Custom Pathfinder Class: Warlock
Warlock
Image credit:
Wizards of the Coast
Fueling
themselves with the powers of the evil planes, warlocks fight fire with fire,
bringing forth enslaved demons, mighty rains of fire, and plagues that swarm
the masses in order to strike down those that oppose them. They choose a vessel
to funnel their fury, gaining them special abilities – or allies.
Hit die: d6.
Skills: 2+int
modifier.
Class skills:
Appraise, bluff, craft, diplomacy, disguise, fly, knowledge (arcana), knowledge
(nature), knowledge (planes), linguistics, perform, profession, sense motive,
spellcraft, use magic device.
Weapon and armor proficiency: Warlocks
are proficient with simple weapons. They are not proficient with armor, or
shields.
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
0
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
1
|
0
|
0
|
0
|
2
|
Spells,
eschew materials, Vessel of Power, vessel abilities
|
3
|
2+1
|
|
|
||||||
2
|
1
|
0
|
0
|
3
|
|
4
|
3+1
|
|
|
||||||
3
|
1
|
1
|
1
|
3
|
Unholy
knowledge +1
|
4
|
3+1
|
0+1
|
|
|
|||||
4
|
2
|
1
|
1
|
4
|
Vessel
talent
|
4
|
4+1
|
2+1
|
|
|
|||||
5
|
2
|
1
|
1
|
4
|
Vessel
abilities
|
4
|
4+1
|
2+1
|
0+1
|
|
|
||||
6
|
3
|
2
|
2
|
5
|
|
4
|
4+1
|
3+1
|
2+1
|
|
|
||||
7
|
3
|
2
|
2
|
5
|
Unholy
knowledge +2
|
4
|
4+1
|
3+1
|
2+1
|
0+1
|
|
|
|||
8
|
4
|
2
|
2
|
6
|
Vessel
talent
|
4
|
4+1
|
3+1
|
3+1
|
2+1
|
|
|
|||
9
|
4
|
3
|
3
|
6
|
|
4
|
4+1
|
4+1
|
3+1
|
2+1
|
0+1
|
|
|
||
10
|
5
|
3
|
3
|
7
|
Vessel
abilities
|
4
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
|
|
||
11
|
5
|
3
|
3
|
7
|
Unholy
knowledge +3
|
4
|
4+1
|
4+1
|
4+1
|
3+1
|
2+1
|
0+1
|
|
|
|
12
|
6/1
|
4
|
4
|
8
|
Vessel
talent
|
4
|
4+1
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
|
|
|
13
|
6/1
|
4
|
4
|
8
|
|
4
|
4+1
|
4+1
|
4+1
|
4+1
|
3+1
|
2+1
|
0+1
|
|
|
14
|
7/2
|
4
|
4
|
9
|
|
4
|
4+1
|
4+1
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
|
|
15
|
7/2
|
5
|
5
|
9
|
Vessel
abilities, Unholy knowledge +4
|
4
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
3+1
|
2+1
|
0+1
|
|
16
|
8/3
|
5
|
5
|
10
|
Vessel
talent
|
4
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
|
17
|
8/3
|
5
|
5
|
10
|
|
4
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
3+1
|
2+1
|
0+1
|
18
|
9/4
|
6
|
6
|
11
|
|
4
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
19
|
9/4
|
6
|
6
|
11
|
Unholy
knowledge +5
|
4
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
3+1
|
3+1
|
20
|
10/5
|
6
|
6
|
12
|
Vessel
talent, Scion
|
4
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
Spells: A warlock casts arcane spells drawn primarily from the warlock/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a warlock must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock's spell is 10 + the spell level + the warlock's Intelligence modifier.
Like
other spellcasters, a warlock can cast only a certain number of spells of each
spell level per day. Her base daily spell allotment is given on Table: Warlock.
In addition, she receives bonus spells per day if she has a high Intelligence
score (see Table: Ability Modifiers and Bonus Spells).
A
warlock's selection of spells is extremely limited. A warlock begins play
knowing four 0-level spells and two 1st-level spells of her choice. At each new
warlock level, she gains one or more new spells, as indicated on Table: Warlock
Spells Known. (Unlike spells per day, the number of spells a warlock knows is
not affected by her Intelligence score; the numbers on Table: Warlock Spells
Known are fixed.) These new spells can be common spells chosen from the
warlock/wizard spell list, or they can be unusual spells that the warlock has
gained some understanding of through study.
Upon
reaching 4th level, and at every even-numbered warlock level after that (6th,
8th, and so on), a warlock can choose to learn a new spell in place of one she
already knows. In effect, the warlock loses the old spell in exchange for the
new one. The new spell's level must be the same as that of the spell being
exchanged. A warlock may swap only a single spell at any given level, and must
choose whether or not to swap the spell at the same time that she gains new
spells known for the level.
Unlike
a wizard or a cleric, a warlock need not prepare her spells in advance. She can
cast any spell she knows at any time, assuming she has not yet used up her
spells per day for that spell level. Note: while usually ‘0+1’ would imply that
bonus spells at that level are allowed, that is not the case here. It’s simply
a note to say that the warlock gets one of their spec-based specialty spells at
that level.
Table: Warlock spells known
Level
|
0
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
1
|
4
|
2
|
|
|
|
|
|
|
|
|
2
|
5
|
2
|
|
|
|
|
|
|
|
|
3
|
5
|
3
|
|
|
|
|
|
|
|
|
4
|
6
|
3
|
1
|
|
|
|
|
|
|
|
5
|
6
|
4
|
2
|
|
|
|
|
|
|
|
6
|
7
|
4
|
2
|
1
|
|
|
|
|
|
|
7
|
7
|
5
|
3
|
2
|
|
|
|
|
|
|
8
|
8
|
5
|
3
|
2
|
1
|
|
|
|
|
|
9
|
8
|
5
|
4
|
3
|
2
|
|
|
|
|
|
10
|
9
|
5
|
4
|
3
|
2
|
1
|
|
|
|
|
11
|
9
|
5
|
5
|
4
|
3
|
2
|
|
|
|
|
12
|
9
|
5
|
5
|
4
|
3
|
2
|
1
|
|
|
|
13
|
9
|
5
|
5
|
4
|
4
|
3
|
2
|
|
|
|
14
|
9
|
5
|
5
|
4
|
4
|
3
|
2
|
1
|
|
|
15
|
9
|
5
|
5
|
4
|
4
|
3
|
3
|
2
|
|
|
16
|
9
|
5
|
5
|
4
|
4
|
3
|
3
|
2
|
1
|
|
17
|
9
|
5
|
5
|
4
|
4
|
3
|
3
|
3
|
2
|
|
18
|
9
|
5
|
5
|
4
|
4
|
3
|
3
|
3
|
2
|
1
|
19
|
9
|
5
|
5
|
4
|
4
|
4
|
3
|
3
|
3
|
2
|
20
|
9
|
5
|
5
|
4
|
4
|
4
|
3
|
3
|
3
|
3
|
Vessel of Power: At first level, the warlock chooses which path of power to bring end to their enemies: Through slow, agonizing afflictions, summoning demons and beasts to their aid, or raw destructive power. Though these vessels, the warlock gains specific abilities, bonus spells, and minions to fight by their side. The DC of these bonus spells and abilities is 10 + ½ their warlock level + their intelligence modifier.
Vessel abilities: At first
level, and for every five levels the warlock possesses, they gain access to new
special abilities unique to their vessel of power that generate or spend their
souls or embers for devastating effects. The DC of these abilities is 10 + ½ their warlock level + their intelligence modifier.
Unholy knowledge (Ex): At 3rd
level, and every 4 levels following, warlocks gain a +1 bonus to knowledge
(planes) checks to identify the abilities, origins, and weaknesses of
outsiders, knowledge (religion) checks on deities and their worshippers, sense
motive checks against outsiders, and diplomacy and bluff checks to improve the
attitude of outsiders to the warlock.
Vessel talents: At 4th
level, and every four levels following, the warlock gains a talent that
compliments and enhances their vessel of power. The DC of these talents is 10 + ½ their warlock level + their intelligence modifier.
Soul leech (Su): At 6th
level, the warlock leeches energy from the world around them, gaining 1
temporary hit point per round, up to a number of hit points equal to their
maximum + their level. They can activate this for one minute per level they
possess as a standard action, spent in minute increments.
Scion: The warlock
becomes a true scion of their vessel of power, gaining powerful abilities noted
in the Vessels of Power section below.
Vessels of Power
Affliction
Image credit:
Kekai Kotaki
Some
warlocks funnel their power in to the energy of plagues and death, draining
their enemies through diseases, poisons, and other conditions. They gain heal
as a class skill.
Bonus spells: 1st – Ray of
sickening, 3rd – blindness/deafness, 5th – Contagion, 7th
– Poison, 9th – Feast on fear, 11th – Eyebite, 13th
– epidemic, 15th – plague storm, 17th – Cursed earth.
Soul shards (Su): Soul
shards are used to bestow powerful conditions, and empower their spells and
ability to debilitate their enemies.
Generating Soul shards: Spells
cast by the warlock generate 1 soul fragment per spell level, with ten
fragments generating one full soul shard. Whenever an enemy within 100 ft.
takes a new penalty, or effect from a condition that the affliction warlock has
inflicted, they gain 1 soul fragment.
The
warlock begins each day with one soul shard, and can have a maximum number of
soul shards at one time equal to their intelligence modifier. After 1 minute of
not generating or spending shards, all shards and fragments except one shard
are lost. At 10th and 20th level, the number of shards at
the beginning of the day and after combat increases by 1.
Vessel abilities:
1st level:
Corruption (Su): As a standard action,
the warlock applies corruption to a target within 30 ft., dealing 1d6 + the
warlock’s level as unholy for a number if rounds equal to 1d4+ half the warlock’s
level (minimum 1). A successful fortitude negates the periodic effect.
Corruption can be removed by remove curse. This ability generates five soul
shard fragments, plus one fragment per round it deals damage. This cannot be
cast on one target more than once per day.
Agony (Su): The warlock spends 1 soul
shard to mark an enemy within 30 ft. with agony. This deals 1d8 damage as
unholy immediately. At the beginning of the target’s turn, agony deals an
additional 1d8, to a number of damage dice equal to their level. The target
gets a fortitude save to negate the damage every round, with a penalty equal to
the warlock’s level -1 per round agony remains. Agony can be removed by remove
curse. This cannot be cast on one target more than once per day. Agony deals
the maximum damage dice a number of rounds equal to half the warlock’s
intelligence modifier, then ends.
5th level:
Drain soul (Su): As a full-round
action, the warlock begins channeling negative energy into the target within 30
ft., dealing 1d8 negative energy damage, and healing the warlock for the damage
dealt. This damage increases by 1d8 for every 3 levels the warlock possesses.
This ability channels for 1d4 rounds + half the warlock’s level (minimum 1),
but requires concentration, and they cannot take any other move or standard
actions. They can take a 5-foot step and a swift action on their turn. The
warlock gains 4 soul fragments per round this channels. This ability can be
used once per day, plus one additional time for every 5 levels they possess.
Summon felhunter (Sp): This ability
acts as summon monster II: hell hound, except the hound is classified as
chaotic evil, and its bite attack acts as dispel magic, using the warlock’s
level. In addition, the hound gains a base attack bonus equal to the warlock’s
level, and adds the warlock’s intelligence modifier to the attack and damage
roll, rather than their strength. This hound has a number hit dice equal to the
warlock’s level, which affects its saves, attacks, as well as breath weapon.
This hound fights for the warlock for 2d4 rounds before it returns to abyss.
This ability spends 2 soul shards, and is a full-round action to cast, rather
than a 1 round cast as normal summon monster spells. The warlock may only have
one of these summoned at one time.
10th level
Seed of corruption (Su): As a standard
action, the warlock plants a seed of corruption into the target. After 1d4
rounds, the seed explodes for 1d6 damage per level of the warlock, both dealing
splash damage to all creatures within 10 ft., and spreading their vessel curses
(agony and corruption) that affect the seeded target to creatures affected. The
creatures get a fortitude save to resist the curses (to negate) with a +2
bonus. This ability costs 2 soul shards. Seed of corruption can be removed by
remove curse, but only before it detonates. This cannot be cast on one target
more than once per day.
Summon leukodaemon (Su): This ability
summons a leukodaemon for 2d4 rounds, and then returns to abaddon. This ability
spends 2 soul shards, and is a full-round action to cast, rather than a 1 round
cast as normal summon monster spells. The warlock may only have one of these
summoned at one time.
15th level:
Reap souls (Su): as a full-round
action, the affliction warlock may spend 3 soul shards to reaps the souls of
their enemies within 30 ft. This deals negative energy damage as channel energy
damage using their warlock level as cleric level. For every periodic effect
currently affecting a target, this ability deals 1 constitution drain. A
successful will save halves the damage and the constitution drain (minimum 1).
For every con drained from an enemy, the warlock gains 5 hit points.
Vessel talents:
Absolute corruption (Su): Corruption
lasts double the number of rounds, and makes the enemy move at half speed if
they do not pass a second fortitude save.
Contagion (Su): The warlock, even if
immune to diseases, carry them as dormant diseases. If the warlock has a disease, they can
activate it and spread it to a target within 30 ft. as a standard action, with
their save as the fortitude save. This can only be cast once per day for every
four levels they possess, and only once per target, even if it fails.
Death’s embrace (Su): When an enemy is below 50% health,
their periodic damaging effects deal 25% additional damage.
Disfiguring agony (Su): Enemies
affected by agony also take 1 charisma damage every time it deals damage, with
a fortitude save each round to negate.
Fleeting infection (Su): The
affliction can revert an ability or infection they have inflicted as a standard
action.
Mortal coil (Su): Instill fear in the
heart of a target. Failing a will save, they are shaken for a number of rounds
equal to the warlock’s level. At 8th level, they are frightened. At
12th level, they are panicked. This generates one shard when an
enemy fails the save, and one fragment per round the fear effect is active.
This can be cast 3 times per day + 1 for every five levels the warlock
possesses.
Soul conduit (Su): Each soul shard
spent has a 10% chance of being refunded.
Soul of Pestilence (Ex): Diseases,
curses, and poisons delivered by the warlock have +1 to their DCs.
Unstable affliction (Su): If a
condition given by the warlock is dispelled or removed, the individual takes
damage equal to the warlock’s level + their intelligence modifier.
Infectious aura (Su): The affliction
warlock gains an aura that breeds disease, giving all creatures within 20 ft.
of them a -4 penalty to fortitude saves to diseases, and their vessel
abilities. This can be activated as a standard action, and can be active for 1
minute per level. These are in 1-minute increments that do not need to be
consecutive. A fortitude save negates this effect for the duration. This
requires 8th level.
Plagueborn (Ex): The warlock is immune
to diseases and poisons. Must be 8th level or higher.
Amplify affliction (Su): While dealing
damage with the drain soul ability, other periodic damaging effects on the
target are amplified by 25%. This requires 12th level.
Sickening aura (Su): The affliction
warlock can cause the area around them (10 ft. radius) to sicken creatures.
They must make a fortitude save each round while within, or be sickened for a
number of rounds equal to the warlock’s level. This can be activated as a
standard action, and can be used a number of minutes per day equal to their
level, spent in minute increments that do not have to be consecutive. This
requires 12th level.
Scion of Affliction: All of the
affliction warlock’s attacks now inflict a chosen disease, with their save as
the fortitude save. In addition, for every periodic damaging effect they have
on a target, they decrease the armor class, attack rolls, and saves of the
enemy by 1.
Demonology
Some
warlocks funnel their power in to the ability to summon powerful enslaved outsiders
to their side. Fueled by the energies of the planes, these casters bring fear
into the hearts of their enemies with the roars of the monsters they bring
forth from other realms. They gain handle animal as a class skill. In addition,
any summon monster spell used to summon an evil or chaotic outsider is a
standard action, instead of a 1 round casting time. Any summon monster spell
can spontaneously be exchanged for a summon
planar ally spell of the same level.
Bonus spells: 1st – Summon
monster I, 3rd – Summon monster II, 5th – Summon monster
III, 7th – Summon monster IV, 9th – Summon monster V, 11th
– Summon monster VI, 13th – Summon monster VII, 15th –
Summon monster VIII, 17th – Summon monster IX.
Soul shards
When
monsters the demonologist attack, the demonologist attacks themselves, or casts
a spell, they generate soul shard fragments. They can have a maximum number of
soul shards at one time equal to their intelligence modifier.
Generating Soul shards
Spells
cast by the warlock generate 1 soul fragment per spell level, with ten
fragments generating one full soul shard. When a summoned monster attacks, the
warlock gains two soul fragments. If they cast a spell, they generate the
number of fragments equivalent to the spell level.
The
warlock begins each day with one soul shard, and can have a maximum number of
soul shards at one time equal to their intelligence modifier. After 1 minute of
not generating or spending shards, all shards and fragments except one shard
are lost. At 10th and 20th level, the number of shards at
the beginning of the day and after combat increases by 1.
Vessel abilities:
1st level
Shadow bolt (Su): This is a
ranged touch attack (60 ft.) dealing 1d8 negative energy damage + the warlock’s
level. This can be used a number of times per day equal to 3 + their intelligence
modifier. This damage increases by 1d6 for every four levels the warlock
possesses. This ability is a standard action that generates 5 soul fragments.
Empowered summons (Su): Using one
soul shard, all monsters currently summoned by the demonologist gain 5
temporary hit points, and a +1 morale bonus to attacks, damage, concentration
checks, and saves. This bonus increases by 5 hit points and +1 for every four
levels the warlock possesses. This lasts a number of rounds equal to the
warlock’s level. It can be used again to refresh the duration, but the duration
and bonuses to not stack.
5th level
Demonwrath (Su): Cause chosen summoned
monsters, controlled outsiders, and called outsiders to crackle with energy as
a standard action, dealing 1d6 damage per two levels as unholy energy to
adjacent creatures. A successful reflex save halves this damage. This works on
a number of summoned monsters up to the warlock’s intelligence modifier. This
costs one soul shard.
Summon felhunter (Su): This ability summons
a hell hound that is classified as chaotic evil. In addition, the hound gains a
base attack bonus equal to the warlock’s level. This hound has a number hit
dice equal to the warlock’s level, which affects its saves, armor class,
attacks, as well as breath weapon. (See monster advancement rules for
statistics) This hound fights for the warlock for 1 hour per level, or until
killed. This ability spends 2 soul shards, and is takes 1 minute to cast, rather
than a 1 round cast as normal summon monster spells. Only one felhunter can be
summoned per day.
At 10th level, this acts as
a nessian hell hound. At 15th level, the felhunter’s size increases
to huge. At 20th level, it increases to gargantuan.
10th level
Call outsider (Su): Using two
soul shards as a full-round action, the offering is enough to tempt outsider of
the warlock’s choice to their aid. An outsider of the demonologist’s choice
(with a CR two lower or less than their level, minimum 1) appears at their side
to fight for them for 2d4 rounds.
Demon bolt (Su): Send out a bolt of
unholy energy empowered by your creatures, dealing 1d6 damage plus the
warlock’s level. This damage increases by 1d6 per five levels the warlock
possesses. For every creature the demonologist controls, this deals an
additional 1d6 damage, up to 1d6 damage per level of the warlock. This is a
standard action that costs one soul shard.
15th level
Metamorphosis (Su): The demonology warlock
becomes a shadowy demonic entity. In this form, they gain 60 ft. fly speed (perfect),
2 claws and a gore attack dealing 1d8 damage with a critical range of 19-20x2 and
the flame burst quality, +4 strength, +4 constitution, DR 5/-, and profane AC equal
to their intelligence modifier. In addition, they gain a bonus to their attack rolls
equal to their intelligence modifier. They can use this ability with three soul
shards once per day, and it lasts a number of rounds equal to their level. This
can be used one additional time per day at 17th and 20th level. At 20th level, the DR increases to 10, the stat bonus increase to +8.
Vessel talents:
Demonic calling (Ex): Shadowbolt has a
10% chance to cause the next soul shard-costing ability to cost none.
Enlarge summoned monster (Sp): The
demonologist can spend one soul shard to increase the size and strength of a
chosen summoned monster, as if affected by the enlarge person spell. At 12th
level, this acts as legendary proportions.
Monster shield (Ex): When the warlock
is within reach of one of their summoned monsters, they gain a +2 bonus to
their deflect AC. This bonus increases by +2 at 8th and 16th
level.
Soul conduit (Ex): Every
soul shard spent has a 10% chance of being refunded.
Heal summoned monster (Su): The
warlock can spend the energy from one soul shard to heal a summoned monster for
1d8 + the warlock’s level. This increases by 1d8 at 5th, 10th,
and 15th level.
Enslave outsider: When in combat with
a hostile outsider, the warlock can attempt to dominate it using one soul shard
as a standard action. The target gets a will save (10 + ½ warlock level +
intelligence modifier), and a new save with a +2 bonus if they are given an
order that is against their nature. This requires 5th level.
Banishment (Sp): The warlock can cast
the dismissal as aspell as a spell-like ability once per day, plus one
additional time for every five levels they possess using one soul shard. They
can also dismiss their own summoned monsters as a move action. This requires 8th
level. At 12th level, they can use banishment instead.
Soul link (Su): When
within 10 ft. of one of their summoned monsters, the warlock can transfer
damage taken to the monster, rather than themselves. This requires 8th
level or higher.
Quick summon (Ex): Once per day, the warlock can cast a
summon monster spell as a standard action, or two summon monster spells at once
with a one-round cast. However, these must be of a spell level two levels lower
than the highest one they can cast. This can be taken at 12th level or
higher.
Rejuvenation (Su): When a summoned
monster is slain, the warlock can once per day, as an immediate action,
resurrect the monster as if they were summoned from the start. This can be
taken at 12th level or higher. This summoned monster cannot act
until the following turn.
Scion of Demonology: Whenever
the demonologist is within 10 ft. of a summoned monster, they gain +4 to their
deflection AC, and the summoned monster gains a +5 morale bonus to attack and
damage rolls, saves, and an immunity to banishment spells and effects not cast
by the demonologist. In addition, all summon spells are now standard actions.
Destruction
Image credit:
Raymond Swanland
Some
warlocks funnel their power in to the raw essence of destruction. Fueled by
fire and chaos, these casters bring fear into the hearts of their enemies with
threats of incineration. They gain intimidate as a class skill.
Bonus spells: 1st – burning
hands, 3rd – spontaneous immolation, 5th – Fireball, 7th
– incinerate, 9th – Cone of cold, 11th – Chain lightning,
13th – Dimensional rift, 15th – Shout, greater, 17th
– Meteor swarm.
Burning embers
A
destruction warlock gains access to a resource called burning embers. They can have a maximum number of burning embers at
a time equal to their intelligence modifier. These embers are generated by
spells, and spent to use powerful abilities. Warlock’s start the day with one
burning ember. After being out of combat for one minute, all fragments and
embers are lost aside from one full ember. At 10th and 20th
level, the number starting the day and after combat increases by 1.
Generating burning embers
Spells
cast by the warlock generate 1 burning fragment per level, with ten fragments
generating one full ember. These embers are used to cast destruction abilities.
If a warlock attacks an enemy with a weapon, they gain 1 burning fragment.
Spells that deal hit point damage, or have a debilitating effect on a creature
generate 1 burning fragment per level of the spell. If the spell has a periodic
effect, it generates one fragment per round. If a spell deals no damage or has
no effect, no fragments are gained.
Destruction
warlocks also learn a number of spells which resonate with the power of
destruction warlocks. These spells can exclusively be used one extra time per
day (notated by the +1 in the spells per day of the warlock level table) and
can generate additional burning fragments.
Burning hands: 1 additional fragment
per target hit.
Spontaneous immolation: 1 additional
fragment per round the spell deals damage.
Fireball: 1 additional fragment per
target hit after 1.
Incinerate: Generates 6 fragments,
instead of 4.
Cone of cold: Generates 1 additional
fragment per target hit after 1.
Chain lightning: Generates 1
additional fragment per target hit after the first.
Dimensional rift: Ggenerates 1 burning
fragment per energy bolt fired.
Shout, greater: Generates 2 fragments
per target stunned.
Meteor swarm: Generates 2 fragments
per target hit with bludgeoning damage, and 1 per target hit with only the fire
damage.
Vessel abilities:
Chaos
bolt (Su): Using two burning embers as a standard action, the destruction
warlock unleashes a whirling bolt of green fire and shadows as a standard
action, dealing 1d10 damage as unholy fire. This is a ranged touch attack with
a distance of 60 ft. The damage of chaos bolt increases by 1d10 for every 2
levels the following first.
Immolate
(Su): The warlock blasts the target with flames, burning them from within and
across their body, causing 1d6 + their level damage as fire. For a number of
rounds equal to the warlock’s level, they take this damage each round. The
initial damage of this burst increase by 1d6 for every three levels following
first. An initial successful reflex save halves the damage, and negates the
periodic effect. The initial burst generates two burning fragments, and one
additional fragment each round the fire deals damage. This can be used on once
per target per day, and cannot be used again on a target, even if it fails.
5th
level:
Summon
imp (Su): Using one burning ember, the destruction warlock can summon an imp.
Instead of attacking with poison, it attacks with firebolts that deal 1d6
damage + the warlock’s level to a target chosen by the warlock. If the imp
strikes an enemy afflicted by a fire periodic effect, the imp’s bolts deal 50%
additional damage. This imp remains in the realm for 1 round per level of the
warlock plus their intelligence modifier, or until killed. These imps have a
number of hit points equal to half that of the warlock, and have their base
saves.
Conflagrate
(Su): The warlock bursts the target with a sudden rush of fire as a ranged
touch attack, dealing 1d6 damage +1d6 per two levels following first as fire,
and generating 5 burning fragments. This can be used a number of times per day
equal to 3 + their intelligence modifier. A reflex save halves the damage, but
not the fragment generation.
10th
level:
Channel
demonfire (Su): The warlock channels their power, focusing their energies on
those that suffer from their own intent. The warlock sends out bolts of energy
that deal 1d4 damage per level (half unholy, half fire), hitting each enemy
within 60 ft. currently affected by a periodic damage effect or condition dealt
by the warlock. Each flame explodes when it reaches the target, dealing splash
damage to adjacent targets. This uses three burning embers.
Rain
of fire (Su): The destruction warlock unleashes a rain of fire on a 20 ft.
square within 100 ft. This fire deals an amount of damage equal to 1d6 damage
per two levels of the warlock for a number of rounds equal to their
intelligence modifier. The reflex DC for half damage is equal to 10 + ½ their
level + their intelligence modifier. This uses four burning embers.
15th level:
Summon
Infernal (Su): Using three burning embers as a full-round action, the warlock
can summon a mighty stone golem wreathed with flames. This golem strikes a
chosen area as a meteor that hits a 10 ft. square, and forms to attack the
following round. The meteor deals 1d6 bludgeoning damage per two levels of the
warlock and unholy fire dealing the same (reflex halves), and stuns enemies
within the radius for one round (fort negates).
Enemies
in the space and adjacent spaces to the square take fire splash damage. Enemies
within the square are pushed back to an adjacent square. For the next 2d4
rounds, the golem attacks, using a base attack bonus of the warlock’s level
plus their intelligence modifier. In addition to the golem’s damage, they have
a burning aura that deals 1d6 damage per three levels of the warlock as unholy
fire every round to creatures within 10 ft. of it with a reflex save each round
to halve the damage. In addition, the golem deals an additional 1d6 damage as
unholy fire on its slam attacks, which deal an additional 1d10 unholy fire
damage on critical hits.
After
the 2d4 rounds are over, the golem collapses into dust. This can be used once
per day, plus one additional time at 17th and 20th level.
Vessel talents:
Roaring blaze (Su): When the warlock
hits a target with conflagrate and it already has a periodic fire effect on the
target (such as by immolate, or spontaneous immolation), the damage of that
effect is increased by 25% for the rest of the duration. This effect does not
stack.
Scion of unholy flame (Ex): The
warlock gains resist fire, unholy, and unholy fire 10. At 8th level,
this becomes resist fire 20. At 16th, it becomes 30. At 20th
level, they are immune to these energies.
Soul conduit (Ex): Every burning ember
consumed has a 10% chance to be refunded.
Soul harvest (Su): As a full-round
action, harvest the agony of enemies within 100 ft. For every two enemies
affected by a condition or periodic damage effect the warlock has caused, they
gain one temporary caster level for 1d4 rounds.
Fire and brimstone (Ex): Once per day,
the warlock can cast immolate, incinerate, or conflagrate, and hit all adjacent
targets for 50% of the damage dealt. Each additional target hit generates one
burning fragment. This requires 8th level, and can be used one additional
time at 14th and 20th level.
Havoc (Su): The warlock marks a
target. If they fail a will save, that target is dealt 50% of any non-periodic
single target damaging or debilitating effect dealt by the warlock for a number
of rounds equal to half the warlock’s level. This can be used once per day,
plus one additional time per day 12th and 16th level. The
creature afflicted with havoc must be within the ability’s range of both the
target of the damage and the warlock themselves. This ability requires 8th
level.
Shadowburn (Su): Spend one burning
fragment to form conflagrate into shadowburn, dealing 1d6 damage per level
(half fire, half unholy). If the target dies when hit with shadowburn, two
burning embers are generated instead of 5 fragments. This requires 12th
level.
Lord of flames: When using summon
infernal, the warlock summons 4 small infernals that deal damage one category
lower than the main infernal and only deal fire damage when they attack. These
infernals have one quarter the health of the main infernal. This requires 16th
level.
Scion of Destruction: Whenever
the destruction warlock casts a spell dealing hit point damage, the enemy takes
a -2 penalty to their saves, and the warlock gains a +2 bonus to rolls to
overcome spell resistance. In addition, spells with a maximum value (such as
fireball, 10d6) has its maximum increased by 5 levels.
Extra Vessel talent: Learn one additional vessel talent. Requires the warlock vessel talent ability.
Empower vessel: The warlock can spend one additional soul shard or burning ember to enhance the caster level of their vessel abilities by 2. This cannot increase caster level more than once, and does not stack with other increases to caster level. This requires warlock level 8th.
New warlock spells
Incinerate
School:
Evocation (fire)
Warlock
4
Range:
Medium touch (100 ft. + 10 ft. per level)
Casting
time: 1 standard action
Target:
One target
Duration:
1 round per level; see text
Saving
throw: reflex partial; see text. Spell resistance: yes
A
whirl of flame barrels toward the target, dealing 1d6 damage per level (maximum
15d6). The target makes a reflex save, if they fail, they take an additional
1d6 fire damage per five levels of the caster for the next 1d4 rounds.
Dimensional rift
School:
Evocation (variable)
Warlock
7
Range:
short (25 ft + 5 ft./level)
Casting
time: 1 standard action
Target:
one target; see text.
Duration:
1 round per level; see text
Saving
throw: none. Spell resistance: yes, once per turn.
A
rift opens within the range of the caster. It begins to fire 1d4 bolts of
damage of a random energy type every round to a chosen target within range of
itself, rolled on the table below. These bolts deal an amount of damage equal
to the warlock’s level. The rift is unstable, and has a 20% chance to dismiss
every round following the first (maximum rounds of caster level) Every round as
a move action, the caster can choose a new target for the rift, as long as both
the enemy and caster are within range of the rift. If the caster is not within
range, the rift attacks its chosen target until it is dead, or until it closes.
The rift can be moved to another space within the spell range of the caster if
they take a move action to do so.
d%
|
Energy
type
|
1-20
|
Fire
|
21-40
|
Cold
|
41-60
|
Electricity
|
61-80
|
Acid
|
80-90
|
Negative
|
91-95
|
Unholy
|
96-100
|
Force
|
Favoured
class bonuses
Human: +1/6 vessel talents.
Gnome: +1/5 to the effective level of
vessel talents.
Dwarf: +1/6 vessel talents.
Half-elf: +1/6 vessel talents.
Elf: +1/5 to the effective level of vessel
abilities.
Night elf: +1/8
soul shard or burning ember fragments generated by spells and abilities.
Draenei: +1/4 to the caster level of
creatures summoned through vessel abilities and talents.
Sylvari: +1/5 to the caster level of diseases and
poisons (affliction).
Man’ari: +1/2 damage when dealing
negative energy or fire damage.
Half-orc: +1/6 vessel
talents.
Zandalari: +1/6 to the DC of curses, corruption, and agony vessel
abilities (affliction).
Tauren: +1/5 to the effective level of vessel abilities.
Forsaken: +1/5 to the caster level of diseases, poisons, and curses.
Blood elf: +1/5 to the caster level of destruction vessel abilities and
talents.
Drakken: +1/5 to the caster
level of vessel talents.
Vrykul: +1/2 damage to spells of the forged type.
Vrykul: +1/2 damage to spells of the forged type.
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