
Berselius |

Made some changes to WotC's Warlock. Let me know if I got anything wrong kay?
Class Skill Changes:
The warlock’s class skills (and the key ability for each skill) are as follows: Bluff, Concentration, Craft, Diplomacy, Disguise, Fly, Intimidate, Knowledge (the planes), Knowledge (religion), Sense Motive, Spellcraft, and Use Magic Device.
Class Ability Changes:
1st Detect magic, eldritch blast 1d6, invocation (least), pact bond
2nd Damage reduction 1/cold iron
3rd Deceive item, eldritch blast 2d6
4th Eldritch resilience 2
5th Energy resistance 5, eldritch blast 3d6
6th Invocation (least or lesser)
7th Damage reduction 2/cold iron or silver, eldritch blast 4d6
8th Eldritch resilience 3
9th Eldritch blast 5d6
10th Energy resistance 10
11th Damage reduction 3/cold iron, eldritch blast 6d6, Invocation (least, lesser, or major)
12th Eldritch resilience 4, Imbue item
13th Improved pact bond
14th Eldritch blast 7d6
15th Damage reduction 4/cold iron, Energy resistance 15
16th Eldritch resilience 5, invocation (least, lesser, major, or greater)
17th Eldritch blast 8d6
18th Greater pact bond
19th Damage reduction 5/cold iron
20th Eldritch blast 9d6, energy resistance 20
1st Detect magic, eldritch blast 1d6, invocation (least), pact bond
2nd Damage reduction 1/cold iron
3rd Deceive item, eldritch blast 2d6
4th Eldritch resilience 2
5th Energy resistance 5, eldritch blast 3d6
6th Invocation (least or lesser)
7th Damage reduction 2/cold iron or silver, eldritch blast 4d6
8th Eldritch resilience 3
9th Eldritch blast 5d6
10th Energy resistance 10
11th Damage reduction 3/cold iron, eldritch blast 6d6, Invocation (least, lesser, or major)
12th Eldritch resilience 4, Imbue item
13th Improved pact bond
14th Eldritch blast 7d6
15th Damage reduction 4/cold iron, Energy resistance 15
16th Eldritch resilience 5, invocation (least, lesser, major, or greater)
17th Eldritch blast 8d6
18th Greater pact bond
19th Damage reduction 5/cold iron
20th Eldritch blast 9d6, energy resistance 20
New Feature (Pact Bond):
Pact Bond (Su): A Warlock gains his or hers power from the “Pact Malevolos” or pact bond that he makes with either the Seelie Court of the Fey or a particular fiendish power of the Lower Planes (choose one at the beginning of starting off as a Level 1 Warlock). Not only does this give the Warlock his or her eldritch powers but the Warlock also gains the following abilities:
• Whenever a Warlock understands any words a fey or outsider with the evil subtype is saying regardless of what language it is using (as if the Warlock was under the effects of a continuous comprehend languages spell of a level equal to the Warlock’s class level).
• The Warlock gains a +1 luck or profane bonus to all saving throws against all spells and spell-like abilities cast members of either a fey or outsider with the evil subtype.
At 13th level, a Warlock’s pact bond improves so that he or she can now fully converse with a fey or outsider of the evil subtype as if he or she was affected by a continuous tongues spell of a level equal to the Warlock’s class level) as well as having his or hers luck (or profane) bonus increase to +2 instead of remaining at +1. Furthermore, at 18th level, a Warlock’s pact bond becomes so great that he or she can now communicate telepathically with a fey or outsider of the evil subtype as well as having his or hers luck (or profane) bonus increase to +3 instead of remaining at +2.
Pact Bond (Su): A Warlock gains his or hers power from the “Pact Malevolos” or pact bond that he makes with either the Seelie Court of the Fey or a particular fiendish power of the Lower Planes (choose one at the beginning of starting off as a Level 1 Warlock). Not only does this give the Warlock his or her eldritch powers but the Warlock also gains the following abilities:
• Whenever a Warlock understands any words a fey or outsider with the evil subtype is saying regardless of what language it is using (as if the Warlock was under the effects of a continuous comprehend languages spell of a level equal to the Warlock’s class level).
• The Warlock gains a +1 luck or profane bonus to all saving throws against all spells and spell-like abilities cast members of either a fey or outsider with the evil subtype.
At 13th level, a Warlock’s pact bond improves so that he or she can now fully converse with a fey or outsider of the evil subtype as if he or she was affected by a continuous tongues spell of a level equal to the Warlock’s class level) as well as having his or hers luck (or profane) bonus increase to +2 instead of remaining at +1. Furthermore, at 18th level, a Warlock’s pact bond becomes so great that he or she can now communicate telepathically with a fey or outsider of the evil subtype as well as having his or hers luck (or profane) bonus increase to +3 instead of remaining at +2.
New Feature (Eldritch Resilience):
Eldritch Resilience (Su): Beginning at 4th level, a Warlock knows the trick of eldritch resilience. Once per day, as a free action, he or she can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 2. At 8th level, a warlock’s eldritch resilience improves. When in his or hers eldritch resilience state, the Warlock gains fast healing 3. At 12th level, a warlock’s eldritch resilience improves to fast healing 4. At 16th level, a warlock’s eldritch resilience improves to fast healing 5.
Eldritch Resilience (Su): Beginning at 4th level, a Warlock knows the trick of eldritch resilience. Once per day, as a free action, he or she can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 2. At 8th level, a warlock’s eldritch resilience improves. When in his or hers eldritch resilience state, the Warlock gains fast healing 3. At 12th level, a warlock’s eldritch resilience improves to fast healing 4. At 16th level, a warlock’s eldritch resilience improves to fast healing 5.
Least Eldritch Essence Invocations:
Fatiguing Blast: Target must make Fortitude save or become fatigued.
Shakening Blast: Target must make Will save or become shaken.
Sickening Blast: Target must make Fortitude save or become sickened.
Fatiguing Blast: Target must make Fortitude save or become fatigued.
Shakening Blast: Target must make Will save or become shaken.
Sickening Blast: Target must make Fortitude save or become sickened.
Lesser Eldritch Essence Invocations:
Burning Blast: Blast deals fire damage and target must make Reflex save or catch fire.
Corrosive Blast: Blast deals acid damage and target must make a Reflex save or also take +1d6 points of acid damage in the following round.
Dazing Blast: Target must succeed of a Fortitude save or become dazed for 1 round.
Icy Blast: Blast deals cold damage and target must take Fortitude save or take –2 penalty to Dexterity.
Electric Blast: Blast deals electricity damage and if the target is wearing metal armor it must make Fortitude save or be stunned for 1 round.
Sonic Blast: Blast deals sonic damage and target must take Fortitude save or be deafened for 1 round.
Staggering Blast: Target must make Fortitude save or become staggered for 1 round.
Burning Blast: Blast deals fire damage and target must make Reflex save or catch fire.
Corrosive Blast: Blast deals acid damage and target must make a Reflex save or also take +1d6 points of acid damage in the following round.
Dazing Blast: Target must succeed of a Fortitude save or become dazed for 1 round.
Icy Blast: Blast deals cold damage and target must take Fortitude save or take –2 penalty to Dexterity.
Electric Blast: Blast deals electricity damage and if the target is wearing metal armor it must make Fortitude save or be stunned for 1 round.
Sonic Blast: Blast deals sonic damage and target must take Fortitude save or be deafened for 1 round.
Staggering Blast: Target must make Fortitude save or become staggered for 1 round.
Major Eldritch Essence Invocations:
Confusing Blast: Target must make a Will save or be confused for 1 round.
Frightening Blast: Target must make a Will save or be frightened for 1 round.
Nauseating Blast: Target must make a Fortitude save or be nauseated for 1 round.
Penetrating Blast: Blast ignores spell resistance.
Repelling Blast: Target must make a Reflex save or be knocked back 25 feet.
Confusing Blast: Target must make a Will save or be confused for 1 round.
Frightening Blast: Target must make a Will save or be frightened for 1 round.
Nauseating Blast: Target must make a Fortitude save or be nauseated for 1 round.
Penetrating Blast: Blast ignores spell resistance.
Repelling Blast: Target must make a Reflex save or be knocked back 25 feet.
Greater Eldritch Essence Invocations:
Negative Blast: Target must make a Fortitude save or gain one negative level.
Blinding Blast: Target must make a Reflex save or be permanently blinded.
Deafening Blast: Target must make a Reflex save or be permanently deafened.
Negative Blast: Target must make a Fortitude save or gain one negative level.
Blinding Blast: Target must make a Reflex save or be permanently blinded.
Deafening Blast: Target must make a Reflex save or be permanently deafened.
Least Blast Shape Invocations:
Eldritch Spear: Blast range increases to 250 feet.
Eldritch Blow: You may channel your Eldritch Blast through a melee attack.
Eldritch Spear: Blast range increases to 250 feet.
Eldritch Blow: You may channel your Eldritch Blast through a melee attack.
Lesser Blast Shape Invocations:
Eldritch Selection: If you modify your Blast to target a specific area, you may choose to have your Blast ignore 1 target per every 2 Warlock levels you possess.
Eldritch Circle: Blast affects everyone in a 30 ft. radius.
Eldritch Selection: If you modify your Blast to target a specific area, you may choose to have your Blast ignore 1 target per every 2 Warlock levels you possess.
Eldritch Circle: Blast affects everyone in a 30 ft. radius.
Major Eldritch Essence Invocations:
Eldritch Thrust: Blast takes the shape of a 120 ft. line.
Eldritch Cone: Blast takes the shape of a 60 ft. cone.
Eldritch Thrust: Blast takes the shape of a 120 ft. line.
Eldritch Cone: Blast takes the shape of a 60 ft. cone.
Greater Eldritch Essence Invocations:
Eldritch Chain: Blast affects one enemy then jumps to affect one additional enemy per every 2 Warlock levels you possess.
Eldritch Chain: Blast affects one enemy then jumps to affect one additional enemy per every 2 Warlock levels you possess.
Least Invocations:
Beguiling Influence: Gain a +1 bonus to Bluff, Diplomacy, and Intimidate checks.
Breath of Fog: Use fog cloud as the spell.
Earthen Grasp: Use earthen grasp as the spell.
Entropic Warding:You leave no trail and prevent being tracked by scent and you are affected by a protection from arrows spell.
Fickle Fate: Target enemy within 60 ft. gets –1 to all saves.
Leaps and Bounds: Gain a +1 bonus to Bluff, Diplomacy, and Intimidate checks.
Miasmic Cloud You create a 20 ft. by 20 ft. cloud of mist that grants concealment and fatigues those who enter unless they make a Fortitude save.
Night Vision: Gain the ability to see in darkness or magical darkness.
See the Unseen: Use see invisibility
as the spell.
Shattering Speech Use shatter as the spell.
Spiderwalk: Use spider climb as the spell.
Beguiling Influence: Gain a +1 bonus to Bluff, Diplomacy, and Intimidate checks.
Breath of Fog: Use fog cloud as the spell.
Earthen Grasp: Use earthen grasp as the spell.
Entropic Warding:You leave no trail and prevent being tracked by scent and you are affected by a protection from arrows spell.
Fickle Fate: Target enemy within 60 ft. gets –1 to all saves.
Leaps and Bounds: Gain a +1 bonus to Bluff, Diplomacy, and Intimidate checks.
Miasmic Cloud You create a 20 ft. by 20 ft. cloud of mist that grants concealment and fatigues those who enter unless they make a Fortitude save.
Night Vision: Gain the ability to see in darkness or magical darkness.
See the Unseen: Use see invisibility
as the spell.
Shattering Speech Use shatter as the spell.
Spiderwalk: Use spider climb as the spell.
Lesser Invocations:
Charming Influence: Use charm person as the spell.
Cursing Gaze: Use bestow cure as the spell.
Arise Undead: Use animate dead as the spell.
Flight of Fancy: Gain fly speed equal (with good maneuverability) to your normal movement speed.
Flee the Scene: Use dimension door as the spell and leave behind a major image as the spell.
Swarming Darkness: Use darkenss as the spell which is then immediately affected by a summon swarm.
Stony Grasp: Use stony grasp as the spell.
Become Unseen: Use greater invisibility as the spell.
Wall of Gloom: Use wall of gloom as the spell
Charming Influence: Use charm person as the spell.
Cursing Gaze: Use bestow cure as the spell.
Arise Undead: Use animate dead as the spell.
Flight of Fancy: Gain fly speed equal (with good maneuverability) to your normal movement speed.
Flee the Scene: Use dimension door as the spell and leave behind a major image as the spell.
Swarming Darkness: Use darkenss as the spell which is then immediately affected by a summon swarm.
Stony Grasp: Use stony grasp as the spell.
Become Unseen: Use greater invisibility as the spell.
Wall of Gloom: Use wall of gloom as the spell
Major Invocations:
Chilling Tentacles: Use evard’s black tentacles and deal +7d6 extra cold damage to creatures in the area
Devour Magic: Use targeted greater dispel magic as the spell and gain temporary hit points based on the level of spells successfully dispelled.
Enervating Shadow: Gain total concealment in dark areas and impose a -4 Strength penalty on adjacent living creatures.
Tenacious Plague: Use insect plague as the spell but the summoned locust swarm deals damage as a magic weapon.
Wall of Perilous Flame: Create a wall of fire but half the damage results from supernatural power.
Warlock’s Call: Use sending as the spell.
Chilling Tentacles: Use evard’s black tentacles and deal +7d6 extra cold damage to creatures in the area
Devour Magic: Use targeted greater dispel magic as the spell and gain temporary hit points based on the level of spells successfully dispelled.
Enervating Shadow: Gain total concealment in dark areas and impose a -4 Strength penalty on adjacent living creatures.
Tenacious Plague: Use insect plague as the spell but the summoned locust swarm deals damage as a magic weapon.
Wall of Perilous Flame: Create a wall of fire but half the damage results from supernatural power.
Warlock’s Call: Use sending as the spell.
Greater Invocations:
Bound and Gagged: One small or medium target within 60 ft. must make a reflex save or be rendered helpless by manacles and silenced by a cloth gag.
Foresight: Use foresight as the spell and communicate telepathically with a close range target of the effect.
Path of Shadows: Use shadow walk and heal at double the rate of natural healing.
Retributive Invisibility: Use greater invisibility as the spell that deals 9d6 damage the the being who dispels it.
Word of Changing: Use baleful polymorph as the spell.
Bound and Gagged: One small or medium target within 60 ft. must make a reflex save or be rendered helpless by manacles and silenced by a cloth gag.
Foresight: Use foresight as the spell and communicate telepathically with a close range target of the effect.
Path of Shadows: Use shadow walk and heal at double the rate of natural healing.
Retributive Invisibility: Use greater invisibility as the spell that deals 9d6 damage the the being who dispels it.
Word of Changing: Use baleful polymorph as the spell.