Warlock, Pact Variant (3.5e Class)

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Warlock[edit]

"...And remember, my Child, fear the Warlock, who desires power above all else."

Everyone wants power. Some more than others. Some are lucky to be born with it. Others work and fight to obtain it. And some offer their body, soul, and mind for it. The Warlock isn't afraid of making such deals. The question remains, who, or what, they made a deal with?

Warlocks are non-traditional spell-casters with a large variety of damage dealing and support spells based on their preferred play style and Pact. A Warlock must choose a Pact, which is basis of where they got their power, and as such, its nature. This defines the basis of all the Warlocks abilities.

Abilities: A Warlock's strength comes from his Invocations - spell like abilities that are innate within the Warlock's power. These Invocations are based on the Pact the Warlock made in order to gain such power. As such, it does not have a per-day limit and requires little-to-no casting. The Warlock is only able to 'know' a small amount of evocations at a time. Evocations are still subject to Spell Failure.

Races: Warlocks can be any non-Outsider. That being said, most Warlocks are relatively intelligent creatures to begin with, unless there is a profound reason they desired enough power to bargain away a part of themselves to begin with. A Warlock who later becomes an Outsider can still be a Warlock.

Alignment: Warlocks who bargain away their souls for power tend to be Evil, though nothing requires them to be. There are instances where Good characters relinquish part of the themselves for a greater cause, though this is almost never the case, and in most circumstances the ends do not justify the means. Warlocks who are under the Pact of Blood may be any alignment.

Starting Gold: 4d4*10 gp (100 gold).

Starting Age: As Rogue.

Invocations[edit]

A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, they possesses a repertoire of attacks, defences, and abilities known as invocations that require them to focus the wild energy that suffuses their soul. A warlock can use any invocation they knows at will, with the following qualifications:

A warlock's invocations are spell-like abilities; using an invocation is therefore an attack action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock's invocations are subject to spell resistance unless an invocation specifically states otherwise. A warlock's caster level with their invocations is equal to his class level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock's Charisma modifier. Invocations cannot benefit from Metamagic feats, since they aren't spells. However, they can benefit from feats that deal with Spell-Like Abilities. There are three grades of invocations. In order of their relative power, they are minor, lesser, and greater. A warlock begins with knowledge of one invocation which must be of the lowest grade (least). At any level a warlock learns another grade of invocations, he may trade one previously known invocation for another of the same or lower grade.

Invocations are subject to arcane spell failure caused by armors, unlike other spell-like abilities. This applies to all kinds except for light armors, since the somatic components required for invocations are relatively simple. And all invocations have a somatic component.

Table: Charisma Modifier and Bonus Invocations

Score Modifier Invocation Class
Minor Lesser Greater
1 -5 - - -
2-3 -4 - - -
4-5 -3 - - -
6-7 -2 - - -
8-9 -1 - - -
10-11 0 - - -
12-13 +1 - - -
14-15 +2 1 - -
16-17 +3 1 - -
18-19 +4 1 1 -
20-21 +5 2 1 -
22-23 +6 2 1 1
24-25 +7 2 2 1
26-27 +8 3 2 1
28-29 +9 3 2 2
30-31 +10 3 3 2

The Pacts[edit]

Pact of Blood[edit]

"I did not choose this power, I was simply born with it. That said, I would not be foolish enough to shy from it."

A Pact of Blood Warlock's power is innate. It courses through his veins, passed down his lineage from an ancient time. Controlling it is only a matter of time, mastering it is principle, and being destroyed by it is inevitable. There is no consequence but an early death for these Warlocks, and it is up to them how far they are willing to push their cursed blood.

The Warlock's power is almost entirely based around Eldritch energy, and as such, all of his Invocations are Eldritch based. On top of this, because the powers are innate, the Pact of Blood Warlock learns and adapts much faster than other Warlocks, granting him bonus feats periodically as he levels.

Warlocks under this pact are the most common Warlock, and in fact, usually try to live as carefree as possible. Because the power is innate, the Warlock could be of any alignment or vocation.

Table: The Warlock, Pact of Blood

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Invocations Special
Fort Ref Will
1st +0 +0 +0 +2 1 Eldritch Bolt (1d6), Invocation (Minor)
2nd +1 +0 +0 +3 2 Eldritch Bolt (2d6)
3rd +2 +1 +1 +3 2 Bonus Feat
4th +3 +1 +1 +4 3 Deceive Item
5th +3 +2 +1 +4 3 Invocation (Lesser)
6th +4 +2 +2 +5 4 Force Invoke, Bonus Feat
7th +5 +2 +2 +5 4 Eldritch Bolt (2d10)
8th +6/+1 +2 +2 +6 5 Bonus Feat
9th +6/+1 +3 +3 +6 5 Master Invoke
10th +7/+2 +3 +3 +7 6 Invocation (Greater)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Pact Features[edit]

Weapon and Armor Proficiency: Warlocks are proficient in all simple weapons and light armors, but not shields.

Eldritch Bolt (Su): As an attack action, a Warlock may fire a bolt of energy at his foes. This has a range of Close (25 feet +5 ft./2 levels), does 1d6 damage, and requires a ranged touch attack to hit. The damage increases at 2nd and 7th level.

Invocation's marked with (Eldritch Bolt) are invocations that alter Eldritch Bolt's conditions.

Bonus Feat: At 3rd, 6th, and 8th level, the Warlock gets a bonus feat. The bonus feat must be selected from the following list, and the Warlock must meet all prerequisites for the feat to select it:

Martial Weapons Proficiency, Armor Proficiency (Shield), Deceitful, Inquisitor, Persuasive, Iron Will, Alertness, Point Blank Shot, Precise Shot, Endurance, Weapon Focus.

Deceive Item: At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a Warlock gets +5 even if distracted or threatened.

Force Invoke: At 6th level, a Warlock may attempt to use an Invocation that he or she does not already know. The Warlock must take half their current health in damage, and roll a Will save. If the save is successful, they may use the Invocation. If it fails, so does the Invocation. The Warlock takes the damage before the roll is made.

Master Invoke: At 9th level, a Warlock may use Force Invoke without incurring the health penalty.

Pact of Blood Invocations[edit]

Minor[edit]

Frightful Blast: Will Save or Shaken. (Eldritch Bolt)

Eldritch Spear: Range increases to 100 ft. (Eldritch Bolt)

Exhaust: Deals non-lethal damage. (Eldritch Bolt)

Beguiling Influence: Gain +3 on Bluff, Diplomacy and Intimidate checks.

Luck in Blood: Gain +2 on one type of saving throw.

Leaps and Bounds: Gain +3 on Balance, Jump and Tumble checks.

Glow: Touched object acts as torch. (60ft., Green)

Lesser[edit]

Eldritch Chain: Jumps from initial target to secondary target. (Eldritch Bolt)

True Curse: Curse one creature as Bestow Curse. (Eldritch Bolt)

Cold Soul: Cold Damage, Fortitude save or -2 penalty to Dexterity. (Eldritch Bolt)

Blood Ablaze: Fire Damage, Reflex save or catch on fire. [3 damage for 1d4 turns] (Eldritch Bolt)

Fell Flight: Brief flight with high speed.

Walk Alone: Invisibility spell on self.

Greater[edit]

Eldritch Cone: Takes on cone shape. (Eldritch Bolt)

Piercing Power: Travels 200ft., piercing targets. (Eldritch Bolt)

Bewitching Bolt: Will save or confused. (Eldritch Bolt)

The Ground Below: Cross any solid or liquid surface unscathed.

Eldritch Vale: Conceal self in energy (Acid, Cold, Electric, Fire, or Sonic) and reduce 20 damage from type. Deals d12 energy type damage to melee attackers.

Pact of the Demon[edit]

"When a Warlock offers his soul to a Demon, he does not just Damn himself, but all those who cross him."

A Warlock who sells his soul to a Demon for power is Damned. His power is wreathed in flame, and his motives are no longer only his own. Under this Pact, the Warlock gains access to powers of the Hell, which will rain upon his enemies or those who oppose him. While the Warlock's soul was offered in an exchange for this power, it is not uncommon for the Demons of Hell to ask for others' as well to settle the debt. A Warlock under this pact is a Demon's investment. These Warlocks are almost always evil, but many in the past have been on the path of Good, but tricked by a beguiling Demon.

Pact of the Demon grants punishing abilities of fire, brimstone and corruption. The Invocations are dangerous to both the Warlock and those he uses them against, but of course, their strength is unmatched. While Demons may indeed even offer assistance to the Warlock, it is only to protect an investment. There is no friendship between employer and employee - in fact, the sooner the Warlock dies, the sooner they get their soul. It is simply a matter of how much use to them the Warlock is alive, rather than dead...


Table: The Warlock, Pact of the Demon

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Invocations Special
Fort Ref Will
1st +0 +0 +0 +2 1 Hellfire Bolt (1d4), Invocation (Minor), Soul Keeper
2nd +1 +0 +0 +3 2 Hellfire Bolt (2d4), Damn the Weak
3rd +2 +1 +1 +3 2 Hellion Skin (+2)
4th +3 +1 +1 +4 3 Hellfire Bolt (3d4)
5th +3 +2 +1 +4 3 Invocation (Lesser), Demon's Prerogative
6th +4 +2 +2 +5 4 Hellfire Bolt (4d6), Hellion Skin (+4)
7th +5 +2 +2 +5 4 Metamorphosis
8th +6/+1 +2 +2 +6 5 Call of Flame
9th +6/+1 +3 +3 +6 5 Hellfire Bolt (4d8)
10th +7/+2 +3 +3 +7 6 Invocation (Greater)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Pact Features[edit]

Weapon and Armor Proficiency: Warlocks are proficient in all simple weapons and light armors, but not shields.

Hellfire Bolt (Su): As an attack action, a Warlock may fire a bolt of flame at his foes. This has a range of Close (25 feet +5 ft./2 levels), does 1d4 damage, and requires a ranged touch attack to hit. The damage increases at 2nd, 4th, 6th and 9th level.

If ever the bolt fails to fire, it instead deals the damage to the Warlock.

Invocation's marked with (Hellfire Bolt) are invocations that alter Hellfire Bolt's conditions.

Soul Keeper: Once the Warlock has made the pact, he will then be joined in party by a Quasit. This cooperation is not inline with friendship, but rather, to protect the Demon's investment. The Quasit holds possession of the Warlock's soul, and when he or she dies, it will take it back with them to the Hells as was the deal. However, should the Warlock move against the forces of Hell, or in anyway that the Demon is against, the Quasit holds the power to restrict and cripple the Warlock's power at will.

A Warlock that dies cannot be resurrected by any means unless the Quasit deems it acceptable.

Unless there is an absolute dire situation, or one stated above, the Quasit will rarely assist or interact with the Warlock or his party.

Damn the Weak: At 2nd level and higher whenever a living creature dies from a Warlock's fire, they cannot be resurrected under any circumstance.

Hellion Skin: At 3rd and 6th level, a Warlock gains the skin of a Demon. This grants him +2 natural armour, and a + 2 resistance to fire. However, the Warlock is no longer able to wear any form of conventional armour hereafter, and feels extremely uncomfortable in restrictive clothes. The skin looks relatively similar to its previous look however feels much coarser.

Demon's Prerogative: At 5th level and after, a Warlock is able to Turn or Rebuke any soulless creature. This follows the same rules as it would for a Good Cleric, despite the alignment of the Warlock. A Pact of the Demon Warlock cares not for undead creatures, as they offer no soul, and as such, are useless to settle out his debt.

Metamorphosis: At 7th level, a Warlock may choose to take on a more Demon-like form. It is optional, however almost all Warlocks choose to undergo the transformation. The race of the Warlock is altered in the process so all bonuses and negatives are altered in the process.

The choices are as follows:

Horned Demon: The Warlock takes on the form of a Demon with great horns on their temple. They gain +2 Constitution and +2 Charisma. They also gain Darkvision. Horned Demon's no longer need to speak to use their Invocations. This is the most common Metamorphosis.

Spiked Demon: The Warlock takes on the form of a Demon with sharp claws and rigged spikes across their skin. They gain +2 Strength, +2 Dexterity and a +2 Grapple bonus. They also may deal 1d6 unarmed damage.

Winged Demon: The Warlock takes on the form of a Demon with great wings on his back. While the Warlock gains the ability of agile flight, they takes a -2 to their Natural AC as well as a -2 to Constitution. Using an Invocation while in flight always requires a Concentration Check. Flight speed is the same as base movement speed.

Call of Flame: At 8th level, the Warlock gains Call of Flame, allowing them to ignite their body 1/day into a burning inferno. While in this form, all melee attacks made against the Warlock cause the attacker to roll a Reflex Save (10+Warlock's Level+Charisma Mod) or take damage equal to the Warlock's Hellfire Bolt. While in this form, the Warlock cannot use any Invocations and cannot be healed. They also receive zero damage from all fire sources. Call of Flame lasts 1d4+2 rounds.


Pact of the Demon Invocations[edit]

Minor[edit]

Burn: Reflex or deal 1 damage every round for 1d4 rounds. (Hellfire Bolt)

Burst: Deals damage in a 5ft radius on impact. (Hellfire Bolt)

Flame Grip: Deals damage instantly on held or gripped target. (Hellfire Bolt)

Hell Spark: Create a small, warpable flame.

Glutton's Luck: Summons a hunk of red meat, healing 1d4.

Visage of Wrath: +5 Intimidate Checks.

Lesser[edit]

Flame Trail: Leave trail of fire behind bolt. Passing through deals 1d4 damage/round. (Hellfire Bolt)

Lust in Fire: Will Save or Fascinated. Members of the opposite sex may even begin to help the Warlock. (Hellfire Bolt)

Claim Life: Consume own Hit Points for additional damage on. (Hellfire Bolt)

Fire of the Old Gods: Able to deal Fire damage to creatures immune to Fire. (Hellfire Bolt)

Demand Obedience: +5 on Handle Animal Checks.

Greater[edit]

Inferno: Deals damage in 15ft radius of Warlock. (Hellfire Bolt)

Chains of Hell: Reflex Save or Helpless. (Hellfire Bolt)

Envy of the Flame: Bolt travels from primary target to all other burning creatures in 20 ft. radius. (Hellfire Bolt)

Gate: Summon a random Demon from Hell. It is indifferent between Warlock and enemies.

Pact of the Dark[edit]

"Fear not the Man who makes a deal with the Devil, fear the Man who shouts into the abyss in his most dire moment, and is answered only by an echoing silence and a smile."

It is said that there are people, that in the last moments of their tragic lives, will offer anything, 'anything', to surmount the challenge that destroyed them with power. And it is said, that in some of these moments, very, very few. There is an answer. Not from another mortal, nor even that of a God. But something... else. Something that whispers in the back of your skull. Something that derives a darkness so thick you can choke on it. It offers power, and what one gives in return for it, even a Demon would shudder. What that is however, no one is quite sure. What is sure though, is the power of Darkness the new Warlock is granted, and the small, quiet, madness that whispers in their ear.

Pact of the Dark Warlocks utilize Darkness and summoning to defeat their foes. While their damage is not comparable to that of a Demon Warlock, their utility and resilience is unparalleled. With Undead in the power of one hand, and the lifeforce of his enemies streaming into his other, the Dark Warlock hold powers beyond this world and the next.


Table: The Warlock, Pact of the Dark

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Invocations Special
Fort Ref Will
1st +0 +1 +0 +1 1 Shadow Bolt (1d4), Invocation (Minor), Entomb
2nd +1 +1 +0 +2 2 Mark of the Dark
3rd +2 +1 +1 +3 2 Cull
4th +3 +2 +1 +3 3 Consume the Black, Invocation (Lesser)
5th +3 +2 +1 +4 3 Shadow Bolt (2d4)
6th +4 +3 +2 +5 4 Abyss Walker
7th +5 +3 +2 +5 4 Relinquish Control
8th +6/+1 +3 +2 +6 5 Greater Cull
9th +6/+1 +3 +3 +6 5 Shadow Bolt (3d4)
10th +7/+2 +3 +3 +7 6 Invocation (Greater)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all, taken individually) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Pact Features[edit]

Weapon and Armor Proficiency: Warlocks are proficient in simple weapons. They cannot wear any armors.

Shadow Bolt (Su): As an attack action, a Warlock may fire a bolt of darkness at his foes. This has a range of Close (25 feet +5 ft./2 levels), does 1d4 damage, and requires a ranged touch attack to hit. The damage increases at 5th and 9th level.

Invocation's marked with (Shadow Bolt) are invocations that alter Shadow Bolt's conditions.

Entomb: When a Dark Warlock kills an enemy with Shadow Bolt, he/she may choose to ‘Entomb' them. Doing so takes 1d4 rounds and must occur within 10 minutes of their death. Only creatures of equal or lesser HitDie of the Warlock may be ‘Entombed’. Once a creature is ‘Entombed’ they are considered undead and are thus slaves to the Warlock. They act as the undead variant of the creature ‘Entombed’. ‘Entombed’ creatures may be summoned and dismissed at will, however it takes 1 full round to do so. Entombed must remain within 60ft. of the Warlock at all times, or they are instantly destroyed.

A Warlock may have as many ‘Entombed’ creatures as his/her (HitDie+1). Thus, a level 2 Dark Warlock may have up to 3 undead that are under (2HD) in strength. When an ‘Entombed’ creature dies, the slot opens up for another creature.

‘Entombed’ creatures change the effects of the Warlocks Invocations when used against them.

Mark of the Dark: At 2nd level and higher whenever Shadow Bolt hits a target, they get ‘Marked’ with Mark of the Dark. This effect changes to properties of the Warlock’s Invocations when used against ‘Marked’ targets.

Cull: Whenever a ‘Marked’ creature dies within a 100ft. radius of the Warlock, they restore 1 HP per HD of the killed creature..

Consume the Black: At 4th level and after, a Warlock is able to consume all creatures currently ‘Entombed’. Doing so restores 1d8 per ‘Entombed’ creature consumed. This is a full round action.

Abyss Walker: At 6th level, a Warlock may wreath him/her self in darkness, concealing the appearance and visage of the Warlock. Doing so makes him appear only as a black silhouette surrounded by black fire. While in this form the Warlock cannot cast any Invocations nor may they have any ‘Entombed’ creatures in use. However, they gain +5 to natural armour and Shadow Bolt’s damage is doubled. This effect lasts 1d6 rounds and can only be used once per day. Shadow Bolt's range is increased to 200ft. while in this form.

All’ Entombed’ creatures the Warlock had are destroyed in the process.

Relinquish Control At 7th level, the Warlock may perform a Turn or Rebuke check. However, unlike most Turn or Rebuke checks, if the Warlock succeeds, the Undead immediately either begin attacking their previous controller, become non-hostile, or become immediately ‘Entombed’ if they are able to and the Warlock has open ‘Entomb’ slots.

Greater Cull At 8th level, Cull’s health regain is doubled.

Pact of the Dark Invocations[edit]

Invocations gain additional effects if the Target is ‘Entombed’.

and/or

Invocations gain additional effects if the Target is ‘Marked’.

Minor[edit]

Shade of Dark: Will Save or Target is ‘Dazzled’. (Shadow Bolt)

  'Marked': Will Save or Target is ‘Dazed’. (Increased DC)
  'Entombed': Generate 5ft radius Darkness.
  'Marked' and 'Entombed': Becomes Incorporeal.

Black Shard: If Target is not ‘Marked’, jumps to nearest Secondary Target. Inflicts half damage to Primary and Secondary targets. This Invocation causes all hit to be 'Marked'. (Shadow Bolt)

  ‘Marked’: Deals 2 damage to all enemies within 10ft of ‘Marked’.
  ‘Entombed’: Normal. (immune to damage from invocation)
  ‘Marked’ and ‘Entombed’: Marks all enemies within 10ft.

Siphon: Deals half damage and restores half that HP. (Shadow Bolt)

  ‘Marked’: Deals full damage and restores half that HP.
  ‘Entombed’: Deal full damage to self and heal that amount to Target’s HP.
  ‘Marked’ and ‘Entombed’: Deal half damage to self and heal double that amount of Target’s HP. 

Spark of Insanity: Warlock sees perfectly through Darkness of all types.

Movement of the Dark Ones: +3 to Escape Artist, Move Silently, and Sleight of Hand.

Conduit of Power: ‘Entombed’ within (25 feet +5 ft./2 levels) can be used to fireShadow Bolt’s from their location an additional (25 feet +5 ft./2 levels). The ‘Entombed’ is destroyed in the process.

Lesser[edit]

Tendril of Darkness: Deals damage to Target. This Invocation causes 'Marked'. (Shadow Bolt)

  ‘Marked’: Spreads and deals damage to additional Target.
  ‘Entombed’: Entombed’s attacks channel Shadow Bolt.
  ‘Marked’ and ‘Entombed’: Spreads from Entombed, immediately channeling Shadow Bolt.

Cascade into Shadow: Deals 1 point of damage every round instead of all at once. Duration stacks. (Shadow Bolt)

  ‘Marked’: Always max duration.
  ‘Entombed’: Target explodes dealing damage in 10 ft. radius. Entombed is destroyed.
  ‘Marked’ and ‘Entombed’: Target explodes dealing damage in 20ft. radius. Entombed is destroyed.

The Sight: +1 Attack against Target for 1d4 turns. (Shadow Bolt)

  ‘Marked’: +2 Attack against Target for 1d4 turns.
  ‘Entombed’: +1 Attack and Damage from Target for 1d4 turns.
  ‘Marked’ and ‘Entombed’: +2 Attack and Damage from Target for 1d4 turns.

Fade into Ashe: Become Invisible for 1d4 rounds. Any action removes this.

Choke on the Blackness: Casts Darkness in 20ft. radius of Warlock. Regular effects apply, as well as Will Save or ‘Sickened’.

Greater[edit]

Crush: Deals 1 damage to everything in 30ft. radius. (Shadow Bolt)

  ‘Marked’: Deals 1 damage for every ‘Marked’ Target to every 'Marked' Target in 30ft. radius.
  ‘Entombed’: Immune to this effect.

Destruction through Disbelief: Target below 10% health, deals double damage. (Shadow Bolt)

  ‘Marked’: Target below 10% health, deals triple damage.
  ‘Entombed’: Target is healed for double the damage.
  ‘Marked’ and ‘Entombed’: Target healed for triple the damage.

Grip of the Abyss: Reflex Save or Target is pulled or pushed up to 30ft. in any direction. (Shadow Bolt)

  ‘Marked’: Reflex Save or Target is warped up to 30ft. wherever the Warlock wishes.
  ‘Entombed’: Target is pulled or pushed up to 30ft. in any direction.
  ‘Marked’ and ‘Entombed’: Target is warped up to 30ft. wherever the Warlock wishes.

Shadow Undaunted: The Warlock teleports, reforming on the position of one of his/her ‘Entombed’. This takes a full round and can be interrupted. The Entombed is destroyed in the process.


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