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Warlock:

He always said I couldn't handle magic, that it'd consume me if I


wasn't careful. The problem is, I am magic, and he has no right to
keep me from it. He underestimated the amount of power within
me. Even as his spells are exhausted, I remain strong. He will die
for his arrogance, and nobody will remember him.
-Excerpt from a Mad Warlock's journal
Warlocks are infinite wellsprings of magic, coming
by it more naturally than even Sorcerers. Their
spell-like abilities (called Invocations) are often
less potent than those of more conventional casters,
but they never run out. Their magic comes either
from an inhuman (but not necessary evil) lineage,
or a pact with a powerful entity beyond earthly
reach.
Adventures: Warlocks are often fiercely
independent, frequently seeking knowledge, glory,
riches or power. If there is a chance they will get to
show their mettle, a Warlock will not be hard to
find.
Characteristics: Indomitable spirits, the magic in
their souls grants them vitality. Warlocks are
irrepressible, and rarely give up unless they must.
They are not averse to deception, and often must
hide their powers from a fearful public, often being
mistaken for demons or their worshipers.
Alignment: While Warlocks can come from a
number of different walks of life, and consequently,
any number of different alignments, they tend to be
Chaotic, more often than not. Evil Warlocks are a
force to be reckoned with, using their endless magic
to wreak endless suffering, while Good warlocks are
often shadow champions, protecting the weak
whether they like it or not.
Religion: Many Warlocks remain agnostic, relying
on their own power, but innate Warlocks often
worship gods of magic or trickery. Those who
receive their power via a pact often worship or
revere whomever they made their pact with.
Background: Warlocks can come from nearly any
walk of life, but they rarely receive any sort of
classical training in magic. Usually they are just

average people with extraordinary ancestors, but


those who gain their powers from pacts usually
have something about them that attracts the
attention of the power in the first place.
Races: Nearly any race can find Warlocks in its
numbers, but a few have more than others,
especially savage races such as goblins, kobolds
and orcs. Among the more civilized, human
Warlocks are the most numerous, especially planetouched individuals such as Aasimar or Tieflings.
Roles: Warlocks have a fair mix of firepower, utility,
and mobility, making them capable scouts and
decent strikers.
Abilities: Charisma is an important ability score for
you, as it determines the saving throws for many of
your powers. After that, Dexterity helps you with
your eldritch blast, and improves your AC, and
Constitution grants you some extra hit points.
Game Rules Information:
Hit Die: d8
Skill Points/Level: 4+Int
Class Skills: Acrobatics (Dex), Bluff (Cha), Craft (Int),
Disguise (Cha), Intimidate (Cha),
Knowledge[Arcana, Planes, Religion] (Int),
Profession (Wis), Sense Motive (Wis), Spellcraft (Int),
Use Magic Device (Cha)
Class Features:
Proficiencies: Warlocks are proficient in simple
weapons and light armor. Warlock Invocations
aren't subject to spell failure due to light armor.
Invocations (Sp): Warlocks don't cast spells, but
instead use abilities called Invocations. Invocations
differ from other Spell-like Abilities in that they're
subject to armor-based failure. Invocations come in
grades: Least, Lesser, Greater, and Dark. At level 1,
a Warlock may learn Least Invocations. At levels 6,
11, and 16 he gains access to the next grade. In
addition to the normal Invocations known innately,
a Warlock receives a number of free Eldritch Shape
or Essence Invocations, (see eldritch blast, below) as
shown on the table. Save DC for an Invocation is 10
+ 1/2 caster level + Cha, and they are subject to
spell resistance and are standard actions unless
otherwise noted. Warlock invocations are counted
as arcane spells when applicable.

Eldritch Blast (Sp): At level 1, all Warlocks receive


this Invocation (which does not count against
known Invocations). This deals 1d8/2 caster levels
(rounded up) in a 60-foot ray. This Invocation's
effects can be modified by means of invocations
called Eldritch Essence (which add special effects)
and Eldritch Shape (which change how the eldritch
blast targets) Invocations. The Eldritch Blast's
effective level is 1 or the greatest level of invocation
currently applied to it. You may make iterative
attacks with this invocation as if it were a normal
manufactured weapon, dealing full damage with
each attack (but it becomes a full action). You may
only apply one Eldritch Shape and one Eldritch
Essence to your Eldritch Blast at any given time.
Exotic Arcana: Due to how a Warlock uses magic,
some things available to other casters may be
available to him. His Invoking qualifies him for
anything which requires any of the following:
Caster level requirements (Arcane or
unspecified)
Level

BAB

Fort

Ref

Will

+0

+0

+2

+2

+1

+0

+3

+2

+1

+3

Ability to cast arcane spells of a level up to


his caster level as an invoker (rounded up),
provided he knows an invocation of that
effective level.
Ability to cast a specific spell replicated by
one of his Invocations.
Ability to cast invocations of a specific level
or grade, or ability to cast a specific
Invocation.
Prestige classes that improve caster level (arcane or
unspecified) also advance Invocation caster level,
invocations known, and maximum invocation
grade. If a class specifies advancing invoking
alongside another type of casting, apply only the
invoking advancement except where noted. Feats
that modify spellcasting can be applied to Warlock
invocations as appropriate.
Detect Magic (Su): Warlocks can use their intuitive
connection to magic to see magical auras around
them. 1St-level Warlocks are under a constant detect
magic effect, and are always treated as if they had
concentrated for 3 rounds on any given object.

Special

Eldritch
Blast

Invocations
Known

Shapes/
Essences

Eldritch blast, Least Invocations, Source of Power

1d8

+3

Detect magic

1d8

+3

+3

DR 1/-

2d8

+1

+4

+4

Deceive Item

2d8

+3

+1

+4

+4

Eldritch Power

3d8

+4

+2

+5

+5

Eldritch Feat, Lesser Invocations

3d8

+5

+2

+5

+5

DR 2/-

4d8

+6/+1

+2

+6

+6

4d8

+6/+1

+3

+6

+6

Eldritch Power

5d8

10

+7/+2

+3

+7

+7

Energy Resistance 5

5d8

11

+8/+3

+3

+7

+7

DR 3/-, Greater Invocations

6d8

12

+9/+4

+4

+8

+8

Imbue Item, Eldritch Feat

6d8

13

+9/+4

+4

+8

+8

Eldritch Power

7d8

14

+10/+5

+4

+9

+9

7d8

15

+11/+6/+1

+5

+9

+9

DR 4/-

8d8

16

+12/+7/+2

+5

+10

+10

Dark Invocations

8d8

10

17

+12/+7/+2

+5

+10

+10

Eldritch Power

9d8

10

18

+13/+8/+3

+6

+11

+11

Eldritch Feat

9d8

11

19

+14/+9/+4

+6

+11

+11

DR 5/-

10d8

11

20

+15/+10/+5

+6

+12

+12

Energy Resistance 10, Eldritch Transformation

10d8

12

Source of Power: As a result of your source of power


(be it blood or pact), you gain a few abilities unique
to that source. You must select a source, which
comes with a set of powers and a pool of feats. You
gain a power at level 1 and every 4th level thereafter
from the list given for your power source, in order.
At levels 6, 12 and 18, you gain a bonus feat of your
choice from the list given for your power source (you
need not meet the prerequisites). Finally, at level 20,
you undergo an eldritch transformation, drastically
and irrevocably changing your form. Upon gaining
this final ability, you cease aging, and no longer
take penalties from aging. You still receive bonuses,
and any existing aging penalties remain.
Damage Reduction (Su): The magic filling your body
grants you impressive toughness. At level 3, you
gain DR 1/-. This DR increases by one point at levels
7, 11, 15 and 19.
Deceive Item (Ex): As a result of your uncanny bond
with magic, you can use magical items with
unusual ease. You can take 10 on Use Magic Device
checks, even under duress.
Energy Resistance (Su): Your powers grant you a
measure of protection against elemental attack. At
level 10, the Warlock gains resistance 5 to two of the
following energy types: acid, cold, electric, fire, or
sonic. This cannot be changed, and increases to
resistance 10 at level 20.
Imbue Item (Su): At level 12, your ability to
manipulate magic, combined with your intuitive use
of magic items, you have gained the ability to create
magical items without knowing the spells involved.
When crafting a magic item, you can replace a
required invocation or spell that you do not possess
with a Use Magic Device check (DC 10 + effective
level for invocations, DC 15+level for arcane spells,
& DC 25 + level for divine spells). You must still
have the required feats and meet any other
prerequisites, and you must still pay any expenses
to make the item.

Sources of Power:
Warlocks gain their powers from some source. Be it
a blood connection or some kind of pact or blessing,
these sources are what sets them apart from the
average man. Whatever the reason they got their
powers, they will never be normal. Any ability that
calls for a saving throw has a save DC of 10 +
class level + Cha Bonus.

Alien Power:
You, or your ancestors, were touched by some
creature outside human understanding, be it the
frightful experimentation of the Mi-Go, or some
aberration's infectious bite, or stranger things from
beyond reality. Whatever the reason, they changed
you.
Eldritch Feats: Combat Expertise, Defensive Combat
Training, Improved Grapple, Ironguts, Iron Will
Unnerving Presence (Ex): Something about
you seems off, making it easier to coerce
others. At level 1, you receive a +4 racial
bonus to Intimidate checks. You suffer a -2
racial penalty on Handle Animal checks, and
against Aberrations, you receive a +4 racial
bonus on Diplomacy checks instead of
Intimidate.
Alien Life (Ex): Your physiology is strange and
warped for your race, making you more
difficult to cripple. At level 5, you have a 25%
chance to ignore extra damage from critical
hits and sneak attacks, as per the
fortification armor property. At level 13, this
improves to 50% fortification.
Starbound Step (Su): You seem to be
somewhat out of phase with reality, as if you
didn't belong there. At level 9, you can
replicate the effects of a dimension door on
3+Cha bonus times/day.
Acid Blood (Ex): Your blood has become
highly caustic. At level 13, any time you take
slashing or piercing damage, all creatures
adjacent to you take 1d6 acid damage per
two dice of your Eldritch blast (Reflex half).

Slimy Secretion (Ex): You secrete a viscous


chemical that allows you to slip out of
anything. At level 17 you can take 10 on
Escape Artist checks at all times, even under
duress. Additionally, Escape Artist is now a
class skill for you, and you add your
Warlock level to Escape Artist checks and
CMD. Any time an effect that hampers your
movement and offers a save, you may roll
twice and take the better result.
Eldritch Transformation: Your appearance has
become obviously alien. Your type changes to
Aberration with the augmented subtype. You are
immune to mind-affecting effects, and you are now
immune to critical hits, although not sneak attacks
or other precision damage (you maintain your
fortification from alien life)

Divine Blessing:

Damnation or Salvation(Su): When using


your channeling ability, at level 13, you may
choose to apply the effects of a lesser
restoration or break enchantment spell when
healing; or apply the effects of the curse spell
when harming to any targets of your
channeling. Your channeling improves to
that of a Cleric of your level-4
Divine Purity: You are resistant to the powers
of the divine, having a measure of it flowing
through you at all times. At level 17, you gain
Spell Resistance equal to 5+ your Warlock
level. This spell resistance is doubled against
divine spells.
Eldritch Tranformation: You have become a step
below demigod, and are considered slightly divine
in your own right. Your type changes to Outsider
(native). You gain immunity to disease and poison,
and resistance 20 to acid, cold, electricity, and
negative energy, not stacking with any energy
resistances from Warlock class features. Finally,
choose any two domains (You may not choose an
alignment domain that opposes your alignment).
You learn the first 3 spells of each domain as Least
Invocations for free, and can replace up to 2
invocations from each other grade with a spell from
either domain of an appropriate level (4th & 5th are
Lesser, 6th & 7th are Greater, and 8th-9th are Dark).
You may treat your invocations from these domains
as divine spells instead of arcane for any applicable
purposes. If you use an invocation as divine, it is
not subject to armor-based failure.

You were blessed by divine powers, either by blood


or by deed, granting you your magic.
Eldritch Feats: Blind-Fight, Combat Casting, Iron
Will, Skill Focus (Knowledge[Religion]), Toughness,
Weapon Finesse
Inner Light (Su): At level 1, you glow with an
inner light. You cast shadowy illumination
out to 60 feet, and receive a +4 racial bonus
on saves vs. spells and the special abilities of
outsiders
Smiting (Su): At level 5, you can more
effectively harm those who oppose your
path. This functions as the Paladin's Smite
Evil ability, usable 3+Cha bonus times per
day. Upon gaining this ability, you must
choose whether this is effective vs. lawful,
evil, chaotic or good foes, and you may not
change this. This uses your Warlock level
for Paladin level.
Divine Power (Su): At level 9, the divine
power within you floods out to heal or harm
others. You can channel energy as a cleric of
your alignment, and with a level 8 lower than
your Warlock level.

Effendi:

Somewhere in your past, you, or an ancestor, had a


fateful dealing with a powerful Djinn, altering you
and granting you powers over the elements.
Eldritch Feats: Dodge, Great Fortitude, Lightning
Reflexes, Spell Focus (Acid, Cold, Electric, Fire or
Sonic), & Weapon Finesse
Genie's Bargain (Ex): You are a natural trader.
At level 1, you receive a +4 racial bonus on
Appraise checks.

Miniscule Wish (Su): At level 5, you can


muster up a tiny amount of Genie power,
allowing you to grant the tiniest of wishes.
You can replicate the effects of mage hand
and prestidigitation at will, and can replicate
the effects of any first-level Wizard or
Sorcerer spell 3+Cha Bonus times/day. Each
uses your Warlock level as its caster level.
Elemental Power (Ex): Your powers grant you
the ability to manipulate the elements. At
level 9, when casting an Invocation that
deals Acid, Cold, Earth, Fire or Sonic damage
(including Eldritch Essence invocations
applied to your eldritch blast), you can
change the damage to one of the other types
at will.
Elemental Vitality (Su): At level 13, you gain
the ability to heal when subjected to
elemental attack. Your energy resistance
from this class includes all of the energy
types offered instead of just two.
Additionally, when you resist damage with
your energy resistance, you gain fast healing
equal to your Charisma Bonus for a number
of rounds equal to the damage resisted, up to
a total maximum number of rounds per day
equal to your class level. You can end this
fast healing at will.
My Command (Su): You have a acquired a
somewhat greater capacity to aid those you
deal with, either as favors or in bargains.
Once per day, you can replicate the effects of
a limited wish spell as cast by a Sorcerer of
your level.
Eldritch Transformation: You become a genie. Your
type changes to Outsider with the air, earth, fire, or
water subtype. You gain immunity to electric (for air
subtype), acid (for earth subtype), fire (for fire
subtype) or cold (for water subtype), and can
replicate the effects of wish as cast by a Sorcerer of
your level once/day as a supernatural ability. You
must still pay requisite costs normally attached to
the spell.

Embrace of the Abyss:

You have some connection to fiends, either from a


demonic ancestor or a deal with fiendish nobility.
Eldritch Feats: Augment Summoning, Deceitful, Fast
Healer, Power Attack, Iron Will & Toughness
Hellclaws (Ex): You receive a pair of claws,
granting you 2 claw attacks that deal
damage appropriate for your size.
Brimstone Stench (Su): At level 5, you reek of
brimstone, choking your enemies. Any
creature that comes within 30 feet of you
must make a fortitude save or be sickened for
1 minute. After the effect wears off, or if the
save is succeeded, that creature is immune to
this effect for 24 hours. You can suppress or
resume this effect as a swift action.
Fiendish Resilience (Su): Your wounds close
on their own, and you heal at an incredible
pace. At level 9, you gain fast healing 1 + 1
per 5 levels past 9th.
Devil's Tongue (Su): At level 13, 3 times per
day, you can replicate the effects of a charm
monster spell, using the persuasion powers
of fiends and devils.
Inferno (Sp): At level 17, you have gained a
spark of hellfire that escapes when you are
injured. Any time a creature within 30 feet of
you injures you with an attack, you may
make a single attack in return with your
eldritch blast as an immediate action. The
target only takes half damage, and this
damage is fire damage.
Eldritch Transformation: You have become a fiend.
Your type changes to outsider, and you gain the evil
subtype, and the demon, daemon or devil subtype.
You gain a +3 natural armor bonus to AC, spell
resistance 25, and any benefits and drawbacks of
your new type and subtypes. Fiends have their
attitude toward you improved by one step
automatically.

Fairies' Kiss:

Fairy Illusions (Ex): by level 17, you have


become truly adept at manipulating
illusions, and can see through them easily.
You are immune to illusion effects, and
illusion effects you create have a +2 bonus to
their save DCs.
Eldritch Transformation: You are now a part of the
fairy world, and thus no longer beholden to mortal
laws. Your type changes to Fey, and you gain a +4
racial bonus to Bluff, Perception, & Stealth checks.
You and your unicorn receive 25% concealment,
and you are under a constant speak to animals
effect, and can replicate charm animal and animal
messenger at will as supernatural abilities. Finally,
you gain the tree meld ability as a Dryad.

Your contact with the fey has left you with


otherworldly beauty and a penchant for nature.
Eldritch Feats: Beast Claws, Fey Foundling,
Improved Initiative, Mobility, Nature Soul, Skill
Focus (Knowledge[Nature], Survival)
Supernatural Beauty (Ex): Your features are
more striking than normal for your race,
making you eerily attractive. At level 1, you
gain a +2 on Bluff & Diplomacy checks, but a
-1 on Disguise checks. The bonus to Bluff &
Diplomacy is doubled in checks made
against those who would be sexually
attracted to you.
Fairy Trickery (Su): You are a natural
trickster, and can use the fairy magic in your
spirit to confuse others. At level 5, 3+Cha
Bonus times per day, you can replicate the
copycat ability from the Cleric's trickery
domain, using Warlock level in place of
Cleric Level. Additonally, The DC to replicate
spells from the Trickery Domain for the
purposes of Imbue Item is reduced to
10+spell level.
Hide and Seek (Ex): You are a natural at
evading others, to the point where it's almost
a game to you. At level 9, 3+Cha Bonus times
per day, you can take 10 on Perception and
Stealth checks, even under duress.
Friendly Unicorn (Ex): Regardless of whether
you are a virgin, at level 13, a unicorn has
attached itself to you. You gain an animal
companion that is statistically identical to a
horse or pony, except that it has a gore attack
appropriate to its size, and 2 extra hit dice.
Use your Warlock level to determine your
effective Druid level for this companion. This
unicorn shares the benefits of your
Supernatural Beauty and Fairy Trickery
abilities.

Wild Magic:

Your body overflows with wild magic. Nobody


knows where this force comes from, and it seems to
appear randomly in families regardless of planar
lineage or lack thereof. Wild Magic Warlocks
possess mastery over magic and randomness.
Eldritch Feats: Arcane Strike, Improved
Counterspell, Iron Will, Skill Focus
(Knowledge[Arcana], Spellcraft), Spell Focus, Spell
Penetration
Familiar: By chance or by purpose, at level 1,
you have acquired a familiar, as the Wizard's
class feature.
Power Surge (Ex): You can let the magic run
free when you cast an invocation, sometimes
creating a more powerful spell. At level 5,
when casting an invocation, you can choose
to reduce its caster level by 3. If you do so,
you can roll 1d8 and add the result to the
invocation's caster level.
Wild Metamagic (Ex): As a result of your
natural magic, you can improve invocations.
At level 9, 3+Cha bonus times per day, you
may apply the effects of metamagic you
possess with a total modifier of up to class
level (round up) to any invocation you cast.
The metamagic you apply must still be able
to modify it as appropriate.

Spell Absorption (Su): You can soak up


magical energy, using it to power magic
items or heal yourself. At level 13, as an
immediate action, you can attempt to absorb
a spell targeted at you. This is a dispel check,
as if using dispel magic. If you succeed, you
ignore the effects of the spell, and absorb it
instead. You can absorb total spell levels
equal to your Charisma score, and these
spell levels dissipate after 24 hours. You can
expend spell levels in place of charges in an
item on a one-to-one basis while using the
item, or you can expend any number of
absorbed spell levels to heal yourself or a
touched creature by 1d6 hit points per spell
level expended. You can not absorb your own
invocations.
Spellfire: You can use stored energy to
empower your magic, causing it to flash with
silvery flames. When casting eldritch blast,
you can expend spell levels absorbed via
Spell Absorption. Your eldritch blast deals
1d8 extra damage per expended spell level,
and its save DC increases by +1, per 3 spell
levels expended. When casting some other
Invocation, you can increase the caster level
for it by an amount equal to the total levels
expended.
Eldritch Transformation: You have become partially
pure magic. Your type becomes Outsider with the
native subtype. You add your Charisma bonus as a
deflection bonus to AC, and gain Spell Resistance
25. You also learn 1 Wizard/Sorcerer spell of each
level as an invocation (1st & 2nd are Least, 3rd & 4th
are Lesser, 5th & 6th are Greater, and 7th-9th are
Dark). The DM must approve each choice.

Dragonfire Adept:
Praise! Praise to she that birthed the noble dragonkind!
Praise be to Tiamat, mother of the chromatics!
In her service, we raise our breath and blade against the servants
of Bahamut!
-Tiamat's Children; Oath of Battle
Dragonfire Adepts are magicians that, through
supplication, study and blood rituals, have sought
to become like the great and mighty beasts known
as dragons. Unlock Warlocks, they do not receive
power from pacts with extradimensional beings, but
instead gain their powers by studying and serving
dragons.
Adventures: Dragonfire Adepts often adventure in
service to a dragon or dragonkind, but just as often
seek some piece of ancient draconic lore. Anything
that allows them to become more like the great
beings they venerate can be a motivation.
Characteristics: Dragonfire Adepts are often
arrogant and haughty, like the beings the revere,
and have the utmost faith in their abilities. That's
not to say that they're narcissists, but it's also not to
say they are not narcissists.
Alignment: Dragonfire Adepts are extremely
convicted. While they can be of any alignment,
many tend toward extreme alignments, much like
the dragons. Good Dragonfire Adepts seek to follow
the path of Bahamut, and his offspring the metallic
dragons, protecting the weak with magic and fire,
while Evil ones emulate Tiamat, and her brood the
chromatics, subjugating and destroying those in
their path. Neutral ones are rare, but often prefer to
contemplate the nature of draconity, often looking
to the ancient dragon god Io for inspiration.
Religion: Dragonfire Adepts often worship draconic
deities, such as Tiamat or Bahamut. Those who
worship non-dragon deities often pay their respects
to deities with dragon-like personalities, usually
gods of riches, magic or physical power.
Background: Many Dragonfire Adepts were normal
people who encountered a dragon in their lives and
were enraptured by its power and grace. A few

actually profess a draconic bloodline, but most


scholars agree that a Dragonfire Adept's stems from
their near-worship of dragonkind which, while too
broad to offer true divine magic, appears to be
enough to grant the magic they possess.
Races: While many Dragonfire Adepts are humans
or demihumans, a surprising number of them arise
in savage races, especially those that live near a
dragon's natural habitat, such as goblins, kobolds,
and the like.
Roles: Dragonfire Adepts can fill a variety of roles,
but are especially suited to support and area
damage, using their invocations to back up their
allies while laying down destruction with their
breath weapon.
Abilities: Charisma and Constitution are the most
important ability scores for a Dragonfire Adept, as
they control their Invocations and breath weapon,
respectively.
Game Rules Information:
Hit Die: d8
Skill Points/Level: 4+Int
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff
(Cha), Climb (Str), Craft (Int), Diplomacy (Cha),
Intimidate (Cha), Knowledge[All, taken separately]
(Int), Linguistics (Int), Perception (Wis), Sense Motive
(Wis), Spellcraft (Int), Use Magic Device (Cha)
Class Features:
Proficiencies: Dragonfire Adepts are proficient with
simple weapons and light armor.
Invocations (Sp): Much like Warlocks, Dragonfire
Adepts cast Invocations. These Invocations behave
the same, and meet all the same requirements. You
receive 2 invocations at level 1, and their save DCs
are based on Charisma.
Scales (Ex): As a Dragonfire Adept continues to
emulate dragons, his skin begins to become scaly,
granting him a +2 natural armor bonus to AC. At
every 5th level after 2nd, this bonus increases by +1.
Breath Weapon (Su): A Dragonfire Adept's signature
ability is the ability to breathe fire (and breathe
other things, later). From level one, you gain a
breath weapon which deals fire damage (Reflex
half, DC 10+1/2 class level+Con) in a 15-foot cone
or a 30-foot line as a standard action. This breath

weapon has no recharge. The amount of damage


dealt is shown on the table below. At levels 10 and
20, the range of the breath weapon doubles. Any
class that advances Invoking caster level also
advances breath weapon damage, but not breath
effects known.
Bonus Feats: At level 1, you receive the
Dragontouched feat. Additionally, you gain one of
the following feats for which you qualify as a bonus
feat at level 3, and every 5th level thereafter:
Any Draconic Feat
Extra Invocation
Infernal Adept
Any Meta-Spell Like Ability Feat
Ability Focus
Breath Effects (Su): At level 2, and then at every
level divisible by 5, a Dragonfire Adept gains a new
way to use his breath weapon. Each breath effect
has a minimum level at which it can be chosen, a
type of breath it can be used with (cone, line or
both), and an effect. You may not use a single
Level

breath effect more than once in consecutive rounds.


(So, for example, if you used Frost Breath, then you
could not use it next round, and would have to use
a different breath effect, use the unmodified breath
weapon, or take some other action the next round).
Dragonkin (Ex): As you learn more about dragons,
you become better able to communicate with them.
At level 4, you gain a +4 competence bonus on
Bluff, Diplomacy, Intimidate and Sense Motive
checks vs. dragons.
Damage Reduction (Su): At level 6, a Dragonfire
Adept's flesh hardens against most weapons,
granting him DR 5/magic. This improves to
10/magic at level 11, then to DR 10/- at level 16.
Energy Resistance (Ex): At level 9, you become
resilient to elemental attack, gaining resistance 5 to
acid, cold, electric, fire or sonic. This improves to
resistance 10 at level 14, and immunity at level 20
Draconic Immunities: At level 19, you become still
more draconic, becoming immune to paralysis and
sleep effects, as well as the Frightful Presence
special ability.

BAB

Fort

Ref

Will

Special

Breath Invocations
Damage
Known

+0

+2

+0

+2

Breath Weapon, Dragontouched, Least Invocations

1d6

+1

+3

+0

+3

Breath Effect, Scales +2

1d6

+2

+3

+1

+3

Bonus Feat

2d6

+3

+4

+1

+4

Dragonkin

2d6

+3

+4

+1

+4

Breath Effect

3d6

+4

+5

+2

+5

DR 5/magic, Lesser Invocations

3d6

+5

+5

+2

+5

Scales +3

4d6

+6

+6

+2

+6

Bonus Feat

4d6

+6

+6

+3

+6

Energy Resistance 5

5d6

10

+7

+7

+3

+7

Breath Effect, Breath Weapon (double range)

5d6

11

+8

+7

+3

+7

DR 10/magic, Greater Invocations

6d6

12

+9

+8

+4

+8

Scales +4

6d6

13

+9

+8

+4

+8

Bonus Feat

7d6

14

+10

+9

+4

+9

Energy Resistance 10

7d6

15

+11

+9

+5

+9

Breath Effect

8d6

16

+12

+10

+5

+10

DR 10/-, Dark Invocations

8d6

17

+12

+10

+5

+10

Scales +5

9d6

18

+13

+11

+6

+11

Bonus Feat

9d6

19

+14

+11

+6

+11

Draconic Immunities

10d6

20

+15

+12

+6

+12

Breath Effect, Energy Immunity, Breath Weapon (quadruple range)

10d6

Multi-Breath (Ex): At level 20, you have mastered


the use of your breath weapon, granting you the
ability to use two different breath effects at once.
Both must be usable with the same type of breath
(cone or line). If both change the damage type, half
the damage is one type, and half the other. This may
not be used with the discorporating breath of
Bahamut or the fivefold breath of Tiamat breath
effect. If both breath effects have some secondary
effect (paralysis, etc.), both are applied as
appropriate. If you use a breath effect which
prevents your breath weapon from dealing damage
with one that changes the damage type, your breath
deals half damage, reduced to a quarter on a save
(if applicable).
Draconic Perfection (Ex): As a result of the magic
you channel, you have become, to a limited extent,
a dragon yourself. You gain the dragonblood
subtype, grow wings that grant you a flight speed of
double your base speed at average maneuverability,
and learn any 4 Wizard/Sorcerer spells, 1 of level 12, one of level 3-4, one of level 5-6, and one of level
7-9 as a Least, Lesser, Greater and Dark Invocation
respectively. If you already possess flight, it
improves by 30 feet and becomes average
maneuverability if it wasn't already of better than
average.
Dragonblood Subtype:
The dragonblood subtype is a subtype denoting a
strong tie to dragons, but not strong enough to be
considered one. A creature with the dragonblood
subtype is considered a dragon or its normal type
for any effect based on race, whichever is more
beneficial (such as ignoring the effects of a hold
person spell, for example), and meets prerequisites
as if they were a dragon.

Breath Effects:

As explained above, a Dragonfire Adept can apply


these effects to his breath weapon, much as a
Warlock would apply eldritch essence and eldritch
shape invocations to his eldritch blast. Until you

gain the Multibreath class feature, you may only


apply one at a time. Applying the effect is a nonaction, but you still must make the normal standard
action to use your breath weapon. Each breath
effect has a type of breath weapon it can be applied
to: Cone, Line, or both (can be applied to either
shape), as well as a minimum Dragonfire Adept
level at which it can be taken. You may only apply a
Dragonfire Adept Breath Effect to the breath
weapon granted by the Dragonfire Adept class.

Acid Breath: Level 5; Both


Your breath weapon's damage is dealt as acid
damage.
Cloud Breath: Level 10; special
Your breath weapon takes the form of a 20foot cloud around you. Unlike most other breath
effects, this can be used alongside other breath
effects without the Multibreath ability, but only with
effects that can be used for cone-shaped breath.
This does not count against your maximum of 2
effects when using Multibreath.
Discorporating Breath of Bahamut: Level 15; Line
You breathe a line of pure energy (with no
damage type). This breath uses twice the normal
damage dice (so a DFA with 8d6 breath damage
would roll 16d6). Any creature reduced to negative
hit points by this effect is disintegrated into dust.
This breath has no effect on constructs and
inanimate objects. The save to halve the damage
from the breath effect is Fortitude instead of Reflex.
Evil DFAs may not learn this breath effect.
Enduring Breath: Level 10; Both
Your breath has lingering effects. Any
creature damaged by your breath weapon under
this effect takes the damage it originally took
from the breath weapon, next round. There is no
save against this extra damage, and those that were
undamaged (including those who saved against it
and have evasion) do not take any damage from
this breath effect.

10

Fivefold Breath of Tiamat: Level 15; Special


You breathe five distinct but overlapping
breath weapons:, all aimed in the same direction: A
cone of acid, a cone of fire, a cone of cold, a line of
acid, and a line of electricity, each dealing normal
damage and requiring a separate reflex save for
each. Additionally, if a target is damaged by
multiple simultaneous breath weapons from this
breath effect, they take an extra 2d6 per breath
weapon past the first (up to an extra 8d6, fort half).
This extra damage is negative energy damage.
Good DFAs may not learn or use this breath
effect.
Force Breath: Level 15; Line
Your breath weapon deals force damage,
similar to that of a magic missile. Thus, it affects
incorporeal creatures normally and bypasses most
resistances and damage reduction.
Frost Breath: Level 2; Cone
Your breath weapon deals cold damage
instead of its normal fire damage.
Lightning Breath: Level 2; Line
Your breath weapon deals electric damage
instead of its normal fire damage.
Paralyzing Breath: Level 15; Cone
Instead of dealing damage, you breathe a
powerful toxin, paralyzing any targets who fail a
Fortitude save.
Shaped Breath: Level 5; Both
You may choose up to four squares within the
area of your breath weapon which are unaffected by
your breath weapon. These spaces need not be
adjacent. Unlike most other breath effects, this can
be used alongside other breath effects without the
Multibreath ability. This does not count against you
maximum of 2 effects when using Multibreath.
Sickening Breath: Level 2; Cone
Instead of damage, your breath weapon
sickens those in its area (Fortitude negates).
Slow Breath: Level 5; Cone
In place of damage, those caught in your
breath weapon is slowed for Con Bonus rounds
(minimum 2) and suffers a penalty to AC equal to
your Con bonus (minimum -1 penalty). A Fortitude
save reduces this to 1 round.

Thunder Breath: Level 10; Cone


Your breath weapon deals sonic damage,
and the save for half damage becomes Fortitude.
Weakening Breath: Level 5; Cone
In place of hit point damage, your breath
weapon deals Strength damage equal to the
damage dice of your breath weapon. (Fort negates)
If used with the Multibreath effect, this becomes a
flat 2 Strength damage instead.

11

Invocations:

Invocations function like spells, and are described


in the same way. The format for Invocation
descriptions are as follows:
Name (Grade, Level)
Classes: The classes which can learn this Invocation
School (Subschool): Shape invocations are always
Universal School.
Descriptors: The descriptors of invocations. Essence
and Shape invocations possess the [essence] and
[shape] descriptors. You don't need Incarnum
Spellshaping to cast Incarnum invocations.
Range: The range of the invocation. This line also
describes how an essence or shape invocation
changes the eldritch blast's range.
Area: What are the invocation occupies. This line
also describes how an essence or shape invocation
changes the eldritch blast's area.
Target(s): The valid target(s) of this invocation. This
line also describes how an essence or shape
invocation changes the eldritch blast's targets.
Save: The type of save required by this invocation,
as well as whether it negates or lessens the effect.
This line also describes how an essence or shape
invocation changes the eldritch blast's saving throw
Spell Resistance: Unless specified, all invocations
are subject to spell resistance.
Duration: How long the Invocation's effect lasts.
Description: Describing the effects of the invocation.

Warlock Invocations:

Least Invocations:
All-Seeing Eyes: Magical eyes grant
comprehend languages for written words,
bonus to Perception.
Baleful Utterance: Speak a word and shatter
objects.
Beguiling Influence: Become inhumanly
persuasive.
Breath of the Night: Create a fog cloud.
Call of the Beast: Speak with animals and
influence their behavior.

12

Cocoon of Refuse: Entangle an enemy in


garbage.
Dark One's Own Luck: Avoid harm through
dumb luck.
Darkness: As the spell.
Devil's Sight: Ignore darkness of all kinds.
Drain Incarnum: Drain essentia or wisdom
from target.
Earthen Grasp: Create a hand of stone to
hamper enemies.
Eldritch Glaive: Your eldritch blast takes the
form of a weapon composed of energy.
Eldritch Spear: Your eldritch blast has a
range of 250 feet.
Entropic Warding: Protect yourself in a
sheathe of chaotic energies.
Frightful Blast: Your eldritch blast strikes fear
into enemies, rendering them shaken,
Hideous Blow: Your eldritch blast is
channeled through a touched weapon or
ammunition.
Leaps and Bounds: Gain a bonus on
Acrobatics.
Miasmic Cloud: A shroud of mist hides and
fatigues all who enter.
Otherworldly Whispers: Ghostly voices grant
bonus to Knowledge Checks.
See the Unseen: Gain see invisibility and
darkvision.
Serpent's Tongue: Gain scent ability, +5
bonus vs. poison.
Sickening Blast: Targets of your eldritch blast
must save or be nauseated.
Spiderwalk: Replicate the effects of a spider
climb spell.
Summon Swarm: As the spell.
Swimming the Styx: Gain swim speed, water
breathing.

Lesser Invocations:
Beshadowed Blast: Targets of your eldritch
blast must save or be blinded.
Brimstone Blast: Your eldritch blast deals fire
damage, and ignite on a failed save.
Charm: Make a creature friendly
Cold Comfort: You protect those around you
from elemental attack.
Crawling Eye: Your eye grows legs, can move
independently.
Curse of Despair: Curse a creature, either as
bestow curse, or as a penalty to certain rolls.
The Dead Walk: Raise undead as per
animate dead.
Deteriorating Blast: Targets of your eldritch
blast must save or have DR reduced by 5.
Disembodied Hand: Your hand separates
and is used at range.
Dread Seizure: Creature is wracked with
crippling pain.
Eldritch Chain: Your eldritch blast affects
multiple creatures in a chain.
Energy Resistance: Target gains resistance 10
to acid, cold, fire, electric or sonic damage.
Fell Flight: Fly with good maneuverability.
Flee the Scene: dimension door away, leaving
a major image.
Hellrime Blast: Your eldritch blast deals cold
damage, and targets must save or take Dex
damage.
Hungry Darkness: Cast deadly shadows on
your enemy.
Ignore the Pyre: Gain CL resistance to a
chosen elemental damage.
Mask of Flesh: Touched target takes 1d6 Cha
damage, you take on its appearance.
Relentless Dispelling: Targeted dispel magic
strikes again on the next turn.
Spider Shape: Take the form of a fiendish
spider.
Spirit Blast: Your eldritch blast is more
effective against undead

Steal Incarnum: Temporarily steal essentia


from touched creature.
Sudden Swarm: The next creature you kill
with an Invocation erupts with spiders.
Thieves' Bane: Door is affected by hold
portal. If opened prematurely, it explodes.
Voidsense: Gain 30-foot blindsense.
Voracious Dispelling: Violently unbind
magical energy, injuring the target.
Walk Unseen: Become invisible.
Weighty Utterance: Force a flying creature to
the ground.
Greater Invocations:
Bewitching Blast: Targets of your eldritch
blast must save or be confused.
Binding Blast: Targets of your eldritch blast
must save or be stunned.
Caustic Mire: Enemies are bogged down in
acidic sludge.
Chilling Tentacles: Black tentacles deal cold
damage to victims.
Devil's Whispers: Target creature is placed
under suggestion, thinks the task was his
idea.
Devour Magic: Absorb magical enemy from
target, gain hit points.
Dragonward: Take on draconic traits.
Eldritch Cone: Your eldritch blast becomes a
30-foot cone attack.
Eldritch Line: Your eldritch blast affects
enemies in a 60-foot line.
Enervating Shadow: You become concealed
in shadow, and enemies near you suffer a
Strength penalty.
Hindering Blast: Targets of your eldritch
blast must save or be immobilized.
Holy Blast: Your eldritch blast damages
outsiders, and affects targets with a
dimensional anchor.
Nightmare Terrain: Fearful illusions hide
you.
Painful Slumber of Ages: Creature falls
asleep, is damaged upon awakening.

13

Penetrating Blast: Your eldritch blast


becomes better at penetrating spell
resistance, and reduces spell resistance on a
failed save.
Polymorph: As the Spell
Repelling Blast: Targets of your eldritch blast
must save or be knocked back.
Vitriolic Blast: Your eldritch blast deals acid
damage and bypasses spell resistance.
Wall of Perilous Flame: Supernatural wall of
fire ignores resistance.
Warlock's Call: Send a message as per
sending.

Dark Invocations:
Caster's Lament: You can break enchantment
and counterspell.
Dark Discorporation: Become a swarm.
Dark Foresight: As foresight, plus limited
telepathy
Eldritch Doom: Your eldritch blast becomes a
20-foot burst.
Impenetrable Barrier: Create an opaque wall
of force.
Incarnum Shroud: Become concealed in
Incarnum, gain extra essentia.
Path of Shadow: As shadow walk , plus
healing.
Retributive Invisibility: Become invisible,
deal damage in a burst if dispelled.
Steal Summoning: Seize control of a
summoned monster.
Transform Magic: Dispel magic and turn it
into healing.
Utterdark Blast: Targets of your eldritch blast
must save or suffer 2 negative levels.
Word of Changing: As baleful polymorph,
but possibly permanent.

Dragonfire Adept Invocations:

Least Invocations:
Aquatic Adaptation: Gain swim speed;
breathe and use breath weapon underwater.
Beguiling Influence: Become inhumanly
persuasive.
Breath of the Night: Create a fog cloud.
Call of the Beast: Speak with animals and
influence their behavior.
Darkness: As the spell.
Deafening Roar: Deafen and render shaken
any creatures in a 30-foot cone.
Draconic Knowledge: Dragon spirits grant a
bonus to Knowledge and Spellcraft.
Drain Incarnum: Drain essentia or wisdom
from target.
Endure Exposure: Target is affected by
endure elements, becomes immune to your
breath weapon.
Magic Insight: Detect and identify magical
auras and items.
Scalding Gust: Gust of wind deals fire
damage.
See the Unseen: Gain see invisibility and
darkvision.
Serpent's Tongue: Gain scent ability, +5
bonus vs. poison.
Spiderwalk: Replicate the effects of a spider
climb spell.
Lesser Invocations:
Charm: Make a creature friendly.
Draconic Flight: Grow wings, fly with good
maneuverability, fly overland.
Energy Resistance: Target gains resistance 10
to acid, cold, fire, electric or sonic damage.
Enthralling Voice: Fascinate others.
Frightful Presence: Render nearby enemies
shaken.
Humanoid Shape: Polymorph into any
humanoid.
Relentless Dispelling: Targeted dispel magic
strikes again on the next turn.

14

Steal Incarnum: Temporarily steal essentia


from touched creature.
Thieves' Bane: Door is affected by hold
portal. If opened prematurely, it explodes.
Voidsense: Gain 30-foot blindsense.
Voracious Dispelling: Violently unbind
magical energy, injuring the target.
Walk Unseen: Become invisible.
Wall of Perilous Flame: Supernatural wall of
fire ignores
Weighty Utterance: Force a flying creature to
the ground.
Greater Invocations:
Aura of Flame: Creatures that attack you in
melee take fire damage.
Baleful Geas: Assign a quest, deal 1d4
Strength damage to victim each day.
Chilling Fog: Icy solid fog deals cold damage.
Devour Magic: Absorb magical enemy from
target, gain hit points.
Draconic Toughness: Gain CL temporary hit
points.
Dragonward: Take on draconic traits.
Wingstorm: Create buffeting winds with your
invocation-granted wings.
Dark Invocations:
Caster's Lament: You can break enchantment
and counterspell.
Dark Foresight: As foresight, plus limited
telepathy
Incarnum Shroud: Become concealed in
Incarnum, gain extra essentia.
Instill Vulnerability: Target becomes
vulnerable to an energy type.
Perilous Veil: Veil deals damage to those who
disbelieve.
Steal Summoning: Seize control of a
summoned monster.
Word of Changing: As baleful polymorph,
but possibly permanent.

Invocation Descriptions:
ALL-SEEING EYES (Least, 2nd)
Classes: Warlock
School: Divination
Range: Personal
Target: Self
Spell Resistance: No
Duration: 24 hours
You are surrounded by motes of light that resemble
eyes. These eyes heighten your perception,
granting you a +6 bonus to Perception checks, and
you receive the benefits of a comprehend languages
spell, except that it only applies to written words.
AQUATIC ADAPTATION (Least, 2nd)
Classes: Dragonfire Adept
School: Transmutation
Range: Personal
Target: Self
Spell Resistance: No
Duration: 24 hours
Your body changes subtly, allowing you to breathe
underwater, as well as granting you a swim speed
equal to your base speed. You can also use your
breath weapon normally while underwater.
AURA OF FLAME (Greater, 6th)
Classes: Dragonfire Adept
School: Evocation
Descriptors: fire
Range: Personal
Target: Self
Save: None
Spell Resistance: No
Duration: 1 minute per caster level
You are wreathed in flames, damageing any
creature that strikes you with a non-reach melee
attack takes 2 fire damage per caster level.

15

BALEFUL GEAS (Greater, 6th)


Classes: Dragonfire Adept
School: Enchantment (compulsion)
Descriptors: curse, language-dependent, mindaffecting
Range: Close
Target(s): One living creature with less HD than you
Save: None
Duration: 1 day/level (D)
You lay a curse on your enemy, forcing them to
carry out a task or suffer. This replicates the effects
of a geas/quest spell, except that each day,
regardless of whether they are able to carry out the
task, they take 1d4 Strength damage every 24
hours. If the target is immune to Strength damage,
they take 2d4 hit point damage each day instead.
BALEFUL UTTERANCE (Least, 2nd)
Classes: Warlock
School: Evocation
Descriptors: sonic
Range: Close
Area/Target: 5-ft radius spread, one solid object, or
one crystalline creature
Save: Will negates (object) or Fortitude half
Duration: Instantaneous
You utter a single word and destroy small objects,
replicating the effects of a shatter spell.
BEGUILING INFLUENCE (Least, 2nd)
Classes: Dragonfire Adept, Warlock
School: Enchantment
Range: Personal
Target: Self
Spell Resistance: No
Duration: 24 hours
You can make yourself inhumanly bewitching,
granting you a +6 bonus on Bluff, Diplomacy and
Intimidate checks for 24 hours.

BESHADOWED BLAST (Lesser, 4th)


Classes: Warlock
School (Subschool): Necromancy
Descriptors: essence
Save: Fortitude
Duration: 1 round/level
Your eldritch blast blinds its targets for 1 round per
caster level. A successful Fortitude negates this
effect.
BEWITCHING BLAST (Greater, 4th)
Classes: Warlock
School (Subschool): Enchantment (compulsion)
Descriptors: mind-affecting
Range: Medium
Save: Will
Duration: 1 round/level
Your eldritch blast addles the minds of its victims,
confusing the target for 1 round round per caster
level.
BINDING BLAST (Greater, 6th)
Classes: Warlock
School (Subschool): Enchantment
Descriptors: Mind-affecting
Save: Will
Duration: 1 round/ 2 levels
Your eldritch blast stuns its target for 1 round per 2
caster levels. A successful Will save negates this
effect.
BREATH OF THE NIGHT (Least, 1st)
Classes: Dragonfire Adept, Warlock
School (Subschool): Conjuration (creation)
Area: 20-foot radius cloud
Spell Resistance: No
Duration: 1 minute
A cloud of thick fog, as per fog cloud, settles in a 20foot radius around you.

16

BRIMSTONE BLAST (Lesser, 3rd)


Classes: Warlock
School (Subschool): Evocation
Descriptors: Fire
Save: Reflex
Duration: 1 round/5 caster levels (see description)
Your eldritch blast deals fire damage in place of its
normal damage, and deals an extra 2d6 damage.
Additionally, if the target fails a Reflex save, they
catch fire, taking an additional 2d6 fire damage for
the next 1/5 caster level rounds.
CALL OF THE BEAST (Least, 2nd)
Classes: Dragonfire Adept, Warlock
School (Subschool): Divination
Range: Personal
Target(s): You
Spell Resistance: No
Duration: 24 hours
You gain the ability to speak with animals, as the
spell, as well as Animal Empathy, as the Druid class
feature, using your Warlock Level in place of Druid
Level.
CASTER'S LAMENT (Dark, 8th)
Classes: Dragonfire Adept, Warlock
School (Subschool): Abjuration
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
For the next 24 hours, your touch removes effects as
per the break enchantment spell (but you can never
attempt to remove the effect more than once during
the duration of this invocation). Additionally, you
can attempt to counterspell as per greater dispel
magic.

CAUSTIC MIRE (Greater, 4th)


Classes: Warlock
School (Subschool): Conuration (creation)
Descriptors: Acid
Range: Medium
Area: 20-ft. radius spread
Spell Resistance: No
Duration: 1 round/level
You create a pool of acidic sludge. This sludge is
considered difficult terrain. Additionally, any time a
creature moves through a a square containing the
sludge, they take 1d6 acid damage + your Charisma
bonus. Any creature that ends their turn in a space
occupied by the pool takes the damage for passing
through a square as well. The fumes from this pool
are highly flammable, and add 1 point per die of
damage to any fire damage taken in a space
occupied by the pool, or add your Charisma bonus
for flat damage (damage not expressed in dice).
CHARM (Lesser, 4th)
Classes: Dragonfire Adept, Warlock
Descriptors: Language-dependent, mind-affecting
School (Subschool): Enchantment (charm)
Range: 60 feet
Target(s): 1 creature
Save: Will Negates
Duration: Permanent or until ended
A creature targeted with this invocation must make
a will save or be affected as if by charm monster. If
you cast this invocation on another creature, the
effect ends on the previous target.
CHILLING FOG (Greater, 6th)
Classes: Dragonfire Adept
School (Subschool): Conjuration (creation)
Descriptors: cold
Range: Medium
Area: 20-foot radius cloud
Spell Resistance: No
Duration: 1 min.level
You create a cloud of solid fog. Any creatures caught
in this fog at the start of their turn take 2d6 cold
damage.

17

CHILLING TENTACLES (Greater, 5th)


Classes: Warlock
School (Subschool): Conjuration (creation)
Descriptors: Cold
Range: Medium
Area: 20-foot radius spread
Spell Resistance: No
Duration: 1 round/level
You create a field of black tentacles. Any creatures
caught in the area of this spell at the start of their
turn take 2d6 cold damage in addition to the
normal effect of a black tentacles spell.
COCOON OF REFUSE (Least, 1st)
Classes: Warlock
School (Subschool): Transmutation
Range: Medium
Target(s): 1 creature no more than 2 sizes large than
the caster
Save: Reflex Negates
Duration: 1 round.level (see text)
You can use random trash strewn about the street to
encase an enemy. If the target fails a Reflex save,
they are entangled in a shell of garbage. This shell
can be escaped with a DC 10 + caster level Strength
or Escape Artist check. This shell must be primarily
composed of trash, and will not work far from
civilization.
COLD COMFORT (Lesser, 2nd)
Classes: Warlock
School (Subschool): Abjuration
Range: Personal
Area: 30-foot radius emanation centered on caster
Spell Resistance: No
Duration: 24 hours
You, and any allies that remain within 30 feet of
you, benefit from the effects of an endure elements
spell. This lasts for 24 hours.

CRAWLING EYE (Lesser, 3rd)


Classes: Warlock
School (Subschool): Transmutation
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: Special (see text)
Your eye pops out of its socket and grows legs,
allowing it to move and scout for you. Upon casting
this invocation, you lose 2 hit points, which can not
be regained until the effect ends. This eye has a
ground and climb speed equal to your base speed,
but it will not move of its own accord, and must be
directed by concentrating as a move action. You can
see through this eye as normal, and any effects that
improve visual perception (darkvision, a true seeing
spell, arcane sight, etc.) still function through the
eye. You can not use this eye as the source for any
effects targeted through the caster's eye (such as
gaze attacks), although if your eye has a line of sight
to a target, you can use effects on that target,
provided you yourself still have a line of effect to it.
This eye remains animated until destroyed or return
to your eye socket. If this eye is destroyed, you are
dazzled for 1d4 hours while your eye slowly grows
back. If you only had the one eye to begin with, you
are instead blinded for that time. Once your eye
returns, voluntarily or due to its destruction, you
regain the 2 lost HP. The eye is considered a Fine
construct with 2 hit points and an AC of 23. You
may not have more than one crawling eye at a time
no matter how many eyes you have, and may not
use this invocation while you have active, nor when
recovering from the destruction of a previous
crawling eye.

18

CURSE OF DESPAIR (Lesser, 4th)


Classes: Warlock
School (Subschool): Necromancy
Descriptors: Curse
Range: Touch
Target(s): Creature Touched
Save: Will Partial
Duration: Permanent or 1 minute
You replicate the effects of a bestow curse spell on
the target. If they succeed the save, they instead
receive a penalty on attack rolls equal to your ability
bonus (minimum -1 penalty) for 1 minute.
DARK DISCORPORATION (Dark, 8th)
Classes: Warlock
School (Subschool): Transmutation
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
Your body becomes like a swarm. You become a
swarm of Diminutive creatures that fill 8 contiguous
squares arranged as you choose. This causes the
following changes:
Your Strength becomes 1, but you gain a +6
bonus to Dexterity
You lose any armor or natural armor
bonuses to AC, but gain a +4 size bonus to
AC, as well as a deflection bonus equal to
your ability modifier.
You gain a fly speed of 40 feet with perfect
maneuverability
You gain swarm traits, including:
Immunity to critical hits, flanking, and
weapon damage.
You cannot be tripped, grappled, or bull
rushed (and can not grapple others).
Immunity to spells that affect a number of
creatures (excluding mental effects).
You take only damage from effects that
deal damage in an area.
You are not affected by wind like other
diminutive swarms

You gain a swarm attack that deals 4d6


damage each turn to any creature in a
space you occupy at the end of your turn.
This is considered a magical attack, and
aligned according to your alignment. Any
creature effected by this attack must make
a Fortitude save or be nauseated for 1
round.
Casting a spell in spaces you occupy
requires a Concentration check (DC 20 +
spell level)
Your possessions meld into your body while in this
form. You can only take move actions while in this
form, and if you are rendered unconscious, you
revert to your normal form in one of the squares
you occupied.
DARK FORESIGHT (Dark, 9th)
Classes: Warlock
School (Subschool): Divination
Descriptors: Mind-affecting
Range: Personal or touch
Target(s): Special
Save: None or Will Negates (harmless)
Spell Resistance: No or Yes (harmless)
Duration: 10 min/level
You can replicate the effects of a foresight spell on
the target, and can communicate telepathically with
the target while you are within 100 feet of them.
DARKNESS (Least, 2nd)
Classes: Dragonfire Adept, Warlock
School (Subschool): Evocation
Descriptors: Darkness
Range: Touch
Target(s): Object touched
Save: None
Spell Resistance: No
Duration: 1 min/level
As the spell darkness.

19

DARK ONE'S OWN LUCK (Least, 2nd)


Classes: Warlock
School (Subschool): Abjuration
Target: Personal
Spell Resistance: No
Duration: 24 hours
You gain a bonus to Fortitude, Reflex or Will saves,
chosen at casting, equal to your Charisma bonus.
You may not have more than one instance of this
invocation active at a time.
DEAFENING ROAR (Least, 2nd)
Classes: Dragonfire Adept
School (Subschool): Evocation
Descriptors: Fear, mind-affecting, sonic
Area: 30-foot cone
Save: Fortitude(partial)
Spell Resistance: No
Duration: Instantaneous
You emit a powerful blast of sound in a 30-foot
cone. All those within it are rendered shaken, and
must make a Fortitude save or be deafened for 1
hour. The shaken condition is a mind-affecting fear
effect, but the deafening is not.
DETERIORATING BLAST (Lesser 4th)
Classes: Warlock
School (Subschool): Evocation
Descriptors: Essence
Save: Fortitude
Duration: 1 minute
Your eldritch blast can weaken hardened skin and
armor. Any creature struck with with invocation has
their DR reduced by 5 for one minute upon failing a
Fortitude save (applied to all types DR the target
may have). Repeated uses of this invocation do not
stack, instead refreshing the effect's duration.

THE DEAD WALK (Lesser, 4th)


Classes: Warlock
School (Subschool): Necromancy
Descriptors: Evil
Range: Touch
Target(s): One or more touched corpses or skeletons
Spell Resistance: No
Duration: Instantaneous (see text)
You can raise the bodies of the dead to fight the
living, replicating the effects of animate dead. After
1 minute, the corpses crumble into dust unless you
use a piece of onyx worth 25 GP/hit die of the
creatures raised with this invocation as a material
component.
DEVIL'S SIGHT (Least, 2nd)
Classes: Warlock
School (Subschool): Divination
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
Your eyes become red, the pupils narrowing to slits.
You gain Darkvision out to 30 feet, and can see even
in supernatural darkness to this distance.
DEVIL'S WHISPERS (Greater, 5th)
Classes: Warlock
School (Subschool): Enchantment (compulsion)
Descriptors: Language-dependent, mind-affecting
Range: Close
Target(s): One living creature
Save: Will (special)
Duration: 1 hour/level or until completed
You place the target under the effect of a suggestion
(Will negates as normal). If they fail the will save,
upon the end of the effect, they must make another
Will save at -5 or be convinced that the suggested
task was instead their own idea. Break
enchantment can remove this delusion, but not
dispel magic or similar effects. You can only have 1
devil's whispers active per 4 caster levels at a time.

20

DEVOUR MAGIC (Greater, 6th)


Classes: Dragonfire Adept, Warlock
School (Subschool): Abjuration
Range: Medium
Area/Target(s): one spellcaster, creature, or object;
or a 20-foot radius burst.
Spell Resistance: No
Duration: Instantaneous
You can consume magical energy, replicating the
effects of a greater dispel magic. You regain hit
points equal to 5 times the total spell level of effects
dispelled by this invocation. Any hit points in excess
of your maximum are gained as temporary hit
points that last 1 minute. You can use this to heal
another creature you can touch, granting them the
full healing and temporary hit points.

DRACONIC FLIGHT (Lesser, 3)


Classes: Dragonfire Adept
School (Subschool): Transmutation
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours.
You grow a pair of leathery wings which grant you a
fly speed equal to your land speed at good
maneuverability, and a +4 bonus on Constitution
checks vs. forced march while flying. If you already
possess a fly speed, it instead increases by 10 feet
and uses the better of its maneuverability or good
maneuverability. If your caster level is at least 16 th,
your flight speed receives a +30 foot bonus, and
improves to perfect.

DISEMBODIED HAND (Lesser, 4th)


Classes: Warlock
School (Subschool): Transmutation
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: Indefinite
You can detach a hand, allowing it to fly and deliver
touch attacks. This hand has a fly speed of 30 feet
(perfect maneuverability), but must be directed as a
move action. It can do anything a hand can do
(manipulate objects, deliver touch spells, making
unarmed strikes, etc.). Upon casting this, you lose 5
hit points, which you do not regain until the effect
ends. The hand is a diminutive construct with AC 20
and 5 hit points. You can reattach the hand
voluntarily to end the effect willingly, or if the hand
is destroyed, your hand regrows in 1d4 hours. You
may not cast disembodied hand while you have this
invocation already active not matter how many
hands you possess, or are recovering from the
effects of your hand being destroyed.

DRACONIC KNOWLEDGE (Least, 2nd)


Classes: Dragonfire Adept
School (Subschool): Divination
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
By channeling the spirits of long-dead dragons, you
gain a +6 bonus on Knowledge and Spellcraft
checks for the next 24 hours.
DRACONIC TOUGHNESS (Greater, 5th)
Classes: Dragonfire Adept
School (Subschool): Abjuration
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours (See text)
You gain the durability of a dragon, gaining 1
temporary hit point per caster level, which lasts 24
hours, or until you cast this invocation again,
topping off the temporary hit points. Additionally,
as long as these temporary hit points remain, you
gain a +4 perfection bonus on Fortitude saves.

21

DRAGONWARD (Greater 6th)


Classes: Warlock
School (Subschool): Transmutation
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
You take on some of the traits of dragons, gaining
the following:
Immunity to frightful presence
DR 5/-, stacking with existing DR
Resistance 10 to acid, cold, electricity, fir and
sonic damage.
The dragonblooded subtype (This doesn't
qualify you for feat prerequisites or the like,
but it does mean that you can benefit from
effects intended for dragons).
DRAIN INCARNUM (Least, 2nd)
Classes: Dragonfire Adept
School (Subschool): Necromancy
Descriptors: Incarnum
Range: Close
Target(s): 1 creature
Save: Fortitude partial
Duration: Instantaneous
You reach out and attack a creature's spirit, injuring
their Incarnum. The target takes 1 essentia damage
per 4 CL (a Fortitude save reduces this to
damage). If the target has no essentia it instead
takes Wisdom damage of the same amount.

DREAD SEIZURE (Lesser, 4th)


Classes: Warlock
School (Subschool): Evocation
Descriptors: Evil, Pain
Range: Medium
Target(s): 1 creature
Save: Fortitude partial
Duration: 1 round/2 levels
You wrack the target's body with pain. If the target
fails their Fortitude save, they are stunned for the
duration of the spell and fall prone. If they succeed,
they instead simply have their movement speed
halved, and takes a -5 penalty on attacks against
non-adjacent targets.
EARTHEN GRASP (Least, 3nd)
Classes: Warlock
School (Subschool): Transmutation
Descriptors: Earth
Range: Close
Save: No
Duration: 2 rounds/level
You create a Medium-sized (AC 15 + CL, Hardness
8, and 4 HP per CL) hand of earth and stone that
erupts from the ground and attempts to trip or
grapple any creature within reach of it (You control
whether the hand grapples or trips, and which
target among those within reach it attempts to
grapple.). The hand can drag itself 5 feet per round
round as a move action. Commanding the hand is a
free action.

22

ELDRITCH CHAIN (Lesser, 4th)


Classes: Warlock
School (Subschool): Universal
Descriptors: Shape
Target(s): 1 creature, +1/5 levels
Your eldritch blast bounds from target to target.
After hitting your first target, your eldritch blast
jumps to any other target within 30 feet. You must
make a new ranged touch attack for each new
target, and can jump the effect to one target per 5
caster levels. Each target takes half the damage and
suffers the side effects of the eldritch blast,
including any Eldritch Essence Invocations applied
to it. If you miss with any attacks in an eldritch
chain, you may not jump the effect any further.
ELDRITCH CONE (Greater, 5th)
Classes: Warlock
School (Subschool): Universal
Descriptors: Shape
Area: 30-foot cone
Save: Reflex half
Spell Resistance: No
Your eldritch blast sprays forth in a 30-foot cone of
energy, damaging all caught in it with the normal
eldritch blast damage (Reflex half). You may not
make iterative attacks with an eldritch cone, but it
also requires no attack rolls and hits automatically.
ELDRITCH DOOM (Dark, 8th)
Classes: Warlock
School (Subschool): Universal
Descriptors: Shape
Range: 20 feet (see text)
Save: Reflex half
Spell Resistance: No
Your eldritch blast takes the form of lethal tendrils
of energy that strike any number of foes of your
choice within 20 feet of you, dealing full damage to
each. You may not make iterative attacks with an
eldritch doom, but it also requires no attack rolls
and hits automatically.

ELDRITCH GLAIVE (Least, 2nd)


Classes: Warlock
School (Subschool): Universal
Descriptors: Shape
Range: Touch (special)
Duration: 1 round
You channel your eldritch blast into a long weapon,
much like a glaive. This is not truly one of those
weapons, although feats that function with glaives
(e.g. Weapon Focus) will function with it (although
feats that can be applied to both touch attacks and
glaives do not stack unless otherwise stated). You
can use this glaive to make touch attacks with
reach, dealing normal eldritch blast damage with
each attack. Alternatively, you can choose to create
the blade as a longsword, which receive a +2 bonus
with attacks. Whichever form you choose, when
using this invocation, the blade remains for 1
round, during which time you may use it as a
normal weapon, including attacks of opportunity.
ELDRITCH LINE (Greater, 5th)
Classes: Warlock
School (Subschool): Universal
Descriptors: Shape
Area: 60-foot line
Save: Reflex half
Spell Resistance: No
As eldritch cone, except your eldritch blast takes the
shape of a 60-foot line.
ELDRITCH SPEAR (Least, 2nd)
Classes: Warlock
School (Subschool): Universal
Descriptors: Shape
Range: 250 feet
Your eldritch blast has a range of 250 feet.

23

ENDURE EXPOSURE (Least, 3rd)


Classes: Dragonfire Adept
School (Subschool): Abjuration
Range: Touch
Target(s): 1 creature
Spell Resistance: Yes (harmless)
Duration: 24 hours
You grant the touched creature the benefits of
endure elements, as well as immunity to your
breath weapon and breath effects for the duration
of this invocation.
Energy Resistance (Lesser, 3rd)
Classes: Dragonfire Adept, Warlock
School (Subschool): Abjuration
Descriptors: Acid, cold, electric, fire or sonic
Range: Touch
Target(s): 1 creature
Spell Resistance: No
Duration: 24 hours
You grant the touched creature resistance 10 to
acid, cold, electric, fire or sonic. Only one iteration
of this invocation may be active on a creature at a
time, even if they give different resistances. If your
CL is at least 16th, this instead grants immunity to
the chosen energy type.
ENERVATING SHADOW (Greater, 5th)
Classes: Warlock
School (Subschool): Illusion
Descriptors: Shadow
Range: Medium
Area: see text
Target(s): 1 creature or square
Save: Fortitude negates
Spell Resistance: No
Duration: 1 round/level.
You create a mist of shadow around a creature or
square, enveloping it and every adjacent square in
deeper darkness. Those caught in the field take 1d4
STR damage per round on a failed Fortitude save.
They must save each round that they remain in the
affected area, but if they succeed on a save, they
can no longer be affected by the effect for 24 hours.
You are immune to your own enerevating shadow.

ENTHRALLING VOICE (Lesser, 6th)


Classes: Dragonfire Adept
School (Subschool): Enchantment (compulsion)
Descriptors: Language-dependent, mind-affecting
Area: 40-foot radius centered on caster
Save: Will negates
Spell Resistance: Yes
Duration: Concentration up to 1 round/level
All creatures with whom you share a language
become enraptured with your speech, becoming
fascinated upon failing a Will save for as long as
you continue speaking and concentrating, up to 1
round per caster level. Those affected also have
their attitude towards you improved by 1 step for 24
hours.
ENTROPIC WARDING (Least, 2nd)
Classes: Warlock
School (Subschool): Abjuration
Descriptors: Chaos
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
You gain the benefits of entropic shield and pass
without trace by warping probability fields around
yourself.
FELL FLIGHT (Lesser, 3rd)
Classes: Warlock
School (Subschool): Transmutation
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
You grow a pair of wings (or something resembling
them) and thus gain a flight speed equal to your
base speed with good maneuverability for 24 hours.

24

FLEE THE SCENE (Lesser, 4th)


Classes: Warlock
School (Subschool): Conjuration/Illusion
(teleportation/figment)
Range: Medium
Area: Up to 1 10-foot cube + 1 cube/level
Save: Will disbelief
Spell Resistance: No
Duration: 1 round
You can teleport as per dimension door, leaving a
major image of yourself that remains for 1 round.
This image behaves as if you had concentrated on it
for the full round.
FRIGHTFUL BLAST (Least, 2nd)
Classes: Warlock
School (Subschool): Necromancy
Descriptors: Fear, Mind-Affecting
Save: Will negates
Duration: 1 minute
Your eldritch blast strike fear into the hearts of
others. Targets of your eldritch blast must make a
Will save or be struck with a fear effect, based on
your caster level:
CL
Effect
1-6

Shaken

7-13

Frightened

14+

Panicked

HIDEOUS BLOW (Least, 1st)


Classes: Warlock
School (Subschool): Universal
Descriptors: Shape
Range: Touch
Target(s): Touched weapon or ammunition
Spell Resistance: No
Duration: 1 round
The touched weapon or ammunition carries the
energy of your eldritch blast, imparting its effects
and inflicting its damage to any target(s) it hits this
round. If you touch ammunition with it, you can
imbue 1 piece of ammunition per 5 CL. If a creature
is struck multiple times in a round with a weapon
so imbued, it takes the full eldritch blast effects and
damage each time. Casting this is a swift action that
does not provoke attacks of opportunity.
HINDERING BLAST (Greater, 4th)
Classes: Warlock
School (Subschool): Transmutation
Descriptors: Essence
Save: Will (see text)
Duration: 1 round/level (see text)
The target of an eldritch blast are affected as though
by a slow spell for 1 round/level.

HELLRIME BLAST (Lesser, 4th)


Classes: Warlock
School (Subschool): Evocation
Descriptors: Cold
Save: Fortitude Negates
Your eldritch blast becomes bitterly icy, dealing cold
damage instead of its normal damage, +2d6
damage. Additionally, targets who fail a Fortitude
save take 1 Dexterity damage.

HOLY BLAST (Greater, 6th)


Classes: Warlock
School (Subschool): Evocation
Descriptors: Good
Save: None
Duration: 1 min/level
Your eldritch blast shimmers with silvery light,
imbued with holy power granted or stolen.
Outsiders struck with your eldritch blast take an
extra 3d6 damage, and any creature struck with
your eldritch blast is affected is if by the
dimensional lock spell.

25

HUMANOID SHAPE (Lesser, 3rd)


Classes: Dragonfire Adept
School (Subschool): Transmutation (polymorph)
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
You gain the Change Shape (Su) ability, allowing
you to take the form of any humanoid as per alter
self. You retain this ability for 24 hours, and can
change at will during this time.
HUNGRY DARKNESS (Lesser, 3rd)
Classes: Warlock
School (Subschool): Conjuration/Evocation
(creation)
Descriptors: Darkness
Range: Close
Area: 20-foot radius circle
Save: None
Spell Resistance: No
Duration: Concentration + 2 rounds
You create an area of darkness, as darkness, that is
filled with a swarm of shadows (statistically
identical to a swarm of bats). The swarm and
darkness both remain stationary, and if the swarm
is destroyed, the darkness is as well.
IGNORE THE PYRE (Lesser, 4th)
Classes: Warlock
School (Subschool): Abjuration
Descriptors: See text
Target: Personal
Spell Resistance: No
Duration: 24 hours
You inure yourself to an element, granting yourself
resistance to an energy type (acid, cold, electric,
fire, or sonic) equal to your caster level. Any new
casting of this effect completely overrides the
former, ending it.

IMPENETRABLE BARRIER (Dark, 7th)


Classes: Warlock
School (Subschool): Evocation
Descriptors: Force
Range: Close
Area: A wall of up to 10 sq. ft./level
Save: None
Spell Resistance: No
Duration: 1 round/level
You create an wall of force that is opaque to all
forms of vision. You may only have 1 impenetrable
barrier active at a time.
INCARNUM SHROUD (Dark, 8th)
Classes: Dragonfire Adept, Warlock
School (Subschool): Abjuration
Descriptors: Incarnum
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
You wrap yourself in a protective sheathe on
Incarnum energy, granting you 50% concealment
and a +5 deflection bonus to AC, and bonus
essentia equal to your determining ability score
(Charisma for DFAs and Warlocks) for the duration
of the invocation.
INSTILL VULNERABILITY (Dark, 7th)
Classes: Dragonfire Adept
School (Subschool): Necromancy
Range: Close
Target(s): 1 creature
Save: Fortitude negates
Duration: 24 hours (see text)
You can strike your opponent with a vulnerability to
acid, cold, electricty, fire or sonic damage on a
failed Fortitude save. If the target is immune to the
chosen type of damage, they now take normal
damage. If they are not immune, they take 150%
damage from that energy type. You may only have
one iteration of this invocation active on a given
target at a time, and new casting replace existing
ones.

26

LEAPS AND BOUNDS (Least, 2nd)


Classes: Warlock
School (Subschool): Transmutation
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
You gain a +6 bonus on Acrobatics and Fly checks
while this Invocation is active.

MIASMIC CLOUD (Least, 1st)


Classes: Warlock
School (Subschool): Conjuration (creation)
Range: Personal
Area: 10-foot radius cloud
Save: Fort negates
Spell Resistance: No
Duration: 1 minute
You create a 10-foot radius cloud of noxious fog that
provides concealment, but does not break line of
sight. Any creatures that breathe this fog (excluding
yourself) must make a Fortitude save or become
fatigued for as long as they remain in the cloud,
plus 1 round. Any fire larger than a torch, or a
moderate wind, disperses the cloud.

MAGIC INSIGHT (Least, 2nd)


Classes: Dragonfire Adept
School (Subschool): Divination
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
You are under the effects of an identify spell while
this invocation is active.
MASK OF FLESH (Lesser, 3rd)
Classes: Warlock
School (Subschool): Illusion/Necromancy (glamer)
Range: Touch
Target(s): Touched creature
Save: Will negates
Duration: 1/level (D)
You touch a creature, dealing 1d6 Charisma
damage and taking its form as per disguise self. If
the target succeeds a will save, he takes no
Charisma damage, and you do not take on his
appearance. You can still deal Charisma damage if
the target's appearance is not valid for disguise self,
you just don't take his appearance.

NIGHTMARE TERRAIN (Greater, 5th)


Classes: Warlock
School (Subschool): Illusion (shadow)
Range: Close
Area: 5 10-ft. Cubes + 1 10-ft. Cube/level (S)
Save: Will disbelief
Spell Resistance: No
Duration: 1 round/level
You can turn a landscape into a living hell, a
fevered dreamscape the likes of which haunt the
darkest corners of the mind. Creatures who view the
area are entitled to a will save to disbelieve.
Creatures who fail the save become entangled.
Creatures within 5 feet have concealment from each
other, and creatures within 10 feet but more than 5
feet have total concealment.
OTHERWORLDLY WHISPERS (Least, 2nd)
Classes: Warlock
School (Subschool): Divination
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
You hear voices from the edge of knowledge,
granting you a +6 bonus on Knowledge[Arcana,
Religion, & Planes] checks.

27

PAINFUL SLUMBER OF AGES (Greater, 6th)


Classes: Warlock
School (Subschool): Enchantment (compulsion)
Descriptors: Mind-affecting
Range: Close
Target(s): One living creature
Save: Will negates
Duration: Permanent
You cause the target to sleep indefinitely, during
which time they do not need to eat or drink. While
they will not wake under normal stimuli, taking
damage will awaken the target, and they are also
entitled to a new save every 24 hours. If the target
awakens for any reason, they take damage equal to
your CL.
PATH OF SHADOW (Dark, 6th)
Classes: Warlock
School (Subschool): Illusion (shadow)
Descriptors: Shadow
Range: Medium
Target(s): You
Spell Resistance: No
Duration: Instantaneous
You move across the Shadow Plane as per shadow
walk, plus you heal hit points as if you had rested
for a full day for every hour you spend on the
Shadow Plane.
PENETRATING BLAST (Greater, 6th)
Classes: Warlock
School (Subschool): Evocation
Descriptors: Essence
Save: Will negates
Duration: 1 minute
Your eldritch blast receives a +4 bonus to checks to
overcome spell resistance, and if the target fails a
Will save, its spell resistance is reduced by 5 (not
stacking with other instances of this invocation).

PERILOUS VEIL (Dark, 7th)


Classes: Dragonfire Adept
School (Subschool):
Range: Long
Target(s): 1 or more creatures, no two ofwhich can
be more than 30 ft. apart
Save: Will negates (see text)
Spell Resistance: No
Duration: Concentration + 1 hour/level
You change the appearance of a number of
creatures, as per veil. Additonally, any creatures
that successfully disbelieve the veil take 5d6
damage.
POLYMORPH (Greater, 7th)
Classes: Warlock
School (Subschool): Transmutation (polymorph)
Range: Touch
Target(s): touched living creature
Save: Will negates (harmless)
Duration: 1 min/level (D)
You change shape, as the spell greater polymorph.
RELENTLESS DISPELLING (Lesser, 4th)
Classes: Dragonfire Adept, Warlock
School (Subschool): Abjuration
Range: Medium
Target(s): One creature
Spell Resistance: No
Duration: Instantaneous
You make a targeted dispel as per dispel magic. The
next round, they are then subjected to another
targeted dispel magic automatically.

28

REPELLING BLAST (Greater, 6th)


Classes: Warlock
School (Subschool): Evocation
Descriptors: Force
Save: Reflex
Your eldritch blast becomes a blunt cylinder of
force. Any creature of your size or smaller that is
struck by your eldritch blast must make a reflex
save or be knocked up to 30 feet directly away from
you and knocked prone. If the target collides with a
solid object, both it and the object take 1d6 damage
per 10 feet they were moved, and they stop if the
damage did not destroy the obstacle. They are still
knocked prone.
RETRIBUTIVE INVISIBILITY (Dark, 6th)
Classes: Warlock
School (Subschool): Illusion (glamer)
Range: Personal
Area: 20-ft. radius burst
Target(s): Self
Save: Fortitude partial
Duration: 1 min/level
You receive the benefits of greater invisibility, and if
this invocation is dispelled, all within 20 feet of you
take 4d6 sonic damage and are stunned for 1
round. A Fortitude save halves the damage and
negates the stunning.
SCALDING GUST (Least, 2nd)
Classes: Dragonfire Adept
School (Subschool): Evocation
Descriptors: Air, fire
Area: 60-ft. line
Save: Fort
Duration: Instantaneous
You create a gust of wind, except that the effect is
instantaneous. Those caught in the line also take 1
fire damage/level and catch fire. Those who
succeed the Fortitude save do not ignite, but still
take the fire damage.

SEE THE UNSEEN (Least, 2nd)


Classes: Dragonfire Adept, Warlock
School (Subschool): Divination
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
You receive darkvision to 30 feet, and the benefits of
a see invisibility spell.
SERPENT'S TONGUE (Least, 2nd)
Classes: Dragonfire Adept
School (Subschool): Transmutation
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
Your tongue becomes long and forked, like a
serpent's, granting you the scent ability, as well as a
+5 bonus on saves vs. poison.
SICKENING BLAST (Least, 2nd)
Classes: Warlock
School (Subschool): Transmutation
Descriptors: Essence
Save: Fortitude negates
Duration: 1 minute
Your eldritch blast strikes its targets with nausea,
causing them to become nauseated for 1 minute on
a failed Fortitude save.
SPIDER-SHAPE (Lesser, 3rd)
Classes: Warlock
School (Subschool): Transmutation (polymorph)
Spell Resistance: No
Duration: 1 hour/CL
You assume the form of an arachnid as per vermin
shape. While in this form, you also receive the
fiendish template. If you have a caster level of at
least 11th, you may instead replicate vermin shape
II, with the same limits and changes. At CL 16 and
higher, you may choose arachnids of any size
(though they must still have the vermin type),
instead of the sizes given for vermin shape I & II.

29

SPIDERWALK (Least, 2nd)


Classes: Dragonfire Adept, Warlock
School (Subschool): Transmutation
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
While under the effects of this invocation, you gain
the benefits of spider climb, and are unaffected by
webs of any kind.
SPIRIT BLAST (Lesser, 4th)
Classes: Warlock
School (Subschool): Evocation
Descriptors: Essence
Your eldritch blast is especially destructive to
undead, dealing an extra 3d6 damage to them.
Additionally, your eldritch blast ignores miss
chance due to incorporeality.
STEAL INCARNUM (Lesser, 4 )
Classes: Dragonfire Adept, Warlock
School (Subschool): Necromancy
Descriptors: Incarnum
Range: Close
Target(s): 1 creature
Save: Fortitude partial
Duration: see text
As drain incarnum, except that you receive half the
essentia drained as temporary essentia that persists
for 1 minute/level.
th

STEAL SUMMONING (Dark, 6th)


Classes: Dragonfire Adept, Warlock
School (Subschool): Conjuration (summoning)
Range: Close
Target(s): 1 summoned creature
Save: None
Spell Resistance: No
Duration: Concentration (up to 1 round/level) + 1
round.
You can cast this invocation as an immediate action
while a creature is being summoned, or as a swift
action afterward. You steal control of a single
summoned creature on a successful caster level
check (DC 11+original summoner's CL),
commanding it as if you had summoned it. If this
invocation wears off before the effect that
summoned the creature does, the creature returns
to its summoner's control.
SUMMON SWARM (Least, 2nd)
Classes: Warlock
School (Subschool): Conjuration (summoning)
Range: Close
Spell Resistance: No
Duration: Concentration + 2 rounds
You summon a swarm of bats, rats or spiders, as
the spell of the same name.
SWIMMING THE STYX (Least, 2nd)
Classes: Warlock
School (Subschool): Transmutation
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
Your skin becomes clammy and moist, and you gain
a swim speed equal to your base speed and the
ability to breathe underwater for 24 hours.

30

THIEVE'S BANE (Lesser, 3rd)


Classes: Dragonfire Adept, Warlock
School (Subschool): Abjuration
Range: Medium
Target(s): One portal of up to 20 sq. feet/level
Spell Resistance: No
Duration: 1 min/level
You close a door, window, gate or shutter as per
hold portal. Additionally, if the portal is somehow
opened from the outside while under the effects of
this invocation, it explodes, dealing 5d6 damage to
all creatures within 20 feet of it on that side.

VITRIOLIC BLAST (Greater, 6th)


Classes: Warlock
School (Subschool): Evocation
Descriptors: Acid, essence
Spell Resistance: No
Duration: 1 round/5 levels
Your eldritch blast takes the form of a stream of
conjured acid, allowing it to ignore spell reduction.
A target struck with your eldritch blast
automatically takes an additional 2d6 acid damage
each round for the duration of the invocation's
effect.

TRANSFORM MAGIC (Greater, 6th)


Classes: Warlock
School (Subschool): Abjuration
Descriptors: Positive
Range: Touch (see text)
Target(s): 1 creature or item (see text)
Spell Resistance: No
Duration: Instantaneous
You can make a targeted greater dispel magic
attempt on a touched target, and if you succeed,
you may heal a creature within 30 feet of you by 5
HP per level of spell dispelled. You may not use this
with your own invocations. Additionally, if you have
spell slots, you can simply sacrifice one of those
and heal creatures as if you had dispelled a spell of
equal level.

VOIDSENSE (Lesser, 4th)


Classes: Dragonfire Adept, Warlock
School (Subschool): Divination
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
You receive blindsense out to 30 feet while this
invocation is active.

UTTERDARK BLAST (Dark, 8th)


Classes: Warlock
School (Subschool): Necromancy
Descriptors: Essence
Save: Fortitude negates
Duration: 1 hour
Your eldritch blast becomes lethal negative energy,
which heals undead much like an inflict spell, and
bestows 2 negative levels on its targets (a Fortitude
save negates these negative levels, but not the
damage).

VORACIOUS DISPELLING (Lesser, 4th)


Classes: Dragonfire Adept, Warlock
School (Subschool): Abjuration
Range: Medium
Target(s): One spellcaster, creature or object
Spell Resistance: No
Duration: Instantaneous
You can make a dispel magic attempt. If you
succeed, the target takes 1d4 damage per level of
spell effect dispelled.

31

WALK UNSEEN (Lesser, 2nd)


Classes: Dragonfire Adept, Warlock
School (Subschool): Illusion (glamer)
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 24 hours
You gain the benefit of an invisibility spell while this
invocation is active. If you attack or otherwise take
an action that would end invisibility while this
invocation is active, your invisibility is suppressed
instead of ended for 1 minute.
WALL OF PERILOUS FLAME (Greater, 5th)
Classes: Dragonfire Adept
School (Subschool): Evocation
Descriptors: Fire
Range: Medium
Area: Opaque sheet of flame up to 20 ft. long/level
or a ring of fire with a radius of up to 5 ft./two
levels; either form 20 ft. high
Save: None
Duration: Concentration + 1 round/level
You create a wall of fire, but unlike normal fire, the
rupernatural nature of this flame means that
fireresistance does not reduce its damage. Any
creature reduced to 0 hit points while in this flame
burn to ashes immediately.
WARLOCK'S CALL (Greater, 5th)
Classes: Warlock
School (Subschool): Evocation
Range: special
Target(s): One creature
Spell Resistance: No
Duration: 1 round
You replicate the effects of a sending spell.

WEIGHTY UTTERANCE (Lesser, 4th)


Classes: Dragonfire Adept, Warlock
School (Subschool): Transmutation
Range: Long
Target(s): 1 flying creature
Save: Will negates
Duration: Instantaneous
You speak a word and force a creature out of the
air. If your target fails a Will save, it falls 5 feet per
caster level, taking falling damage as normal if it
hits the ground. At CL 20, the target simply falls all
the way down. If they're falling for more than a
round, they can attempt to regain control after the
first round as normal.
WINGSTORM (Greater, 5th)
Classes: Dragonfire Adept
School (Subschool): Evocation
Descriptors: Air
Range: 20 feet
Save: Fortitude negates
Spell Resistance: No
Duration: Instantaneous
You flap your wings, creating a great burst of air
that pushes any creatures of up to 1 size category
larger than yourself at least 25 feet away from you
and knocks them prone. If a target collides with an
obstacle, both take 2d6 damage, and the creature
falls prone where it hits. Each target may make a
Fortitude save not to be pushed, and you must have
wings capable of flight (either from the Draconic
Flight invocation or from some other source) to use
this invocation.
WORD OF CHANGING (Dark, 5th)
Classes: Dragonfire Adept
School (Subschool): Transmutation (polymorph)
Range: Close
Target(s): One creature
Save: Fortitude negates, Will partial
Duration: Permanent
You change a creature's form, as per baleful
polymorph, except that after 24 hours, the target is
entitled to a second save at its original bonus to
return to their normal form.

32

SPIDER-SHAPE (Lesser, 3rd)


Classes: Warlock
School (Subschool): Transmutation (polymorph)
Range: Personal
Target(s): Self
Spell Resistance: No
Duration: 1 hour/CL (D)
You take the form of a medium or small fiendish
spider, as per beast shape. At CL 11, you can take
the form of a large or tiny fiendish spider as per
beast shape II. At caster level 15, you can choose to
instead become a huge fiendish spider as per beast
shape III.
SUDDEN SWARM (Lesser, 4th)
Classes: Warlock
School (Subschool): Transmutation
Descriptors: Evil
Range: Personal
Target(s): Self
Duration: 24 hours or until triggered
The next time you kill a living creature with one of
your invocations, a swarm of spiders erupts from
the corpse under your control, which receives bonus
HP equal to your caster level and its poison's save
DC increases by your caster level. This swarm only
remains for 1 round/caster level. You can direct this
swarm automatically. You can only have one such
swarm under your control at a time. If you make a
new swarm, the old swarm disappears (but you can
choose not to create a new swarm).

33

Warlock Prestige Classes:

As a reminder, invoking ability qualifies you for a


prestige class or a feat as follows:
Caster level requirements (Arcane or
otherwise)
Ability to cast arcane spells of a level up to
your caster level as an invoker, provided you
know an Invocation of that effective level
(rounded up).
Ability to cast a specific spell replicated by
one of his Invocations.
Ability to cast invocations of a specific
level/grade, or ability to cast a specific
Invocation.

Eldritch Disciple:

I don't know why the Gods blessed me with this


power, but I will use it in their service until my
dying breath!
Tyria the Faithful, Eldritch Disciple
Eldritch Disciples are those who combine the
powers of a Warlock with the powers of a Cleric,
Oracle, or other divine caster. Most begin as clerics
who are blessed by their deity with the powers of the
Warlock later. Less frequently, a Warlock will take
levels in this class after dabbling in divine magic.
Level BAB

Fort

Requirements:
Skills: Knowledge[Religion] 5,
Knowledge[Planes] 5
Spells: Able to cast 2nd-level divine spells
Invoking: Able to use least invocations
Special: Able to channel energy
Special: If you are a Warlock, you must have
the divine blessing source of power.
GRI:
Hit Die: d8
Skill Points/Level: 2+Int
Class Skills: Bluff, Craft, Diplomacy, Heal,
Intimidate, Knowledge (arcana), Knowledge
(nature), Knowledge (religion), Knowledge (the
planes), Sense Motive, Spellcraft
Class Features:
Invoking: At each level, your invoking in a class
advances as if you had gained a level in the class,
including invocations known, caster level, and
maximum grade available.
Spellcasting: At each level beyond first, your
spellcasting in a divine class advances as if you had
gained a level in that class.
Channeling: Your levels in this class stack with
levels in Warlock with Divine Blessing, and those
stack with channeling from other sources.

Ref Will Special

Divine Casting Invoking

+0

+1

+0

+1 Gift of the Divine Patron, Channeling, Divinity

+1 level

+1

+1

+1

+1 Divine Vigor (+1)

+1 level

+1 level

+2

+2

+1

+2 Ability Boost (Con +2)

+1 level

+1 level

+3

+2

+1

+2 Gift of the Divine Patron

+1 level

+1 level

+3

+3

+2

+3 Eldritch Feat, Eldritch Spellweave

+1 level

+1 level

+4

+3

+2

+3 Divine Vigor (+2), Ability Boost (+2 Cha)

+1 level

+1 level

+5

+4

+2

+4 Gift of the Divine Patron

+1 level

+1 level

+6

+4

+3

+4

+1 level

+1 level

+6

+5

+3

+5 Ability Boost (+2 Wis)

+1 level

+1 level

10

+7

+5

+3

+5 Gift of the Divine Patron, Divine Vigor (+3),


Timeless Body

+1 level

+1 level

Eldritch Disciple

34

Divinity: Your pact with your god or gods (both


through your divine magic and your Warlock
powers) continues to advance. Levels in this class
stack with Warlock levels for determining your
Eldritch Powers afforded you from the Divine
Blessing power source. If you are not a Warlock, you
instead begin gaining Eldritch Powers from the
Divine Blessing power source. If you later gain
Warlock levels, you must choose the Divine Blessing
power source. If you worship an different type of
creature (such as an Archfiend or Aboleth), the DM
may allow you to substitute a different power
source.
Gift of the Divine Patron (Su): At level 1, and every
3rd level thereafter, you gain a new blessing from
your deity. In order to use the ability, you must
spend a Channel Energy use as a swift action.
Corrupting Blast: Instead of using an eldritch
essence invocation, you can make your
eldritch blast apply a penalty to the target's
Will saves equal to your class level (round
up). This penalty persists for only one round.
Crusader's Frenzy: You gain a +2 on attack
and damage rolls with melee weapons and
your eldritch blast for 3+Cha Bonus rounds.
Damage Reduction: You gain DR x/cold iron,
with x being your class level for 3+Cha
Bonus rounds. This stacks with the Warlock's
DR.
Divine Resistance: You gain resistance 10 +
class level to fire and acid damage for 3+Cha
Bonus rounds. This stacks with Warlock
energy resistance.
Fearful Glare: You can render an enemy
within 30 feet with no more HD than yourself
shaken for 1 round (Will negates, DC
10+class level+Cha Bonus)
Healing Blast: Instead of applying an eldritch
essence to your eldritch blast, you can make
it a healing blast, which heals damage when
used on living creatures instead of damaging
them. It still damages undead, and has no
effect on constructs.

Protective Aura: You create a magic aura


effect against an alignment opposing your
deity's centered on yourself which remains
for 3+Cha bonus rounds.
Strength of Will: You gain a + class level
bonus on Will saves for 3+Cha Bonus
rounds.
Divine Vigor (Su): You receive 1 bonus hit point per
hit die from level 2 onward, to reflect your divine
favor. This bonus applies to all future hit dice
gained. The bonus is not retroactive for hit dice
gained before the level at which you gained this
class feature, but when the bonus improves to +2 or
+3, it is retroactive for hit dice which received the
bonus already.
Ability Boosts (Ex): You improve at even the most
basic level, thanks to your god, having your
Constitution, Charisma and Wisdom at levels 3, 6
& 9, respectively, increased by 2 each.
Eldritch Feats: At level 5, you gain a bonus feat from
the Divine Blessing (or appropriate power source, if
otherwise) list, ignoring prerequisites.
Eldritch Spellweave (Su): At level 5, you gain the
ability to apply Eldritch Essence invocations (other
than greatreach blast or spellblast, see the Eldritch
Theurge class) to any divine spell that affects a
target or requires a touch attack. The spell can be of
no level lower than the essence invocation applied
to it. The essence effect uses its own separate save
from the spell, and Essence Invocations that change
damage can only be applied to damaging spells.
This increases the spell's casting time to a full-round
action, if it wasn't already. You may use this ability
3+Cha bonus times/day.
Timeless Body (Ex): Your god has blessed you with
incredible longevity, rendering you immune to the
negative effects of aging. You no longer have a
maximum lifespan.

35

Eldritch Theurge:

Sorcerer, Warlock, do we really need all these


labels? Why not just call me...Master.
Black Mask, conqueror and Eldritch Theurge
Eldritch Theurges are arcanists who have
decided to use their knowledge and talent to unlock
the secrets of the Warlock. Such magi are some of
the most versatile in existence.
Requirements:
Skills: Knowledge[Arcana] 5,
Knowledge[Planes] 5
Spellcasting: Able to cast 2nd arcane spells
Invocations: Able to use least invocations
Special: Eldritch blast 2d8
GRI:
Hit Die: d6
Skill Points/Level: 2 + Int
Class Skills: Bluff, Craft, Intimidate, Knowledge
(arcana), Knowledge (religion), Knowledge (the
planes), Sense Motive, Spellcraft, Use Magic Device
Class Features:
Spellcasting: At each level, you advance your arcane
casting ability, including caster level, spells known,
and spells per day in a single arcane casting class
as if you had gained a level in that class. This
advancement can not be applied to an invoking
class.
Level BAB Fort Ref Will Special

Invoking: At each level, your invoking ability in a


single class, including caster level, invocations
known, and maximum invocation grade, advances
as if you had gained a single level in the class.
Damage Reduction (Su): You gain DR 1/- at 1st level,
stacking with DR gained from other classes. At
levels 4, 7 & 10, the DR increases by 1 each.
Fiendish Resilience (Su): You gain Fiendish
Resilience, as the Warlock Eldritch power, adding
your Eldritch Theurge level to your Warlock level. If
you have the Embrace of the Abyss power source,
this stacks with the Fiendish Resilience gained from
Warlock levels.
Arcane Surge (Ex): Your mastery of magic allows
you to sacrifice arcane power to improve your
invocations. You can apply metamagic feats with a
total level modifier no greater than the level given
for your class level to one of your invocations by
expending one arcane spell slot or prepared arcane
spell of equal or greater level. This makes the
invocation a full-round action (if it wasn't already),
similarly to applying a metamagic to a spontaneous
spell, and if you have an ability that negates such a
casting time increase, it applies here.
Bonus Invocations (Sp): You learn the spellblast
invocation for free at level 3, and greatreach blast at
level 10. These do not count against invocations
known, and can't be swapped like most invocations.
Arcane Casting Invoking

+0

+0

+0

+1

DR 1/-

+1 level

+1 level

+1

+1

+1

+1

Fiendish Resilience, Arcane Surge (+1)

+1 level

+1 level

+2

+1

+1

+2

Spellblast

+1 level

+1 level

+3

+1

+1

+2

DR 2/-, Arcane Surge (+2)

+1 level

+1 level

+3

+2

+2

+3

Eldritch Spellweave

+1 level

+1 level

+4

+2

+2

+3

Arcane Surge (+3)

+1 level

+1 level

+5

+2

+2

+4

DR 3/-

+1 level

+1 level

+6

+3

+3

+4

Arcane Surge (+4)

+1 level

+1 level

+6

+3

+3

+5

+1 level

+1 level

10
+7
+3
Eldritch Theurge

+3

+5

+1 level

+1 level

DR 4/-, greatreach blast, Arcane Surge (+5)

36

Eldritch Spellweave (Su): At level 5, you gain the


ability to apply Eldritch Essence invocations (other
than greatreach blast or spellblast) to any arcane
spell that affects a target or requires a touch attack.
The spell can be of no level lower than the essence
invocation applied to it. The essence effect uses its
own separate save from the spell, and Essence
Invocations that change damage can only be
applied to damaging spells. This increases the
spell's casting time to a full-round action, if it wasn't
already. You may use this ability 3+Cha bonus
times/day.
SPELLBLAST (Lesser, Special)
Classes: Eldritch Theurge
School (Subschool): Universal
Descriptors: Essence
Area: Special; see text
Save: Special; see text
Duration: Special; see text
You can attach an arcane spell that affects an area
to your eldritch blast. The spell, if your eldritch
blast hits, goes off on your first target (and it is not
carried by an eldritch chain, or other effects). If it
misses, the spell is lost without effect. The spell
applied must be an area spell with a casting time no
greater than 1 standard action. The level of this
invocation is equal to the level of spell used. You
may only use this invocation with shapes that
specify a target.
GREATREACH BLAST (Greater, Special)
Classes: Eldritch Theurge
School (Subschool): Universal
Descriptors: Essence
Target(s): Special; see text
Save: Special; see text
Duration: Special; see text
As spellblast, except you can only attach arcane
spells with a range of touch instead of area spells.

Enlightened Spirit:

I bow to no devil, nor god, nor aberrant creature.


My righteousness needs no banner.
Zelda the Liberator
Enlightened Spirits are the closest many
Warlocks come to being holy warriors. They do not
see their powers as tools to be used, but as a golden
opportunity to do some good.
Requirement:
Alignment: Any good
Skills: Knowledge[Planes] 5
Special: Eldritch Blast 3d8
GRI:
Hit Die: d10
Skill Points/Level: 4+Int
Class Skills: Acrobatics, Bluff, Craft, Diplomacy,
Disguise, Intimidate, Knowledge (arcana),
Knowledge (religion), Knowledge (the planes), Sense
Motive, Spellcraft, Use Magic Device.
Class Features:
Proficiencies: You gain proficiency in all Martial
weapons and in medium armor, if you weren't
already. Additionally, your Invocations function
without chance of armor-related failure in medium
armor.
Invoking: At every odd level, your Invoking
advances as if you had gained a level in an invoking
class, including invocations known, caster level,
and maximum invocation grade.
Aura of Courage (Su): You gain this at level 1, as the
Paladin class feature.
Aura of Menace (Su): While you may have a
peaceful spirit, you are also a terrible force in
battle. All hostile creatures within 30 feet of you take
a -2 morale penalty on attacks, AC and saving
throws on a failed Will save (DC 10 + class level +
Cha bonus). If a creature makes the save, they are
immune to the effect for 24 hours.
Bonus Invocations (Sp): You gain the spirit blast, fell
flight, holy blast, and transform magic invocations
for free at levels 1, 3, 7 and 9, and a free Shape
invocation for which you qualify at level 5. These do
not count against your invocations known.

37

Eldritch Blast (Sp): Your caster level, and by


extension, your damage with your eldritch blast is
considered to be your normal caster level plus your
class level (instead of your normal caster level plus
the increases from this class's Invocation
progression.
Spirit Armor (Su): At 2nd level, your righteousness
and magical powers combine to defend you from
attack, granting a +1 sacred bonus to AC,
improving to +2 at level 6 and +3 at level 10. This
counts as double against attacks with the evil
descriptor and evil outsiders.
Smite Evil (Su): You can Smite evil as a Paladin of
your level, gaining an additional daily use at levels
4, 7 and 10. Levels in this class stack with Paladin
levels for determining bonus damage.
Tongues (Su): You speak all languages, as tongues.
You can suspend or resume this effect at will.
Energy Resistance (Su): At level 5, you gain
resistance 5 to any two of acid, cold, electric, fire or
sonic damage. This stacks with Warlock energy
resistances, and if you have the Effendi power
source, you instead receive resistance 5 to each of
them.
Death Ward (Su): At level 10, you are immune to
death spells, magical death effects, energy drain
and negative energy effects, as per the death ward
spell.
Level BAB Fort Ref Will Special

Demonbinder:

I don't need to kill you, friend. I barely even need


to look at you. I have friends who do that for me.
Tzaren the Fiendbinder
Fiendbinders are Warlocks who have taken their
pact with demons to the next level, learning to bind
lesser fiends to their service.
Requirements:
Alignment: Chaotic Evil
Skills: Bluff 5, Knowledge[Planes] 5, Sense
Motive 5
Languages: Must speak Abyssal
Invocations: baleful utterance and any two
other non-shape, non-essence invocations
GRI:
Hit Die: D6
Skill Points/Level: 2 + Int
Class Skills: Bluff, Disguise, Intimidate, Knowledge
(arcana), Knowledge (the planes), Knowledge
(religion), Sense Motive, Spellcraft, Use Magic
Device
Class Features:
Invoking: Your Invoking at each level after first
advances as if you had gained a level in an invoking
class you possess levels in, including invocations
known, maximum invocation grade and caster
level.
Invoking

+1

+1

+0

+1

Aura of Courage, Aura of Menace, spirit blast, Smite Evil 1/day

+2

+1

+1

+1

Spirit Armor (+1 AC)

+3

+2

+1

+2

Fell flight

+4

+2

+1

+2

Tongues, Smite Evil

+5

+3

+2

+3

Shape Invocation, Energy Resistance 5

+6

+3

+2

+3

Spirit Armor (+2 AC)

+7

+4

+2

+4

Holy blast, Smite Evil

+1 level

+8

+4

+3

+4

+9

+5

+3

+5

Transform Magic

10
+10 +5 +3
Enlightened Spirit

+5

Spirit Armor (+3 AC), Smite Evil, Death Ward

+1 level

+1 level

+1 level

+1 level

38

Damnation Points (Ex): You receive a pool of


damnation points equal to your class level + your
Charisma bonus. You can not spend these points in
the confines of a consecrate, hallow, or magic circle
against evil spell. These points refresh at the end of
each encounter.
Demonbind (Sp): Once per day per class level, you
can spend damnation points, binding the essence of
a demon to yourself to gain some special benefits.
Some may offer you additional ways to use
damnation points, which can only be used while
that particular Demonbind is active. If you enter the
area of a hallow or consecrate spell, the effects of
your Demonbind are suppressed until you exit. If
you are targeted by banishment or dismissal, your
Demonbind is removed. This is a full-round action
to activate, and lasts for 10 rounds. You may only
have one Demonbind active at a time, and entering
a new one ends the previous one. Temporary hits
points from Demonbinds last until the Demonbind
ends. Any saving throw for a Demonbind ability is
DC 10 + Class level + Cha bonus. At level 10, you
may have two demonbinds active at once, gaining
the benefits and temporary hit points from both.
Dretch (1 point): Your body becomes flabby
and grotesque, and your limbs become thin
and spindly. You gain 5 temporary hit points
and resistance to acid 5, cold 5, and fire 5.
Level BAB Fort Ref Will Special

Babau (2 points): A sheen of red ectoplasm


covers your hands. You gain 10 temporary
hit points and sneak attack +1d6 (as the
rogue class feature). In addition, you can
spend 1 damnation point as a swift action to
lace your eldritch blast with caustic slime,
dealing an extra 5 points of acid damage.
Succubus (3 points): Small, useless black
wings erupt from your back. You gain 15
temporary hit points and the benefits of the
tongues spell. You can spend 1 damnation
point as a swift action to gain a +5
competence bonus on Bluff and Diplomacy
checks.
Yochlol (4 points): Your flesh takes on a
slightly amorphous appearance,
occasionally forming tiny vestigial tendrils
that wave about as if searching for
something. You gain 20 temporary hit points,
and you have a 25% chance to ignore the
extra damage from a critical hit or sneak
attack. Also, you can spend one damnation
point as a swift action to use gaseous form
on yourself.

Invoking

+0

+1

+0

+1

Damnation Points, Demonbind

+1

+1

+1

+1

Damage Reduction 2/good

+1 level

+1

+2

+1

+2

Resistance to Electricity 5

+1 level

+2

+2

+1

+2

+2

+3

+2

+3

Resistance to Electricity 10

+1 level

+3

+3

+2

+3

Damage Reduction 4/good

+1 level

+3

+4

+2

+4

Poison Immunity

+1 level

+4

+4

+3

+4

+4

+5

+3

+5

immunity to Electricity

+1 level

10
+5
+5
Demonbinder

+3

+5

Damage Reduction 6/good, Double Demonbind

+1 level

+1 level

+1 level

39

Bebilith (4 points): Your skin turns a dark


shade of blue and your eyes redden. Six
vestigial limbs that flap uselessly for the
duration emerge from your ribs. You gain 20
temporary hit points and the scent ability.
You can spend 1 damnation point as a swift
action to gain a climb speed equal to your
land speed.
Vrock (5 points): A down of gray and white
feathers covers your body. Your face twists
and contorts, forming a hard beak in place
of your mouth. As you move, puffs of
harmless dust rise from your body. You gain
25 temporary hit points. In addition, you can
spend 1 damnation point as a swift action to
augment your eldritch blast with screeching
sonic energy. A target struck by this eldritch
blast takes an additional 10 points of sonic
damage and becomes deafened for 5 rounds
(Fort negates deafness).
Glabrezu (6 points): Your hands twist into
crab-claws. You gain 30 temporary hit points
and a +5 competence bonus on Bluff checks.
In addition, you can spend 1 damnation
point as a swift action to gain the benefit of a
true seeing spell.
Nalfeshnee (7 points): Your body swells with
corruption, the skin stretching taut from the
profound pressure created by the possessing
fiend. You gain 35 temporary hit points and
resistance to acid 5, cold 5, and fire 5.
Additionally, you can spend 1 damnation
point as a swift action to lace your eldritch
blast with a nalfeshnee's smite. Non-evil
targets with fewer HD than your character
level who are struck by the eldritch blast are
dazed for 1 round, overwhelmed by horrid
visions (Will negates).
Marilith (8 points): An extra two sets of arms
grow from the sides of your body, your legs
fuse into a green serpent's tail, and your eyes
burn with an unholy light. You gain 40
temporary hit points. Your original arms (if
any) are your primary arms, and the new

limbs are secondary limbs. You can wield


extra weapons with these new limbs, but all
such attacks are treated as offhand attacks.
Also, you can spend 1 damnation point as a
swift action to use one of your new limbs to
fire an eldritch blast at a -5 penalty on the
attack roll; you can't apply any eldritch
essence or blast shape invocations (or any
other modifications) to this eldritch blast.
Balor (9 points): Massive wings tear out of
your back, and angry red flames wreathe
your body. You gain 45 temporary hit points
and a fly speed equal to your land speed
(good maneuverability). Also, you can spend
1 damnation point as a swift action to make
a melee touch attack that deals fire damage
equal to the damage normally dealt by your
eldritch blast.
Damage Reduction (Su): You gain DR 2/good at
level 2, improving by 2 at levels 6 and 10.
Resistance to Electricity (Su): At level 3, you gain
resistance 5 to electricity, increasing to resistance
10 at level 5, and total immunity at level 9. This
stacks with energy resistance from other classes.
Poison Immunity (Su): At level 7, you gain immunity
to poison, including magical poison.

Planar Fire Warlock:

Hellfire? That's a little dramatic. It's just surpernal


fire purified through an arcane matrix. But I see by
your pitchforks and torches you're not here for a
lecture. Very well.
An unknown Warlock before wiping out a village
Planar Fire Warlocks, or Hellfire Warlocks,
insofar as they can be called that, are Warlocks
who have mastered the art of harnessing Planar
Fire, a primordial form of fire found in many
planes, especially the Hells (hence the name). While
many misguided Warlock attribute the power to
demons, it is open to nearly all creatures who are
willing to take the punishment required to make use
of the power.

40

Requirements:
Skills: Intimidate 3, Knowledge[Planes] 9,
Spellcraft 3
Invocation: Must know brimstone blast
and/or hellrime blast.
GRI:
Hit Die: d8
Skill Points/Level: 2+Int
Class Skills: Disguise, Intimidate, Knowledge
(arcana), Knowledge (the planes), Knowledge
(religion), Spellcraft, Use Magic Device.
Class Features:
Planar Fire Blast (Sp): If you are willing to pay the
price, you can turn your eldritch blast into a hellfire
blast. Your eldritch blast deals an extra 2d6
damage per class level. This isn't normal fire, but
Planar Fire, a force which ignores resistance and
immunity to fire. There is a downside to this ability,
however, which is that every time you use a planar
fire blast, you take 1 point of Constitution damage,
which can not be reduced or avoided in any way
(although it can still be healed as normal.) This
Constitution damage ignores normal immunities,
and if you are of a race that does not have a
Constitution score, you take damage to whichever
ability score determines your hit points, if any.
Invoking: At each level, your caster level,
invocations known, and maximum invocation
grade advance as if you had gained a level in an
invoking class. Additionally, at each level, your
Warlock Source of Power advances as if you had
gained a Warlock level.
Fire Resistance (Ex): At level 2, you gain resistance
10 to fire damage, stacking with fire resistances
from other sources.
Planar Fire Infusion (Su): At level 2, you gain the
ability to apply the effects Empower Spell, Maximize
Spell, or any metamagic feat of level adjustment +1
or less to magic items when using them, as a swift
action, a number of times per day equal to your
Charisma bonus.

Planar Fire Shield (Sp): At level 3, you gain the


ability to shield yourself in planar fire. As an
immediate action in response to a melee attack, you
can deal damage to the attacker equal to your
eldritch blast. You can use hellfire blast in
conjunction with this ability by taking the normal
Constitution damage.
Level BAB Fort Ref Will Special

Invoking

+0

+0

+0

+1 Planar Fire Blast +1 level

+1

+1

+1

+1 Hellfire Infusion, +1 level

+2

+1

+1

+2 Hellfire Shield +1 level

41

Fire Resistance

Feats:
There are a number of feats intended for use with
the Warlock and DFAs, as well as feats useful to
them and other casters.
Metamagic Feats and Invocations:
Only metamagic feats without level
modification can be applied to invocations as if
they were normal spells. This doesn't increase their
casting time. If you are able to reduce a metamagic
feat's level modifier down to +0, you may apply
them in the same way. If a feat requires you have a
spell of a certain school, level or descriptor
available to cast in order to use the feat, then an
invocation of the same school or descriptor meets
the requirements.
Black Lore [Metamagic]
Your knowledge of dark secrets empowers your
necromancy.
Prerequisite: Spell Focus [Necromancy], Caster
level 7
Benefit: Any necromancy spell you cast can be cast
instead as a Black Lore spell, dealing an extra 1d6
points of negative energy damage +1d6 per two
spell levels (+1d6 for 1st-level spells, +2d6 for 2ndor 3rd-level spells, etc.). If the spell normally allows
a saving throw, the target takes half the negative
energy damage on a successful save, regardless of
the outcome of the save on the spell's normal effect.
In addition to its normal spell components, a Black
Lore spell requires the creation and expenditure of a
runebone: a small human bone scribed with
carefully prepared arcane markings. Only a
character trained in the Black Lore knows the
secrets of creating a runebone, which takes 1 hour
to craft and requires special inks and powders
costing 25 gp per die of negative energy damage to
be generated. While the maximum negative energy
damage dealt by a Black Lore spell is based on the
spell's level, the actual damage is limited by the
runebone's potency. +0 to spell level.

Born of Three Thunders [Metamagic]


You can infuse spells with the power of the
storm.
Prerequisites: Elemental Spell [Electric],
Knowledge [Nature] 4
Benefit: When you prepare (or cast, for spontaneous
casters) a spell with the electricity and/or sonic
descriptor that deals hit point damage, you can
decide for it to be a spell of Three Thunders, dealing
half electric, and half sonic damage. The spell is
accompanied by a thunderclap which leaves all
those affected who fail a Fortitude save stunned for
1 round, then knock affected targets prone on a
failed save. Casting such a spell is draining, and
automatically dazes you for 1 round after you cast
it. The spell's descriptors change so that it includes
both electric and sonic descriptors. +0 to spell
level.
Cooperative Spell [Metamagic][Teamwork]
You can team up to cast spells more effectively.
Prerequisites: Any metamagic feat
Benefit: While the two of you are adjacent, you and
another spellcaster with the Cooperative Spell feat
can simultaneously cast the same spell at the same
time in the round. Add +2 to the save DC of
cooperatively cast spells and +1 to caster level
checks to beat the target's spell resistance (if any),
using the higher base DC and level check of either
caster. For each additional caster with this feat
casting the same cooperative spell simultaneously,
the spell's save DC and the bonus on the caster level
check both increase by 1. When more than two
spellcasters cooperatively cast a spell, each must be
adjacent to at least two other casters involved in the
casting. +0 to spell level.
Extra Invocation
You learn an extra invocation
Prerequisites: Able to cast lesser invocations
Benefit: You learn a new invocation from your
normal list of an invocation at least 1 grade below
your maximum normal grade.
Special: You can take this feat multiple times,
gaining a different invocation each time.

42

Infernal Adept
You can access invocations not normally available
to your class.
Prerequisites: Special (see text)
Benefit: You learn an invocation from the list of a
different class. If you are a Dragonfire Adept, you
can select from the Warlock list or the Soulfire
Blade list. If you are a Warlock, you can select from
the Dragonfire Adept or Soulfire Blade list. If you
are a Soulfire Blade Soulknife, you may select from
the Warlock or Dragonfire Adept list. Unless you are
of the appropriate type/subtype (Dragon type or
dragonblood subtype for Dragonfire Adept,
Aberration, Outsider, Fey, native outsider or
aberrant subtype for Warlock, or psionic subtype for
Soulfire Blade invocations), you must be taught by a
creature that knows the invocation. Unless you are
able to apply them to something, you may not take
Eldritch Shape or Eldritch Essence invocations in
this way.
Insightful
You have a talent for divination
Benefit: An innate talent for magic grants you the
following spell-like abilities as a 1st-level caster. If
you are an invoker, you may instead use your
invoker level for caster level. 1/day detect magic,
detect secret doors, read magic.
Lord of the Uttercold [Metamagic]
You can merge the powers of death and ice.
Prerequisites: Elemental Spell [Cold], Knowledge
[Planes] 6, able to cast a spell with the cold
descriptor
Benefit: You can turn spells with the cold descriptor
into uttercold spells. Half the damage dealt by an
uttercold spell is cold damage, and the other half is
negative energy damage. The spell's saving throw
remains unchanged, but creatures can apply cold
resistance or immunity to cold only to the cold
portion of the damage. An undead creature can be
healed by the negative energy damage of an
uttercold spell, though if it doesn't have resistance
to cold, the effects of damage and healing may
cancel each other out. +0 to spell level.

Necropolis Born
You have been touched by the dead
Benefit: An innate talent for magic grants you the
following spell-like abilities as a 1st-level caster. If
you are an invoker, you may instead use your
invoker level for caster level. 1/daycause fear,
ghost sound, touch of fatigue. Save DC 10 + spell
level + your Cha modifier.
Metamagic School Focus
You are very skilled at using metamagic with this
school.
Prerequisites: Spell Focus or Arcane School of the
chosen school.
Benefit: Choose a school of magic for which you
have the Spell Focus feat, or the school in which you
have specialized. Three times per day, you can
reduce by one level the cost of a metamagic feat
applied to a spell of the chosen school. If you
prepare spells, you can have only up to three such
reduced cost spells prepared at any time.
Planar Adept
You are more adaptable than others with your
Invocations as a result of your heritage
Prerequisites: Outsider, Aberration, Fey, or aberrant
subtype
Benefit: When swapping invocations, you may swap
two invocations for new ones instead of one. You
are still limited by grade and list.
Practiced Spellcaster
You are especially skilled at a specific type of magic.
Prerequisites: Spellcraft 1
Benefit: Select a spellcasting or invoking class you
possess. Your caster level in that class is increased
by 4, up to your hit dice (so a Wizard 2/Fighter 3
would only have a Wizard caster level of 5, but
upon gaining another level in Fighter would
increase CL to 6). This does not advance
spells/invocations known, spells per day or
maximum invocation grade.

43

Ranged Spell Specialization


Your ranged touch spells are more dangerous.
Prerequisites: Weapon Focus (ranged spell), caster
level 4th
Benefit: Your spells and spell-like abilities which
require a ranged touch attack deal +2 damage. This
only applies to the first attack that spell makes, and
only to its first round of damage. This can only be
applied to damaging spells.
Sanctum Spell [Metamagic]
Your lair suffuses your spells with extra power.
Prerequisites: Any metamagic feat.
Benefit: A Sanctum spell is treated as 1 level higher
than normal when cast in your sanctum, and 1
lower than normal when cast outside a sanctum.
All effects are calculated from this new spell level.
Your sanctum is a particular site previously
designated by you, and no larger than 20 feet/level
in diameter. The designated area must be a site
where you have spent a cumulative period of at
least three months. Though a sanctum can be
designated within a larger structure, its special
advantages do not apply beyond the maximum
area. Once designated, it takes seven days for a site
to become a sanctum, and if you designate a new
area to be your sanctum, the benefits of the old one
immediately fade. +0 to spell level.
Soul of the North
You have a touch of ice in your soul.
Benefit: An innate talent for magic grants you the
following spell-like abilities as a 1st-level caster. If
you are an invoker, you may instead use your
invoker level for caster level. 1/day chill touch, ray
of frost, resistance. Save DC 10 + spell level + your
Cha modifier.

Spell Hand
You can intuitively manipulate object around you.
Benefit: An innate talent for magic grants you the
following spell-like abilities as a 1st-level caster. If
you are an invoker, you may instead use your
invoker level for caster level. 1/daymage hand,
open/close, Tensers floating disk. Save DC 10 +
spell level + your Cha modifier.
Touch Spell Specialization
You can strike truer with touch spells.
Prerequisites: Weapon Focus (touch spell), caster
level 4th
Benefit: As Ranged Spell Specialization, except it
applies to melee touch spells and spell-like abilities
instead.

Archetypes:

In addition to the warlock, there are a number of


other classes that can potentially harness the power
of the invocation, through Archetypes.

Soulfire Blade:
Base Class: Soulknife
Class Skills: Add Diplomacy, Spellcraft
Invoking (Ps): Soulfire Blades have mastered a
unique brand of psionics unlike any others. They
use invocations, similarly to a Warlock, with the
following differences:
They are Psi-Like abilities, not Spell-Like
abilities. As a result, instead of caster level,
these invocations have manifester levels. Any
effect based on CL instead uses ML
Your invocations thus qualify you for things
which require:
A manifester level
The ability to manifest powers of a level
up to your ML (rounded up), provided
you know at least 1 invocation of that
level or greater.
The ability to manifest powers of a given
discipline or with a given descriptor

44

The ability to manifest a specific psionic


power replicated by one of your
invocations
Ability to cast/manifest invocations of a
given level or grade, or knowledge of
specific invocations.
The save DC for a Soulfire Blade's
invocations is based off of Wisdom.
Classes that advance arcane casting do not
advances this ability. Instead, classes that
advance psionic manifesting advance both
this ability and your Mind Blade. If you take
a class that advances Psionics and Invoking
separately, you may not apply the psionic
advancement to this class. Any class that
advances invoking also advances your Mind
Blade, exactly the same as a psionicsadvancing class would.
If a power replicated by one of your
invocations allows augmentation, it is
augmented as normal for a power used as a
Psi-Like ability
Additionally, you get a small number of free Essence
invocations. You can apply eldritch essence
invocations to your mind blade similarly to a
Warlock's eldritch blast. Any class features that
improve your eldritch blast, such as the Enlightened
Spirit's special advancement, or the Planar Fire
Warlock's hellfire blast may also be applied to your
Mind Blade as appropriate.
When determining the psionic discipline to which
an invocation belongs, remember:
Clairsentience is equivalent to Divination
Metacreativity is equivalent to Conjuration
Psychokinesis is equivalent to Evocations
Psychometabolism is equivalent to
Transmutation
Conjuration (healing) effects become
Psychometabolism (healing) effects
Telepathy is equivalent to Enchantment
This replaces Psychic Strike

Least Invocations:
Beguiling Influence: Become inhumanly
persuasive.
Call of the Beast: Speak with animals and
influence their behavior.
Cocoon of Refuse: Entangle an enemy in
garbage.
Conceal Thoughts: You conceal your motives.
Disable: An enemy believes it is disabled
Drain Incarnum: Drain essentia or wisdom
from target.
Entropic Warding: Protect yourself in a
sheathe of chaotic energies.
Empathy: Intuit a creature's emotional state.
Far Hand: Move objects from a short
distance
Frightful Blast: Your eldritch blast strikes fear
into enemies, rendering them shaken,
Leaps and Bounds: Gain a bonus on
Acrobatics.
Magic Insight: Detect and identify magical
auras and items.
Precognition: Flashes of the future grant you
special tactical benefits.
Psychic Push: Bull rush an enemy at
distance.
Sickening Blast: Targets of your eldritch blast
must save or be nauseated.
World of Fear: Terrify those around you
Lesser Invocations:
Aura Sight: Detect creatures and magic of a
given alignment.
Beshadowed Blast: Targets of your eldritch
blast must save or be blinded.
Brimstone Blast: Your eldritch blast deals fire
damage, and ignite on a failed save.
Charm: Make a creature friendly
Cold Comfort: You protect those around you
from elemental attack.
Danger Sense: You can better perceive
threats.

45

Deteriorating Blast: Targets of your eldritch


blast must save or have DR reduced by 5.
Dread Seizure: Creature is wracked with
crippling pain.
Energy Resistance: Target gains resistance 10
to acid, cold, fire, electric or sonic damage.
Hellrime Blast: Your eldritch blast deals cold
damage, and targets must save or take Dex
damage.
Hustle: Gain a move action
Ignore the Pyre: Gain CL resistance to a
chosen elemental damage.
Spirit Blast: Your eldritch blast is more
effective against undead
Steal Incarnum: Temporarily steal essentia
from touched creature.
Voidsense: Gain 30-foot blindsense.
Walk Unseen: Become invisible.
Weighty Utterance: Force a flying creature to
the ground.

Greater Invocations:
Adaptation: Adapt to harsh conditions
Bewitching Blast: Targets of your eldritch
blast must save or be confused.
Binding Blast: Targets of your eldritch blast
must save or be stunned.
Catapsi: Inhibit enemy psionics
Enervating Shadow: You become concealed
in shadow, and enemies near you suffer a
Strength penalty.
Hindering Blast: Targets of your eldritch
blast must save or be immobilized.
Holy Blast: Your eldritch blast damages
outsiders, and affects targets with a
dimensional anchor.
Penetrating Blast: Your eldritch blast
becomes better at penetrating spell
resistance, and reduces spell resistance on a
failed save.
Psychometry: Read an object's past.
Repelling Blast: Targets of your eldritch blast
must save or be knocked back.

Vitriolic Blast: Your eldritch blast deals acid


damage and bypasses spell resistance.
Warlock's Call: Send a message as per
sending.

Dark Invocations:
Astral Body: Gain various abilities as if you
were an astral construct.
Dark Foresight: As foresight, plus limited
telepathy
Incarnum Shroud: Become concealed in
Incarnum, gain extra essentia.
Instill Vulnerability: Target becomes
vulnerable to an energy type.
Psionic Mind Blank: Protect your mind from
mental effects.
Reddopsi: Reflect Psionic powers back on
their users
Utterdark Blast: Targets of your eldritch blast
must save or suffer 2 negative levels.
ADAPTATION (Greater, 5th)
Classes: Soulfire Blade
Discipline (Subdiscipline): Psychometabolism
Range: Personal
Target(s): You
Save: No
Power Resistance: No
Duration: 24 hours
You can adapt to nearly any terrain, taking
damage from any environmental hazards that deal
damage and receiving a +4 bonus to saving throws
against environmental effects (such as combustion
in a plane of fire, resisting volcanic fumes, etc.) for
the duration of this invocation.

46

AURA SIGHT (Lesser, 4th)


Classes: Soulfire Blade
Discipline (Subdiscipline): Clairsentience
Range: 60 ft.
Area: Cone-shaped emenation centered on you
Save: No
Power Resistance: No
Duration: 24 hours
For the next 24 hours, you can see the aura of items
and creatures around you as per aura sight.

Level Invocations Maximum Essence


Known
Grade Invocations
1

Least

Least

Least

Least

Least

Lesser

CONCEAL THOUGHTS (Least, 1st)


Classes: Soulfire Blade
Discipline (Subdiscipline): Telepathy
Descriptors: Mind-affecting
Range: Close
Target(s): One willing creature
Save: Will negates (harmless)
Duration: 1 hour/level
You can hide the true intent of a creature, as per the
power conceal thoughts.

Lesser

Lesser

Lesser

10

Lesser

11

Greater

12

Greater

13

Greater

14

Greater

DANGER SENSE (Lesser, 3rd)


Classes: Soulfire Blade
Discipline (Subdiscipline): Clairsentience
Range: Personal
Target(s): You
Power Resistance: No
Duration: 24 hours
You can feel danger coming moments before it
happens. While this invocation is active, you receive
the benefits of the danger sense power.

15

Greater

16

10

Dark

17

10

Dark

18

11

Dark

19

11

Dark

20

12

Dark

DISABLE (Least, 1st)


Classes: Soulfire Blade
Discipline (Subdiscipline): Telepathy (compulsion)
Descriptors: Mind-affecting
Range: 20 ft. + 5 ft/level
Area: Cone-shaped emanation centered on you
Save: Will negates
Duration: 1 min/level (D)
You can fool your foes into thinking they are
disabled, as per the power disable.

EMPATHY (Least, 1st)


Classes: Soulfire Blade
Discipline (Subdiscipline): Telepathy
Descriptors: Mind-affecting
Area: 30-ft. radius spread centered on you
Save: No
Duration: 24 hours
For the next 24 hours, you receive the benefits of the
empathy power. You needn't concentrate to gain the
full benefits.

47

FAR HAND (Least, 1st)


Classes: Soulfire Blade
Discipline (Subdiscipline): Psychokinesis
Range: Close
Target(s): A non-magical item weighing up to 5 lb.
Save: No
Duration: Concentration up to 1 min
You can move small objects mentally, as far hand.
HUSTLE (Lesser, 3rd)
Classes: Soulfire Edge
Discipline (Subdiscipline): Psychometabolism
Range: Personal
Target(s): You
Save: No
Power Resistance: No
Duration: Instantaneous
You may take a move action upon manifesting this
invocation. Unlike most invocations, this invocation
only requires a swift action to cast.
PRECOGNITION (Least, 2nd)
Classes: Soulfire Blade
Discipline (Subdiscipline): Clairsentience
Range: Personal
Target(s): You
Power Resistance: No
Duration: 24 hours
For the next 24 hours, you receive the benefits of
either defensive precognition, offensive
precognition, or tactical precognition. As a move
action, you may switch between the two (or change
which maneuver your tactical precognition applies
to) as you please. At manifester level 11 and up, this
improves to grant the benefits of the greater
versions of these powers.

PSYCHIC PUSH (Least, 2nd)


Classes: Soulfire Blade
Discipline (Subdiscipline): Psychokinesis
Descriptors: Force
Range: Medium
Target(s): 1 creature or object, plus up to 1 adjacent
creature or object/3 levels
Save: No
Power Resistance: No
Duration: Instantaneous
You slam your target with a blast of mental force,
knocking them across the room. When using this
invocation, you effectively bull rush each target
directly away from you, starting from the point at
which they were standing. In place of BAB and
Strength, use your manifester level + Wis bonus to
determine CMB. You can choose to move each of
them as far as your Bull Rush would allow, as if you
continued pushing each target the appropriate
distance. If a target strikes an object, they both take
damage as if they had fallen a height equal to the
distance you had pushed them. You do not need to
move in any way to bull rush the targets this way,
as the force itself is what is pushing them. If you
wish to push multiple targets with this invocation,
they must each be adjacent to another target. All
normal bonuses and penalties (e.g. size modifiers,
Improved Bull Rush, etc.) apply on both sides.
WORLD OF FEAR (Least 1st)
Classes: Soulfire Blade
Discipline (Subdiscipline): Telepathy
Descriptors: Fear, mind-affecting, network
Range: Close
Target(s): 1 creature/level
Save: Will negates
Duration: 1 round level
You can strike fear into all those around you. You
can affect up to 1 creature per manifester level with
the effects of the unearthly terror power.

48

Black Mage:
Black Mages are Warlocks who attained their power
purely by study. Unlike other Warlocks, they do not
benefit from a pact of any kind, deriding it as
cheating.
Base Class: Warlock
Class Skills: Add all Knowledge[Skills]
Invoking: Invoking is largely unchanged, except that
save DCs are determined by Intelligence, as
opposed to Charisma.
Eldritch Study: Black Mages have no need for
powers from others, and instead rely on rigorous
study. They do not select a source of power, and
instead receive a set of specialized benefits:
Studious Arcana (Ex): A Black Mage can
understand arcane formulae that most
Warlocks never bother with. A Black Mage
can study a scroll containing a 1st or 2nd level
arcane spell as a Wizard adding it to his
spellbook would, and from that point may
cast that spell as a Least Invocation. Upon
gaining access to a new grade of Invocation,
he may add spells of 3rd or 4th level (Lesser
Invocation), 5th or 6th level (Greater
Invocation), or 7th to 9th level (Dark
Invocation) to his available Invocations. A
Black Mage may only know one extra
invocation of each grade this way, but can
replace these learned invocations at will.
This replaces the first Eldritch Power.
Impossible Knowledge (Ex): You are wellversed in all varieties of arcane lore, and you
can put this knowledge to great effect in
practice. You can replace Survival checks
with Knowledge[Nature] checks, Strength
checks to break an object with
Knowledge[Engineering] checks, Diplomacy
with Knowledge[Local] checks, Linguistics
checks with Knowledge[History] checks, and
Stealth and Perception with
Knowledge[Dungeoneering] checks.
Additionally, any time you make a successful
Knowledge check to identify a creature or
item, you gain a bonus equal to your class

Roll

level on attack and damage rolls against it


and on skill checks dealing with it. This
replaces the 5th level Eldritch Power
Improvisation (Sp): 3 times per day, a 5th
level Black Mage can pull an effect out of his
hat. He may reproduce the effects of any
arcane spell or any Invocation. To do so, he
must make a Spellcraft check (DC 15+the
effective level of the spell/invocation). If they
succeed, they replicate the effects of the spell,
cast at the minimum possible arcane caster
level (so, ignoring possible divine caster
levels). If you fail the Spellcraft Check, you
lose the attempt to no effect. This replaces
the 9th level Eldritch Power
Power Surge (Ex): 3 + Int times per day, a
Black Mage may create a burst of power with
his invocations. When using this ability, roll
2d6, and apply any metamagic feats
(regardless of whether you possess them)
with a total level modification up to the
value on the following table. This replaces
the 13th level Eldritch Power.
Level Mod.

2-3

+1

4-5

+2

6-7

+3

8-9

+4

10-11

+5

12

+7

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Steal Spell (Su): Once per day, you can


subvert all magic in a 60-foot area. You may
make a caster level against all ongoing
effects, as if by dispel magic. For each check
you succeed, you gain control of the
corresponding effect. Personal effects move
to you, summoned and controlled creatures
obey you, and you choose who benefits or is
harmed by any spells as applicable. You may
not change the terms of the spell(s) after the
fact, excepting for spells that specifically
allow you to do so. The caster level of each

effect is unchanged. This replaces the 17 th


level Eldritch Power.
Mastery of the Arcane (Sp): You have truly mastered
arcane power, gaining the ability to tap into the
most basic arcane forces. You can take 10 on
Spellcraft checks under any circumstance, and you
gain wish as a Dark Invocation for free.
This replaces Eldritch Transformation.
Bonus Feats: In place of the normal bonus feats a
Warlock would get, a Black Mage gains a bonus feat
from the Wizard bonus feat list, or take a Wizard
Discovery, using Warlock Level in place of Wizard
level.
This replaces the bonus feats from the
Warlock's Source of Power.

50

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