Samurai's full Pathfinder 2e Warlock Class


Homebrew and House Rules

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Sorry to post another thread about this topic, but the first one was for gathering ideas.

The full class is now ready! Levels 1 through 20 and a full range of Feat choices for each Class feat level. It's a fully playable class just like the ones in the Core Rulebook. It has some similarities to the Sorcerer, but instead of being born into a Bloodline, he made a Pact with an otherworldly entity for power.

Yes, I know Fiends are Divine in PF2e, but the Fiend doesn't specify Demon or Devil so I went Arcane. I feel that Fiends are better suited to Arcane magic than Divine. Devils may have once been Angels, but maybe the attempt to harness arcane magic is part of the reason they fell, or a side effect of it. Maybe once cut off from Divine magic, they turned to Arcane instead. And I can't see any reason why Demons would have Divine power.

Anyway, I always welcome feedback and comments! I may even make some changes if people feel I should.

Samurai's full Warlock Class for Pathfinder 2e


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I think this is a pretty good homebrew though I have some comments.

I feel like eldritch blast could be too unbalanced. It's like giving a class a free weapon with a base d10, 120 ft range, and that gets free striking runes. With the feats it gets to be even more powerful.

It's lacking some of the unique patron specific features that the Warlock has in 5e that also helped to make them interesting like create thrall. It would especially limit patrons like the hexblade and divine from Zanithar's in my opinion. I think replacing some of the "you get this spell for this feat" feats with patron features would make the class more interesting.

Can the pact of the blade warlock make weapons they find a pact weapon? That would be important to state.

Replacing the pact of the tome getting master armor proficiency with legendary spellcasting (since I didn't see another place where you give them legendary casting) seems more thematic.

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kripdenn wrote:

I think this is a pretty good homebrew though I have some comments.

I feel like eldritch blast could be too unbalanced. It's like giving a class a free weapon with a base d10, 120 ft range, and that gets free striking runes. With the feats it gets to be even more powerful.

It's lacking some of the unique patron specific features that the Warlock has in 5e that also helped to make them interesting like create thrall. It would especially limit patrons like the hexblade and divine from Zanithar's in my opinion. I think replacing some of the "you get this spell for this feat" feats with patron features would make the class more interesting.

Can the pact of the blade warlock make weapons they find a pact weapon? That would be important to state.

Replacing the pact of the tome getting master armor proficiency with legendary spellcasting (since I didn't see another place where you give them legendary casting) seems more thematic.

Thanks for the feedback kripdenn! I made a number of changes and additions based on your suggestions.

I added the ability for a Warlock of the Blade to spend a 1 hour ritual to make another weapon his new Pact Weapon.

I added 3 feats specific to each Patron at 6th, 12th, and 16th levels. This should give you a better taste of the flavor for each Patron even though the feats are optional.

I thought about Eldritch Blast's power, but while it is powerful (and has always been the bread and butter of the Warlock combat spellcasting), already Ray of Frost does 1d4+stat mod (probably +4) and a -10 foot speed penalty. Electric Arc does 1d4(+4?) to 2 different targets but with only a 30' range. Those damages are doubled on a critical hit, as Ray of Frost even explicitly points out. 1d4+4 is 5-8 damage, or 6.5 average. It's a 5.5 if it is only 1d4+3. Electric Arc does those amounts to 2 different targets Eldritch Blast's 1d10 is only a 5.5 average. The other Cantrips scale much faster too, gaining another 1d4 at each level, for a total of 10d4+stat mod by 10th caster level. Eldritch Blast maxes out at 4d10 at 10th caster level. 4d10 vs 10d4 seems pretty comparable to me. I did push the Agonizing Blast feat back to 14th level at which point there are now a ton of other feats to choose from.

I'd be happy to hear what you think of the additional changes I made! I just updated the link in the first post so you can re-download it.


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The changes look good although I think Fiendish Resilience should either be "you only take half damage" or "you gain resistance equal to your level". How it's currently worded doesn't make sense with how resistance works in pathfinder.

I forgot to compare the damage of eldritch blast to other cantrips but now thinking about it it seems weaker than what you'd get with just taking ray of frost. Ray of frost you get an average DPR of 25 + casting modifier at 10th spell level and get double damage and -10 feet penalty on a crit. And then the damage spread is a lot lower since you're rolling d4s. Eldritch blast only does an average DPR of 22 and then you need to take extra feats to add your casting modifier and to get additional effects. Adding the casting modifier as a default in the spell description while having repelling blast as a crit effect might make it more in line with the other cantrips.

Overall I think it's the best warlock conversion I've seen so far especially with using the refocus mechanic to regain spell slots. I can also see adding the other patrons working really well like making the hexblade curse the initial focus spell they receive.

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Thanks for your comments, they help me to improve the class!

I'll see if I can clear up the wording on Fiendish Resistance. I know most monsters have it listed as "Resistance 5 or 10". Under the Barbarian's Raging Resistance it says "While Raging you gain Resistance equal to 3 + your Con Mod" I think I'll change Fiendish Resistance to "5 + your Charisma mod to that damage type" and the note that magical and silver weapons bypasses the Resistance. By 12th level though many of the attacks you face will probably be magical. I'll put it at 5+ instead of 3+ because it is just 1 damage type and those limitations, plus the fact that it takes a feat to get it rather than being included for free like the Raging Resistance. I could even have it scale, say "Half your Warlock level + Charisma mod".

What do you think?

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Ok, file above is updated now. I went with half Warlock level + Chr. mod.

Also, I'll get to work on adapting the Celestial and the Hexblade as new Patrons!

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Ok, I've been working on this all day, and have now added the Celestial and Hexblade Patrons that were originally in Xanathar's Guide to Everything. The Celestial is the only Divine Warlock caster, while the Hexblade is a rather different sort. For those that don't know, it is supposed to be an almost mythical intelligent magical sword that lives on the plane of Shadow. It provides Occult spells and training in Martial Weapons.

It might seem like there are now a ton of feats at certain levels, but that is because each Patron gives access to 3 feats at levels 6, 12, and 16 that only their Warlocks can take. So the actual number of choices open to any single Warlock is smaller.

For anyone that just wants the core Warlock from 5e I left that file at the top of this page. For those that want all the options, I give you...

Samurai's Even Fuller Warlock Class for Pathfinder 2e


Another thing I was thinking about is other classes get to replace spell components, like material components, with something like a focus or somatic components for Sorcerers. I didn't see any mention of that for your warlock class.

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kripdenn wrote:
Another thing I was thinking about is other classes get to replace spell components, like material components, with something like a focus or somatic components for Sorcerers. I didn't see any mention of that for your warlock class.

Thanks. It originally began as a type of Sorcerer, so I forgot about that. I'll make a note that they get the same ability as the Sorcerers to substitute a material component for an extra somatic component.


Samurai wrote:
kripdenn wrote:
Another thing I was thinking about is other classes get to replace spell components, like material components, with something like a focus or somatic components for Sorcerers. I didn't see any mention of that for your warlock class.
Thanks. It originally began as a type of Sorcerer, so I forgot about that. I'll make a note that they get the same ability as the Sorcerers to substitute a material component for an extra somatic component.

Weapon specialization is also missing at 13th level I noticed.


Should "Spell level" go to 10th?

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Mellored wrote:
Should "Spell level" go to 10th?

The Spell level does go to 10th at 19th level. Most casters in the Core Rulebook get their 10th level spell as a special ability. It is called Bloodline Paragon for the Sorcerer, Archwizard's Spellcraft for the Wizard, Primal Hierophant for Druids, Miraculous Spell for Clerics, and Magnum Opus for Bards. It's called Pact Paragon for the Warlock.

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kripdenn wrote:
Samurai wrote:
kripdenn wrote:
Another thing I was thinking about is other classes get to replace spell components, like material components, with something like a focus or somatic components for Sorcerers. I didn't see any mention of that for your warlock class.
Thanks. It originally began as a type of Sorcerer, so I forgot about that. I'll make a note that they get the same ability as the Sorcerers to substitute a material component for an extra somatic component.
Weapon specialization is also missing at 13th level I noticed.

Thanks, I'll add it right now!


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Samurai wrote:
Mellored wrote:
Should "Spell level" go to 10th?
The Spell level does go to 10th at 19th level. Most casters in the Core Rulebook get their 10th level spell as a special ability. It is called Bloodline Paragon for the Sorcerer, Archwizard's Spellcraft for the Wizard, Primal Hierophant for Druids, Miraculous Spell for Clerics, and Magnum Opus for Bards. It's called Pact Paragon for the Warlock.

"Heightening Spells: All of your Spell Slots count as the highest Spell level you can cast as shown on the chart."

And the chart goes to level 10...
And you get 6 spells...
Which you can cast after a rest...

So you can cast level 10 Summon Entity, 6 times. Then take an hour to recharge.

Something needs reworded.

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Mellored wrote:
Samurai wrote:
Mellored wrote:
Should "Spell level" go to 10th?
The Spell level does go to 10th at 19th level. Most casters in the Core Rulebook get their 10th level spell as a special ability. It is called Bloodline Paragon for the Sorcerer, Archwizard's Spellcraft for the Wizard, Primal Hierophant for Druids, Miraculous Spell for Clerics, and Magnum Opus for Bards. It's called Pact Paragon for the Warlock.

"Heightening Spells: All of your Spell Slots count as the highest Spell level you can cast as shown on the chart."

And the chart goes to level 10...
And you get 6 spells...
Which you can cast after a rest...

So you can cast level 10 Summon Entity, 6 times. Then take an hour to recharge.

Something needs reworded.

Ok, thanks for explaining. I'll fix that right away. I'll make a distinction between Spells and Arcanum. Arcanum now don't scale at all, they may only be cast at the base level listed. Spells are capped at caster level 5 and Cantrips scale at half your level all the way up to caster level 10. So at 20th level, if you take the Minions of Chao feat, you could Summon Entity as a 5th level spell up to 7 times before refocusing. (once per day for free, and then 6 slots) Ok, the file is now fixed!

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I just updated the file to add a version number at the top of page 1. No other changes right now. The current version is 3.0.

Version 1.0 was my first attempt with the Invocations column. Version 2.0 was the full Warlock from the Core Rulebook. Version 3.0 added the Celestial and Hexblade.


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I would personally make Hexblade's Curse the 1st or 2nd Focus Spell instead of as it's own feat. Also, Eldritch Blast and Eldritch Spear should both have lower range, since sniping is less of a thing in this edition. THE CELESTIAL LOOKS AWESOME!!! I super like this, makes me happy as a long time 5E warlock player

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nick1wasd wrote:
I would personally make Hexblade's Curse the 1st or 2nd Focus Spell instead of as it's own feat. Also, Eldritch Blast and Eldritch Spear should both have lower range, since sniping is less of a thing in this edition. THE CELESTIAL LOOKS AWESOME!!! I super like this, makes me happy as a long time 5E warlock player

Thank you! Some people may disagreed with my using Arcane for the Fiend (and in my PF2e house rules I also changed Sorcerers Demonic and Diabolic heritages to using the Arcane spell lists), but I think Celestial is the place it should be.

I also wanted to make all the Pact Spells existing spells in PF2e. Describing the feats and features was enough without throwing in a bunch of new spells and Focus spells.

Also, I took each of the Patrons 3 main features and made them into class feats at 6th, 12th, and 16th levels. For the Hexblade, Hex Warrior filled in some of the main features like Medium Armor proficiency and Chr mod to 1-handed melee attacks, so I had to make that the first feat at 6th lvl. The Curse was 2nd most important so it comes at 12th. I know 5e lets the Hexblade regain the curse on a long or short rest, but between the damage bonus, crit improvement, and healing the Warlock on the foe's death, I felt once per day was plenty. And it also adds more of a reason to get Master of Hexes at 16th so you can transfer your hex to a new victim when the first one dies. In 5e in order to transfer you get no healing, but that was pretty harsh, so I said they can choose to regain half the normal healing to transfer to a new target in 30'.

As for the ranges, it's true that many ranges have been cut almost in half. However, there are still 120' cantrips like Ray of Frost, and Fireball is 500 foot range. I wanted to make Eldritch Bolt one of their go-to combat cantrip and if it only had a 30' range, I probably would not be. For long range, they'd use Ray of Frost, and closer probably Electric Arc to hit 2 targets at once. And both of those add the stat bonus to a d4 so they are more reliable average damages.

In my first Warlock thread we had discussed the pluses and minuses of several spells and figured out the average damages. Eldritch Blast is not always the clear choice as the best cantrip, but it is a strong contender, and that's what I wanted.


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Maybe have Devil's Sight, instead of adding the spell level notation (which I'm not sure how that would apply in 2e), just have it provide normal or Greater Darkvision? Normal can see though a Darkness spell but not a Heightened one. Not sure if Greater Darkvision is too good for a 1st level feat/invocation, so perhaps add Greater Devil's Sight as a higher level option (with the prerequisite of just having Darkvision already so as not to force those who already have Darkvision to waste a low level feat)?

Also, in 2e I don't think Darkvision has a range. Was this intentional?

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RH wrote:

Maybe have Devil's Sight, instead of adding the spell level notation (which I'm not sure how that would apply in 2e), just have it provide normal or Greater Darkvision? Normal can see though a Darkness spell but not a Heightened one. Not sure if Greater Darkvision is too good for a 1st level feat/invocation, so perhaps add Greater Devil's Sight as a higher level option (with the prerequisite of just having Darkvision already so as not to force those who already have Darkvision to waste a low level feat)?

Also, in 2e I don't think Darkvision has a range. Was this intentional?

Thanks fore the catch! I had not noticed that until you pointed it out. The feat now just gives you Darkvision, unless you already have Darkvision, in which case it upgrades it to Greater Darkvision. So Warlocks from almost any Ancestry could take the feat and still get a benefit.

This change is not big enough to warrant a change in version numbers, so it still says 3.0

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I have updated the Warlock once again. Thanks to some other posters complaints about how weak they are as caster and other forum members creating new Warlock builds that don't try as hard to emulate the 5e class, I decided to give their Spell Slots full scaling up to 10th level spells, not capping it at 5th. Also, I gave Arcanums free scaling (They still use the Arcanum Slot they came in but scale up to 1/2 caster level for free). Additionally, I increased the number of Cantrips as Warlocks level up so they are now the masters of Cantrips.

The file is now labeled as version 3.1 at the top. You can download it here:
More powerful Warlock


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Some other things I noticed that may need to be corrected.

Characters have to do specific actions in order to refocus like a paladin praying or a cleric healing unless they're a sorcerer who refocuses automatically. I don't see anything specifying the action the Warlock needs to refocus or something saying they function like sorcerers.

The skills section of the initial proficiencies says you are trained in 1 skill from your pact and 2 + int other skills but the hexblade doesn't have a skill listed.

The magic weapon and ghostly weapon spells that the hexblade are granted are almost useless since they can't be used on a magical weapon and the pact of the blade immediately gives them a magical weapon.

You may want to allow pact of the blade warlocks to create uncommon and advanced pact weapons if they gain access to those weapons through some other means like the ancestry feats. Otherwise it kinda limits character concepts and archetypes. Though advanced should be limited to only being trained since that's the max proficiency martial classes other than the fighter can get if I remember correctly.

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kripdenn wrote:

Some other things I noticed that may need to be corrected.

Characters have to do specific actions in order to refocus like a paladin praying or a cleric healing unless they're a sorcerer who refocuses automatically. I don't see anything specifying the action the Warlock needs to refocus or something saying they function like sorcerers.

The skills section of the initial proficiencies says you are trained in 1 skill from your pact and 2 + int other skills but the hexblade doesn't have a skill listed.

The magic weapon and ghostly weapon spells that the hexblade are granted are almost useless since they can't be used on a magical weapon and the pact of the blade immediately gives them a magical weapon.

You may want to allow pact of the blade warlocks to create uncommon and advanced pact weapons if they gain access to those weapons through some other means like the ancestry feats. Otherwise it kinda limits character concepts and archetypes. Though advanced should be limited to only being trained since that's the max proficiency martial classes other than the fighter can get if I remember correctly.

I noted that they Refocus by praying or making appeals to their Patron.

I had originally considered Martial Weapons to be the Hexblade skill, but I've changed things now. The Hexblade now gets the Occult skill and the Pact of the Blade includes free Martial Weapons proficiency. It also says that they may make any weapon they are Trained in as their Pact Weapon which leaves open the possibility for an Advanced weapon from their Ancestry or some other source.

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I've updated the file again. I cleaned up some language inconstancies and added the Pact Focus feat at 12th level. I'd had Wellspring of the Pact it 18th already, but I forgot the "recover 2 focus points and 2 spell slots" feat at 12th. That is now called Pact Focus. I also added some language in the beginning saying that you can refocus if you have spent either a spell slot or a focus point since you last refocused, so you don't need to spend a focus point to recover a spell slot too. I also bumped Eldritch Sight to 14th level because there were now too many feat choices at 12th and I wanted to spread things out a bit.

I increased the version number to version 3.2.

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