Survivability Warlock (3.5e Optimized Character Build)

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The warlock isn't the best of survivors. After all, with his small hit dice and lack of good armor, he just might be one of the first to fall. However, a well-planned warlock can survive much longer than some may think.


Complete Arcane, Complete Warrior, Core SRD and also the Forgotten Realms Campaign Setting (optional)

Game Rule Components[edit]

Mostly just the invocations.

Spells, Powers, Soulmelds, Stances, etc...[edit]

The invocations used will be listed in the progression.


Wands mostly, and mostly healing wands. After all, that's what the warlock lacks the most.


Starting Ability Scores (Before Racial Adjustments): Anything, but try to have at least a 15 in Charisma, a 14 in Constitution, and a 12 in Dexterity.

Race (Templates):

Humans are recommended for the bonus feat as usual, but any will work. Also, the Strongheart Halfling from the Forgotten Realms Campaign Setting is very good for such a build.

Starting Racial Traits:

As per race.

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
(Invocations Included)
Fort Ref Will
1st Warlock 1 +0 +0 +0 +2 Point Blank Shot, Alertness Eldritch blast 1d6; least invocations Darkness
2nd Warlock 2 +1 +0 +0 +3 Detect Magic Devil's Sight
3rd Warlock 3 +2 +1 +1 +3 Battle Caster DR 1/cold iron; Eldritch blast 2d6
4th Warlock 4 +3 +1 +1 +4 Deceive Item Entropic Warding
5th Warlock 5 +3 +1 +1 +4 Eldritch Blast 3d6
6th Warlock 6 +4 +2 +2 +5 Improved Toughness Lesser invocations Flee the Scene
7th Warlock 7 +5 +2 +2 +5 DR 2/cold iron; Eldritch blast 4d6
8th Warlock 8 +6/+1 +2 +2 +6 Fiendish Resilience 1 Walk Unseen
9th Warlock 9 +6/+1 +3 +3 +6 Obtain Familiar Eldritch Blast 5d6
10th Warlock 10 +7/+2 +3 +3 +7 Energy Resistance 5 Fell Flight
11th Warlock 11 +8/+3 +3 +3 +7 DR 3/cold iron; Eldritch blast 6d6; greater invocations Wall of Perilous Flame
12th Warlock 12 +9/+4 +4 +4 +8 Extra Invocation Imbue Item Voidsense
13th Warlock 13 +9/+4 +4 +4 +8 Fiendish Resilience 2 Breath of the Night
14th Warlock 14 +10/+5 +4 +4 +9 Eldritch blast 7d6
15th Warlock 15 +11/+6/+1 +5 +5 +9 Extra Invocation DR 4/cold iron Enervating Shadow
16th Warlock 16 +12/+7/+2 +5 +5 +10 Dark invocations Path of Shadow
17th Warlock 17 +12/+7/+2 +5 +5 +10 Eldritch blast 8d6
18th Warlock 18 +13/+8/+3 +6 +6 +11 Extra Invocation Fiendish Resilience 5 Retributive Invisibility, Devour Magic
19th Warlock 19 +14/+9/+4 +6 +6 +11 DR 5/cold iron
20th Warlock 20 +15/+10/+5 +6 +6 +12 Eldritch blast 9d6; energy resistance 10 Word of Changing

Other Components[edit]


All of the invocations listed in the progression are there in order to help you survive a battle. By 2nd level even, you should be able to escape from pretty much any monster without darkvision thanks to the darkness invocation (Devils' Eyes allows you to see in the darkness).
At 6th level, you can run away through walls and leave an illusion of you behind. This ability is very, very powerful in allowing you to survive. In a dungeon and facing an impossible fight? Pop a few invocations, and you're gone! And from then on, the build just gains more and more survivability. The warlock, although at first difficult to keep alive without proper planning, becomes a given survivor by higher levels. Damage reduction, fiendish resilience, energy resistance, and the invocations to boot! The warlock becomes nearly unkillable when played properly.
Battle Caster enables you to ignore heavier armor's arcane spell failure chance. Medium Armor proficiency feat is required in order to use medium armor effectively.

Munchkin-Size Me[edit]

This is far from complete. I'm looking into prestige classes to make this a more capable survivalist.

You could sacrifice a feat for Shape Soulmeld, from Magic of Incarnum, then shape a Spellward Shirt, granting SR. If you change the race to Azurin, you still gain a bonus feat as a human, but also a point of Essentia, so investing all your Essentia in the Spellward Shirt grants 9 Spell Resistance from 1st to 5th level, 13 SR from 6th to 11th, 17 SR from 12th to 17th, and 21 SR from 18 to 20.

Two feats from Tome of Magic, Bind Vestige and Improved Bind Vestige, with the Focalor and choosing the special ability Aura of Sadness grants a -2 penalty to attack rolls, saving throws, and skill checks to creatures adjacent to you.

Relentless Dispelling (Lesser Invocation), from Complete Mage, lets you use a targeted version of Dispel Magic, as the spell. On your next turn, the target is subjected to a second Dispel Magic, with no action required.

Side Notes[edit]

The rest of this will be completed later.


DM Counters[edit]



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