Squaring the Circle

Squaring the Circle

Friday, February 6, 2015

DM Entry: Warlock Patron Pacts

This has been added to the Aryathan Jiil Classes and Prestige Classes.pdf and uploaded to the google drive. This is a new set of Warlock options. Details listed in red on the table below are the changes to the warlock with this option. The table is shown so you can see that the warlock does still gain many of the traditional warlock class features.

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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