Warlock

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Warlock Invocations

Warlocks choose the invocations they learn as they gain levels, much like bards or sorcerers choose which spells to learn. However, a warlock’s arcane repertoire is even more limited than that of a sorcerer, and his invocations are spell-like abilities, not spells.

In addition to its grade (least, lesser, greater, or dark), every invocation has a spell level equivalent, which is used in the calculation of save DCs and for other purposes. A least invocation has a level equivalent of 1st or 2nd; a lesser, 3rd or 4th; a greater, 5th or 6th; and a dark invocation has a level equivalent of 6th or higher (maximum 9th). The level equivalent for each invocation is given in its description.

A warlock can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

Eldritch Essence Invocations

Eldritch essence invocations modify the damage or other effects of the warlock’s eldritch blast. Unless otherwise noted, eldritch blasts modified by eldritch essence invocations deal damage normally in addition to imparting the effects described in the invocation’s description.

A warlock can apply one eldritch essence invocation to a single eldritch blast, choosing from any eldritch essence invocation he knows. Applying an eldritch essence modifies the effective spell level of the warlock’s eldritch blast.

A warlock may apply one eldritch essence invocation and one blast shape invocation to a single eldritch blast. The effective spell level of the blast is equal to the highest effective spell level among the eldritch essence and blast shape invocation applied.

Least Eldritch Essence Invocations
Frightful Blast: Target must make a will save or become shaken.
Hammer Blast: Eldritch blast deals normal damage to objects.
Sickening Blast: Target must make a Fortitude save or become sickened.

Lesser Eldritch Essence Invocations
Baneful Blast: Eldritch blast deals extra damage against specified creature type.
Beshadowed Blast: Target must make Fortitude save or become blind for 1 round.
Brimstone Blast: Blast deals fire damage and target must make Reflex save or catch fire.
Hellrime Blast: Blast deals cold damage and target must make Fortitude save or take a –2 penalty to Dexterity.

Greater Eldritch Essence Invocations
Bewitching Blast: Target must make Will save or be confused for 1 round.
Hindering Blast: Target of your eldritch blast must succeed on a Will save or be slowed for 1 round.
Noxious Blast: Target must make Fortitude save or be nauseated.
Repelling Blast: Target must make a Reflex save or be knocked back.
Vitriolic Blast: Blast ignores spell resistance and deals acid damage for several rounds.

Dark Eldritch Essence Invocations
Binding Blast: Target must make Will save or be stunned for 1 round.
Utterdark Blast: Target must make Fortitude save or gain two negative levels.

Blast Shape Invocations

Blast shape invocations modify the range, target(s), or area of the warlock’s eldritch blast. Unless otherwise noted, eldritch blasts modified by blast shape invocations deal damage normally in addition to imparting the effects described in the invocation description.

A warlock can apply one eldritch blast shape invocation to an eldritch blast, choosing from any eldritch blast shape invocation he knows. Applying an eldritch blast shape modifies the effective spell level of the warlock’s eldritch blast.

A warlock may apply one eldritch essence invocation and one blast shape invocation to a single eldritch blast. The effective spell level of the blast is equal to the highest effective spell level among the eldritch essence and blast shape invocation applied.

Least Blast Shape Invocations
Eldritch Spear: Blast range increases to 250 feet.
Hideous Blow: Melee attack channels eldritch blast.

Lesser Blast Shape Invocation
Eldritch Chain: Blast jumps from initial target to secondary targets.

Greater Blast Shape Invocation
Eldritch Cone: Blast takes the shape of a 30-foot cone.

Dark Blast Shape Invocation
Eldritch Doom: Blast affects all enemies within 20 feet.

Other Invocations

In addition to the potent blast shape and eldritch essence invocations, warlocks learn a number of others that enable them to perform many tricks and attacks. These invocations are briefly described below, and their full descriptions can be found in the “Invocation Descriptions” section of this document.

Least Invocations
Baleful Utterance: Speak word of the Primal Speech and shatter objects as the shatter spell.
Beguiling Influence: Gain bonus on Bluff, Diplomacy, and Intimidate checks.
Breath of the Night: Create a fog cloud as the spell.
Call of the Beast: Speak with animals and influence their behavior.
Darkness: Use darkness as the spell.
Devil’s Sight: See normally in darkness and magical darkness.
Eldritch Pulse: Knock enemies nearby away from your location.
Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent.
Leaps and Bounds: Gain bonus on Acrobatic checks.
Miasmic Cloud: Create a cloud of mist that grants concealment and fatigues those who enter.
Otherworldly Whispers: Gain a bonus on Knowledge checks.
See the Unseen: Gain see invisibility as the spell and darkvision.
Serpent’s Tongue: Gain the scent ability, +5 bonus on saves against poison.
Soulreaving Aura: As Reaving Aura, plus gain temporary hit points if nearby creature dies.
Spiderwalk: Gain spider climb as the spell and you are immune to webs.
Summon Swarm: Use summon swarm as the spell.
Swimming the Styx: Gain swim speed and ability to breathe water.

Lesser Invocations
Charm: Cause a single creature to regard you as a friend.
Cold Comfort: You and nearby allies protected by endure elements.
Crawling Eye: Your eye leaves your head and grows spidery legs, enabling it to scout for you.
Curse of Despair: Curse one creature as the bestow curse spell, or hinder their attacks.
The Dead Walk: Create undead as the animate dead spell.
Disembodied Hand: Detach one of your hands and send it forth to manipulate objects and attack.
Fell Flight: Gain a fly speed with good maneuverability.
Flee the Scene: Use short-range dimension door as the spell, and leave behind a major image.
Hungry Darkness: Create shadows filled with a swarm of bats.
Mask of Flesh: Touch attack imposes 1d6 Charisma penalty and transforms you to look like target.
Relentless Dispelling: As targeted dispel magic, with an additional targeted dispel magic next turn.
Voidsense: Gain blindsense 30 feet.
Voracious Dispelling: Use dispel magic as the spell, causing damage to creatures whose effects are dispelled.
Walk Unseen: Use invisibility (self only) as the spell.
Wall of Gloom: Use wall of gloom as the spell.
Witchwood Step: Walk on water and move through some obstacles unimpeded.

Greater Invocations
Caustic Mire: Acidic sludge slows progress, deals damage.
Chilling Tentacles: Use black tentacles as the spell, and deal extra cold damage to creatures in the area.
Devour Magic: Use targeted greater dispel magic with a touch and gain temporary hit points based on the level of spells successfully dispelled.
Enervating Shadow: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
Hellspawned Grace: Transform into a Hellcat for 1 round/2 warlock levels.
Nightmares Made Real: Create illusory terrain that damages foes and allows you to hide.
Painful Slumber of Ages: Creatures fall asleep, take damage when awakened.
Tenacious Plague: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
Wall of Perilous Flame: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.
Warlock’s Call: Use sending as the spell, but risk damage from recipient.

Dark Invocations
Caster’s Lament: Your touch can break enchantments, and you can counterspell.
Dark Discorporation: Become a swarm of bat-like shadows, gaining many benefits of the swarm subtype.
Dark Foresight: Use foresight as the spell, and communicate telepathically with a close target of the effect.
Path of Shadow: Use shadow walk as the spell and speed up natural healing.
Retributive Invisibility: Use greater invisibility as the spell (self only) that deals damage in a burst if dispelled.
Steal Summoning: Take control of another caster’s summoned monster.
Word of Changing: Use baleful polymorph as the spell, but the effect could become permanent.