Warlock

Warlock by Yirrixees

**Alignment:** Must match pact (See Pacts)

**Hit Die:** D8

**Class Skills:** 4+ Int mod.  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), Stealth (Dex), and Use Magic Device (Cha).

**Proficiencies:** 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.

**Pacts:** At first level, a warlock must determine the source of their raw power. His choice is restricted by his alignment, as these powerful entities will not bestow their power to someone who does not share their will. This choice of patron grants several bonuses: first, the formation of the pact automatically grants the warlock complete understanding of his patron's language; second, the pact adds another skill to the warlocks list of class skills; third, the pact grants boons at the listed levels particular to each patron culminating into an apotheosis at level 20; lastly, it automatically grants the warlock special invocations whenever he learns a new grade of invocations (least, lesser, greater and dark).

Forming a pact with a patron is not without cost, however, and often is only made at the promise of servitude, sanity, the warlock’s soul or some other sacrifice as described in the Warlock Pacts section.

Once a pact with a patron has been made, it cannot be changed unless he retrains to an extent that would allow him to retrain a class (subject to DM’s approval). If the warlocks alignment ever shifts to be incompatible with his patron, or he fails to provide the appropriate sacrifice, he loses all pact boons, pact apotheosis, and pact invocations until he can appease his patron (either through providing the sacrifice, the atonement spell, or both, as subject to DM’s approval).

**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 most invocation’s he knows at will, with the following qualifications and exceptions:

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 a non-blast shape and non-eldritch essence  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 Warlock Feats), 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 his pact invocation plus one other invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations and pact invocations, as summarized on the warlock Table. Every level which he learns a new grade of invocations, he also learns his pact invocation for that grade. A list of available non-pact invocations and a complete description of each can be found in invocations section.

At any level when a warlock learns a new invocation (due to level, feat or favored class option), he can also replace a non-pact 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).

Unlike other spell-like abilities, invocations utilize verbal and somatic components (unless the spell it emulates does not) and are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. They also require expensive material or focus components unless stated otherwise. They do not, however, require inexpensive focus or material components (effectively as if the warlock had the eschew materials feat), divine focus or any other spell casting component.

Invocations that emulate spells have those descriptors when that spell is cast. Many invocations have descriptors of their own.

Warlocks can qualify for some prestige classes usually intended for spellcasters if the prerequisites are caster level or arcane caster level, but not the ability to cast spells specifically. If a prestige class increases their effective caster level, that increases their eldritch blast and invocation class features but not other class features such as pact boons or pact resilience.

**Eldritch Blast (Sl):** 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 spell-like ability ray with a range of medium (100 feet + 10 feet per caster level). It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. A raw eldritch blast is the equivalent of a spell whose level is equal to the number of damage dice being dealt (1d6 equals a 1st level spell, 2d6 means a 2nd level spell and so on to a maximum of 9th). If an eldritch blast is modified by a blast shape or an eldritch essence invocation, you use the highest of the three to determine the equivalent spell level; for example: an eldritch chain (4th) brimstone blast (3rd) for 7d6 damage would be equivalent to a 7th level spell. You can choose to lower the amount of damage dice dealt, consequently lowering the equivalent spell level and DC (see below).

The DC for either a blast shape or eldritch essence are always equal to 10 + the number of eldritch blast damage dice + the warlock’s Charisma modifier, even if the equivalent spell level would be higher. This means that blast shape invocations that lower the amount of eldritch blast damage dice can also lower the DC of an eldritch essence, such as eldritch chain against targets after the first.

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 increases the DC for a specific invocation (even a blast shape or eldritch essence) by 2.

**Eldritch Sight (Su):** Innately bound to the primal essence of magic, the warlock has a constant detect magic and read magic effect. He may dismiss or reactivate them as a free action.

**Pact Resilience (Su):** At level 4, a warlock may draw upon his patron's power to mend his wounds. Once per day, activated as a free action on his turn, he gains the indicated amount of fast healing for 10 rounds. Each round, as a dull round action, he may focus purely on drawing on his patron’s power, gaining twice the indicated amount for that round.

**Pact Apotheosis:** At 20th level, your pact has reached its highest potential. Your patron grants you some grand ability or new form, as detailed in your Pact description.

**Task Guidelines:**

Tasks are intended to prove to one’s patron that their power is not being squandered. GM’s are encouraged to make their own tasks or work with their player to derive suitable tasks. Tasks should reasonably happen every two or three levels (some pacts require more). Below are different examples divided into four broad categories:

-Downtime: Tasks during character downtime should require a duration of no less than 1 day of uninterrupted work per warlock level. The characters days should be almost completely occupied with his task, meaning he cannot adventure, craft items, or make profession checks. This form of a task should be the most frequent if downtime is availible, occurring most levels unless another task is used.

-Triviality: A small but specific matter requiring immediate attention. This could be a single combat encounter or a series of skill checks taking no more than a day on average to complete. Unlike quests below, what matters is that the matter is taken care of, not who does it, so the entire party can assist. A list of possible trivialities are given below.

-Quest: A quest undertaken by the character alone (cohorts, familiars and the like can accompany him). This quest should be in the form of a short one-shot adventure for the player. This quest should not grant experience and any loot must either be divided evenly amongst the entire party or surrendered to the characters patron. This task can be used as often as the DM is comfortable, but usually not more than once every times.

-Plot Hook: The fourth and finally use of a task is simply as a plot hook for the entire party. This form of task should be used very sparingly as it is not strictly a disadvantage as Pact Sacrifices are designed to be.

GM’s are free to bend the rules regarding tasks if the practicality of a character's situation demands it; for example: being trapped in a dungeon for several levels makes it difficult to undertake a quest (and the patrons of the Undying Light would most certainly be gracious, and even the lawful evil Efreeti understand basic pragmatics).

**Trivialities:**

1: Your patron’s enemies have sent agent(s) to kill you, a single combat encounter with a CR of the party.

2: An agent of your patron has been in jail and awaiting trial, prove him innocent or bail him out (level x 50 x 1d10 gp)

3: A lawmaker (or person with the authority to do so), is about to make a law that hinders your patron’s designs, ensure it does not come to pass.

4: An agent of the light is wavering, bring him back on the path (good), recruit him (neutral), ensure his fall (evil).

5: An agent of the dark is wavering, redeem him (good), gather information from him (neutral), make an example of him (evil).

6: A person has recently slain one of your patrons agents, bring him to justice (lawful), seek vengeance (chaotic).

7: A secret meeting is occurring nearby, observe but do not engage or be seen yourself.

8: A magical anomaly threatens to interfere with your patrons plans, identify and deal with it, or find someone who can.

9: An item of some import has been ‘misplaced’ nearby; find it.

10: A social event is about to occur. This event is important to your patron’s designs, ensure it goes off without a hitch.