Enlightened Warlock (3.5e Class)

From D&D Wiki

Jump to: navigation, search


Enlightened Warlock[edit]

Where most warlocks get their spells from a demonic or draconic origin, this Warlock has had some divine association in its earlier years in life, this divine connection makes this Warlock different from the power of a different sort of warlock.

Making an Enlightened Warlock[edit]

This class is more for crowd controlling with minor dabbles in divine spellcasting. Would work well as an offensive ranged spellcaster.

Abilities: Charisma and Constitution or Dexterity. Charisma affects the Turning and Smiting abilities and the ability to use a Domain Spell.

Races: Most any race would do.

Alignment: Any non-evil. Though they tend to be along the path of good.

Starting Gold: 4d4×10 gp (average: 100 gp).

Starting Age: Moderate.

Table: The Enlightened Warlock

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special D =Domains Access / # =Caster lvl gained
Fort Ref Will D 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Bonus Feat, Seraphic Blast, Turn/Destroy Undead, Domain Access x2, Aura DD #/1
2nd +1 +0 +3 +3 Bonus Feat 1
3rd +2 +1 +3 +3 Domain Access D 1 #1
4th +3 +1 +4 +4 Bonus Feat, Divine Smite 1/day 2 1
5th +3 +1 +4 +4 Domain Access. DivineLight Blast D 2 1 #1
6th +4 +2 +5 +5 Bonus Feat 3 1 1
7th +5 +2 +5 +5 Domain Access D 3 1 1 #1
8th +6/+1 +2 +6 +6 Bonus Feat, Divine Smite 2/day 4 2 1 1
9th +6/+1 +3 +6 +6 Domain Access D 4 2 1 1 #1
10th +7/+2 +3 +7 +7 Bonus Feat Destroy Undead, Smiting Blast 5 2 1 1 1
11th +8/+3 +3 +7 +7 Domain Access D 5 2 1 1 1 #1
12th +9/+4 +4 +8 +8 Bonus Feat, Divine Smite 3/day 5 3 2 1 1 1
13th +9/+4 +4 +8 +8 Domain Access D 5 3 2 1 1 1 #1
14th +10/+5 +4 +9 +9 Bonus Feat Divine Ally 5 3 2 1 1 1 1
15th +11/+6/+1 +5 +9 +9 Domain Access, Empowered DivineLight Blast D 5 3 2 1 1 1 1 #1
16th +12/+7/+2 +5 +10 +10 Bonus Feat, Divine Smite 4/day 5 4 2 2 1 1 1 1
17th +12/+7/+2 +5 +10 +10 Domain Access D 5 4 2 2 1 1 1 1 #1
18th +13/+8/+3 +5 +11 +11 Bonus Feat 5 4 3 2 1 1 1 1 1
19th +14/+9/+4 +6 +11 +11 Domain Access D 5 4 3 2 1 1 1 1 1
20th +15/+10/+5 +6 +12 +12 Bonus Feat, Divine Smite 5/day, Empowered Smiting Blast 5 5 3 2 2 1 1 1 1

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Enlightened Warlock.

Weapon and Armor Proficiency: Weapon proficiency in its Seraphic Blast class feature and a light, one-handed weapon from the Simple, Martial, or Exotic list.

Bonus Feats: At 1st level, an Enlightened Warlock gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Enlightened Warlock gains an additional bonus feat at 2nd level and every two class levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th and 20th). An Enlightened Warlock must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Seraphic Blast (Su): As an attack action, an Enlightened Warlock may fire a cone or line of electricity (shock) at his foes. This has a range of Close (25 feet +5 ft/2 levels) for the cone (double the length for line, 5ft + 5 ft/4 levels in width) (All calculations are rounded down to the nearest 5ft interval), does 1d6 damage per level of Enlightened Warlock, and requires a ranged touch attack to hit. This feature can be treated as a weapon and levels in this class treated as fighter level for feats that would normally involve an actual weapon (and for feat determination ONLY can stack with actual fighter levels). For example: Weapon finesse would also apply to this feature, as would Weapon Focus.

Aura (Su): An Enlightened Warlock gives off an aura of any alignment that they lean strongly to. The auras being law/chaos and/or good/ evil. Any alignment changes will affect the aura and a True Neutral alignment does not give off a specific aura. This ability cannot be suppressed but is temporarily dispelled in an Anti-Magic Field or similar.

Turn/Destroy Undead (Ex): This functions exactly as a good cleric's turn undead class feature. At 10th level this feature improves to where any undead turned are instantly destroyed instead. This is due to the powerful connection to the divine energies.

Domain Access (Sp): At 1st level an Enlightened Warlock has access to two (2) Domains similar to a Cleric and every odd levels afterward, (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, 19th) an Enlightened Warlock gains access to 1 new domain. Each access to a new Domain can be spent on a brand new domain or to advance the rank of the previous Domain to gain more spells per day casting. Spell casting level = Enlightened Warlock Level/2. (level divided by 2). This formula also stacks with actual cleric levels in determination of domain spells available (if the character does have actual cleric levels). There is also a requirement of having a Charisma Score of (10 + spell level) for being able to cast a specific spell. Each domain has a certain 'level' of access:

  • Choosing the same previous Domain Access to improve the rank instead of taking a new Domain at Initiate as level 1 in that domain.
  • level 1. Initiate: Has access to the granted powers and grants 1/day use each spell in the domain. Spells per day progression as class level is gained as normal.
  • level 3. Acolyte: Grants 1 extra spell slot/day use of each spell in the same domain based on available caster level.

Once this Domain is chosen, it may not be changed.

  • level 5. Disciple: You can cast spells associated with your chosen domain at +1 caster level.

This benefit also applies to caster level checks to overcome a target's spell resistance as well as other variables such as spell duration or damage, etc. Once this Domain is chosen, it may not be changed.

  • level 7. Adept: Grants 3 extra spell slots/day use of each spell in the same domain based on available caster level.

Once this Domain is chosen, it may not be changed.

  • level 9. Cabalist: You can cast spells associated with your chosen domain at +3 caster level.

This benefit also applies to caster level checks to overcome a target's spell resistance as well as other variables such as spell duration or damage, etc. Once this Domain is chosen, it may not be changed.

  • level 11. Myrmidon: Grants 5 extra spell slots/day use of each spell in the same domain based on available caster level.

Once this Domain is chosen, it may not be changed.

  • level 13. Patriarch: You can cast spells associated with your chosen domain at +5 caster level.

This benefit also applies to caster level checks to overcome a target's spell resistance as well as other variables such as spell duration. Once this Domain is chosen, it may not be changed.

Divine Smite (Ex): Starting at 4th level, the Enlightened Warlock gains the ability to add their charisma modifier to attack and damage rolls on one attack (Including their Seraphic Blast class feature). This can be used 1/day and increases an additional use every 4 levels.

DivineLight Blast (Su):At 5th level, an Enlightened Warlock can opt to sacrifice 2d6 of the damage that the Seraphic Blast could have done to instead intensify the electrical blast to a point to where this blast does half damage to a creature that would instead have immunity/absorption of shock damage. At 15th level, this ability can be used without sacrificing the damage that can be done.

Smiting Blast (Su):At 10th level, an Enlightened Warlock can opt to sacrifice 4d6 of the damage that the Seraphic blast could have done to transform the blast into pure holy energies. This blast does harm the living, but impacts half again on undead creatures (Meaning undead take damage * 1.5) and works mechanically similar to force spells against incorporeal creatures (meaning no miss chance from incorporeability). At 20th level, this feature can be used without sacrificing the damage that can be done.

Divine Ally (Sp): At 14th level, the Enlightened Warlock gains an ally whose CR is 2 less than the warlock. The ally must be of a celestial nature. This includes a creature with the Celestial Template applied to it. Alternatively, the Enlightened Warlock can gain a paladin's mount that functions the same, but using the Enlightened Warlock levels in place of a Paladin's levels, and stacks with actual paladin levels if there are ranks in Paladin. One final variant on this feature is that a divine mount can be obtained which works like a paladin's mount, but with a CR decrease of 2 to compensate for the acquired template.

Ex-Enlightened Warlocks[edit]

An Enlightened Warlock that strays too far to the path of evil will have these features completely lost and replaced with the equivalent levels of Warlock. If it exceeds 15 levels, The excess levels can be traded off for equivalent levels in any other class that the character qualifies for (Including prestige classes that the character qualifies for when the 15 levels of the class are factored in)

Epic Divine Warlock[edit]

Table: The Epic Divine Warlock

Hit Die: d6

Level Special
21st
22nd
23rd Bonus Feat
24th
25th Domain Access
26th Bonus Feat
27th
28th
29th Bonus Feat
30th

4 + Int modifier skill points per level. Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Bonus Feats: The epic Divine Warlock gains a bonus feat from any feat that the Divine Warlock qualifies for every 3 levels after 20th.

Human Enlightened Warlock Starting Package[edit]

Weapons: Kukri

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con -
Diplomacy 4 Cha -
Heal 4 Wis -
Knowledge (Religion) 4 Int -
Knowledge (The Planes) 4 Int -
Sense Motive 4 Wis -
Profession(Any) 4 Wis -
Sense Motive 4 Cha -
Spellcraft 4 Int -
Use Magic Device 4 Cha -

Feat: Toughness, Weapon Proficiency(Kukri).

Bonus Feats: Weapon Finesse or Improved Initiative.

Gear:Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel.

Gold: 3d4 * 10 GP (Average: 75 GP)

Campaign Information[edit]

Playing an Enlightened Warlock[edit]

Religion: Usually deities like Heironeous all the way to Olidammara (Consult the Player's Handbook) are considered. It is EXTREMELY rare for an evil Deity to be worshipped given how this is supposed to be of a good-neutral divine nature.

Other Classes: This class gets along well with both Arcane and Divine spellcasters given this class' general nature. The usual lawful good paladin would love these guys since this class is an epitome of the divine ranks. The closer to lawful good, the more the paladin will like these guys, not to mention the two would make something of a good combatitive foil, add a cleric with focus on healing and you'd have the triad of party members. Rogues can be anything from steadfast friends to viewing one another as begrudging allies at best alignment determines. warriors can be looked at as anything from heretics to crusaders, depends on alignment.

Combat: This class is usually an offensive caster, so can take place of a Sorcerer or a Wizard, especially in a campaign setting that stresses a battle of good vs evil.

Advancement: If a multiclass is selected, usually it is another divine spellcasting class. A rare few select the other form of warlock that would be a demonic equivalent (Linked to in Ex-Enlightened Warlock) with a philosophy of balance. This has to be done carefully considering what could trigger the 'Ex-' situation. If the Deity they worship would associate with another class, naturally an Enlightened Warlock would be likely to either multiclass into that class or even have levels in that other class prior. This class does not trigger the multiclass rule for Paladins due to its powerful divine connection.

Enlightened Warlocks in the World[edit]

Wherever there would be a Cleric, there would be these guys just as likely. More so in areas with larger congregations of good deities.

Daily Life: Warlocks of these sorts tend to live a life of serving their Deity as is preached by the religion. They tend to be strongly religious in their own ways.

Notables: N/A

Organizations: Those of Enlightened Warlocks tend to congregate based on their religious beliefs. For the most part it would be the same as a Cleric

NPC Reactions: Most NPCs would see Enlightened Warlocks as empowered clerics or a more Divine and varied form of Paladin.

Enlightened Warlock Lore[edit]

Characters with ranks in Knowledge (Religion) can research Divine Warlocks to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion)
DC Result
5 The enlightened warlocks have some access to divine features akin to Clerics and Paladins.
10 Enlightened Warlocks are varied on what Deities they worship, but none are ever evil. As their powers are divine gifts.
15 Enlightened Warlocks have two unique divine features that affect their divine spellcasting abilities and combat capabilities.
20 A particular Enlightened Warlock's general wherabouts

Enlightened Warlocks in the Game[edit]

An Enlightened Warlock fits well as a replacement to the spellcaster, ranged attacker, and/or crowd control specialist.

Adaptation: Features of this class could be used in a Divine Prestige class layout.


Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!
system ref. documents


admin area
Terms and Conditions for Non-Human Visitors