Warlock, Variant (3.5e Class)

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This class is a variant made for the Tome series. You may be looking for the Warlock from Complete Arcane.


"I have all the powers of Hell at my disposal. Who are you to question me?"

Some people want power, and are crazy enough to offer their soul to various not nice people to get it. Others are simply (un)lucky enough to be descendants of those same people. However they managed to get their abilities, Warlocks wield the powers of the lower planes, which include powerful magic spells and the ability to shoot hellfire out of their hands.

Making a Warlock

Being somewhat nontraditional spellcasters, and also having decent damage-dealing capability, Warlocks can fit into pretty much any party structure fairly well.

Abilities: A Warlock's most important asset is the spells he can cast from his spheres. The Eldritch Blast is generally a fallback ability when there isn't a spell that you would be better off casting, or when a monster needs finishing off. His ability to summon can help out in a tight spot or when battlefield control is needed.

Races: Warlocks can be any non-Outsider. Actual Outsiders don’t bargain away their souls because they already have the ability to use the powers they would get, and that is represented by them having access to classes like True Fiend or Conduit of the Lower Planes. However, 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. In fact, demons and devils will jump on the chance to corrupt someone Good to Team Evil, but such instances are rare. People whose power comes from their blood can be any alignment.

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

Starting Age: As Rogue.

Table: The Warlock

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Eldritch Blast, Sphere
2nd +1 +0 +3 +3 Fiendish Similarities
3rd +2 +1 +3 +3 Sphere
4th +3 +1 +4 +4 Call Fiends
5th +3 +1 +4 +4 Damage Reduction
6th +4 +2 +5 +5 Sphere
7th +5 +2 +5 +5 Hellfire Blast
8th +6/+1 +2 +6 +6 Bonus Feat
9th +6/+1 +3 +6 +6 Sphere
10th +7/+2 +3 +7 +7 Fiendish Servant
11th +8/+3 +3 +7 +7 Bonus Feat
12th +9/+4 +4 +8 +8 Sphere
13th +9/+4 +4 +8 +8 Energy Resistance
14th +10/+5 +4 +9 +9 Fear Aura
15th +11/+6/+6 +5 +9 +9 Fiendish Apotheosis, Sphere

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).

Class Features

Weapon and Armor Proficiency: Warlocks are proficient in light armor, shields (but not great shields), and simple weapons.

Sphere: A Warlock gains basic access to a sphere at every third level. If the Warlock selects a sphere that he already has basic access to, he upgrades it to advanced access. If he already had advanced access, he gains expert access.

Eldritch Blast (Su): As an attack action, a Warlock may fire a blast of fire at his foes. This has a range of Close (25 feet +5 ft./2 levels), does 1d6 damage per level of Warlock, and requires a ranged touch attack to hit.

Fiendish Simularities: A 2nd level Warlock may qualify for and take feats with the [Fiend] or [Necromantic] tag, as long as he meets the other requirements. For [Necromantic] feats, he may use his character level as his caster level.

Call Fiends (Sp): At 4th level, a Warlock can Summon an Outsider with the [Evil] subtype once per day, as long as the Outsider’s Challenge Rating is 3 less than his character level or lower. He can also choose to double the number of creatures summoned by reducing the max CR of the creatures by 2 per doubling (a 9th level Warlock could summon one CR 6 fiend, two CR 4 fiends, 4 CR 2 fiends, or 8 CR 1 fiends). This is treated as a spell of one half the Warlock’s level, rounded down, with a caster level equal to his levels in Warlock.

Damage Reduction (Ex): At 5th level, a Warlock gains damage reduction equal to one half his class level, rounded up. This damage reduction is bypasses by whatever material is baneful to the Warlock’s fiendish patron or ancestor (silver for Baatezu, wood for Yugoloths, stone for Demodands, and iron for Tanar’ri) or Good aligned weapons. At 13th level, it is bypassed only by one of those, which the Warlock chooses upon taking the level. If a Warlock later takes levels in True Fiend (DnD Class), the damage reduction stacks and, at the third level of True Fiend, is bypassed only by weapons that are both Good and made of a baneful substance.

Hellfire Blast (Su): At 7th level, a Warlock may choose to fire a blast of hellfire instead of normal fire, at the cost of 1d6 points of damage (i.e. a 5th level Warlock could use a 5d6 fire blast or a 4d6 hellfire blast). This damage is not fire damage. Hellfire burns hotter than any normal fire.

Bonus Feat: At 8th and 11th level, a Warlock gains a bonus feat, which can be any [Fiend] feat he qualifies for.

Fiendish Servant: At 10th level Warlock can recruit a cohort whose CR is 2 less than his level, but the cohort can only have levels in True Fiend, Fiendish Brute, or Conduit of the Lower Planes (they can also have racial hit dice).

Energy Resistance: At 13th level, a Warlock gains resistance 10 to two energy types of his choice, and resistance 5 to a third.

Fear Aura (Su): At 14th level, a Warlock becomes shrouded in a dreadful aura of evil. Creatures within a 20ft radius must succeed at a Will save or be affected as though by fear as cast by a sorcerer of the Warlock's level. The aura remains in effect until you dismiss it (a free action), you are rendered unconscious or dead, or you activate another aura in its place.

Fiendish Apotheosis: A 15th level Warlock becomes an Outsider with the [Evil] subtype, even if his own alignment is not evil. He is immortal and does not age. This allows him to qualify for the Fiend classes, which can be used to fill out his last 5 levels if he so desires.

Warlocks and Fiends

There's no reason that the class needs to be tied to fiendish classes; it is simply a matter that there is a large body of work on fiends and, as a whole, the lower planes tend to be more interesting with more dramatic tension. The fiendish elements could easily be changed to celestial elements or something else entirely, if so desired, and new spheres could be easily made to represent different ideas and concepts.

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