PRPGclasses_Archetype_Warlock


PRPG->Classes-> Warlock (Witch Archetype)

 

 

 

Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers or wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through a mysterious patron. By harnessing this innate magical gift through fearsome determination and force of will, a warlock can perform feats of supernatural effects, beguile the weak-minded, or scour his foes with blasts of eldritch power.

 

A Warlock has the following class features

 

Weapon and Armor Proficiency: A warlock is proficient with light armor.

 

Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
     An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage + additional damage equal to the warlocks’s Intelligence modifier at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a spell whose level is equal to one-half the warlock's class level (round down), with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher.
     An eldritch blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a warlock's eldritch blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (eldritch blast) increases the DC for all saving throws (if any) associated with a warlock's eldritch blast by 2.

     This ability replaces Spell casting.

 

Patron Magic (Sp): The bonus spells from the witch's Patron are changed to be 1/day spell-like abilities.  You receive access to them at the same levels a witch would normally add them to her familiar.  They calculate there abilities using the warlocks level as the caster level and the DC is calculated like a Hex (10+1/2 Warlock level + Int).

 

Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level.

 

Deceive Item (Ex): At 3rd level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.

 

Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 5th level and above, gaining damage reduction 1/cold iron. At 8th level and every three levels thereafter, a warlock’s damage reduction improves by 1.

 

Energy Resistance (Su): At 9th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected types of energy.

 

Fiendish Resilience (Su): Beginning at 11th level, a warlock knows the trick of fiendish resilience. Once per day, as a swift action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1. At 13th level and every two levels their after, a warlock’s fiendish resilience improves by 1.

 

New Warlock Hexes: