1 Warlock
1 Warlock
Other planes of existence exist parallel to the natural world. It is said that beings of great power rule over these planes and of all
the professions only Clerics and Warlocks truly understand the truth. Unlike the Cleric who entreats these entities with devotion
and worship, the Warlock calls upon them and through offerings and sacrifices, forges pacts of power. In exchange for these
sacrifices, the Warlock is endowed with powers that rival that of any other spellcaster, the power to draw upon the energies of the
plane itself.
Role: Clothed in cloth Armor, they excel in using curses, firing bolts of energy (Acid, Cold, Fire or even Shadow), and
summoning outsiders to help them in combat. Warlocks, while being excellent spell casters, also excel in providing allies with
quirky buffs and utility.
Alignment: Any Non-good as Goodly aligned beings neither force other beings to do their bidding nor make deals that often
require blood sacrifices.
Class Skills
The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), and Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiency: Warlocks are proficient with the club, dagger, heavy crossbow, light crossbow, and
quarterstaff, but not with any type of armor or shield. Armor interferes with movement, which can cause spells with somatic
components to fail.
Bonus Languages: A warlock may substitute Abyssal, Anarchic, Celestial, Infernal, Elemental or Mechanoid for one of the
bonus languages available to the character because of his race.
Class Features
Scribe Scroll (Ex): At 1st level, the Warlock gains Craft Inscription as a bonus feat.
Archetype Power (Ex): Each Archetype links the Warlock to a specific Dimensional plane of existence and provides a special
power at 1st, 5th, 10, 15th and 20th level.
Eldritch Blast (Su): Warlocks can shoot forth a burst of energy (choose form at 1st level: Acid, Cold, Electric, Fel, Fire,
Necrotic, Shadow, Sound, or Weal) that does up to level-d6 damage to the target. The Warlock must make a successful ranged
touch attack to damage the target. The cost in energy = amount of D6 in damage up to a maximum = current level of the Warlock.
This is considered a ray so Feats that affect rays and ranged attacks also affect the Eldritch Blast. The blast has a range increment
= Warlock’s base Perception bonus.
Drain Life (Su): Warlocks can heal themselves and their minions by draining the life force of a target being. This attack
causes d8+CL/rd damage and heals Warlock for amount of damage inflicted. This is a ray and requires a ranged touch attack to
activate. The Warlock must concentrate to maintain the flow of energy from the target to himself and is forced to make
Concentration checks should he suffer any damage while this ability is active.
Health Funnel (Su): The Warlock can sacrifice his own health to heal his summoned minions at a #hp = level healed/1 hp
sacrificed. This is a complex, full round action and the warlock can make no other action while using this ability.
Pact (Su): – At 1st, 5th, 10th 15th and 20th level the Warlock may choose to form a pact with an outsider. The type of outsider is
determined by the Warlock’s Archetype (Hellfire - Baator, Abyssal, Grey Waster, Destroyer, etc.)
The Pact serves 3 functions. First it provides the Warlock with access to energies of the plane from which the Outsider is native
making the Warlock a Planar caster. The warlock then gains access to the spell list designed for his chosen plane.
Second it grants the Warlock the ability to Summon Minions to serve him. The minions must be outsiders from the plane with
which the Warlock's archetype is linked (Hell, Abyss, Hades, Pandemonium, etc.). The minions have the basic stats provided in
the monster manual/bestiary and also adds on the Druid companion modifiers as the Warlock gains levels making the minion more
potent at higher levels. The type and power level of the minion is based on the Warlock’s pact and his level.
Last it allows the Warlock to boost one of the following statistics by +Caster Level: Armor Class, Initiative, Attack Bonus,
Damage (including spells), Saves (Choose one), Attribute bonus, Damage Reduction, SR (Choose 1 type: Arcane, Divine, Wild,
Shadow, etc.).
Invocations (Su): Instead of spells Warlocks gain Spell like powers much like a Sorcerer. Unlike the Sorcerer whose magic is
tied to his blood, the Warlock’s magic is tied to the Plane of existence that he calls upon when summoning creatures or making
Pacts. That makes a Warlock’s magic Planar. A Warlock knows # Invocations based upon his level + bonus based on his
intelligence of each type of Invocation (Least, Lesser, Greater, Dark and Omega).
Soul Shard (Su): The Warlock gains the ability to contain part of the soul of the target as it dies turning it into a Soul Shard.
The Shard has ½ the HD (minimum of 1) of the target that died. The Warlock must attempt to create a Soul Shard within # rounds
after the target dies = Warlock’s base wisdom bonus. Soul shards may be used when performing Invocations to enhance the effect
or in some cases as the fuel to activate the invocation. Using a Soul Shard grants the warlock the ability to use Spellpower effects.
Spell DCs: Normally a Spell’s DC = 15 + Spell’s level + base Intelligence bonus. Using a Soul Shard adds +1/2 HD to the
Invocation’s DC.
Spell Variables (Soulburn): At 5th level, using a Soul Shard adds the CL to all of the Invocation variables (Area of Effect,
Range, Duration, and Damage).
SR and Spell DCs: At 10th level using a Soul Shard adds total HD bonus to Invocation DC and adds to CL (effectively
doubling caster level) in regards to SR penetration rolls.
Critical Success: At 15th level using a Soul Shard allows Invocations to gain critical success with a threshold = 20 – spell
level.
Feats (Ex): At 2nd level and every even level thereafter you gain a bonus Feat that may be spent on Metamagic or Item
Creation feats.
Drain Soul (Su): At 6th level Warlocks can gain a temporary boost to the CL by draining the levels of a target. This attack
causes -1/2 CL in level damage to the target to boost the Warlock +1CL. This is a ray and requires a ranged touch attack to
activate. The Warlock must concentrate to maintain the flow of energy from the target to himself and is forced to make
Concentration checks should he suffer any damage while this ability is active. The duration of the boost = ½ the Warlocks base
Constitution bonus. The target may make a Fort save (DC 15 + Warlock’s current Charisma bonus + Warlock’s current CL after
boosting) to regain his lost levels after a day of rest. If the target fails the lost levels become permanent until restored by magic.
Healthstone (Su): At 6th level the warlock may drain part of a target’s soul and place it into a Healthstone that can be used by
the target at a future point to heal themselves. The target temporarily sacrifices 5 HP/HD of the Healthstone. These lost points
may be healed by magic or regained normally with normal healing. The Healthstone only lasts for # days = HD of the stone. It
vanishes restoring the lost portion of the target’s soul energy to the target without effect at the end of the duration if not used. If
used, the Healthstone provides #HD stored healing to the wielder. If the wielder has the Toughness Feats then the healing is
affected as if the target were rerolling their HD using the feats. No one can use someone else’s Healthstone.
Metamorphosis (Sp): At 7th level the Warlock can turn into an outsider (from the plane linked to his Pact) for # rounds = CL.
He gains the special abilities, Special Attacks, Defenses and spell like abilities of the form assumed for the duration. The change
is a full round action and the warlock can do nothing else in the round in which he changes.
Ritual of Summoning (Su): At 8th level the Warlock can utilize soul energy to rip open a portal and summon willing targets
from other locations on the same plane to the Warlock’s current location. The Warlock must sacrifice 1 HP/HD of target being
summoned. Others may take part in the ritual and sacrifice the needed health.
Soul Stone (Su): At 13th level the Warlock can drain some of the life from a target’s soul to create a Soul Stone. The target has
the ability to consume the Soul Stone during the next full day immediately upon death bringing the target back to life, fully healed
and restored to normal. Any Energy spent before the target’s death is still gone but any effects or conditions afflicting the target
are gone.
Greater Ritual of Summoning (Su): At 16th level the Warlock can utilize soul energy to rip open a portal and summon willing
targets from other locations (even other planes of existence) to the Warlock’s current location. The Warlock must sacrifice 1
HP/HD of target being summoned. Others may take part in the ritual and sacrifice the needed health.
Spells
To learn, prepare or cast a spell, the Warlock must have an Intelligence score = at least 10 + (2 * the spell level). The DC for a
saving throw against a Warlock’s spell is 15 + the spell level + the Warlock’s Intelligence modifier. Like other spellcasters, the
Warlock has access to an energy source that he uses to cast his spells. As described above the Warlock draws energy from other
planes of existence. The amount of energy a Warlock can draw upon is limited by his class level. He gains the amount shown on
the table + a bonus based on high intelligence. The cost to cast a spell = the spell’s level + any metamagic feat costs.
The Warlock may know an unlimited # spells and may cast them freely so long as he has the energy to spend on them. Should
the Warlock run low on energy, he may attempt to cannibalize his health in exchange for more energy at a 2hp/1EP cost. Should
the Warlock cannibalize his health for energy, he must make a Fortitude Save (DC = 15 + HP spent) or fall unconscious from the
strain.
Spellbook: A Warlock requires a spellbook in order to prepare spells. Without access to a spellbook while resting, the Warlock
may not prepare spells. Warlocks may prepare spells from their own spellbook normally. Preparing known spells from another
arcanist’s (Mage, Necromancer) spellbook takes double the normal amount of time.
Warlocks begin play with a spellbook containing all 1st-level Planar Domain spells, +3 2 nd-level spells of the player’s choice.
For each point of Intelligence bonus the Warlock has, the spellbook holds 1 additional spell of 2 nd or 3rd level. The Warlock can
choose to learn new spells at any time; however, he must pay the costs and spend the time necessary to learn them. At any time, a
Warlock can also add spells found in other arcanists’ spellbooks to his own.
• The save DCs of spells from the Planar spell lists are increased by +5.
• The Warlock receives a +CL bonus on Spellcraft checks to learn Planar spells.
• Forbidden Arts: While all spellcasters can develop a spell unique to another form of magic, the Warlock faces certain
restrictions when designing and casting spells unique to another form of magic. They cast these spells –2 caster level penalty
(minimum caster level 1st). The save DCs of such spells are reduced by –10, and there is a 2% chance/spell level of spell failure
when casting spells from another magical spell list. An evil aligned warlock cannot cast good aligned spells and a Chaos aligned
warlock cannot cast lawfully aligned spells. The opposite does not hold true, however, as evil always attempts to corrupt goodly
aligned beings and chaos is always twisting lawfully aligned beings. So a good warlock can and is encouraged by malign forces
to learn to cast evil spells and Lawful warlocks are often tempted to cast chaotic spells. Nether suffers any penalty when
attempting to design or cast such spells.
Invocations
Some of a warlock’s invocations, such as frightful blast, modify the damage or other effects of the warlock’s eldritch blast.
These are called eldritch essence invocations. Unless noted otherwise, eldritch blasts modified by eldritch essence invocations deal
damage normally in addition to imparting the effects described in the invocation description.
A warlock can apply only 1 eldritch essence invocation to a single eldritch blast, choosing from any of the eldritch essence
invocations that he knows. A warlock can apply an eldritch essence invocation and a blast shape invocation (see below) to the
same blast.
Least
Eldritch Spear: Blast range increases to +10’ * current Perception bonus.
Hideous Blow: Melee attack channels eldritch blast.
Hideous Shot: Channel eldritch blast into projectile or thrown object as a part of a single ranged attack.
Lesser
Baneful Blast: When gained, pick a creature type (as a Ranger's favored enemy) this blast deals an additional +2d6 damage to
that creature type. This invocation can be taken multiple times for separate creature types. If the same creature type is chosen
then increase the damage and addition +2d6/Baneful Blast Invocation.
Beshadowed Blast: Living creature struck makes Fort or blinded for 1 round.
Brimstone Blast: Any creature struck makes Reflex save or catches fire, taking 2d6 additional fire damage per round until
extinguished by full round action or 1 round/5 * CL
Eldritch Chain: Eldritch blast strikes 1 extra target/4 levels within 30’ of the previous target.
Hellrime Blast: Blast deals Cold damage, and any creature struck makes Fort save or takes -4 to Dex for 10 minutes. Dex debuff
does not stack from multiple hellrime blasts.
Greater
Bewitching Blast: Any creature struck makes Will save or confused for 1 round.
Eldritch Beam: Eldritch blast channeled into a 5’ * 60’ line, affecting all creatures in its path (Reflex for half).
Eldritch Cone: Eldritch blast takes the shape of a 30’ cone, affecting all creatures within, but they may make a Reflex for half.
Hindering Blast: Living creatures struck make Will save or be Slowed for 1 round.
Noxious Blast: Struck creatures make Fort save or be nauseated for 1 minute.
Repelling Blast: Struck creatures of Medium or smaller make Reflex save or be hurled 1d6 * 5’ away from you and knocked
prone. If the creature strikes a wall within this distance, they take 1d6 damage for each 10’ flung in this manner.
Vitriolic Blast: Eldritch blast deals damage with conjured acid, ignoring spell resistance. Struck creatures take an additional 2d6
points of acid damage each round after the initial attack for 1 round/5 * CL.
Dark
Binding Blast: Struck creature makes Will save or be stunned for 1 round.
Eldritch Doom: Eldritch Blast becomes 20’ burst centered on you, affects designated targets, targets may Reflex for half.
Utterdark Blast: Eldritch blast deals negative energy damage, healing undead struck. Living creatures struck make Fort save or
suffer -1/2 CL negative levels.
Omega
Ultimate Eldritch Doom: Blast affects all enemies within line of sight.
Least Invocations
All-Seeing Eyes: Comprehend Languages for written materials only and +CL on Awareness for 1 day.
Artificer's Assistant: Conjures an invisible assistant that grants +CL to all Craft checks for 1 day.
Baleful Utterance: Sonic; Object/area affected by Shatter, creature holding/wearing destroyed target makes Fort save or be
dazed for 1 rd and deafened for 1 minute
Beguiling Influence: +CL Influence for 1 day.
Breath of the Night: Create a Fog Cloud as the spell.
Cloak of Shadows: +CL to Stealth and Sleight of Hand for 1 day.
Dark One’s Own Luck: Luck bonus = base Cha bonus to any 1 save for 1 day.
Darkness: Use Darkness as the spell.
Devil’s Sight: See normally in darkness and magical darkness out to 30’.
Earthen Grasp: Conjure an earthen hand at close range for 2 rds/level on earth, mud, grass, or sand; Hand is = Med creature
with BAB = CL, Str = 14 +2/3xCL. Arm doesn't move from its space, but it can grapple a foe in its space or any adjacent space.
If no foes are in reach, it attacks a target at random in range, if any. Each rd the hand pins a target, it deals 1d6 + CL to target.
Arm has AC 14, hardness 4, and 3HP/CL
Entropic Warding: Gain 20% miss chance (not concealment), leave no visible or aromatic trail.
Leaps and Bounds: Gain +CL to Athletics and Acrobatics for 1 day.
Miasmic Cloud: Creates 10’ radius dense fog, grants concealment, other creatures that enter make Fort save or be fatigued for 1
round after they leave the fog. Fog is dispersed as Fog Cloud and lasts 1 minute.
See the Unseen: See Invisibility and Darkvision for 1 day.
Spiderwalk: Spider Climb for 1 day and unaffected by mundane or magical webs.
Summon Swarm: Summon Swarm for only as long as you concentrate.
Call of the Beast: Wild Empathy as a druid of your level and Speak with Animals for 1 day.
Otherworldly Whispers: Gain +CL to Knowledge regarding Arcana, Religion, and The Planes for 1 day.
Serpent's Tongue: Gain Scent and +CL to saves against poison for 1 day.
Shrouding Transformation: Alter Self on self for 1 day, but cannot be a different size category than your normal size.
Soulreaving Aura: 10’ radius emanation centered on you instantly deals +CL damage to every creature with 0 or fewer HP, and
if any creature is slain by this effect, you gain temporary HP equal to its HD (max 10) for 1 round.
Swimming the Styx: Gain aquatic subtype, swim speed = base land speed, and the ability to breathe water and air for 1 day.
Lesser Invocations
Charm: Charm Monster within 60’ that speaks your language, only 1 charmed creature at a time.
Cold Comfort: Endure Elements on yourself and allies within 30’ for 1 day.
Crawling Eye: Detach 1 of your eyes to move on its own with a move and climb speed of 20’. Directing the eye requires a
move action. Its Climb modifier is = 8+CL, and its Hide and Move Silently are = your CL. It is considered a Fine creature with 2
HP and AC of 20. When you use this invocation, your HP are reduced by -2 for the duration of this effect. For all other
purposes, its stats are = yours. You can't cast spells or invocations through the eye, but any effects that affect your vision
function through the eye as though it was still attached. If it is destroyed, you are dazzled for 1d4 rounds while the eye regrows,
and you regain the 2 HP at the end of this time. You may only have 1 Crawling eye at a time.
Curse of Despair: Deliver touch attack to Bestow Curse, target gains -CL to attack for 1 minute even if it succeeds on the save.
Disembodied Hand: Detach one of your hands to float in the air. You may still use it as though it were still attached in every
way, but it still requires that you expend actions to use it accordingly, and any touch attack you deliver with it must be cast
before you use this invocation. The hand can move through the air at 30’. When you use this invocation, your HP are reduced by
5 while it is in effect, and the hand is considered a Diminutive creature with AC 20 and HP 5. Its Hide and Move silently
modifiers are = your CL, and its other statistics are = yours. If it is destroyed, it regrows in 1d4 rounds at which time you regain
the 5 HP lost. You may only have 1 Disembodied hand/2 arm appendages.
Eldritch Ward: Surrounded by swirling eldritch energies that provide a deflection AC bonus = your level as well as granting a
resistance bonus to saves against spells = 1/2 your level for one minute. While Eldritch Ward is active, the warlock may not use
his Eldritch Blast ability. The caster may dismiss this invocation effect as a standard action.
Fell Flight: Gain fly speed = land speed with Good maneuverability for 1 day.
Flee the Scene: Dimension Door as the spell and leave behind Fog Cloud for 1 round.
Hungry Darkness: Create stationary Darkness effect filled with swarms of bats, attacking all creatures within except you for
1d6 damage as a Swarm, lasts with concentration + 2 rounds. If the bat swarm is destroyed, Hungry Darkness ends.
Mask of Flesh: Take on the physical form of a living creature of your own size with a touch attack. If you desire, you may
impose a 1d6 Cha penalty to the target, but the Charisma can't be lower than 1. Will save negates both effects, and a creature that
saved cannot be affected for another 24 hours. Both effects last for 1 hour/CL; If you dismiss the invocation, both effects end.
Relentless Dispelling: Targeted Dispel Magic and a second targeted Dispel Magic on the same target at the start of your turn
with no action required on your part.
Stony Grasp: As Earthen Grasp, but any natural surface, AC 18, hardness 8, and 4 HP/CL.
The Dead Walk: Animate Dead as spell, lasts only 1 minute/CL.
Vile Darkness: Use Blacklight as the spell.
Voidsense: Gain Blindsense 30’ for 1 day.
Voracious Dispelling: Dispel Magic and creatures with active spell effects dispelled by this take current Intelligence bonus in
Necrotic damage/each level of spell effect dispelled.
Walk Unseen: Invisibility on self for 1 day.
Wall of Gloom: Create wall of gloom up to 40’ long or 15’ radius, 20’ high, creatures adjacent to the wall have concealment
from other side, creatures further have total concealment. Creatures with 6 or less HD must make a Will save or be halted at its
edge. Creatures may attempt to pass through any number of times, but each failure imposes a cumulative -5 on the Will save.
Warlock's Lock: As Arcane Lock, but warded object glows faintly (Awareness DC 15), and causes 1d4 magic damage/2 CL
(Reflex Half) to creatures touching the warded object other than the caster. Lasts 1 hr/CL and is not discharged when creatures
take damage from this effect.
Witchwood Step: Walk over water, through rubble or undergrowth at full speed, and immunity to Entanglement for 1 day.
Greater Invocations
Caustic Mire: Cover a 20’ radius spread within Medium range with acidic slime for 1 rd/level that slows movement to half
speed and causes creatures entering to take 1d6 acid damage for each space entered + 1d6 acid damage if they end their turn in a
space affected by this. Effects that deal fire damage to creatures within this spell's effect deal and additional +1 fire damage/die.
Chilling Tentacles: Black Tentacles with additional +2d6 cold damage in the spell's area.
Devour Magic: Greater Dispel Magic with touch, gain temp HP = 5/level of spell dispelled. These temp HP fade after 1 minute
and do not stack with other temp HP. Cannot use on own spells and invocations.
Enervating Shadow: Gain total concealment in dark or shadowy places for 5 rds, living creatures adjacent must make Fort at
start of their turn or take -4 to Strength for 5 rds.
Hellspawned Grace: Gain the form of a Hellcat for 1 rd/2 CL. If reduced to 0 or fewer HP in Hellcat form, you can't use this
invocation again for 1 hour.
Nightmares Made Real: Make 5-10’foot cubes + 1-10’ cube/CL at Close range appear nightmarish for 1 rd/level, entangling
and dealing 1d6 damage on your turn to those who fail Will saves within. Grants concealment to creatures adjacent and total
concealment to creatures beyond regardless of Will save, and you may make hide checks even while being observed in this area,
but others may not.
Painful Slumber of Ages: Cause 1 living creature at close range to enter an indefinite state of sleep if they fail the Will save.
Normal stimuli is insufficient to wake them, but any damage received rouses them instantly, but they also take damage = your
CL when this happens. They also receive an additional save every day to wake from their slumber for no damage. The target
does not need to eat or drink under the effect of this.
Tenacious Plague: Insect Plague with Cha bonus added to Fort DC for swarm's distraction. Swarm summoned in this manner
overcomes magic DR.
Wall of Perilous Flame: Wall of Fire but half of the damage is magic damage instead of fire damage. Creatures reduced to 0 or
fewer HP by this invocation are affected by a Destruction spell effect.
Warlock’s Call: Sending, but a creature unwilling to reply can attempt a Will save to deal 1d10 points of damage back to you.
Dark Invocations
Caster's Lament: Break Enchantment on touch, but can only attempt to affect any given effect 1/day. Can also use this to
counterspell 7th level or lower spells as if using Greater Dispel Magic.
Dark Discorporation: Become 8 areas of Diminutive shadow bats for 1 day; Str = 1, Dex +6; Lose armor and natural armor
bonuses to AC, +4 size and + Cha to AC; Diminutive size swarm and Fly 40’ (Perfect); Swarm subtype traits; Swarm Attack for
4d6 to any creature in your space at end of turn as magic weapon of your alignment; Distraction on any living creature
vulnerable to your swarm attack starting turn in your space makes Fort save or be nauseated for 1 round and spellcasting in your
space requires Concentration; All possessions are nonfunctional and absorbed into your new form.
Dark Foresight: Foresight and communicate with target telepathically within 100’ and line of sight.
Path of Shadow: Shadow Walk as the spell, plus regain Hp as if resting a full day for each hour shadow walking.
Retributive Invisibility: Greater Invisibility on self and deals 4d6 sonic damage in 20’ radius burst if dispelled and stuns
creatures damaged in this way if they fail a Fort save.
Steal Summoning: Cast as an immediate action to steal control of a summoned creature as soon as it is summoned with a
successful CL check (DC 15 + CL of summoner) for as long as you concentrate + 1 rd (up to 1 + 1 rd/level).
Word of Changing: Baleful Polymorph for 1 day, at which point the creature makes a second Will save at the original bonus or
remains in the new form permanently until restored by other means.
Archetypes
Abyssal Warlock (CE)
The abyssal Warlock makes pacts with Demons. Beings of chaos, energy and destruction, Demons abide by the pact for as short
a time as possible. Warlocks whose power derives from demonkind are most commonly chaotic evil and tend toward savage
brutality. They summon Demons exclusively when using Summon Monster Invocations.
Demons: Perhaps surprisingly, few demonic powers are responsible for the pacts that created the first warlocks. As any planar
scholar would tell you, demons fixate on rampant destruction over planned corruption, which means that most don't have the
interest (or talent) required to broker such deals. The mightiest of the common demons, such as the mariliths and balors, only
rarely take the time to instill such power, and a bare few of the so-called demon princes are so inclined. Spellcasters seeking a way
to harness the destruction of chaos called upon the powers of the Abyss and whether by whim or malevolence, Demons answered.
The best known of these is Graz'zt the Dark Prince (whom most agree resembles an archdevil in his cunning and guile). Mighty
demons prefer to bestow their favor upon bloody cults of mad followers rather than reward a single individual with great power—
after all, such an individual might easily become a threat to the demon prince's own rulership of his realm. There have been
exceptions. Graz’zt prefers humans and Drow elves, Demogorgon caters to Goblinoids, Jubilex to abberations and Orcus to those
seeking to become Liches.
A wise Abyssal Warlock often makes pacts with lesser demons or Greater Demons but only the truly mad and ambitious does
so with a Demonlord. The pact allows access to the followers and slaves of the demon. The pacts available are as follows by level:
the most common minions are listed in boldface.
Daemons: While many claim to see absolute evil in the eons-spanning agendas of Hell or the unpredictable and unstoppable
devastation of the Abyss, the features of immorality, depravity, and cruelty most truly shape the face of Abaddon. The scions of
this shattered realm know no ambitions but their own, no loyalty but that wrested from them by fear or pain, and no limitations in
pursuing their most wicked desires. Some underestimate Daemons, viewing them as evil without form, with vague plots that fall
short of diabolical schemes and constrain them from the boundless degeneracy of demonkind. In truth, Daemons might be viewed
as embodying evil at its purest, free from the mandates and strictures of devils, possessed of greater vision and focus than demons.
They are embodiments of evil without concern for law or chaos, malice given thought and form.
A Charonite makes pacts with daemons at his own peril. The hope is to one day ascend to become a Daemon. Few succeed but
those that do ascend into the ranks of the lords of the apocalypse. The pact allows access to the followers and slaves of the
daemon. The pacts available are as follows by level: the most common minions are listed in boldface.
Elementals: The elemental forces of Air, Earth, Fire, Plants and Water are among the most powerful in the multiverse, forming
the basis of the material world and giving Warlocks capable of wielding them immeasurable influence.
Destroyers must choose an element and an elemental plane linked to that element. They make contact with a powerful named
being of that plane and form a pact that makes them a conduit for the elemental forces. The pact allows access to the elementals
and creatures with the elemental sub-type. The pacts available are as follows by level.
Devils: The infernal denizens of the Nine Hells of Baator are the undisputed masters of crafting power-driven bargains with
mortals, so it should come as no surprise that the iconic warlock is a result of such a deal. No other creatures take as much pleasure
from corrupting mortals with dark powers, and the sheer number of devils who traffic in such pacts would send a chill down the
spine of the staunchest paladin. From ambitious horned devils and pit fiends to the greatest archdevils themselves, these masters of
artifice and duplicity take pride in sowing evil throughout the land, and endowing warlocks with their power provides ample
opportunity. Among the various lords of the Nine Hells, Dispater, Mammon, Belial, Mephistopheles, and the mighty Asmodeus
most actively broker such accords.
Warlocks making pacts with devils had best read the fine print. These pacts are often sealed in blood and favor the devil more
so than the Warlock. The pact allows access to the followers and slaves of the devil. The pacts available are as follows by level:
the most common minions are listed in boldface.
Undead: A Necromancer is unique amongst the Warlocks in that he makes his pact with an unknown entity that is the
intelligence and essence of the negative material plane. Rumors, legends and myths say that this entity is the source of all evil.
Regardless, it goes by many names and is also rumored to be the source that created the mists of Ravenloft. Warlocks that are not
careful with their pacts with this entity may find themselves trapped in that foreboding nightmare world.
Necromancers making pacts with the source may call upon necrotic energy to create minions. The pacts available are as follows
by level: the most common minions are listed in boldface.
Modified Warlock abilities
Pact (Su): – At 1st level and every odd level after that you make a Level Pact Sample Minions
pact with the negative material plane. These pacts grant you access to 1 Least Shadow Imp
Necromantic powers, spells and the ability to control, rebuke and 3 Shadow, Fel Shadow Imp
summon undead. At each odd level, the pact becomes stronger allowing 5 Lesser Zombie, Spectre
the summoning more powerful undead minions. 7 Ghoul, Wight
Necrotic (Eldritch) Blast (Su): Necromancers can shoot forth a burst 9 Greater Bodak
of necrotic energy. Shadow Blast + Blast Invocations are considered 11 Ghast
Necrotic damage. 13 Dark Skeletal Warrior
Drain Soul (Su): Necromancers gain this ability at 5th level. If the 15 Ghost
target dies from the soul draining, the Necromancer immediately creates
17 Omega Death Knight
a Soul Shard and the target’s body rises as an undead zombie under his
19 Crimson Death, Wraith
command. The Zombie maintains class levels he had in life and all stats
except for Constitution. Fortitude saves become Charisma based.
Shadow Metamorphosis (Sp): At 10th level the Necromancer can turn into a Shadow for # rounds = CL. You gain the special
abilities of a Shadow for the duration. You gain the Special Attacks, Defenses and spell like abilities of the form you assume for
the duration. The change is a full round action and you can do nothing else in the round in which you change.
Lichdom (Su): At 15th level the Necromancer becomes an undead being with undead traits. HD increases to D12. The
Necromancer loses his Constitution score and Fortitude becomes Charisma based. He gains Darkvision 60’, Immunity to Psionics
and mind affecting effects (charms, compulsions, phantasms, etc.), Immunity to poison, paralysis, sleep, stunning, disease and
death effects. The necromancer is no longer affected by Critical hits, nonlethal damage, ability drain/damage, energy drain,
fatigue and exhaustion. The Necromancer can only heal with negative energy effects and positive energy affects harm him.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Uses its Charisma
modifier for Concentration checks. Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is
immediately destroyed. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect
undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. Undead do
not breathe, eat, or sleep.
Necrotic Presence (Su): At 20th level the Necromancer emits energy from the negative energy plane causing all living things to
slowly wilt and die in his presence. Plants wilt and living creatures lose -1 HD/hour within this field. The Necromancer can
concentrate to increase this to -CL HD/rd in combat but the target then gains a Fort Save (DC = 15 + CL + (5 * Necromancer’s
current Intelligence bonus)). Upon a successful save the target resists the Necromancer’s field. The aura emits a # area radius =
Necromancer’s base Charisma bonus.
Spells
The Necromancer pulls spells from the Necromancy Domain Spell lists. In addition, the Necromancer gains Conjuration
spells allowing him to summon the Undead as follows: