Warlock: Patron Pacts
Level
|
Base
Attack
|
Base
Fort
|
Base
Ref
|
Base
Will
|
Special
|
Spell-like Abilities per Encounter
|
Spell-like Abilities Known
|
Max Spell Level
|
1st
|
+0
|
+0
|
+0
|
+2
|
Source
Pact, 1st domain granted power, modified eldritch blast
|
1
|
1
|
1
|
2nd
|
+1
|
+0
|
+0
|
+3
|
Detect magic
|
1
|
2
|
1
|
3rd
|
+2
|
+1
|
+1
|
+3
|
DR 1/cold iron, 2nd domain granted power
|
1/1
|
3
|
2
|
4th
|
+3
|
+1
|
+1
|
+4
|
Deceive item
|
1/1
|
4
|
2
|
5th
|
+3
|
+1
|
+1
|
+4
|
|
1/1/1
|
5
|
3
|
6th
|
+4
|
+2
|
+2
|
+5
|
|
1/1/1
|
6
|
3
|
7th
|
+5
|
+2
|
+2
|
+5
|
DR 2/cold iron
|
3/1/1/1
|
7
|
4
|
8th
|
+6/+1
|
+2
|
+2
|
+6
|
Fiendish resilience 1
|
3/1/1/1
|
8
|
4
|
9th
|
+6/+1
|
+3
|
+3
|
+6
|
|
3/3/1/1/1
|
9
|
5
|
10th
|
+7/+2
|
+3
|
+3
|
+7
|
Energy resistance 5
|
3/3/1/1/1
|
10
|
5
|
11th
|
+8/+3
|
+3
|
+3
|
+7
|
DR 3/cold iron
|
3/3/3/1/1/1
|
11
|
6
|
12th
|
+9/+4
|
+4
|
+4
|
+8
|
Imbue item
|
3/3/3/1/1/1
|
12
|
6
|
13th
|
+9/+4
|
+4
|
+4
|
+8
|
Fiendish resilience 2
|
:/3/3/3/1/1/1
|
13
|
7
|
14th
|
+10/+5
|
+4
|
+4
|
+9
|
|
:/3/3/3/1/1/1
|
14
|
7
|
15th
|
+11/+6/+1
|
+5
|
+5
|
+9
|
DR 4/cold iron
|
:/:/3/3/3/1/1/1
|
15
|
8
|
16th
|
+12/+7/+2
|
+5
|
+5
|
+10
|
|
:/:/3/3/3/1/1/1
|
16
|
8
|
17th
|
+12/+7/+2
|
+5
|
+5
|
+10
|
|
:/:/:/3/3/3/1/1/1
|
17
|
9
|
18th
|
+13/+8/+3
|
+6
|
+6
|
+11
|
Fiendish resilience 5
|
:/:/:/3/3/3/1/1/1
|
18
|
9
|
19th
|
+14/+9/+4
|
+6
|
+6
|
+11
|
DR 5/cold iron
|
:/:/:/3/3/3/1/1/1
|
19
|
9
|
20th
|
+15/+10/+5
|
+6
|
+6
|
+12
|
Energy resistance 10
|
:/:/:/3/3/3/1/1/1
|
20
|
9
|
Alignment: Any evil or chaotic. Hit Die: d6. Skill Points
per level: 2 + Int mod. Class
Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge
(arcana), Knowledge (the planes), Knowledge (religion), Profession, Sense
Motive, Spellcraft, and Use Magic Device.
This
warlock option allows you to focus on the source of your warlock power, called
“pacts,” at the cost of some of your normal warlock abilities. You gain all of
the warlock’s normal abilities, except for those specified below.
Lose: You do not learn to use any warlock invocations, nor do you learn eldritch blast. However, you may still
learn eldritch essences and blast shapes, see below.
Gain: You choose a source for your pact, such as Fey or Infernal, for example.
Each pact source has 4 associated domains. At first level, you gain the granted
power of one of those domains, chosen by you; then again at 3rd
level you choose a granted power from among those same four domains.
In
place of eldritch blast, you gain an
at-will spell-like ability, detailed with your source pact, that otherwise
functions in all others ways as an eldritch
blast. Your caster level for this ability is equal to your warlock level.
Your modified eldritch blast deals
half damage to objects unless stated otherwise, just as the normal warlock’s eldritch blast.
As
you advance as a warlock, you may choose a new spell from among all of your
pact source’s domains to use as a spell-like ability (caster level equals your
warlock level). Consult the table above to see when you may learn a new
spell-like ability and the highest level you may choose from. You may instead
learn a blast shape or eldritch essence of the same or lower spell level in
place of learning a spell-like ability.
With
the exception of 1st level spells, you can only learn a spell of a
new level if you have learned at least 2 spells of the previous level.
At
any given time, the top three levels of spells that you know are each usable
once per encounter. Below the top three spell levels, the next three lower
spell levels are each usable three times per encounter. And below the top six
spell levels, the next three lower spell levels are each usable at will. Refer
to the table above for convenience.
Uses per Encounter: On the table above, a : indicates
an at-will ability.
The
save DC for one of your spell-like abilities (if it allows a save) is 10 + spell
level + your Charisma modifier.
Your
domain spell-like abilities are subject to spell resistance, although the Spell
Penetration feat and other feats that improve caster level checks to overcome
spell resistance also apply to your domain spell-like abilities. Unlike normal
spell-like abilities, your domain spell-like abilities do require appropriate
material, focus, and xp components, although none of them require verbal or
somatic components. Those without material or focus components are activated by
sheer acts of will, and can be used even when you are helpless or paralyzed (as
long as you are actually conscious).
Starting
at 6th level, and at every even-numbered warlock level thereafter,
you may choose to learn a new spell-like ability in place of one you already
know. In effect, the warlock “loses” the old spell in exchange for the new one.
The new spell-like ability must be the same spell level as that of the spell
being exchanged, and it must be at least two levels lower than the
highest-level warlock spell-like ability you can cast. You may only swap out a
single spell-like ability at any given level, and you must choose whether or
not to swap the spell at the same time that you gain new spells known for the
level.
Source Pact
This paragraph will list some details about the
source of your warlock power.
Alignment:
Any
alignment restriction will be detailed here.
Domains:
Four
domains will be listed here. You choose one of these domain’s granted powers at
1st level, and another of these domain’s granted powers at 3rd
level.
Modified
Eldritch Blast (Sp): This
will give you details of your modified eldritch
blast.
Spell-like Abilities
1st level—up to 4
spells listed here
2nd level—up to 4 spells listed here
3rd level—up to 4 spells listed here
4th level—up to 4 spells listed here
5th level—up to 4
spells listed here
6th level—up to 4 spells listed here
7th level—up to 4 spells listed here
8th level—up to 4 spells listed here
9th level—up to 4 spells listed here
Celestial Pact
You derive your warlock power from a pact with an
eladrin member of the Court of Stars (such as Morwel Queen of Stars, Faerinaal
the Queen’s Consort, or Gwynharwyf the Whirling Fury).
Alignment:
Chaotic
Good
Domains:
Celestial,
Holy, Oracle, Purification
Heavenly
Blast (Sp): A
successful ranged touch attack deals 1d6 points of holy damage/2 levels and at
the same time heals an ally half that amount, as if by a cure spell (no attack roll required for this healing).
Spell-like Abilities
1st level—identify, nimbus of light, protection from
evil, protection from law, vision of Heaven
2nd level—augury, consecrate, deific
vengeance, spiritual weapon
3rd level—blessed sight, divination, magic
circle against evil, magic circle against law, recitation
4th level—castigate,
divine smite, lesser planar ally, scrying
5th level—commune, dance of the unicorn, dispel evil,
dispel law, heavenly lightning
6th level—call faithful
servants, fires of purity, legend lore
7th level—greater
scrying, heavenly lightning storm, holy word, righteous wrath of the faithful,
word of chaos
8th level—aura of faith, discern
location, holy aura, sunburst
9th level—foresight,
gate, greater visage of the deity, summon monster IX (chaotic or good only)
Chromatic Dragon Pact
You derive your warlock power from a pact with a great
wyrm chromatic dragon (black, blue, green, red, or white).
Alignment:
Lawful
Evil, Neutral Evil, or Chaotic Evil
Domains:
Chromatic
Dragon, Domination, Thunder, Water
Fire
Blast (Sp): A
successful ranged touch attack deals 1d10 points of fire damage/3 levels.
Spell-like Abilities
1st level—cause fear, command, shatter
2nd level—enthrall, gust of wind,
soundburst
3rd level—call lightning, claws of
darkness, suggestion
4th level—dominate
person, fear, lightning bolt
5th level—greater command, rebuking undead, shout
6th level—chain
lightning, geas/ quest, symbol of fear
7th level—aura of terror,
control weather, mass suggestion
8th level—greater
stunning breath, power word stun, true domination
9th level—monstrous
thrall, storm of vengeance, weird
Death Pact
You derive your warlock power from a pact with a
Lich Lord (such as Bemabaz, Bi’Phelillil, Cagut, It’bothabt, Machamacham, Obith
Malatel, Orikral, Remokalt, or Valastr).
Alignment:
Chaotic
Evil, Lawful Evil, Neutral Evil
Domains:
Death,
Decay, Spell, Undead
Rebuking
Blast (Sp): You
rebuke a single undead creature within range. Your rebuke check is 1d20 + your
Charisma modifier, and your rebuke damage is equal to your 1d6/2 levels (without
adding your Warlock level or Charisma modifier). Otherwise this effect
functions like a normal rebuke, command, or bolster undead as an evil cleric.
You can benefit from feats and granted powers (among other things) that modify
your rebuke check or rebuke damage, but not from effects that grant you
additional rebuke attempts per day, since this is an at-will ability.
Spell-like Abilities
1st level—cause fear, doom, mage armor
2nd level—death knell, ray of
enfeeblement, silence
3rd level—animate dead, anyspell,
contagion
4th level—death ward,
enervation, Rary’s mnemonic enhancer
5th level—blight, break enchantment, slay living
6th level—antilife shell,
create undead, greater anyspell
7th level—destruction,
limited wish, withering palm
8th level—antimagic
field, create greater undead, horrid wilting
9th
level—energy drain, Mordenkainen’s disjunction, wail of the banshee
Demonic Pact
You derive your warlock power from a pact with a
demon lord from the Abyss (such as Baphomet, Dagon, Demogorgon, Fraz-Urb'luu,
Graz'zt, Juiblex, Kostchtchie, Lolth, Malcanthet, Obox-ob, Orcus, Pale Night,
Pazuzu, Sess'Innek, Yeenoghu, Zuggtmoy, etc.).
Alignment:
Chaotic
Evil
Domains:
Chaos, Demonic,
Entropy, Evil
Abyssal
Blast (Sp): A
successful ranged touch attack splatters Abyssal slime on the target, dealing 1
point of Constitution damage/3 levels (minimum 1). Creatures with the good or
lawful subtypes take Constitution drain instead of Constitution damage. This
Abyssal slime devours flesh and organic materials on contact and is even
capable of dissolving metal. Bright green, wet, and sticky, it devours flesh on
contact. Against wood or metal, this green slime deals 1d6 points of damage/2 levels,
ignoring metal’s hardness but not that of wood. It does not harm stone. You
must choose to target a creature or an object, but not a creature and its equipment in the same round.
Spell-like Abilities
1st level—cause fear, demonflesh, protection from
good, protection from law
2nd level—demoncall, desecrate, shatter,
vision of entropy
3rd level—demon wings, magic circle against
good, magic circle against law, ray of exhaustion
4th level—chaos hammer,
dimensional anchor, fear, unholy blight
5th level—dispel good, dispel law, lesser planar
binding, waves of fatigue
6th level—animate
objects, create undead, disintegrate, planar binding
7th level—blasphemy,
fiendish clarity, insanity, word of chaos
8th level—cloak of chaos,
greater planar binding, scintillating pattern, unholy aura
9th level—Abyssal rift,
gate, summon monster IX (chaotic or evil only)
Gem Dragon Pact
You derive your warlock power from a pact with a
great wyrm gem dragon (amethyst, crystal, emerald, sapphire, or topaz).
Alignment:
Chaotic
Neutral
Domains:
Force,
Mineral, Radiance, Thirst
Crystal
Shard Blast (Sp): A
successful ranged touch attack deals 1d6 points of magic piercing damage/2
levels, and threatens a critical hit on a natural 18-20 for x3 damage.
Spell-like Abilities
1st level—color spray, mage armor, magic weapon,
parching touch
2nd level—desiccate, emerald planes, hypnotic
pattern, magic missile
3rd level—blast of force, greater magic
weapon, searing light, tormenting thirst
4th level—dispel water, Otiluke’s
resilient sphere, sonic weapon (special version of weapon of energy, dealing sonic damage), widened faerie fire
5th level—mass desiccate, rainbow pattern, shard
storm, wall of force
6th level—flesh to stone,
rainbow, repulsion, symbol of thirst
7th level—forcecage, mephit
mob, Mordenkainen’s sword, prismatic spray
8th level—horrid wilting,
mass heal, Otiluke’s telekinetic sphere, scintillating pattern
9th level—Bigby’s
crushing hand, energy drain, implosion, prismatic wall
Infernal Pact
Your derive your warlock power from a pact with an
archdevil from the Nine Hells of Baator (such as Bel Lord of the First,
Dispater Lord of the Second, Mammon Lord of the Third, Belial Lord of the
Fourth, Levistus Lord of the Fifth, Glasya Lord of the Sixth, Baalzebul Lord of
the Seventh, Mephistopheles Lord of the Eighth, or Asmodeus Lord of the Ninth).
Alignment:
Lawful Evil
Domains:
Diabolic,
Evil, Law, Pride
Hellfire
Blast (Sp): A
successful ranged touch attack deals 1d6 points of hellfire damage/2 levels (or
1d8 points of hellfire damage/2 levels against creatures with the chaotic or
good subtypes).
Spell-like Abilities
1st level—hypnotism, protection from good, protection
from chaos
2nd level—calm emotions, desecrate,
devil’s eye, eagle’s splendor
3rd level—devil’s ego, heroism, magic
circle against chaos, magic circle against good
4th level—divine power,
hellfire, order’s wrath, unholy blight
5th level—dispel chaos, dispel good, lesser planar
binding, mass reduce person
6th level—create undead,
forbiddance, hold monster, planar binding
7th level—blasphemy,
dictum, greater heroism, hellfire storm
8th level—demand, greater
spell immunity, shield of law, unholy aura
9th level—investiture of
the pit fiend, mass charm monster, summon monster IX (evil or lawful only)
Metallic Dragon Pact
You derive your power from a pact with a great wyrm
metallic dragon (brass, bronze, copper, gold, or silver).
Alignment:
Chaotic
Good
Domains:
Cold, Fire,
Lightning, Metallic Dragon
Bile
Blast (Sp): A
target creature becomes immobilized for
1 round/2 levels, Fortitude negates (see Tome
of Magic page 140).
Spell-like Abilities
1st level—burning hands, chill touch, lesser orb of
electricity, vision of glory
2nd level—chill metal, crackling sphere, produce
flame, shield other
3rd level—diamondsteel, lightning bolt, resist
energy (cold or fire only), sleet
storm
4th level—great electric
bolt, ice storm, protection from energy, wall of fire
5th level—arc of lightning, fire shield, lesser globe
of invulnerability, wall of ice
6th level—chain lightning,
cone of cold, fire seeds, wall of iron
7th level—control
weather, electrical storm, fire storm, ironguard
8th level—incendiary
cloud, iron body, lightning ring, polar ray
9th level—elemental swarm
(fire only), greater dragon ally, obedient
avalanche, thunderswarm
Seelie Court Fey Pact
You derive your warlock power from a pact with the
Seelie Court.
Alignment:
Chaotic
Good or Chaotic Neutral
Domains:
Dream, Fey, Passion, Trickery
Quill
Fire (Sp): A
successful ranged touch attack deals 1 point of Strength damage/3 levels
(minimum 1) and 1 point of Wisdom damage/3 levels (minimum 1).
Spell-like Abilities
1st level—cause fear, disguise self, faerie fire,
sleep
2nd level—augury, charm person,
invisibility, Tasha’s hideous laughter
3rd level—confusion, deep
slumber, inspired aim, nondetection
4th level—blinding
beauty, crushing despair, phantasmal killer
5th level—false vision, greater command, nightmare,
tree stride
6th level—dream sight,
greater heroism, heroes’ feast, mislead
7th level—greater
scrying, liveoak, screen, song of discord
8th level—Otto’s
irresistible dance, polymorph any object, power word stun, unearthly beauty
9th level—dominate
monster, summon nature’s ally IX, time stop, weird
Slaadi Pact
You derive your warlock power from a pact with a
Slaad Lord (such as Ygorl, Ssendem, Chourst, Rennbuu, or Wartle).
Alignment:
Chaotic
Neutral
Domains:
Change,
Chaos, Liberation, Wild Magic
Karach
Blade (Sp): You
wield pure raw chaos matter from Limbo. This weapon’s shape is unusual no
matter what form it appears in, and always seems to be in constant motion,
appearing like a shiny mercury-like metal. None of its shapes can be called by
the name of a known weapon type, like sword or club. You are proficient with
this weapon, regardless of its form, and you may select it for feats such as
Weapon Focus (karach blade). Rather than determine its form and
type of damage each round, follow this procedure: If the attack roll is a
natural multiple of 3, it overcomes all of a target’s damage reductions (unless
it requires Epic or has no exception). Likewise, if the attack roll is a
natural multiple of 5 it bypasses all of the target’s energy resistances. The
weapon deals 1d8 points of damage/2 levels (half of which is physical and half
is energy), regardless of your size. With a karach
blade, you make a normal melee attack roll, and you add your Strength
modifier to the physical damage (but not the energy damage). Additionally, if
the attack roll is a natural multiple of 6, you gain a +4 shield bonus until
the start of your next turn. If you drop your weapon, are disarmed, or your
weapon is sundered or otherwise destroyed, it evaporates into nothing
instantly. The karach blade has
hardness equal to your warlock level and hit points equal to your warlock
level. You can produce this weapon again at any time as a swift mental action.
You always wield this as a one-handed exotic melee weapon, by default, although
you do not get multiple attacks from a high base attack bonus. If you take the
Two-Weapon Fighting feat, you may optionally split your karach blade into two light weapons that each deal 1d4 points of
damage/2 levels. If you take the Weapon Focus (karach blade) feat, you may optionally attack as if with a light
weapon rather than a one-handed weapon for 1d6 points of damage/2 levels. If
you take the Weapon Specialization (karach
blade) feat, you may optionally attack as if with a two-handed weapon for
1d10 points of damage/2 levels.
Spell-like Abilities
1st level—enlarge person, Nahal’s reckless dweomer,
omen of peril, protection from law
2nd level—chaos shield, gaseous form,
shatter, undetectable alignment
3rd level—alternate reality, magic circle
against law, rage, stone shape
4th level—chaos hammer, freedom
of movement, reincarnate, unluck
5th level—baleful polymorph, break enchantment, dispel
law, vortex
6th level—animate
objects, greater dispel magic, transmute rock to mud, wildstrike
7th level—Hornung’s surge
selector, refuge, transmute metal to wood, word of chaos
8th level—cloak of chaos,
fleshy blight, mind blank, wildzone
9th level—shapechange, stabilize,
summon monster IX (chaotic only), unbinding
Unseelie Court Fey Pact
You derive your warlock power from a pact with the
Unseelie Court.
Alignment:
Chaotic
Evil, Chaotic Neutral, or Neutral Evil
Domains:
Bestial,
Corruption, Magic, Night
Backbiter
(Sp): A target must succeed
on a Will save (DC 10 + your Charisma modifier + the highest level of warlock
spell-like ability you can cast) or be hit with its own weapon (no attack roll
is required). Whatever weapon the target is wielding at the time does full
damage as normal for the target. A projectile weapon deals improvised damage.
An unarmed target hits itself with a natural attack or an unarmed attack. The
wielder gets no warning or knowledge of the spell’s effect on his weapon, and
although he makes the attack, the self-dealt damage can’t be consciously
reduced (though damage reduction applies) or changed to nonlethal damage.
Spell-like Abilities
1st level—doom, magic fang, Nystul’s magic aura, sleep
2nd level—blindness/ deafness, bull’s
strength, deeper darkness, identify
3rd level—contagion, deep slumber, dispel
magic, greater magic fang
4th level—claws of the
savage, imbue with spell ability, morality undone, phantom steed
5th level—charm monster, feeblemind, nightmare, spell
resistance
6th level—antimagic
field, hold monster, pox, shadow walk
7th level—spell turning, waves
of exhaustion, whirlwind of teeth
8th level—befoul, greater
shadow evocation, protection from spells, spread of savagery
9th level—despoil,
shades, Mordenkainen’s disjunction, were-doom
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