Warlock

Much like sorcerers, a warlock draws their magic from an ancestral bloodline of great power. However, a warlock seldom has the discipline to dedicate the time and effort to channel this power into spells. By releasing burst of raw magical power, warlocks tax their bodies to bring great harm to their enemies. Some warlocks even sacrifice their very health and overdraw on their soul to empower their attacks.

Though they don’t learn spells, once a warlock manages to force arcane energies into a specific shape, the energy flow burns a permanent path into their body, creating an invocation. By invoking their bloodline through this path, a warlock can consistently create a powerful esoteric effect.

Role

Warlocks are best known for focusing entirely on offense. Though they have numerous defensive options, few warlocks are willing to focus on defenses when they could be improving their damage output. A warlock almost always takes the role of a ranged attacker with a small number of supporting magics, though they have the ability to fill other roles when specialized.

Alignment

A warlock’s alignment is usually chaotic and often evil, but a warlock can be of any alignment. Warlocks are rarely ever lawful, as their disdain for order and structured magic is often what leads them to becoming warlocks in the first place.

Table: The Warlock

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialInvocations
KnownMax Level
1st+0+0+0+2Bloodline, eldritch blast11st
2nd+1+0+0+3Eldritch grace21st
3rd+2+1+1+3Mystic arcanum31st
4th+3+1+1+41st bloodline ability42nd
5th+3+1+1+4Soulburn (1d2)52nd
6th+4+2+2+5Mystic arcanum52nd
7th+5+2+2+52nd bloodline ability63rd
8th+6/+1+2+2+6Soulburn (1d4)73rd
9th+6/+1+3+3+6Mystic arcanum73rd
10th+7/+2+3+3+73rd bloodline ability84th
11th+8/+3+3+3+7Soulburn (1d6)94th
12th+9/+4+4+4+8Mystic arcanum94th
13th+9/+4+4+4+84th bloodline ability105th
14th+10/+5+4+4+9Soulburn (1d8)115th
15th+11/+6/+1+5+5+9Mystic arcanum115th
16th+12/+7/+2+5+5+105th bloodline ability126th
17th+12/+7/+2+5+5+10Soulburn (1d10)136th
18th+13/+8/+3+6+6+11Mystic arcanum136th
19th+14/+9/+4+6+6+116th bloodline ability146th
20th+15/+10/+5+6+6+12Eldritch master156th
Hit Die: d8
Class Skills (2 + Int modifier per level): Arcane Lore, Deception, Insight, Intimidate, Profession, and Theology.
Starting Wealth: Average (2d6 × 10 gp, Average 70 gp)

Class Features

Weapon and Armor Proficiency

A Warlock is proficient with Basic weapons plus any one other weapon group of your choice. They are proficient with light armor but not with shields.

If not using weapon groups, a Warlock is proficient with simple weapons.

Invocations

A warlock casts invocations which are drawn from the warlock invocation list. You learn one 1st-level warlock invocation of your choice and also learn the eldritch blast invocation as a bonus invocation known.

When you gain certain warlock levels, you gain additional invocations of your choice and can select higher level invocations, as shown on Table: The Warlock.

To learn or cast an invocation, you must have a Charisma score equal to at least 10 + the invocation level. The Difficulty Class for a saving throw against your warlock invocations is 10 + the invocation level + your Charisma modifier.

Upon reaching 5th level, and at every odd-numbered warlock level after that (7th, 9th, and so on), you can choose to learn a new invocation in place of one you already know. In effect, you “lose” the old invocation in exchange for the new one. The new invocation’s level must be no more than one level higher than that of the invocation being exchanged, and it must be at least one level lower than the highest-level warlock invocation you can cast. You may swap only a single invocation at any given level, and must choose whether or not to swap the invocation at the same time that you gain new invocations known for the level. You may not swap an invocation used as a prerequisite to gain a mystic arcanum (see below).

Knacks

At 1st level, you learn a number of simple spell-like abilities called knacks. You know a number of knacks equal to your Charisma bonus (minimum 1). If your Charisma bonus increases, you learn additional knacks. If it decreases, you lose access to knacks that you know.

Knacks mimic 0-level spells and may be used at will. You may select your knacks known from the following list.

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, Spark, Touch of Fatigue, Zap

Warlock Bloodline

Each warlock has a source of magic somewhere in their heritage that grants their magic and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in your family’s past. For example, a you might have a dragon as a distant relative or your grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as you gain warlock levels.

You must pick one bloodline upon taking your first level of warlock. Once made, this choice cannot be changed.

At 1st level, 4th level, and every three levels thereafter, you gain access to a special ability derived from your bloodline.

List of Warlock Bloodlines

Eldritch Grace

At 2nd level, select Fortitude, Reflex, or Will saves. You gain a bonus equal to your Charisma bonus (if any) on saving throws of the selected type.

Mystic Arcanum

At 3rd level and every 3 levels thereafter, you unlock an esoteric ability called a mystic arcanum. These abilities grant a warlock additional powers or modifications to the use of eldritch blast. They may be used at will, unless specified otherwise.

List of Warlock Mystic Arcanum

Soulburn

When you reach 5th level, you learn to overdraw on your magical reserves to empower your eldritch blast. When you cast eldritch blast, you can take 1 point of Constitution burn as a free action to deal an additional 1d2 damage to each target struck by your attack. If multiple beams strike the same target, that creature only takes this additional damage once. You can only use this ability once each time you cast eldritch blast.

This extra damage increases to 1d4 at 8th level, to 1d6 at 11th level, to 1d8 at 14th level, and to 1d10 at 17th level.

Eldritch Master

By 20th level, your magic has been tested time and again only to prove unwavering. Once per day, you can spend 1 minute focusing your magic to increase its potency. At the end of this minute, you gain a surge of arcane energy, gaining eldritch points equal to your Charisma score. The eldritch points you gain from this ability last until the next time you rest.

Each time you use soulburn, it consumes a number of these eldritch points equal to the Constitution burn you would normally take and prevents that damage. In addition, your soulburn deals in additional die of damage (2d10 rather than 1d10).

Warlock Archetypes

You may choose to use one or more of these archetypes to modify the class features of this class. You may not choose more than one archetype unless they replace or modifiy different class features. See the section on Class Archetypes for full rules.

Table: Warlock Archetypes

ArchetypesClass Features Replaced or Modified
InvocationsWarlock BloodlineEldritch GraceMystic ArcanumSoulburnEldritch Master
ReaverCXX
X = replaced, C = changed, blank = as original class