Warlock (D20 Modern Advanced Class)
Warlock
Background
With blood coursing with Shadow, a warlock is the result of his ancestors dealings with demons a long time ago. Born with eldritch power, a warlock can invoke powerful magic just with an effort of will. Select this advanced class if you want your character to have permanent spell-casting ability, with a certain combat prowess as well.
This is a conversion of the Warlock class found in the Complete Arcane supplement to D&D. For optimum use, it requires a copy of that supplement.
Requirements
To qualify to become a Warlock, a character must fulfill the following criteria.
- Skills: Knowledge (arcane lore) 6 ranks, Knowledge (theology and philosophy) 6 ranks
- Special: The feat Shadow Heritage or member of a Shadow Race
Class Information
The following information pertains to the Warlock advanced class.
Hit Die Warlocks gain 1d6 hit points per level. The character's Constitution modifier applies.
Action Points Warlocks gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they attain a level in this class.
Class Skills
The Warlock's class skills are as follows.
Bluff (Cha), Concentration (Con), Craft (electronic, mechanical) (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcane lore, current events, streetwise, theology and philosophy) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Int).
Skill Points at Each Level: 2 + Int modifier (3 if human)
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Rep | Def | Invocations Known |
---|---|---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Invocation (least) | +1 | +0 | 1 |
2nd | +1 | +0 | +0 | +3 | Eldritch Blast 2d6 | +1 | +0 | 2 |
3rd | +2 | +1 | +1 | +3 | Bonus Feat | +2 | +0 | 2 |
4th | +3 | +1 | +1 | +4 | Deceive Item | +2 | +0 | 3 |
5th | +3 | +1 | +1 | +4 | Invocations (lesser) | +3 | +1 | 3 |
6th | +4 | +2 | +2 | +5 | Bonus Feat | +3 | +1 | 4 |
7th | +5 | +2 | +2 | +5 | Eldritch Blast 2d10 | +4 | +1 | 4 |
8th | +6 | +2 | +2 | +6 | Fiendish Resilience | +4 | +1 | 5 |
9th | +6 | +3 | +3 | +6 | Bonus Feat | +5 | +2 | 5 |
10th | +7 | +3 | +3 | +7 | Invocations (greater) | +5 | +2 | 6 |
Class Features
The following features pertain to the Warlock advanced class.
Invocations
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. 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 an attack 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 specifically states otherwise. A warlock's caster level with his invocations is equal to his class level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock's Charisma modifier.
Invocations cannot benefit from Metamagic feats, since they aren't spells. However, they can benefit from feats that deal with Spell-Like Abilities.
There are three grades of invocations. In order of their relative power, they are least, lesser, and greater. A warlock begins with knowledge of one invocation which must be of the lowest grade (least).
At any level a warlock learns another grade of invocations, he may trade one previously known invocation for another of the same or lower grade.
Invocations are subject to arcane spell failure caused by armors, unlike other spell-like abilities. This applies to all kinds except for light armors, since the somatic components required for invocations are relatively simple. And all invocations have a somatic component.
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 is the equivalent of a first level spell. Only eldritch essence invocations or blast shape invocations can be used to alter the level of the eldritch blast.
And eldritch blast is subject to spell resistance, although feats that improve caster level checks to overcome spell resistance also apply to eldritch blasts. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast, since it is a spell-like ability, and not a spell.
Like invocations, eldritch blast suffers from the arcane spell failure chance caused by armors. However they, like invocations, ignore the chance of failure form light armors. Eldritch blasts require a somatic component.
At 2nd level, an eldritch blast deals 2d6 damage. At 7th, the damage increases to 2d10.
An eldritch blast is an invocation. As such, it counts as a spell-like ability that can be used at will.
Bonus Feats
At 3rd, 6th, and 9th level, the Warlock gets a bonus feat. The bonus feat must be selected from the following list, and the Warlock must meet all prerequisites for the feat to select it.
- Archaic Weapons Proficiency, Armor Proficiency (light), Deceptive, Frightful Presence, Greater Spell Penetration, Iron Will, Low Profile, Point Blank Shot, Precise Shot, Spell Penetration, Weapon Focus.
Deceive Item
At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.
Fiendish Resilience
Beginning at 8th level, a warlock knows the trick of fiendish resilience. Once per day, as a free action, a warlock can enter a state that lasts for two minutes (20 rounds). While in this state, the warlock gains Fast Healing 2.
Least
Frightful Blast (2): Will save or shaken. (eldritch essence)
Sickening Blast (2): Fortitude save or sickened. (eldritch essence)
Eldritch Spear (2): Eldritch Blast range increases to 250 ft. (blast shape)
Hideous Blow (1): Melee attack channels eldritch blast. (blast shape)
Baleful Utterance (2): Speak word of the Dark Speech and shatter objects as the shatter spell.
Beguiling Influence (2): Gain bonus on Bluff, Diplomacy, and Intimidate checks.
Dark One's Own Luck (2): Gain a luck bonus on one type of saving throw.
Darkness (2): Use darkness as the spell.
Devil's Sight (2): See normally in darkness and magical darkness.
Leaps and Bounds (2): Gain bonus on Balance, Jump and Tumble checks.
Miasmic Cloud (1): Create a cloud of mist that grants concealment and fatigues those who enter.
See the Unseen (2): Gain see invisibility as the spell and darkvision.
Spiderwalk (2): Gain spider climb as the spell and you are immune to webs.
Lesser
Beshadowed Blast (4): Fortitude save or blind for 1 round. (eldritch essence)
Brimstone Blast (3): Fire damage, reflex save or catch on fire. (eldritch essence)
Hellrime Blast (4): Cold damage, Fortitude save or -2 penalty to Dexterity. (eldritch essence)
Eldritch Chain (4): Blast jumps from initial target to secondary targets. (blast shape)
Curse of Despair (4): Curse one creature as the bestow curse spell, or hinder their attacks.
The Dead Walk (4): Create undead as the animate dead spell.
Fell Flight (3): Gain a fly speed with good maneuverability.
Hungry Darkness (3): Create shadows filled with a swarm of bats.
Voidsense (4): Gain blindsight 30 ft.
Voracious Dispelling (4): Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
Walk Unseen (2): Use invisibility (self only) as the spell.
Greater
Bewitching Blast (4): Will save or confused for one round. (eldritch essence)
Eldritch Cone (5): Blast takes shape of a cone. (blast shape)
Enervating Shadow (5): Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
Warlock's Call (5): Use sending as the spell, but risk damage from the recipient.
Dark
Utterdark blast(5):target must make a fortitude save or gain 2 negative levels.(essence invocation)
Dark Discorporation: Become a swarm of batlike shadows, gaining many benefi ts of the swarm subtype.(invocation)
Dark Foresight: Use foresight as the spell, and communicate telepathically with a close target of the effect.(invocation)
Path of Shadow: Use shadow walk as the spell and speed up natural healing.(invocation)
Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.(invocation)
Word of Changing: Use baleful polymorph as the spell, but the effect could become permanent(invocation)
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