Eldritch Disciple

<color=Gold>**Eldritch Disciple**</color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

<color=yellow>Note: It is impossible for dual spellcasting classes to choose spells known for both classes. The engine is limited and only looks for the first
class if it needs new spells. This means that a Mystic Theurge will not get to pick new spells on MT levels, because the engine only looks to the cleric/druid to
see if new spells are needed and skips the wizard/sorc.

So choose levels in Eldritch Disciple and then levels in the other classes.</color>

A multiclass warlock and divine spellcaster.

<color=Gold>Requirements:</color>

**Alignment:** Any Chaotic or Evil.

**Spells:** Must be able to cast 2nd-level Cleric or Favored Soul spells and 2nd-level Warlock invocations.

**Skills:** Lore 8 ranks, Spellcraft 8 ranks.

<color=Gold>Class Features:</color>

- **Hit Die:** d8.

- **Base Attack Bonus:** Medium.

- **High Saves:** Will.

- **Weapon Proficiencies:** None.

- **Armor Proficiencies:** None.

- **Skill Points:** 2 + Int Modifier.

- **Skills:** Bluff, Concentration, Craft Alchemy/Armor/Weapon, Diplomacy, Heal, Intimidate, Lore, Parry, Spellcraft, Taunt, and Use Magic Device.

- **Spellcasting:** +1 Divine spell casting and +1 Warlock spell casting progression each level except for 10th level.

- **Invocations:** At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation.

- **Spellcasting:** At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an eldritch disciple, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

- **Turn/Rebuke Undead:** At 1st level, your eldritch disciple level stacks with your other class levels for the purposes of determining your ability to turn or rebuke undead.

- **Gift of the Divine Patron:** At 3rd level, you gain a sacred gift of power from your divine patron (who is also the source of your cleric spells and, directly or indirectly, your warlock invocations). Choose one of the following abilities, and another ability at 5th, 8th, and 10th level.

- **Timeless Spells:** Beginning at 8th level, the divine power of your patron infuses your spells with increased vigor. Your Death Ward / Mass Death Ward grant additional hitpoints equal to your CHA Modifier \* 6. You also gain Improved Persistent Spell if you have Persistent Spell.

- **Eldritch Spellweave:** Beginning at 10th level, you can apply an eldritch essence invocation you know to any divine spell that affects a target or does AOE damage. The spell's level must be at least as high as the level of the eldritch essence (for example, you can apply hellrime blast only to a spell of level 4th or higher).

**<color=Red>Divine Gifts:</color>**

**Corrupting Blast:** Your eldritch blasts and invocations are imbued with corruption. Each time you cast an eldritch blast or invocation your target takes an additional 1d8 magical damage over 6 seconds and must pass a will save or have their DEX reduced by -3 for 2 rounds. This damage increases by an additional 1d8 every even level of Eldritch Disciple to a maximum of 5d8. You also leech 25% of the total damage dealt as healing. Your alignment must be non-good to use this blast.

**Damage Reduction:** You gain damage reduction (overcome by cold iron) equal to 1/2 your class levels (minimum 1). This damage reduction stacks with the damage reduction granted by the warlock class and fey feats.

**Fearful Glare:** You can attempt to dominate a single target within 30 feet of you for 5 minutes. There is a 2.5 minute cooldown on this effect. (Will negates; DC 10 + class level + CHA or WIS modifier (highest modifier)). If the target passes the save they will take additional damage equal to d8(levels of Eldritch Disciple) as magical damage. You also gain a +1 bonus to Taunt/Intimidate for every even level of Eldritch Disciple.

**Fiendish Resistance:** You gain resistance to acid and fire equal to 10 + your class level. This resistance stacks with the energy resistance granted by the warlock class. You also gain +1 regeneration. This increases to +2 at 7th level and +3 at 10th level.

**Healing Chain:** In place of applying an eldritch essence invocation to your eldritch chain, you can change it into a healing stream. You cast an arc of energy that "jumps" from a friendly target to another which heals them Each jump reduces the healing effect by 15% and it can heal up to a maximum number of targets equal to your levels in Eldritch Disciple / 2 within 30 feet of the first target. The amount of healing is equal to d20 + Base Heal Skill + d6(CHA or WIS Modifier (highest modifier)). Your alignment must be non-evil for you to use this ability.

**Protective Aura:** You surround yourself and your party with a spell mantle that absorbs up to 1d8+levels in Eldritch Disciple spell levels before collapsing and grants them temporary hitpoints equal to your levels in Eldritch Disciple \* 10. This effect lasts for a number of rounds equal to 1 + your Charisma or Wisdom (whichever is highest) modifier (minimum 1 round) up to a maximum of 45 seconds. There is a 1.5 minute cooldown between uses.

**Strength of Will:** You and your party gain immunity to mind-affecting spell or abilities and a +2 bonus to Will Saves. This effect lasts for a number of rounds equal to 1 + your Cha modifier (minimum 1 round). There is a 45 second cooldown between uses.

**Wild Frenzy:** You can enter a Wild Frenzy for a short burst of time. You gain a +2 bonus on touch attack rolls with eldritch blasts and gain the effect of Wild Casting for 3 blasts (or 30 seconds, whichever comes first) where each Eldritch spell that you cast will also cast a random spell. Your deity must be chaotic for you to select this gift. There is a 1.5 minute cooldown between activations and this cannot stack with Fey Bewitching.