Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers or wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. By harnessing his innate magical gift through fearsome determination and force of will, a warlock can perform feats of supernatural athletics, beguile the weak-minded, or scour his foes with blasts of eldritch power.
A warlock has either made a pact (prior to The Longest Year) with a "supernatural power" themselves or the warlock's ancestors made the pact (I.e. it's in one's blood), and though the Longest Year has weakened planar connections, pacts remain in place, much like the connections between the divine and gods. Warlocks have not spoken directly or interacted with their patron. They, at best, communicated with some inconsequential underling that served as a messenger or just performed a ritual that struck the pact.
NOTE: This class is universally treated as an undesirable and generally is likely to struggle within the setting of TDN. What this inherently entails is a greater likelihood of permadeath. As such Warlock isn't recommended for new players or those that shy from hardship, confrontation, and conflict in storytelling.
Class Restriction: Warlocks may not multiclass with Divine Spellcasters.
Alignment Restriction: Any Evil or any Chaotic
Hit Die: d8
Proficiencies: Armor (light): A Warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. Weapons (Simple).
Skill Points: 3 + INT Modifier
Class Skills: Bluff, Diplomacy, Concentration, Decipher Script, Heal, Intimidate, Knowledge(all), Perform, Sense Motive, Spellcraft, Taunt and Use Magic Device
Primary Saving Throws: Will
Base Attack Bonus: +3/4 Level
Invocations (Spellcasting): 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. In order to cast an invocation a warlock must have a base charisma of 10 + the invocation tier. (ex: In order to cast Dark invocations, a warlock needs 14 charisma). 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 an invocation (if it allows a save) is 10 + equivalent spell level + the warlock's Charisma modifier. Spell-like abilities are not actually spells, but a warlock can benefit from spell feats as if they were. For the purposes of spell focus and immunities, eldrich blast is an evocation spell. The invocations that mimic spells function as the same school as the spell they mimic.
A warlock can use metamagic on invocations in the same way that a sorcerer can use metamagic for their spells. Metamagic is used in the same way a spontaneous caster can utilize metamagic.
Similar to a sorcerer, a warlock can change their invocations known while leveling up.
Level Progression / Invocations Known
Eldritch Blast 1d6
Eldritch Blast 2d6
Damage Reduction I
Eldritch Blast 3d6
Fiendish Resilience I
Damage Reduction II
Eldritch Blast 4d6
Energy Resistance 5
Fiendish Resilience II
|12th||+8/+3||+4||+4||+8||Eldritch Blast 5d6, Armored Caster||3||3||1||-|
Damage Reduction III
Eldritch Blast 6d6
Damage Reduction IV
Fiendish Resilience III, Eldritch Blast 7d6, Energy Resistance 10
- Eldritch Blast: 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 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 magic damage at 1st level and increases in power as the warlock rises in level. 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.
- 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 spell focus evocation feats increase the DC for all saving throws (if any) associated with a warlock's eldritch blast.
- Blast Shape: These invocations modify the range, target(s), or area of a Warlock's Eldritch blast. Unless otherwise noted, the Eldritch blast does normal damage. Only one shape can be active at a time.
- Eldritch Essence: Some of a Warlock's invocations, such as Frightful Blast, modify the damage or other effects of the Warlock's Eldritch blast. Unless otherwise noted, the Eldritch blast deals normal damage in addition to the effect of the essence. The Warlock can apply only one essence to a blast at a time.
- Other/Spell Invocations: Unless otherwise stated, functions the same of a spell of the same level. If the spell has a persistent effect such as the Darkness Invocation only one can be active at a time.
- Eldritch Lore: At 2nd level the Warlock gains a +2 bonus to Lore and Spellcraft skill checks.
- Damage Reduction: Fortified by the supernatural power flowing in his body, a Warlock becomes resistant to physical attacks at 4th level and above, gaining Damage Reduction 1/+2. At 8th level, 13th level and 17th level, a Warlock's damage reduction improves to 2/+2, 3/+2 and 4/+2 respectively.
- Deceive Item: From level 4 onwards, a Warlock gains a +4 bonus to Use Magic Device skill checks.
- Fiendish Resilience: Once per day, for 20 rounds, the Warlock gains fast healing. The value is 1 point from 7th level, 2 points from 11th level and 3 points from 18th level.
- Armored Caster: A warlock can use any of his invocations while wearing medium armor without incurring the normal arcane spell failure chance.
- Energy resistance: At level 10 a Warlock can choose two energy types from Acid, Cold, Electricity, Fire, and Sonic. He gains 5 points Damage Resistance against those chosen damage types. At 18th level, a Warlock gains resistance 10 to his chosen energy types, applied automatically after level up.
|Hideous Blow||1st||Blast shape|
|Draining Blast||2nd||Eldritch essence|
|Frightful Blast||2nd||Eldritch essence|
|Dark One's Own Luck||2nd||Other|
|Leaps and Bounds||2nd||Spell|
|See the Unseen||2nd||Spell|
|Eldritch Chain||4th||Blast shape|
|Beshadowed Blast||4th||Eldritch essence|
|Brimstone Blast||3rd||Eldritch essence|
|Hellrime Blast||4th||Eldritch essence|
|Curse of Despair||4th||Spell|
|Flee the Scene||4th||Spell|
|The Dead Walk||4th||Spell|
|Eldritch Cone||5th||Blast shape|
|Bewitching Blast||4th||Eldritch essence|
|Hindering Blast||4th||Eldritch essence|
|Noxious Blast||6th||Eldritch essence|
|Vitriolic Blast||6th||Eldritch essence|
|Wall of Perilous Flame||5th||Spell|