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HD= D8


Level Base Attack Fort Save Ref Save Will Save Special Invocations
1 +0 +0 +0 +2 Eldrich Blast 1d6
Least Invocations
2 +1 +0 +0 +3 Improved UMD: Detect Magic 2
3 +2 +1 +1 +3 Eldrich Blast 2d6
DR 1/Cold Iron
4 +3 +1 +1 +4 Improved UMD: Take 10 3
5 +3 +1 +1 +4 Eldrich Blast 3d6
Energy Resistance +5
6 +4 +2 +2 +5 Lesser Invocations 4
7 +5 +2 +2 +5 Eldrich Blast 4d6
DR 2/Cold Iron
8 +6/+1 +2 +2 +6 Fast Healing 1 5
9 +6/+1 +3 +3 +6 Eldrich Blast 5d6 5
10 +7/+2 +3 +3 +7 Greater Invocations
Improved UMD: Item Creation
Bonus Item creation Feat
Energy Resistance +5
11 +8/+3 +3 +3 +7 Eldrich Blast 6d6
DR 3/Cold Iron
12 +9/+4 +4 +4 +8 7
13 +9/+4 +4 +4 +8 Eldrich Blast 7d6
Fast Healing 2
14 +10/+5 +4 +4 +9 8
15 +11/+6/+1 +5 +5 +9 Eldrich Blast 8d6
DR 4/Cold Iron
Energy Resistance +5
16 +12/+7//+2 +5 +5 +10 Dark Invocations 9
17 +12/+7/+2 +5 +5 +10 Eldrich Blast 9d6 9
18 +13/+8/+3 +6 +6 +11 Fast Healing 5 10
19 +14/+9/+4 +6 +6 +11 Eldrich Blast 10d6
DR 5/Cold Iron
20 +15/+10/+5 +6 +6 +12 Improved UMD: Mastery
Energy Resistance +5


  • Weapons: Simple weapons
  • Armor: Light
    • Warlocks do not suffer arcane spell failure while casting their evocations when wearing light armor. This ability only applies to warlock invocations, any spells or spell like abilities from other classes suffer arcane spell failure as normal.

Class Skills

  • 4+INT mod per level.
  • Acrobatics, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge:(arcana, planes, religion), Profession, Sense motive, Spellcraft, and Use Magic Device.

Class Abilities

Eldritch Blast

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 at 1st level and increases in power as the warlock rises in level and does half damage to objects. An eldritch blast is the equivalent of a spell whose level is equal to one-half the warlock’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher. Spell resistance applies to this effect. Spell penetration and any feats that apply to rays or ranged touch attacks may be applied to an Eldritch Blast but other spell based Metamagic Feats may not.


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 arcane 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 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 those invocations that allow saving throws is 10 + equivalent spell level + Con Modifier. Since invocations are not spells a warlock can not benefit from metamagic feats. They can however gain the Ability Focus, Empower Spell Like Ability, and Quicken Spell Like Ability feats.

A warlock gains 1 invocation at first level and one additional invocation at every even level. A warlock starts play with access to Least Invocations. As he gains levels he gains access to more powerful invocations as shown on the warlock table. After sixth level, whenever a warlock receives an invocation he may also choose to swap an invocation he previously knew for a new one. The invocation he is replacing must be 1 grade lower than the highest grade of invocation he can use. The invocation he chooses to gain in this fashion must be of equal grade or lower to invocation he is replacing.

All invocations from The Complete Arcane are here but some should be deleted as they are duplicated by spell invocations or do not translate well from 3.5. Due to the extremely minor nature of cantrips I suggest lumping them together as one just like a wizard gets them or at least giving multiples for the cost of the rare and valuable invocation.


  • Blast Shapes
    • Eldritch Spear: Blast Range becomes 250'
    • Hideous Blow: Melee attack channels Eldritch Blast
  • Eldritch Essences
    • Frightful Blast: Target must make a will save or become shaken
    • Sickening Blast: Target must make a fortitude save or become sickened
      • Physical Blast: Eldritch Blast does physical damage like a firearm. vs DR instead of SR
  • Invoked Powers
    • Baleful Utterance: Speak in a dark tongue to invoke the Shatter spell.
    • Beguiling Influence: Gain +6 on Bluff, Diplomacy and Intimidate for 24 hours.
    • Breath of Night: Exhale a Fog Cloud spell
    • Dark One's Own Luck: Gain your CON modifier as a luck bonus to one save for 24 hours.
    • Darkness: Extend your aura to create a Darkness spell
    • Devil's Sight: Your baleful gaze can penetrate even magical darkness
    • Earthen Grasp: Cause the ground to grapple your foes with a STR equal to your CON plus caster level.
    • Entropic Warding: Gain 20% concealment and Pass without trace.
    • Leaps and Bounds: Gain +6 to athletic skills for 24 hours.
    • Miasmic Cloud: Exude a 10' radius fog cloud that grants 20% concealment and fatigues those that fail a fort save.
    • See the Unseen: Gain See Invisibility and Darkvision 60' for 24 hours.
    • Spiderwalk: Gain Spider Climb and immunity to webs for 24 hours.
    • Summon Swarm: Gain Summon Swarm with a duration of "concentration".
  • Least Spell Invocation Blacklist
    • Banned Zero Level Sorcerer cantrips
      • none
    • Banned First Level Sorcerer spells
      • True Strike


  • Blast Shapes
    • Eldritch Chain: Roll to hit an additional target within 30'. Each additional target takes 2d6 less damage. The chain will keep jumping until it misses or reaches 0d6.
  • Eldritch Essences
    • Beshadowed Blast: Target must make a fort save or be Blinded for one round.
    • Brimstone Blast: Deals Fire damage plus Reflex or catch fire for 2d6 burn for 1 round/5 levels. Burn damage does not stack but duration does.
    • Hellrime Blast: Deals Cold damage plus Fort or take 4 DEX damage. Dex damage does not stack.
  • Invoked Powers
    • Charm: A language dependent version of Charm Monster. Only one charm may be maintained at a time.
    • Curse of Despair: As Bestow Curse with the additional effect of a -1 on attack rolls for 1 minute even on a successful save.
    • The Dead Walk: Animate Dead with a 1 minute duration unless 25gp per hit die is spent to make it permanent.
    • Fell Flight: Sprout wings of shadows to fly with a speed equal to your land speed and good maneuverability for 24 hours.
    • Flee the Scene: Dimension Door 5' per level and leave behind a Major Image of yourself for one round.
    • Hungry Darkness: Create Darkness as the spell but each square is filled with a swarm of bats. The darkness is stationary but disappears if the bats die.
    • Stony Grasp: As Earthen Grasp but can be summoned from any surface with higher strength and better durability.
    • Voidsense: Gain Blindsense 30' for 24 hours.
    • Voracious Dispelling: Dispel Magic as the spell. Anyone so dispelled takes 1 point of damage per spell level dispelled.
    • Walk Unseen: Invisibility self only, duration 24 hours
    • Wall of Gloom: As the spell of the same name. will need translating from complete arcane book
  • Lesser Spell Invocation Blacklist
    • Banned Level 2 Sorcerer Spells:
      • None
    • Banned Level 3 Sorcerer Spells:
      • None


  • Blast Shapes
    • Eldritch Cone: A 30' cone. Reflex for half no attack roll needed.
  • Eldritch Essences
    • Bewitching Blast: Mind affecting will save or be confused for 1 round.
    • Noxious Blast: Fortitude save or be nauseated for 1 minute.
    • Repelling Blast: Medium or smaller creatures must reflex save or be hurled 1d6x5' and be knocked prone. If the target strikes a solid object, they take 1d6 damage/10' hurled.
    • Vitriolic Blast: Deals conjured Acid damage, ignores SR and does an additional 2d6 per round for 1 round per 5 levels.
  • Invoked Powers
    • Chilling Tentacles: Black Tentacles plus cold damage
    • Devour Magic: Greater Dispel Magic by touch to gain temporary hit points.
    • Enervating Shadow: Gain total concealment in dark areas and deal STR damage to adjacent living creatures.
    • Tenacious Plague: Insect Plague with higher DC that can bypass DR.
    • Wall of Perilous Flame: Wall of Flame that half it's damage is typeless like Eldritch Blast. Anyone killed by the wall i destroyed as per Destruction spell.
    • Warlock's Call: A dangerous Sending spell that unwilling recipients can make a will save to deal 1d10 damage to the sender.
  • Greater Spell Invocation Blacklist
    • Level 4:
      • None
    • Level 5:
      • None


  • Blast Shapes
    • Eldritch Doom: 20' pbaoe
  • Eldritch Essences
    • Utterdark Blast: Fort save or gain 2 negative levels.
  • Invoked Powers
    • Dark Discorporation: Swarm Form
    • Dark Foresight: As Foresight spell with 100' line of sight telepathy.
    • Path of Shadow: Shadow Walk spell that grants one full day of rest per hour walked.
    • Retributive Invisibility: Greater Invisibility that deals 4d6 sonic damage ad a 1 round stun to a 20' radius if dispelled.
    • Word of Changing: Baleful Polymorph that grants a 2nd save before becoming permanent.
  • Dark Spell Invocation Blacklist
    • Level 6:
      • None

Improved UMD

A Warlock's ability to channel arcane energies makes them them quite versatile with the UMD skill, and they may use it in several unique ways as they gain levels.

  • Detect Magic: Starting at 2nd level the intuitive nature of a warlocks magic allows them to use UMD as a perception skill to detect magic at will without the need to cast a spell
  • Deceive Item: At 4th level, a warlock may opt to "take 10" on UMD checks instead of rolling, even while under duress.
  • Item Creation: At 10th level a warlock may use his ranks in UMD as his caster level for the purposes of creating Magic Items. This ability removes the need of actual spellcasting during the Item Creation Process. The Warlock must still have the required Item Creation Feats.
  • Mastery: At 20th level a warlock is the undisputed master of UMD and is always considered to have rolled a natural 20 on any UMD check.

Damage Resistance

At third level a warlock receives Damage Resistance 1/Cold Iron. This increase by +1 every 4 levels beyond third. See table.

Elemental Resistance

At 5th level a warlock gains energy resistance 5 to one chosen energy type. At 10th, 15th and 20th levels the warlock may choose a new energy type and gain ER 5 to the now type or ad +5 to an existing ER.

Fast Healing

  • Starting at 8th level a warlock can call upon the energy reserves within himself to grant himself Fast Healing 1 for 3 + con mod rounds. Invoking this ability is a swift action and is usable a number of times per day equal to his con modifier.
  • At 13th level this healing increases to Fast Healing 2
  • At 18th level this increases to Fast Healing 5

Item Creation Feat

A warlock gains any one Item Creation Feat that he meets the prerequisites for.


Work in progress notes

Invocation Notes
  • Invocations: One at 1st plus one every even level. Each new tier is available every 5 levels. Least at 1st, lesser at 5th, greater at 10th, and dark at 15th.
    • Spells as invocations may only be acquired at the level listed with the appropriate 2 level adjustment for cross-class invocations and retain their original DC. Only the bonus spells of Patrons or Bloodlines may be acquired in this way.
    • Bloodline Feats as invocations may only be taken if the prerequisites are met.
    • Bloodline powers may be acquired as a sorcerer of two levels lower as per the eldritch heritage feat line.
    • Pact Warlock Hex equivalences: Minor Hexes are Lesser Invocations, Major Hexes are Greater Invocations, Grand Hexes are Dark Invocations.
Begged, Borrowed, or Stolen: Warlock Archetypes
  • According to Rich Baker (the creator of the warlock class) the warlock's invocations and eldritch blast are their "spell progression" and counts as such for prestige classes. All archetypes I wrote are therefore based around replacing the resistance traits.

Having no history or teachers their own, Warlocks often borrow magical insight from other arcane schools. Those that do not choose an Archetype are considered Resilient Warlocks. Their progress in alternate schools of magic is always slower and limited. They may follow the paths of others but their fundamental differences prevent them from ever mastering them.

  • Resilient Warlocks are the only CON based variant and gain one mitigation trait that improves every even level. +1 DR (cold iron or silver but may be upgraded to adamantium with the Improved DR Feat), +5 to one elemental resist (max 25 per), or +1 fast healing for CON rounds. Level 20 capstone changes DR to /-, one resist from 25 to Immunity, and fast healing to regeneration.
    • Pact Warlocks are INT based and choose a Patron and Familiar as a Witch. Patron spells are gained as bonus invocations as witch of half the warlock's level. They start with one minor hex and add hexes to the invocations they may choose. 20th level capstone is Ascendant Union: The warlock and their familiar become one entity in a form of mystic lycanthropy. (gain the +1 lycanthrope template)
    • Hereditary Warlocks are CHA based and choose a sorcerous bloodline. They gain their chosen bloodline arcana powers as a sorcerer 2 levels lower as per the Eldritch Heritage feat line. The bloodline feats are added to the invocations they may choose and bloodline spell invocations may be chosen as a sorcerer of half the warlock's level. A 20th level hereditary warlock may choose the capstone power of their bloodline as a Dark invocation.
    • Deceptive Warlocks are INT based and are treated as an alchemist for acquiring discoveries as invocations. Beginning at 4th level and every 4 levels thereafter they add +1d6 "Bomb" damage to their Eldritch Blasts as though it were "Empowered". They also gain the "Dopplegen" variant of the Mutagen/Cognatogen discoveries that allows them to impersonate specific people much like a doppleganger does. The Dopplegen adjusts the warlock's attributes and appearance to match the target. The Dopplegen bonuses match the victim's highest stats and the penalties go to the lowest. They also gain a +5 circumstance bonus to bluff and disguise per tier of discovery instead of the AC bonus of a standard mutagen. To mimic their target, the warlock must either be in the victim's presence to study them or possess a personal item of theirs. The duration of the Dopplegen becomes persistent at 8th lasting until dismissed or dispelled, the greater version is gained at 12th, the grand version at 16th, and the True Dopplegen Capstone at 20th.
    • Possessed Warlocks are CHA based and gain their power by being spirit-ridden by an eidolon, similar to the Synthesist archetype of the summoner class, but inside out. The Eidolon is wearing the Warlock like a suit of armor. The warlock IS the base form so they gain no base form bonuses beyond their normal racial stats but they do progress through the Eidolon abilities table as a Summoner(Synthesist) of 2 levels lower and count as Biped base form for purpose of progression and evolution. 20th Capstone gives the summoner archetype powers of Evolutionist in addition to their own.
    • Mournblade Warlocks gain their power from ancient artifacts, most commonly weapons. They are INT based and their Eldritch blast defaults to "Hideous Blow" instead of Ray. Buying the hideous blow invocation will grant them the standard EB Ray. At 3rd level Mournblades gain a small arcane pool equal to 1/4 their level + INT mod that they may use as a magus of 2 levels lower. At 6th level they gain the Magus Arcana of Accurate Strike imbuing the touch attack nature of their eldritch blast upon their weapon. At 10th level, Mournblades improve their armored casting use to include medium armor proficiency and capstone it at 20th to include heavy armor.
    • Venomous Warlocks gain their extracurricular training from Ninja Masters and are INT based. This choice is made at 1st level and cannot be changed thereafter. At 3rd level a Venomous Warlock gains +1d6 sneak attack, this improves every 3 additional levels to a maximum of 6d6 at 18th. At 6th level, Venomous Warlocks also gain Poison Use and learn how to use the Hideous Blow invocation to imbue both melee and ranged attacks, delivering their poisonous sneak attacks with their hideous blow empowered weaponry.
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