Making the Warlock from Scratch
Posted: Sun Jul 10, 2005 8:11 pm
So Warlocks have a number of problems:
[*] Not that good at any level.
[*] Your best tricks are the ones you've had for the least time.
[*] ...therefore any Warlock grown organically isn't good at what the player wants to do.
[*] None of the invocations are set up to actually matter when cast more than 3 times in a day.
[*] Warlocks are severely punished for having "themes" in their invocations.
OK, so let's have something a bit different. Instead of getting one new Invocation every few levels, let's give out Invocations in paths, and give out a path every level. Then, every couple of levels, all the paths you have can advance.
Warlocks can get their power from any plane, and that can be because of inherent blood or power theft, or whatever. Some warlocks don't even know where their power comes from. A Warlock can be of any alignment.
BAB: 3/4, As Cleric
Saves: Fortitude Bad, Reflex Good, Willpower Good.
Skills: 4 Skills/Level
Level Benefit
1 Eldritch Bolt, New Path.
2 Brutal Bolt, See in Darkness, New Path.
3 Enhance Paths, New Path.
4 Immunities, New Path.
5 Enhance Paths, New Path.
6 Ability, New Path.
7 Enhance Paths, New Path.
8 Tear Portal, New Path.
9 Enhance Paths, New Path.
10 Supernatural Survival, New Path.
11 Enhance Paths, New Path.
12 Piercing Gaze, New Path.
13 Enhance Paths, New Path.
14 Ability, New Path.
15 Enhance Paths, New Path.
16 Immortality, New Path.
17 Enhance Paths, New Path.
18 Ability, New Path.
19 Enhance Paths, New Path.
20 Ability, New Path.
Save DCs: If there is ever a Save DC against any of a Warlock's abilities or Invocations, the Save DC is 10 + 1/2 her hit dice + her Charisma modifier.
Eldritch Bolt (Su): At worst, a Watrlock can always fall back on her Eldritch Bolt. The Eldritch Bolt inflicts a d8 of untyped magical energy damage. The Eldritch Bolt has a range of 100 feet plus 10 feet/level and suffers no penalties to hit for distance within that range. Using the Eldritch Bolt is an attack action, and requires a normal ranged attack roll. The Eldritch Bolt has an enhancement bonus to hit and damage equal to half the Warlock's level (rounded up, no limit).
New Paths: Every level, the Warlock selects a new path of magic. When a path of magic is selected, the Warlock has access to only the first invocation from that path. Invocations can be used any number of times per day.
Brutal Bolt: At 2nd level, a Warlock adds her Intelligence Bonus (if positive) to her attack rolls with Eldritch Bolt. A Warlock adds her Charisma bonus (if positive) to damage with her Eldritch Bolt.
See in Darkness (Su): At 2nd level, the Warlock can see darkness, even magical darkness, to the limit of the horizon.
Enhance Paths: Every odd numbered level past first, the Warlock's mastery of every path she already has increases. The Warlock gains access to the next invocation of every increased path. This increase comes before selecting a new path for that level. So at third level, the Warlock would know the first two invocations of two paths, and the first invocation of a third. At seventh level, the Warlock would have access to the first four invocations of two paths, the first three invocations of two more paths, the first two invocations of two additional paths, and just the first invocation of a seventh path.
Immunities: At 4th level, a Warlock is immune to poison and non-magical disease. She can still be affected by magical disease such as Lycanthropy and Mummy Rot.
Tear Portal (Sp): At 8th level, a Warlock can tear open a portal to any plane which she has encountered a creature or object from. The portal lasts for one round per level, is up to one foot in diameter per level, and is accurate within the target plane only to 500 miles. The portal is created on her own plane at a range of touch.
Supernatural Survival (Su): At 10th level, the Warlock can survive in virtually any environment. The Warlock does not have to breathe (and is immune to inhaled toxins), the Warlock is unaffected by hot and cold weather (and is immune to nonlethal cold and fire damage), and the Warlock may ignore any planar effects of any plane she is presently on.
Piercing Gaze (Su): At 12th level, it is very difficult to meet the gaze of the Warlock. Any creature who meets the Warlock's gaze even transiently can be subjected to an intimidate check by the Warlock as a reflexive action. The Warlock can only attempt to intimidate any creature once per round, and does not have to make the attempt if she does not want to. The Warlock does not visibly do anything, and use of piercing gaze is not normally considered a breach of diplomatic protocols.
Immortality: At 16th level, the Warlock never ages, and never dies of old age. Mental bonuses continue to acrue, but physical penalties do not. If the Warlock already has any physical attribute penalties from age, these are eliminated.
Abjuration Paths
Path of Banishment
[*] Greater Dispelling
[*] Magic Circle
[*] Remove Curse
[*] Dismissal
[*] Break Enchantment
[*] Banishment
[*] Repulsion
[*]
[*]
[*] Imprisonment
Path of Protection
[*]
[*]
[*]
[*]
[*]
[*]
[*] Mind Blank
[*]
[*]
[*]
Path of Warding
[*] Alarm
[*]
[*]
[*]
[*]
[*] Guards and Wards
[*]
[*]
[*]
[*]
Conjuration
Path of Abundance
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Gates
[*] Knock
[*] Arcane Lock
[*]
[*] Dimension Door
[*] Planeshift
[*] Greater Teleport
[*] Etherealness
[*] Teleportation Circle
[*]
[*]
Path of Summons
[*] Summon Hound
[*] Summon Guardian
[*] Summon Raptor
[*] Summon Brute
[*]
[*]
[*]
[*]
[*]
[*] Summon Dragon
Divination
Path of Knowing
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Seeing
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Enchantment
The Dreaming Path
[*] Sleep (no hit die limit)
[*] Sending
[*] Waves of Fatigue
[*] Hypnotize (no HD limit)
[*] Nightmare
[*] Irresistable Dance
[*] Demand
[*] Binding
[*] Dream Eater
[*] Dream Projection
The Persuasive Path
[*] Charming Tongue (language dependent charm that only affects creatures of the same type as the Warlock)
[*] Influence (continuous power, the Warlock gains a bonus to Diplomacy, Bluff, and Intimidate equal to half her level)
[*] Suggestion
[*] Charm Monster (up to 1 monster/2 levels can be charmed at one time)
[*] Puppetry (Dominate Monster, with a Concentration Duration)
[*] Hope
[*] Dominate (up to 1 monster/3 levels can be dominated at once)
[*] Possession (As Magic Jar, with no Jar)
[*] Mass Charm (still can only charm 3 times your level in creatures)
[*] Mind Rape
The Twisted Path
[*] Fear
[*] Mirth
[*] Confusion
[*] Indecision (as Hold Monster, but target is not helpless)
[*] Feeblemind
[*] Mind Fog
[*] Insanity
[*]
[*]
[*]
Evocation
Path of Flame
[*] Burning Hands
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Force
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Frost
[*]
[*]
[*]
[*]
[*] Snowstorm (reduce temperatures and/or produce storms)
[*]
[*]
[*]
[*]
[*]
Path of Light
[*] Light (continuous glow or dazzling burst)
[*] Darkness (as deeper darkness, but for 10 minutes/level)
[*]
[*]
[*]
[*] Prismatic Spray
[*]
[*]
[*]
[*]
Path of Thunder
[*] Shocking Grasp
[*] Silence
[*]
[*]
[*] Raincall (call or banish storms)
[*]
[*]
[*]
[*]
[*]
Illusion
Path of the Eye
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of the Mind
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Shadows
[*] Long Shadows (As 3.5 darkness)
[*]
[*]
[*]
[*] Shadow Walk
[*]
[*]
[*]
[*]
[*]
Necromancy
Path of Blood
[*] Heal Wounds
[*]
[*] Vampiric Touch
[*] Panacea (removes Diseases and Poisons)
[*]
[*]
[*]
[*]
[*]
[*]
Path of Bones
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Spirits
[*] Turn/Rebuke Undead.
[*] Enervation
[*] Shadowcall (an incorporeal undead creature pops out of a nearby shadow and fights for you, only one at a time)
[*] Restoration (cures ability drain, ability damage, and negative levels)
[*] Spirit Call (Wraiths begin straggling in for the next six rounds. Only usable once per are per week.)
[*]
[*]
[*] Trap the Soul
[*] Soulbind
[*] True Resurrection
Transmutation
Path of Beasts
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Eidos
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Growth
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of the Hours
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
What this is and what this aint:
This is a class which is intended to fit into D&D proper. That means that it does have multicaster problems. It is much more powerful than a Fighter. It is intended only to be a Warlock style character who can play alongside a character like a Druid or a Wizard without sucking my butt.
-Username17
[*] Not that good at any level.
[*] Your best tricks are the ones you've had for the least time.
[*] ...therefore any Warlock grown organically isn't good at what the player wants to do.
[*] None of the invocations are set up to actually matter when cast more than 3 times in a day.
[*] Warlocks are severely punished for having "themes" in their invocations.
OK, so let's have something a bit different. Instead of getting one new Invocation every few levels, let's give out Invocations in paths, and give out a path every level. Then, every couple of levels, all the paths you have can advance.
Warlocks can get their power from any plane, and that can be because of inherent blood or power theft, or whatever. Some warlocks don't even know where their power comes from. A Warlock can be of any alignment.
BAB: 3/4, As Cleric
Saves: Fortitude Bad, Reflex Good, Willpower Good.
Skills: 4 Skills/Level
Level Benefit
1 Eldritch Bolt, New Path.
2 Brutal Bolt, See in Darkness, New Path.
3 Enhance Paths, New Path.
4 Immunities, New Path.
5 Enhance Paths, New Path.
6 Ability, New Path.
7 Enhance Paths, New Path.
8 Tear Portal, New Path.
9 Enhance Paths, New Path.
10 Supernatural Survival, New Path.
11 Enhance Paths, New Path.
12 Piercing Gaze, New Path.
13 Enhance Paths, New Path.
14 Ability, New Path.
15 Enhance Paths, New Path.
16 Immortality, New Path.
17 Enhance Paths, New Path.
18 Ability, New Path.
19 Enhance Paths, New Path.
20 Ability, New Path.
Save DCs: If there is ever a Save DC against any of a Warlock's abilities or Invocations, the Save DC is 10 + 1/2 her hit dice + her Charisma modifier.
Eldritch Bolt (Su): At worst, a Watrlock can always fall back on her Eldritch Bolt. The Eldritch Bolt inflicts a d8 of untyped magical energy damage. The Eldritch Bolt has a range of 100 feet plus 10 feet/level and suffers no penalties to hit for distance within that range. Using the Eldritch Bolt is an attack action, and requires a normal ranged attack roll. The Eldritch Bolt has an enhancement bonus to hit and damage equal to half the Warlock's level (rounded up, no limit).
New Paths: Every level, the Warlock selects a new path of magic. When a path of magic is selected, the Warlock has access to only the first invocation from that path. Invocations can be used any number of times per day.
Brutal Bolt: At 2nd level, a Warlock adds her Intelligence Bonus (if positive) to her attack rolls with Eldritch Bolt. A Warlock adds her Charisma bonus (if positive) to damage with her Eldritch Bolt.
See in Darkness (Su): At 2nd level, the Warlock can see darkness, even magical darkness, to the limit of the horizon.
Enhance Paths: Every odd numbered level past first, the Warlock's mastery of every path she already has increases. The Warlock gains access to the next invocation of every increased path. This increase comes before selecting a new path for that level. So at third level, the Warlock would know the first two invocations of two paths, and the first invocation of a third. At seventh level, the Warlock would have access to the first four invocations of two paths, the first three invocations of two more paths, the first two invocations of two additional paths, and just the first invocation of a seventh path.
Immunities: At 4th level, a Warlock is immune to poison and non-magical disease. She can still be affected by magical disease such as Lycanthropy and Mummy Rot.
Tear Portal (Sp): At 8th level, a Warlock can tear open a portal to any plane which she has encountered a creature or object from. The portal lasts for one round per level, is up to one foot in diameter per level, and is accurate within the target plane only to 500 miles. The portal is created on her own plane at a range of touch.
Supernatural Survival (Su): At 10th level, the Warlock can survive in virtually any environment. The Warlock does not have to breathe (and is immune to inhaled toxins), the Warlock is unaffected by hot and cold weather (and is immune to nonlethal cold and fire damage), and the Warlock may ignore any planar effects of any plane she is presently on.
Piercing Gaze (Su): At 12th level, it is very difficult to meet the gaze of the Warlock. Any creature who meets the Warlock's gaze even transiently can be subjected to an intimidate check by the Warlock as a reflexive action. The Warlock can only attempt to intimidate any creature once per round, and does not have to make the attempt if she does not want to. The Warlock does not visibly do anything, and use of piercing gaze is not normally considered a breach of diplomatic protocols.
Immortality: At 16th level, the Warlock never ages, and never dies of old age. Mental bonuses continue to acrue, but physical penalties do not. If the Warlock already has any physical attribute penalties from age, these are eliminated.
Abjuration Paths
Path of Banishment
[*] Greater Dispelling
[*] Magic Circle
[*] Remove Curse
[*] Dismissal
[*] Break Enchantment
[*] Banishment
[*] Repulsion
[*]
[*]
[*] Imprisonment
Path of Protection
[*]
[*]
[*]
[*]
[*]
[*]
[*] Mind Blank
[*]
[*]
[*]
Path of Warding
[*] Alarm
[*]
[*]
[*]
[*]
[*] Guards and Wards
[*]
[*]
[*]
[*]
Conjuration
Path of Abundance
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Gates
[*] Knock
[*] Arcane Lock
[*]
[*] Dimension Door
[*] Planeshift
[*] Greater Teleport
[*] Etherealness
[*] Teleportation Circle
[*]
[*]
Path of Summons
[*] Summon Hound
[*] Summon Guardian
[*] Summon Raptor
[*] Summon Brute
[*]
[*]
[*]
[*]
[*]
[*] Summon Dragon
Divination
Path of Knowing
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Seeing
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Enchantment
The Dreaming Path
[*] Sleep (no hit die limit)
[*] Sending
[*] Waves of Fatigue
[*] Hypnotize (no HD limit)
[*] Nightmare
[*] Irresistable Dance
[*] Demand
[*] Binding
[*] Dream Eater
[*] Dream Projection
The Persuasive Path
[*] Charming Tongue (language dependent charm that only affects creatures of the same type as the Warlock)
[*] Influence (continuous power, the Warlock gains a bonus to Diplomacy, Bluff, and Intimidate equal to half her level)
[*] Suggestion
[*] Charm Monster (up to 1 monster/2 levels can be charmed at one time)
[*] Puppetry (Dominate Monster, with a Concentration Duration)
[*] Hope
[*] Dominate (up to 1 monster/3 levels can be dominated at once)
[*] Possession (As Magic Jar, with no Jar)
[*] Mass Charm (still can only charm 3 times your level in creatures)
[*] Mind Rape
The Twisted Path
[*] Fear
[*] Mirth
[*] Confusion
[*] Indecision (as Hold Monster, but target is not helpless)
[*] Feeblemind
[*] Mind Fog
[*] Insanity
[*]
[*]
[*]
Evocation
Path of Flame
[*] Burning Hands
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Force
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Frost
[*]
[*]
[*]
[*]
[*] Snowstorm (reduce temperatures and/or produce storms)
[*]
[*]
[*]
[*]
[*]
Path of Light
[*] Light (continuous glow or dazzling burst)
[*] Darkness (as deeper darkness, but for 10 minutes/level)
[*]
[*]
[*]
[*] Prismatic Spray
[*]
[*]
[*]
[*]
Path of Thunder
[*] Shocking Grasp
[*] Silence
[*]
[*]
[*] Raincall (call or banish storms)
[*]
[*]
[*]
[*]
[*]
Illusion
Path of the Eye
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of the Mind
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Shadows
[*] Long Shadows (As 3.5 darkness)
[*]
[*]
[*]
[*] Shadow Walk
[*]
[*]
[*]
[*]
[*]
Necromancy
Path of Blood
[*] Heal Wounds
[*]
[*] Vampiric Touch
[*] Panacea (removes Diseases and Poisons)
[*]
[*]
[*]
[*]
[*]
[*]
Path of Bones
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Spirits
[*] Turn/Rebuke Undead.
[*] Enervation
[*] Shadowcall (an incorporeal undead creature pops out of a nearby shadow and fights for you, only one at a time)
[*] Restoration (cures ability drain, ability damage, and negative levels)
[*] Spirit Call (Wraiths begin straggling in for the next six rounds. Only usable once per are per week.)
[*]
[*]
[*] Trap the Soul
[*] Soulbind
[*] True Resurrection
Transmutation
Path of Beasts
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Eidos
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of Growth
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
Path of the Hours
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
[*]
What this is and what this aint:
This is a class which is intended to fit into D&D proper. That means that it does have multicaster problems. It is much more powerful than a Fighter. It is intended only to be a Warlock style character who can play alongside a character like a Druid or a Wizard without sucking my butt.
-Username17