Champion Warlock

## **Champion Warlock - Warlock Archetype**

Champion warlocks weave the powers of martial prowess with the mystical nature of their pacts, creating a combination display of skill and strength.

Proficiencies: Champion warlocks are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a Martial Tradition of their choice.

This modifies proficiencies.

## Casting

A champion warlock may combine spheres and talents to create magical effects. A champion warlock is considered a Mid-Caster. The champion warlock’s casting ability modifier is determined by their Pact.

## Spell Pool

A champion warlock gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

## Blended Training

The champion warlock gains 3/4ths of a blended talent per level, as shown on the table. In addition, warlocks cannot select invocations, and do not count as having the invocation class feature. In addition, initial invocations are replaced by the specific versions listed in the Pacts section.

This ability replaces invocations and alters the initial invocation feature.

Level Caster Level Blended Talents

# Pacts

The following pacts are altered to function as follows with the champion warlock archetype:

### Arcane Pact

Dark Resistance - This insight bonus also applies to sphere effects and abilities.

Initial Invocation - You may treat your caster level as your level + 1 for one magical sphere of your choice. You make this choice at first level, and once chosen, you cannot change this effect. This ability is treated as if it were the bonus from sphere specialization for determining stacking and similar effects.

Dark Ascension - This insight bonus also applies to sphere effects and abilities.

### Draconic Pact

Initial Invocation - You gain the Alteration sphere as a bonus sphere, and you use your class level as your caster level for the Alteration sphere. In addition, you count your attacks as magical and aligned (using your patron’s alignment) when using any attacks granted by the Dragon Transformation. In addition, your breath weapon from Dragon Transformation uses the same damage type as your eldritch blast.

### Elemental Pact

Initial Invocation - You gain the Destruction sphere as a bonus sphere, and you use your class level as your caster level for the Destruction sphere. You lose your eldritch blast class feature, and instead treat your destructive blast as your eldritch blast for your pact effects. You may not apply Deadly Aim to your destructive blasts, and you gain the Energy Focus drawback, selecting your chosen eldritch blast element as your specified energy. You do not add your casting ability modifier to your destructive blast damage, unless you gain the ability to do so from another source (such as the Primal Blast feat).

Whenever you gain a metablast study, you instead pick a talent from the Destruction Sphere. If you trade out your metablast studies, you do not gain this effect, but this counts as metablast studies for the purpose of other archetypes that alter or replace metablast studies, and stacks with them.

In addition, at 7th level, you gain the Penetrating Blast as a bonus talent. This replaces your eldritch blast special effect pact feature.

This replaces the eldritch blast class feature and eldritch blast special effect pact feature, and alters the metablast studies class feature.

### Fey Pact

Initial Invocation - You gain the Fallen Fey sphere as a bonus sphere, and you use your class level as your caster level for the Fallen Fey sphere. In addition, you count as a fey creature for the purpose of beginning a fey-link on yourself as a free action.

Infernal Pact

Initial Invocation - You gain darkvision out to 60ft, or increase your darkvision by 30 feet if you already possess darkvision. In addition, you gain Fate as a bonus sphere, and treat your class level as your caster level for the Fate sphere.

Necrotic Pact

Initial Invocation - You gain the Death sphere as a bonus sphere, and use your class level as your caster level for the Death sphere. In addition, your eldritch blast can no longer heal the undead.

This alters the eldritch blast pact feature.

### Star Pact

Initial Invocation - You gain the Dark sphere as a bonus sphere, and use your class level as your caster level for the Dark sphere. In addition, you may convert any damage from your Dark sphere talents to cold damage as a free action, applying your resistance and immunity reduction from your pact features as normal.

### Shadow Pact

Initial Invocation - You gain the Illusion sphere as a bonus sphere, and use your class level as your caster level for the Illusion sphere. In addition, you may convert any damage from your Illusions into negative energy damage as a free action, bypassing undead immunities as per your pact class feature, and applying channel resistances to saves or effects from Illusion effects dealing negative energy damage as normal.

### Temporal Pact

Initial Invocation - You gain the Time sphere as a bonus sphere, and use your class level as your caster level for the Time sphere. In addition, you may add your casting ability modifier to your initiative.

Dark Resistance - You gain this bonus against sphere spells and effects from the Time sphere as well.

### Celestial Pact

Initial Invocation - You gain the Light sphere as a bonus sphere, and may treat your class level as your caster level for the Light sphere.

### Abyssal Pact

Initial Invocation - You gain Mind as a bonus sphere, and treat your class level as your caster level for the Mind sphere. In addition, you gain the Recondite Stimuli talent as a bonus talent at level 1.

# Sphere Pacts

In addition to the listed pacts above, a few additional pacts have been created specifically for the Champion Warlock class.

### Vampiric Pact

Some beings are drawn to the life essence of a creature, be it their own or that of others. Exchanges of power are made for blood, a liquid currency to many of the magical world. Warlocks who chose this pact take on the benefits and some of the characteristics of their vampiric patrons.

Alignment: Neutral Evil

Casting Ability Modifier: Charisma

Eldritch Blast: The siphoning nature of the vampire comes through in the eldritch blast wielded by these individuals. The eldritch blast becomes d4s, and does untyped damage. When attacking a creature with eldritch blast, you inflict 1 bleed damage per die rolled. This bleed damage does not stack with itself, but it may cause creatures immune to bleeding to still suffer bleed damage.

Dark Resistance: The warlock gains a +2 bonus versus mind-affecting, paralysis, sleep, and poison effects, including sphere spells and effects. This increases to +4 at level 10, and +6 at level 15.

Dark Ascension: The warlock’s type changes to undead, with the vampire subtype. The warlock no longer needs to sleep, eat, or breathe, and ceases aging. In addition, they gain immunity to paralysis, sleep, and poison effects.

Initial Invocation - The warlock gains the Blood sphere as a bonus sphere, and treats their class level as their caster level for the Blood sphere.

### Witch Pact

Drawing upon the powers of witches of eld, these warlocks embrace their nature roles within the cycle, channeling the spirits of powerful entities, such as Baba Yaga, and other equivalently powerful beings.

Casting Ability Modifier: Intelligence

Alignment: Chaotic Neutral

Eldritch Blast: The Witch Pact’s eldritch blast is a crackling energy of otherworldly power. It deals force damage and uses d4’s. In addition, the target of this eldritch blast does not gain benefit from miss chances, such as from cover or concealment.

Dark Resistance: The warlock gains a +2 insight bonus to spells and effects from the Fate, Fallen Fey, and Death spheres, as well as versus witch hexes, supernatural effects, and spell-like abilities. This also includes the abilities of the hag creature. At level 10, this increases to +4, and at level 15 it becomes +6.

Dark Ascension: The warlock no longer ages, and does not take any penalties or gain any benefits from aging. In addition, the warlock cannot die from old mage, and cannot be magically aged by any means.

Initial Invocation - The warlock gains the Fate sphere as a bonus sphere, and treats their class level as their caster level for the Fate sphere.