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 always gods. A 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 or 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 lack direct damage spells, relying instead on eldritch blast for offense. Their spell list emphasizes battlefield control and utility rather than raw destructive power. They gain more skill options than most traditional arcane casters, and their proficiency with arms and armor, combined with higher hit points, allows them to function effectively in melee when needed.
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.
A warlock is proficient with all simple weapons, and with light armor, but not with medium armor, heavy armor, or shields of any type. A warlock can cast spells from the warlock spell list in light armor without incurring the normal arcane spell failure chance, this does not apply to arcane spells granted by other classes and abilities. While wearing medium armor, heavy armor, or when using a shield, a warlock suffers the normal arcane spell failure chance.
At 1st level, a warlock enters into a pact with a patron. A patron is a powerful being that grants the warlock their powers in exchange for services or sacrafices detailed in their pact. If a warlock fails to fulfull the pact or actively works against the wishes of their patron the warlock can be stripped of their powers 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 eldritch energy into a damaging blast known as an eldritch blast. An eldritch blast is a standard action that provokes attacks of opportunity. It is a ranged touch attack with a range of 60 feet, dealing 1d6 points of force damage.
A warlock may invoke eldritch blast defensively to avoid attacks of opportunity with a concentration check DC 15 + the number of d6 rolled in the eldritch blast.
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.
If a warlock gains additional attacks from a high base attack bonus, they may make one additional eldritch blast attack for each extra attack granted as part of a full-round attack action.
A warlock may choose to reduce the number of d6 rolled in a single blast.
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 their eldritch blasts.
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 choose eldritch blast with the weapon focus feat.
A warlock cannot apply meta-magic feats to Eldritch Blast.
Warlocks learn a number of magic tricks, called invocations, that can be applied to eldritch blasts. At 1st level, a warlock gains one of the following invocations of their choosing. They gain 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 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 their eldritch blast to inflict an additional +1d6 fire damage.
Eldritch Slam (Sp): The warlock can use 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 their eldritch blast at 120 ft. 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 their eldritch blast to inflict an additional +1d6 ice damage.
Hideous Blow (Sp): The warlock infuses a melee weapon they are wielding with the power of their eldritch blast. As a swift action, the warlock imbues one wielded melee weapon with eldritch energy. On the next successful melee attack before the start of the warlock’s next turn, the attack deals normal weapon damage plus the damage of the warlock’s eldritch blast. If the attack misses, the eldritch energy is not discharged and remains until the warlock either hits with a melee attack or the start of their next turn, whichever comes first. The extra damage from eldritch blast is not multiplied on a critical hit. 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 their eldritch blast to inflict an additional +1d6 electric damage.
Repelling Blast (Sp): The target of the eldritch blast takes normal damage and must succeed at a Reflex saving throw or be pushed 5 feet directly away from the warlock for every 5 points of damage dealt. If the target collides with an immobile, solid object, such as a wall, before completing this movement, it takes an additional 1d6 points of bludgeoning damage for every 5 feet of movement remaining. This forced movement does not provoke attacks of opportunity. A successful save negates the repelling effect.
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.
Vitriolic Blast (Sp): The warlock alters their eldritch blast to inflict an additional +1d6 acid damage.
A warlock casts arcane spells drawn from the warlock spell list. They can cast any spell they 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.
A warlock’s selection of spells is extremely limited. They begin play knowing four 0-level spells and two 1st-level spells of the warlock’s choice. At each new warlock level, they gain 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
Beginning at 3rd level, and at every odd-numbered warlock level thereafter, a warlock may replace one spell they know with another. The new spell must be of the same level as the spell being replaced and at least one level lower than the highest-level warlock spell the warlock can cast. A warlock may replace only one spell at each such level and must decide whether to do so at the time they gain new spells known for that 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 energies begins to strengthen thier body, providing protection from many attacks. They gain 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, a warlock gains resistance 10 against one energy type of their choice: acid, cold, electricity, fire, or sonic. At 11th level, this resistance increases to 20. At 17th level, the warlock gains immunity to the chosen energy type.
At 7th level, a warlock can use their eldritch energy to re-knit their own flesh, and bones. Once per day the warlock can use a swift action to grant themself fast healing 5 for 10 rounds. At 10th level, and every two levels gained thereafter, the fast healing granted by eldritch resilience increases by 1 to a maximum of fast healing 10 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 spells from the warlock spell list in medium armor without incurring the normal arcane spell failure chance, this does not apply to arcane spells granted by other classes and abilities. While wearing heavy armor, or when using a shield, a warlock suffers the normal arcane spell failure chance.
At 9th level, the warlock gains a 1st-level arcane spell of their choice that they may add to their list of spells known. They 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, they may select a single 7th-level sorcerer/wizard or witch spell and add it to the list of their 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 they can 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 eldritch blast as a full round action in a 120-foot line 5-feet wide that affects all creatures within the area. No attack roll is needed for this invocation, all targets in the area of effect are allowed a Reflex save to halve the damage.
Eldritch Cone: The warlock invokes eldritch blast as a full round action in a 60-foot cone that affects all creatures within the area. No attack roll is needed for this invocation, all targets in the area of effect are allowed a Reflex save to halve the 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.
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.
Thundering Blast (Sp): The warlock alters their eldritch blast to deal sonic damage. Unlike other invocations that add energy damage, this invocation does not grant additional damage dice. Instead, the blast’s damage dice are reduced from d6s to d4s, and the damage type changes to sonic.
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 they 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 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.
Utterdark Blast (Sp): The warlock alters their eldritch blast to inflict an additional +2d6 negative damage.
At 20th level, the warlock undergoes an eldritch apotheosis that is the culmination of all that they have strived to achieve. They gain energy resistance 10 to two other energy types they did not previously select with Energy Resistance. Once per round, they may use eldritch blast, and any applied invocations, as a swift action instead of a standard action. Their 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