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

Image credit: WoW TCG

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:

1st level:

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.


Warlock feats

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.



Comments

Popular posts from this blog

Custom Pathfinder Class: Mesmer

5e Homebrew Class - Priest/Priestess

D&D 5e and Pathfinder race: Eredar (Draenei, Man'ari)