A Warlock is someone who has made pacts with one or more fiends, gaining evil eldritch powers for themselves in life and a very special place in Hell for themselves in death.
Starting Gold: 4d4*10 gp (100 gold)
Starting Age: As Rogue.
Hit Die: d6
Class Skills: Bluff (Cha), Concentration (Con), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).
Skills/Level: 4+ Int modifier, x4 at first level.
BAB: Medium, as Rogue.
Saves: Fort: Poor, Reflex: Poor, Will: Good.
Alignment: Any. Most Warlocks are evil, committing atrocities in life in exchange for dominion in death, but good Warlocks exist who sacrifice eternal bliss for the chance to set the powers of darkness against one another.
Abilities:
Eldritch Ritual (Sp): Rather than learning magic the hard way through years of study or by having a natural talent for the arcane arts, Warlocks perform eldritch rituals to contact the Lower Planes and produce results irreproducible by wizards or sorcerers of equal strength. While limited in scope, these rituals start a Warlock on the path of unholy power. By spending four hours drawing on the ground and chanting incantations, the Warlock can create a 10' magic pentagram in front of them which has the following properties:
- The pentagram emanates an overwhelming aura of evil from its center along with an effect similar to that of a Antilife Shell, except that it does not allow for spell resistance and effects all creatures with less than 10 HD and does not effect creatures with 10 or more HD.
- By reciting a magical incantation in front of their pentagram, the Warlock can reproduce the effects of a Contact Other Plane spell which always contacts a fiendish planar entity on the targeted plane. If the fiend is asked to enter into a pact with the Warlock and agrees to do so, the Warlock may make a new pact, replacing old pacts if necessary.
- By standing outside of the pentagram and monologuing about the powers of darkness for a full minute, the Warlock can produce effects similar to that of a Gate spell without the usual spell knowledge and without paying any material or XP costs. The calling version of this gate allows only the calling of creatures given over to your service as part of the pact in question, while the travel version of this gate can only be opened between the location of their most recently performed eldritch ritual and the Personal Hell created when the Warlock enters into their first pact. In either case, the gate appears in the center of the pentagram and your effective caster level is one third your class level, rounded to the nearest whole number.
- Three pact powers, each of which is an extraordinary ability obtained when entering into the Lesser, Standard and Greater version of the pact respectively.
- Seven Invocations; three available to be selected at any level, two at level 5+, one at level 10+ and one at level 15+.
- A list of creatures that can be called through the Warlock's pentagram gate using this pact, subject to level restrictions.
- A description of what effects entering into this Pact will have on the Personal Hell the Warlock is destined to spend their afterlife in.
Eldritch Blast (Su): After entering into a pact, a Warlock can make orbs of eldritch power manifest in their hands as a free action. Treat these as splash weapons that have a range increment of 15 feet and do 1d6 damage per two levels in direct damage and one damage per level in splash damage. By default, this damage is untyped. At the warlock's option, they can glow as brightly as a candle, torch, bullseye lantern or not at all.
Invocations (Su): Starting at the second level, Warlocks gain the ability to invoke the powers of evil in a more general and less formal way than they do through their pacts. On every even numbered level, the Warlock selects one Invocation off the list of available Invocations for their Pact(s). Invocations add additional effects to an Eldritch Blast at the cost of changing the damage to be typed and the action from an attack action to a standard action. The save for an Invocation, if one is allowed, has a DC of 10+1/2 Warlock level + Cha Modifier. A Warlock is not effected by their own Invocations unless specified otherwise.
Grant Pact (Ex): At Level 19, the Warlock gains the ability to grant pacts to weaker Warlocks and has a cult worshiping them as a godly figure. I will write rules for this later.
Grand Pact (Ex): At level 20, the Warlock's cult succeeds in raising the Warlock as a God. They win D&D.