Warlock

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Hit Die: d6

Base Attack Bonus: 3/4

Proficiencies: Armor (Robes), Weapons (Simple)

Skill Points: 2 + INT

Class Skills: Appraise, Bluff, Concentraton, Craft (all), Decipher Script, Disguise, Forgery, Heal, Intimidate, Knowledge (all), Lore, Persuade, Profession (all), Sense Motive, Spellcraft, Use Magic Device

Spellcasting: Warlocks are not an arcane casting class, although they can manifest arcane spell-like abilities.

Alignment Restrictions: Any evil.

Application Required


Invocations

Least

Frightful Blast - Empower your blast. Target must make a will save or become shaken.

Sickening Blast - Empower your blast. Target must make a fortitude save or become shaken.

Eldritch Glaive - Turns your eldritch blast into a melee ability that scales with base attack bonus.

Beguiling Influence - You gain a +6 bonus on Bluff, Persuade, and Intimidate for 24 hours.

Darkness - You may use the Darkness spell.

Dark One's Own Luck - Gain 1/2 of your charisma modifier (rounded down) as bonuses to saves.

Devil's Sight - See normally in darkness and magical darkness for 24 hours.

See the Unseen - Gain see invisibility for 24 hours.

Entropic Warding - Gain a chance to avoid arrows for 24 hours.

Summon the Swarm - Summon a swarm of beetles at your location.

Leaps and Bounds - Gain a +10 tumble bonus and movement speed for 24 hours.

Otherworld Whispers - Gain +6 to knowledge skills and lore for 24 hours.

Serpent Tongue - Gain +5 saves against poison and disease and a 20/- acid resistance for 24 hours.

Swimming the Styx - Gain underwater breathing for 24 hours.

All-Seeing Eyes - Gain +6 bonus on search and spot checks along with comprehend languages for 24 hours.

Fel Flight - Gain the ability to fly.

Lesser

Beshadowed Blast - Enhanced Blast. Target must make a fortitude save or be blinded.

Brimstone Blast - Enhanced Blast. Changes damage type to fire. Target must pass a reflex save or take massive fire damage every round for several rounds or no damage on a successful save.

Hellrime Blast - Enhanced Blast. Target must pass a fortitude save or suffer -4 dexterity for 10 minutes.

Charm - Gain Charm as the spell.

Walk Unseen - Gain invisibility as the spell with a duration of 24 hours.

Curse of Despair - Bestow a curse on an enemy that reduces their abilities by -3.

The Dead Walk - Gain Create Undead as the spell.

Flee the Scene - Gain a personal dimension door.

Voracious Dispelling - Gain dispel magic as the spell.

Cold Comfort - Endure elements as the spell, except the absorption increases with warlock levels.

Dread Seizure - Inflict a creature with a wracking pain that reduces their AB by -5 for 5 rounds.

Ignore the Pyre - Gain resistance equal to your warlock level to any one energy type for 24 hours.


Greater

Bewitching Blast - Enhanced Blast. Target must pass a will save or become confused.

Noxious Blast - Enhanced Blast. Target must pass a fortitude save or become dazed.

Penetrating Blast - Enhanced Blast. Your blast gains +4 spell penetration and any targets hit by it will suffer -5 spell resistance for 1 turn.

Repelling Blast - Enhanced Blast. A medium or smaller creature must pass a reflex save or be knocked down.

Vitriolic Blast - Enhanced Blast. Summons a globule of acid which ignores spell resistance. Changes damage type to acid. Deals 1d6 acid damage for every 5 warlock levels on a failed reflex save. Damage persists for several rounds.

Chilling Tentacles - Conjure black tentacles that attempt to paralyze and strike enemies moving through them for frost damage.

Wall of Perilous Flame - You conjure a wall of fire that deals half fire and half divine damage.

Caustic Mire - Summon a poisoned bog at the location, slowing movement of those in it and dealing acid damage every round.

Nightmares Made Real - Conjure a phantasm who blasts all enemies in an area for magical damage until destroyed.


Dark

Utterdark Blast - Enhanced Blast. Target must pass a fortitude save or gain 2 negative levels. Changes damage type to negative and heals undead.

Binding Blast - Enhanced Blast. Target must pass a will save or be stunned for 1 round.

Word of Changing - You gain baleful polymorph as the spell.

Path of Shadow - Greater Teleport with the chance for shenanigans.

Shroud of Darkness - Greater invisibility as the spell, but only functions for a short time.