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Kane0
2013-03-05, 09:26 PM
Being a reasonably big fan of warlocks, it recently occurred to me that I haven't actually done a standard warlock 'fix', and since then I haven't been able to sleep properly. So here we are, a quick Warlock fix that tweaks a few problems he has and leaves as much of the original intact as possible.

Proficiencies: As original Warlock
HP: As original Warlock
Skills/level and Class skills: As original Warlock



Level
BAB
Fort
Ref
Will
Special
Invocations


1
+0
+0
+0
+2
Eldritch Blast (1d6), Invocations (Least + Cantrips)
1


2
+1
+0
+0
+3
Bonus Feat
2


3
+2
+1
+1
+3
Eldritch Blast (2d6), Damage Reduction 1/Cold Iron
3


4
+3
+1
+1
+4
Deceive Item
3


5
+3
+1
+1
+4
Eldritch Blast (3d6), Energy Resistance 5
4


6
+4
+2
+2
+5
Bonus Feat, Invocations (Lesser)
5


7
+5
+2
+2
+5
Eldritch Blast (4d6), Damage Reduction 2/Cold Iron
6


8
+6/+1
+2
+2
+6
Fiendish Resilience 1
6


9
+6/+1
+3
+3
+6
Eldritch Blast (5d6)
7


10
+7/+2
+3
+3
+7
Bonus Feat, Energy Resistance 10
8


11
+8/+3
+3
+3
+7
Eldritch Blast (6d6), Damage Reduction 3/Cold Iron, Invocations (Greater)
9


12
+9/+4
+4
+4
+8
Imbue Item
9


13
+9/+4
+4
+4
+8
Eldritch Blast (7d6)
10


14
+10/+5
+4
+4
+9
Bonus Feat
11


15
+11/+6/+1
+5
+5
+9
Eldritch Blast (8d6), Damage Reduction 4/Cold Iron, Energy Resistance 15
12


16
+12/+7/+2
+5
+5
+10
Fiendish Resilience 2, Invocations (Dark)
12


17
+12/+7/+2
+5
+5
+10
Eldritch Blast (9d6)
13


18
+13/+8/+3
+6
+6
+11
Bonus Feat
14


19
+14/+9/+4
+6
+6
+11
Eldritch Blast (10d6), Damage Reduction 5/Cold Iron
15


20
+15/+10/+5
+6
+6
+12
Fiendish Resilience 5, Energy Resistance 20
15



Class Abilities
Eldritch Blast:
The first and foremost power of a warlock, Eldritch Blast is a ray magical energy dealing 1d6 damage +1d6 per two caster levels after 1st + Cha bonus.
An Eldritch Blast is an attack action made against a single target with a range of Short (25' + 5' per 2 CL). Unlike most rays, Edritch Blast does not target Touch AC.
An Eldritch Blast has an equivalent spell level equal its damage dice -1 (minimum 0, maximum 9), but otherwise functions as an invocation and a weaponlike spell. As such it is subject to spell resistance and modifiers to caster level such as the Spell Penetration and Practiced Spellcaster feats.
An Eldritch Blast can be modified with up to one Essence (Prefix) and/or one Shape (Suffix). Using a modified Eldritch Blast is a standard action, and as such cannot be used as an iterative attack like an unmodified Eldritch Blast can.

Invocations:
Invocations are spell like abilities usable at will, which usually mimic spells. Invocations require a standard action to use and some have durations of 24 hours, and cannot be subject to metamagic feats. Feats, abilities and modifiers that affect Spell Like Abilities and Caster Level (Such as Spell Penetration, Ability Focus, Practiced Spellcaster and Quicken SLA) function normally for Invocations.
Save DCs for all invocations (including Eldritch Blast Shapes and Essences) are equal to 10 + 1/2 Warlock level + Cha modifier.
At level 1 a Warlock chooses 2 + Cha modifier cantrips (taken from the Sorc/Wiz spell list) to gain as invocations (max 6). If a Warlock's Charisma modifier changes after these cantrips are selected the change is not retroactive.
All least grade invocations count as 2nd level spells for the purposes of interacting with dispel magic attempts, spellcraft skill checks, spell bsorbtion, ect. Lesser invocations similarly count as 4th level spells, Greater 6th level and Dark 8th.
A Warlock can qualify as a spontaneous arcane spell caster for the purposes of Feats, Abilities, Prestige classes, etc and has a caster level equal to his Warlock level. More specific requirements may require a DM's consent.

Bonus Feat:
The Warlock gains a bonus feat. This bonus feat must directly affect the Warlocks Eldritch Blast (such as Weapon Focus (Ray)), Invocations (such as Extra Invocation) or spellcasting (such as Arcane Mastery). The Warlock must still meet the prerequisites for this feat.

Damage Reduction:
The Warlock gains damage reduction of 1/Cold Iron. This Damage Reduction increases by 1 every 4 Warlock levels after 1st.

Deceive Item:
The Warlock can take 10 on Use Magic Device checks, even if distracted or threatened.

Energy Resistance:
The Warlock selects two energy types from: Fire, Cold, Acid, Electricity and Sonic. The Warlock gains Energy Resistance 5 to those two energy types. This Energy Resistance increases by 5 for every 5 levels after 5.

Fiendish Resilience:
The Warlock gains fast healing 1 when below half his maximum Hit Points. This Fast Healing increases to 2 at level 16 and 5 at level 20.

Imbue Item:
The warlock can substitute a Use Magic Device check in place of a required spell when crafting items. the DC for an Arcane spell is 15 + spell level and the DC for a Divine spell is 25 + spell level. If this check succeeds he is treated as having cast that spell; If he fails he cannot complete the item though he does not expend XP or GP, he has simply stopped progressing in the creation. He cannot attempt to replicate that spell again via use of this ability until he gains a new level.


Notable changes
- Changes to EB. It goes up to 10d6 and is an iterative attack versus AC. Range has also been changed.
- More invocations. You get a total of 4 least, 4 lesser, 4 Greater and 3 dark at level 20.
- Some finer points about EB and Invocations have been straightened out for simplicity. Some things might still be ambiguous though.
- Gains 5 Bonus feats which can net you additional invocations and other important spellcasting feats.
- Fiendish resilience functions like a dragon shaman's fast healing aura.
- Altered DR and table progression

Kane0
2013-03-07, 08:00 PM
Invocations
Take note that a number of these replace or subsume existing invocations, so treat these as updates or errata.



Eldritch Line: Blast Shape, Least
Eldritch Blast becomes a line with range of 15', which allows a reflex save for half damage.
When you qualify for lesser invocations it becomes 30', greater it becomes 45' and Dark it becomes 60'

Eldritch Spear: Blast Shape, Least
Eldritch Blast range increases to Medium (100' +10'/CL)

Eldritch Weapon: Blast Shape, Least
Select one of the following choices when gaining this blast shape. Changing this decision requires you to swap out the invocation.
Forming any of these shapes is a move action that does not provoke an attack of opportunity and requires a free action to sustain or dismiss each round afterwards.
You cannot use other forms of Eldritch Blast while Eldritch Weapon is in effect.
All weapons target touch AC, use Eldritch Blast damage and critical hit statistics and do not add str to damage unless stated otherwise.
Eldritch Blade: You Form your Eldritch blast into a broadsword or other one handed weapon
One handed weapon, adds str to damage.
Eldritch Maul: You form your eldritch blast into a maul or other large weapon (as in two handed, not the size category)
Two handed weapon, adds str to damage.
Eldritch Glaive: You form your eldritch blast into a glaive or other polearm
Two handed weapon, 10' reach.
Eldritch Knife: You form your eldritch blast into a dagger or other small weapon
Light weapon, qualifies for use with the weapon finesse feat.
Eldritch Whip: You form your eldritch blast into an entrangling tendril.
One handed weapon, can trip without provoking, can dismiss as a free action if you fail a trip attempt.

Hammer Blast: Blast Essence, Least
Eldritch Blast deals full damage to objects. When you qualify for lesser invocations also ignores DR and when you qualify for greater invocations also bypasses SR.

Piercing Blast: Blast Essence, Least
Eldritch Blast targets Touch AC.

Hideous Blow: Blast Shape, Least
As a free action, imbue a held weapon or natural weapon for one round to also deal half your Eldritch Blast damage.
Alternatively, as a standard action that does not provoke an attack of opportunity, make a single weapon or natural weapon attack that also deals your eldritch Blast damage, as well as the effects of a Blast Essence if you so choose.

Lingering Blast: Blast Essence, least
Any damage dealt by your Eldritch Blast deals half damage again at the beginning of your next turn.

Dispelling Blast: Blast Essence, Lesser
On a hit you can make a free targeted dispel attempt as per the spell Lesser Dispel Magic. When you qualify for greater invocations this changes to the spell Dispel Magic and Dark invocations the Greater Dispel Magic spell.

Eldritch Burst: Blast Shape, lesser
Eldritch Blast becomes a 5' radius burst which allows a reflex save for half damage with range of short. When you qualify for greater invocations radius becomes 10' and Dark Invocations 15'.

Eldritch Cone: Blast Shape, Lesser
Eldritch Blast becomes Cone which allows a reflex save for half damage with range of 15'. When you qualify for greater invocations it becomes 30' and Dark it becomes 45'.

Hellrime Blast: Blast Essence, Lesser
On a hit your Eldritch blast deals 1d2 dex damage.

Spectre Blast: Blast Essence, lesser
Eldritch Blast is invisible and effects incorporeal targets as per the ghost touch weapon quality. When you qualify for Greater invocations also hits Ethereal targets normally.

Dazing Blast: Blast Essence, Greater
On a hit target must make Will save or be Dazed for one round.

Repelling Blast: Blast Essence, Greater
On a hit the target must make a reflex save or be pushed back 1d6x5' and be knocked prone. Targets stopped short of this distance (such as by hitting a wall) take 1d6 damage per 10' traveled.




Beguiling Influence: Invocation, Least
You gain +2 bonus to Bluff, Diplomacy and Intimidation checks for 24 hours. This bonus increases to +4 when you qualify for lesser invocations and +6 at dark invocations.

Call Minion: Invocation, Least
You can use Summon Monster I as the spell. You cannot have more than one creature summoned at a time.
When you qualify for lesser invocations you can use Summon Monster II, Greater Invocations Summon Monster III and Dark Invocations Summon Monster IV.
This Invocation lasts 24 hours.

Dark One's Own Luck: Invocation, Least
You gain your Cha bonus to one save of your choice, determined when you cast this invocation. This invocation lasts 24 hours.
When you qualify for lesser invocations you can select a second save, and when you qualify for greater invocations you get the bonus to all three saves.

Earthen Grasp: Invocation, Least
As Earthen Grasp, except the Earthen Hand has bonus HP equal to your caster level and deals 1d4 + CL (max 20) damage per round to those it grapples.

Eldritch Aegis: Invocation, Least
You summon a suit of magical armor, as per the Mage Armor spell. This Aegis cannot be damaged or removed but can be dismissed as a free action. The Aegis can be enchanted as a suit of light armor, remaining the same each time it is summoned. This invocation lasts 24 hours.

When qualify for lesser invocations you can summon the Aegis as an immediate action as long as you are not flat-footed.

Secrets of the Mind: Invocation, Least
You gain the benefits of Detect Thoughts as the spell. When you qualify for Greater Invocations you can implant a suggestion (as the spell) into the mind of a target you successfully read the surface thoughts of. This invocation lasts 24 hours.

Curse of Despair: Invocation, Lesser
When you qualify for dark invocations this improves to Greater Bestow Curse, and the penalty after a successful save increases to -2.

Darkness: Invocation, Lesser
Combines with Hungry darkness to deal CL damage per round (no save). You are immune to the damage but are affected by the darkness. Does not include swarm of bats. Duration 1 round/caster level.

Vortex Trap: Invocation, Lesser
You trap a single creature within short range in a vortex that lasts one round per caster level. The target must succeed on a reflex save or be sucked in, unable to act and taking 1d6 + CL damage per round. The Target can make a new reflex save each round to escape the vortex.

Fell Flight: Invocation, Lesser
Average Maneuverability

Fey Haste: Invocation, Lesser
You gain a +2 bonus to initiative, Touch AC and Reflex saving throws, increase all movement speeds by 20' and gain an additional attack at full Base Attack Bonus when making a full attack. You cannot benefit from any other form of haste while under this effect. This invocation lasts 24 hours.

Fortify Flesh: Invocation, Lesser
Gain bonus to natural AC equal to +1 per 4 Caster Levels. When you qualify for greater invocations you become immune to bleed damage and when you qualify for Dark invocations you gain 50% fortification. This Invocation lasts 24 hours.

See the Unseen: Invocation, Lesser
Combines with Devil's Sight to provide 30' Darkvision (including magical darkness) and See Invisibility within darkvision range.

Scapegoat: Invocation, Lesser
As the Spell Benign Transpoisition. When you qualify for Greater Invocations this can also function as per Baleful Transposition.

Stony Grasp: Invocation, Lesser
Stony Hand has twice caster level bonus HP and deals 1d4 damage/ CL (max 10d4) per round to those it grapples.

Voidsense: Invocation, Lesser
Also gives Blindsight 10'.

Voracious Dispelling: Invocation, Lesser
1d4 per caster level, no save.

Wall of Gloom: Invocation, Lesser
Is difficult to disperse, dispel checks take a -4 penalty to dispel it.

Devour Magic: Invocation, Greater
Healing, not temporary HP.

Enervating Shadow: Invocation, Greater
Lasts 24 hours, and instead of a flat 1d4 Str penalty the effect is that each round adjacent living creatures make fort save or take 1 point of Str damage, which can stack.

Telekinesis: Invocation, Greater
You can use Telekinesis, as the spell. This Invocation lasts 24 hours.

Warlock's Call: Invocation, Greater
The Warlock doesn't take any damage, and casting time is one standard action.

Dread Spike: Invocation, Dark
A large spike tears up out of the ground and impales the victim, paralyzing them and killing them in 1d4 rounds (not a death effect, but is considered massive damage). A successful reflex save negates the effect. An impaled victim can be saved by destroying or dispelling the spike as if it were a force effect.

Eldritch Hellstorm: Invocation, Dark
As Eldritch Vortex, but affects all creatures within a 15' radius. You can move the Hellstorm (and all within it) up to 10' as a swift action that requires concentration.




Eldritch Stalker
Prerequisites: Eldritch Blast 2d6, Sneak Attack 2d6
Benefit: Your Warlock levels and levels in the base class that grants you Sneak Attack stack for determining Sneak Attack and Eldritch Blast damage dice.
If you have levels in multiple base classes that grant you sneak attack then only one gains the benefits of this feat (your choice which).
Alternates: Eldritch Skulker and Eldritch Hunter
This feat may have alternate versions that function the same for Skirmish or Sudden Strike instead of Sneak Attack.

Improved Eldritch Stalker
Prerequisite: Eldritch Stalker
Benefit: The base class levels that are granted progression via the Eldritch Stalker Feat also stack with warlock levels for determining caster level, Invocations known maximum invocation rank known.
Alternatives:
This feat may have alternate versions that function the same for Skirmish or Sudden Strike instead of Sneak Attack.

Hexpact Magic
Prerequisite: Hexblade Curse class ability, Eldritch Blast class ability
Benefit: You add your Hexblade level to your Warlock level for determining the damage dice of your Eldritch Blast. You also add your Warlock level to your Hexblade level for determining if you gain the Greater Hexblade Curse or Dire Hexblade Curse abilities.

Improved Hexpact Magic
Prerequisite: Hexpact Magic, Access to Lesser Invocations, Hexblade level 4
You sacrifice your Hexblade spellcasting to add your Hexblade level to your Warlock level for determining invocations known and highest invocation grade accessible.

Overcharge Blast: (Metablast)
Prerequisites: Eldritch Blast 2d6, Constitution 13+, Access to Lesser Rank Invocations
Benefit: You can call upon a more powerful blast than usual, increasing the damage dealt by 2d6. This has a cost of a 2 round cool down and cannot be used in conjunction with your highest rank Eldritch Blast Shapes or Essences available.

Improved Overcharge Blast (Metablast):
Prerequisites: Eldritch Blast 4d6, Constitution 14+, Access to Greater Rank Invocations
Benefit: As Overcharge Blast, but damage dice is increased by 4d6. In addition any DCs from Shapes and Essences gain a +2 bonus. The cooldown increases to 3 rounds and you still cannot apply your highest rank of Blast Shapes or Essences to the blast.

For example:

Morthos, a 6th level Warlock, uses the Overcharge Blast feat to deal 5d6 damage with his Eldritch blast instead of his usual 3d6. He cannot use his Lesser Blast Shape or Essence invocations such as Eldritch Chain on this Blast, but he may use Eldritch Spear and Frightful Blast, both of which he knows, as normal.
Upon attaining 11th level Morthos has the Improved Overcharge Blast feat, allowing him to deal an extra +4d6 with his Overcharge (9d6) with a 1d6 round cool down and inability to use his newly gained Repelling Blast, a greater Blast Shape. He can however now use Eldritch chain with his overcharged blast.


Practiced Overcharge Blast (Metablast):
Prerequisites: Eldritch Blast 8d6, Constitution 16+, Overcharge Blast, Access to Dark Rank Invocations
Benefit: You can reduce the cooldown time period of your blasts derived from your Overcharge or improved overcharge feats by 1 round (To a minimum of 1 round) and can apply one of your highest level shapes or essences to an overcharged blast, but not both. The cooldown reduction does not stack with any other kind.

Selective Blast:
Prerequisites: Charisma 13+, Precise Shot
Benefit: When using a blast shape that has an area of effect, you can opt to make a number of 'safe' squares of up to half your eldritch blast damage dice.

A Note on Warlocks and Metamagic:

By default metamagic does not work with invocations, you use the SLA equivalents instead. However, if you are comfortable with using regular metamagic then try this out:
Metamagic Feats
Prerequisites: As Normal
Benefit:The Metamagic Feat in question also affects your blast (if applicable). Instead of an increase in spell slot cost you must wait a cooldown time before you can use your blast again, with or without Metamagic. This cooldown is a number of rounds equal to the spell slot increase, during which you cannot use eldritch blast in any form.
Unlike with Metamagic feats when applied to spells, there is no way to decrease the wait beyond 1 round less than specified as spell slot increase. There is also no way to apply more than one metamagic feat to a blast, or more than one kind of metamagic feat per round.

ngilop
2013-03-07, 09:00 PM
Seems allright.

so I am understanding the new eldrith blast

base eldritch blast gets intenerative attacks, while one with a blast shape or blast essence does not?

Kane0
2013-03-07, 09:14 PM
Seems alright.

so I am understanding the new eldritch blast

base eldritch blast gets iterative attacks, while one with a blast shape or blast essence does not?
Thanks :smallsmile:

Pretty much. A basic Eldritch Blast is an iterative attack, but any Eldritch blast with a Shape and/or Essence becomes a standard action.

So for example a level 9 Morthos can use a full attack action to deal two eldritch blasts at 5d6 + Cha each, or choose to use a Frightening Spear as a standard action.

Deviston
2013-03-08, 01:38 PM
"Man, I love my standard EB. With iterives no less! Wait... Wait a sec... I want to learn a new invocation... but it seems I can only fathom something that effects my EB?! Well... guess I'll learn X. And never use it. Strange that my brain can only fathom this thing I never intend on using and never thought of using. Unfortunate."
Curderper- Warlock

I'm not a big fan of forcing the shapes and essences and even further reducing the limited number of invocations gained. I mean, maybe as an alternate class option, either this way or 14 free choices, chosen at level one. But to force selection? That seems opposite of the 3.5 way.

Edit: Additionally, I LOVE the new resilience. Always at least at half hp brings the warlock further into the "never rest, never give up" category which I like to play. Will prolly add this to my PF Warlock haha.

Kane0
2013-03-08, 07:27 PM
On Fiendish Resilience: Thankyou, that was the idea :smallsmile:

On Eldritch Blast: I have two responses to that.
Thematically speaking, a warlock is in no more control of his powers than say a sorcerer. He may bargain for certain things or simply inherit it and have no say, or the power shapes itself according to how he uses it.

Mechanically speaking, I don't see the ability to pick a free Shape/Essence to be much different to a cleric picking a domain spell for his domain slot or a wizard doing the same for a specialty school, or even a fighter choosing a fighter bonus feat. These examples are you picking an option from a list that is reduced from the normal list to cater for a specific purpose, in this case a new way to use your primary class ability, Eldritch Blast.

I could simply give more invocations, but that leads to a little more flexible and thus versatile than I am comfortable doing in this case, plus it leaves a few dead levels I have to fill in with something else that may or may not impact the Warlock beyond what CA presented to us. This way gives you more in the long run without letting you focus too much on one or the other.

Melee builds will still be able to do all the same tricks, debuffer Warlocks will be largely the same, though some of the altered invocations help him there too. All Warlock Builds get at least some of their blaster status back and have extra tricks on top of that, without making things like the Hellfire Warlock broken.

Edit: Though I could throw in a clause for a bonus feat, how about that? He would get a total of 5 and have less invocs than a standard warlock if he chooses all bonus feats over shapes/essences, so it seems a balanced choice.

Deviston
2013-03-09, 07:43 AM
I can't really speak to the suggestion as I don't do 3.5 anymore, I've moved on to Pathfinder, the 3.5 fix. But I have always been in favor of choosing between more versatility or focusing into a single thing. Easy enough to do with level 1 selections.

For example with my PF Warlock, you can have many choices of "Dark Powers" at certain levels. However, you may select a Heritage (alternate class feature) at level 1 and it replaces all of the "Dark Powers" and replaces them with focussed abilities formed around whatever the heritage is.

Choosing between versatility and freedom or streamlining and power.

super dark33
2013-03-09, 09:05 AM
Well, I'd rather have the five shape/essence invocs put at other invocs, but I can work with that.
The hideous blow fix makes warlock überchargers an option.

Oh I see those new invocs? It just occurred to me that I thought of a new invoc of my own! What a coincidence! I also made a Eldritch glaive tweak.
I'll just post it here:


Eldritch sword
As a move action, conjure a solid blade from your Eldritch essence.
This blade can be used as touch attacks that use your BAB: for single attacks, full attacks and charges. As a touch attack, strength isn't applied to damage.
The sword is dismissed at will.
Obviously, this is re-fluffable to other weapons.

I recently thought of warlocks as ur-mages, and that thought line led me to the sith, which made me think: warlocks need lightsabres.


Eldritch glaive tweak: after the first round of summoning the glaive, a move action must be used to regain its hold instead of a full action.

Why use a full round action every time you want to use the glaive? It seems like you have to summon it every six seconds!

Kane0
2013-03-15, 06:22 AM
I cast Raise Thread.

Can anyone see any issues before I test it out? My DM doesn't me changing the class after we've started unless it's really necessary.

super dark33
2013-03-15, 06:27 AM
I'm going to test this.

Kane0
2013-03-15, 06:36 AM
Please let me know how it goes :smallsmile: