|
|20th||Shadow Double (Su): Once per day, you can create a shadow double of yourself, which appears just like you, but has only one-half your levels (and the appropriate hit points, feats, skill ranks, and special abilities for you at that level). This power otherwise functions as simulacrum .|
Ability Focus (General)
You choose one of your special attacks, which become more potent.
Prerequisites: Special attack.
Benefit: Add +2 to the DC for all saving throws against the special attack on which you have focused.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you choose the feat, it applies to a different special attack.