I am opening this topic to get feedback on the Warlock features contained in the advanced beta jegs module made public for experimenting and play-testing recently. You can download it here. (version of may 7th and later)
Please let us know if you've used the module and what you thought of the mentioned content. It contains a number of experimental features, nothing definitive. And of course there
Happy roleplaying!
The following content is drawn from both 2nd edition AD&D and 3rd / 3.5 edition and later D&D sources. The pact feats are written in a general-vague fashion to leave the player room to fill out the details. The intent is to give enough information to make the player aware of what a pact is, what the bargain includes, and what the consequences usually are.
You select the source of your powers out-of-characterly because it governs the available invocations, and lets dungeon masters see the origin of your powers. The roleplay behind the pact is up to the player, and is not meant to be policed apart from the really ridiculous lore breaking cases. Other players won't be able to see the pact feats on your character sheet if they clone you.
On a server which adopts this part of the custom magic system existing characters get to freely and automatically re-select their pact and invocations / spells. So they could choose the appropriate pact and choose new invocations.
You are specifically informed about the available invocations when you get the 'choose a pact' menu. The pacts closest to the original game's stock invocation choices are the Infernal and Abyssal Pacts (You lose access to Leaps & Bounds, Charm, Beshadowed Blast, Bewitching Blast, Utterdark Blast).
With the infernal and abyssal pacts you don't lose any of the bread-and-butter invocations you likely relied on with your character. Plus you gain access to a larger number of newly made invocations in exchange (Unholy Storm, Witch Sight, Dreadful Word, Warlock's Call, Path of Shadows, more). Those are [probably] more interesting than what you lost access to.
So what's new?
Infernal Pact
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Type of Feat: Class [Devil Pact]
Prerequisites: Warlock
Specifics: You make or inherit a pact with an evil infernal creature. In exchange for warlock powers the patron (the devil) demands periodic sacrifices such as the blood of innocent creatures, vile deeds, or your soul when you die a true death. Only very high level (upper epic) devils can make pacts for warlock powers. Through your patron you gain access to infernal warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten sacrifice, or a failed vile deed, then your soul is forfeit upon true death. Infernal creatures are unlikely to assist the pact taker in any fashion, merely supplying warlock powers exactly as the pact stipulates. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable: (2) Devil's Eyes, Dark One's Own Luck (3) Brimstone Blast, Unholy Storm, (4) Witch Sight, The Dead Walk, (5) Word of Changing, (6) Vitriolic Blast, Tenacious Plague, Hellspawned Grace, (8) Eldritch Doom, (9) Dark Premonition, Dark Foresight.
General Invocations not learnable: Leaps & Bounds, Charm, Beshadowed Blast, Bewitching Blast, Utterdark Blast.
Prerequisites: Warlock
Specifics: You make or inherit a pact with an evil infernal creature. In exchange for warlock powers the patron (the devil) demands periodic sacrifices such as the blood of innocent creatures, vile deeds, or your soul when you die a true death. Only very high level (upper epic) devils can make pacts for warlock powers. Through your patron you gain access to infernal warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten sacrifice, or a failed vile deed, then your soul is forfeit upon true death. Infernal creatures are unlikely to assist the pact taker in any fashion, merely supplying warlock powers exactly as the pact stipulates. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable: (2) Devil's Eyes, Dark One's Own Luck (3) Brimstone Blast, Unholy Storm, (4) Witch Sight, The Dead Walk, (5) Word of Changing, (6) Vitriolic Blast, Tenacious Plague, Hellspawned Grace, (8) Eldritch Doom, (9) Dark Premonition, Dark Foresight.
General Invocations not learnable: Leaps & Bounds, Charm, Beshadowed Blast, Bewitching Blast, Utterdark Blast.
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Type of Feat: Class [Demon Pact]
Prerequisites: Warlock
Specifics: You make or inherit a pact with an evil abyssal creature. In exchange for warlock powers the patron (the demon) demands periodic sacrifices such as the blood of innocent creatures, vile deeds, or your soul when you die a true death. Only very high level (upper epic) demons can make pacts for warlock powers. Through your patron you gain access to abyssal warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten sacrifice, or a failed vile deed, then your soul is forfeit upon true death. Abyssal creatures are unlikely to assist the pact taker in any fashion, and often secretly work to sabotage the pact taker's efforts and speed up his or her demise. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable: (2) Dark One's Own Luck (3) Brimstone Blast, Unholy Storm, (4) Witch Sight, The Dead Walk, (5) Word of Changing, (6) Vitriolic Blast, Tenacious Plague, (7) Abyssal Might, (8) Eldritch Doom, Lure Shadow Demons, (9) Dark Premonition, Dark Foresight.
General Invocations not learnable: Devil's Eyes, Leaps & Bounds, Charm, Beshadowed Blast, Bewitching Blast, Utterdark Blast, Hellspawned Grace.
Prerequisites: Warlock
Specifics: You make or inherit a pact with an evil abyssal creature. In exchange for warlock powers the patron (the demon) demands periodic sacrifices such as the blood of innocent creatures, vile deeds, or your soul when you die a true death. Only very high level (upper epic) demons can make pacts for warlock powers. Through your patron you gain access to abyssal warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten sacrifice, or a failed vile deed, then your soul is forfeit upon true death. Abyssal creatures are unlikely to assist the pact taker in any fashion, and often secretly work to sabotage the pact taker's efforts and speed up his or her demise. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable: (2) Dark One's Own Luck (3) Brimstone Blast, Unholy Storm, (4) Witch Sight, The Dead Walk, (5) Word of Changing, (6) Vitriolic Blast, Tenacious Plague, (7) Abyssal Might, (8) Eldritch Doom, Lure Shadow Demons, (9) Dark Premonition, Dark Foresight.
General Invocations not learnable: Devil's Eyes, Leaps & Bounds, Charm, Beshadowed Blast, Bewitching Blast, Utterdark Blast, Hellspawned Grace.
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Type of Feat: Class [Fey Pact]
Prerequisites: Warlock
Specifics: You make or inherit a pact with a good or neutral creature of the Seelie Court. In exchange for warlock powers the patron (the fey) demands periodic sacrifices or services such as protecting a forest, helping fey or elves, fighting dark fey, or your soul when you die a true death. Only very high level (upper epic) fey can make pacts for warlock powers. Through your patron you gain access to fey warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten service, or a failed deed, then your soul is forfeit upon true death. Fey creatures are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable: (1) Quill Barrage, (2) Leaps & Bounds, (3) Halo of Sand, (4) Witch Sight, Ill Omen, Otherwordly Leap, Bewitching Blast, Charm, Entangle, (5) Misty Vision, (6) Gust of Wind, Unluck, Vitriolic Blast, Tenacious Plague, (7) Opalescent Glare, (8) Eldritch Doom, Flamestrike (9) Airball, Premonition.
General Invocations not learnable: Devil's Eyes, Dark One's Own Luck, Brimstone Blast, Beshadowed Blast, Utterdark Blast, Hellspawned Grace, Word of Changing.
Prerequisites: Warlock
Specifics: You make or inherit a pact with a good or neutral creature of the Seelie Court. In exchange for warlock powers the patron (the fey) demands periodic sacrifices or services such as protecting a forest, helping fey or elves, fighting dark fey, or your soul when you die a true death. Only very high level (upper epic) fey can make pacts for warlock powers. Through your patron you gain access to fey warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten service, or a failed deed, then your soul is forfeit upon true death. Fey creatures are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable: (1) Quill Barrage, (2) Leaps & Bounds, (3) Halo of Sand, (4) Witch Sight, Ill Omen, Otherwordly Leap, Bewitching Blast, Charm, Entangle, (5) Misty Vision, (6) Gust of Wind, Unluck, Vitriolic Blast, Tenacious Plague, (7) Opalescent Glare, (8) Eldritch Doom, Flamestrike (9) Airball, Premonition.
General Invocations not learnable: Devil's Eyes, Dark One's Own Luck, Brimstone Blast, Beshadowed Blast, Utterdark Blast, Hellspawned Grace, Word of Changing.
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Type of Feat: Class [Dark Fey Pact]
Prerequisites: Warlock
Specifics: You make or inherit a pact with an evil or neutral creature of the Unseelie Court. In exchange for warlock powers the patron (the dark fey) demands periodic sacrifices or services such as killing creatures encroaching on a forest, poisoning wells, killing or debasing good fey or elves, or your soul when you die a true death. Only very high level (upper epic) dark fey can make pacts for warlock powers. Through your patron you gain access to dark fey warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten sacrifice, or a failed vile deed, then your soul is forfeit upon true death. Dark fey creatures are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable: (1) Quill Barrage, (2) Dark One's Own Luck, Leaps & Bounds (3) Halo of Sand, Unholy Storm, (4) Witch Sight, Ill Omen, Otherwordly Leap, Dreadful Word, Bewitching Blast, Charm, Entangle, The Dead Walk, (5) Misty Vision, (6) Gust of Wind, Unluck, Vitriolic Blast, Tenacious Plague, (8) Eldritch Doom, Flamestrike (9) Airball, Dark Premonition, Dark Foresight.
General Invocations not learnable: Devil's Eyes, Brimstone Blast, Beshadowed Blast, Utterdark Blast, Hellspawned Grace, Word of Changing.
Prerequisites: Warlock
Specifics: You make or inherit a pact with an evil or neutral creature of the Unseelie Court. In exchange for warlock powers the patron (the dark fey) demands periodic sacrifices or services such as killing creatures encroaching on a forest, poisoning wells, killing or debasing good fey or elves, or your soul when you die a true death. Only very high level (upper epic) dark fey can make pacts for warlock powers. Through your patron you gain access to dark fey warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten sacrifice, or a failed vile deed, then your soul is forfeit upon true death. Dark fey creatures are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable: (1) Quill Barrage, (2) Dark One's Own Luck, Leaps & Bounds (3) Halo of Sand, Unholy Storm, (4) Witch Sight, Ill Omen, Otherwordly Leap, Dreadful Word, Bewitching Blast, Charm, Entangle, The Dead Walk, (5) Misty Vision, (6) Gust of Wind, Unluck, Vitriolic Blast, Tenacious Plague, (8) Eldritch Doom, Flamestrike (9) Airball, Dark Premonition, Dark Foresight.
General Invocations not learnable: Devil's Eyes, Brimstone Blast, Beshadowed Blast, Utterdark Blast, Hellspawned Grace, Word of Changing.
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Type of Feat: Class [Far Realm Pact]
Prerequisites: Warlock
Specifics: You make or inherit a pact with a chaotic evil unknowable and alien forces from the Far Realm. Warlocks often form these deals without a direct connection, interacting with the elder evils through the intermediary of ancient stars of the void, learning the secret names of those celestial objects which act as doorways into the Far Realm. In exchange for warlock powers the patron (the entity) demands periodic sacrifices or services such as spreading misery, preaching of impending doom, killing a random creature, and other unfathomable tasks. In any case the entity thirsts for the Warlock's soul and seeks to drive warlock insane so it may willingly claim his soul upon permanent death. Only elder evils, very high level (upper epic) far realm entities, can make pacts for warlock powers. Through your patron you gain access to Far Realm warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten service, or a failed deed, then your soul is forfeit upon true death. Far Realm entities are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable: (2) Leaps & Bounds, (4) Witch Sight, Ill Omen, Dreadful Word, Bewitching Blast, (5) Misty Vision, (6) Unluck, Vitriolic Blast, Tenacious Plague, (8) Eldritch Doom
General Invocations not learnable: Devil's Eyes, Brimstone Blast, Hellspawned Grace, Word of Changing.
Prerequisites: Warlock
Specifics: You make or inherit a pact with a chaotic evil unknowable and alien forces from the Far Realm. Warlocks often form these deals without a direct connection, interacting with the elder evils through the intermediary of ancient stars of the void, learning the secret names of those celestial objects which act as doorways into the Far Realm. In exchange for warlock powers the patron (the entity) demands periodic sacrifices or services such as spreading misery, preaching of impending doom, killing a random creature, and other unfathomable tasks. In any case the entity thirsts for the Warlock's soul and seeks to drive warlock insane so it may willingly claim his soul upon permanent death. Only elder evils, very high level (upper epic) far realm entities, can make pacts for warlock powers. Through your patron you gain access to Far Realm warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten service, or a failed deed, then your soul is forfeit upon true death. Far Realm entities are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable: (2) Leaps & Bounds, (4) Witch Sight, Ill Omen, Dreadful Word, Bewitching Blast, (5) Misty Vision, (6) Unluck, Vitriolic Blast, Tenacious Plague, (8) Eldritch Doom
General Invocations not learnable: Devil's Eyes, Brimstone Blast, Hellspawned Grace, Word of Changing.
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Type of Feat: Class [Elemental Pact]
Prerequisites: Warlock, Genasi
Specifics: You make or inherit a pact with an elemental power, the plane of Air, Water, Fire, or Earth, depending on your genasi heritage. In exchange for warlock powers the patron (the element) demands services such as fending off incursions from other types of elementals, protecting kindred elementals, and aiding servants and worshippers of the elemental deity. Through your patron you gain access to the appropriate Elemental warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten service, or a failed deed, then your soul is forfeit upon true death. Fey creatures are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable depending on your genasi heritage,
Air: (1) Magic Missile, (2) Leaps & Bounds (4) Witch Sight, Otherwordly Leap, (5) Misty Vision, (6) Gust of Wind, Noxious Blast, (8) Airball, (9) Dark Premonition, Dark Foresight.
Water: (1) Magic Missile, (4) Witch Sight, Otherwordly Leap, Ill Omen, (5) Chilling Tentacles, (6) Cone of Cold, (8) Whirlpool, (9) Dark Premonition, Dark Foresight.
Fire: (1) Burning Hands, (2) Brimstone Blast, (4) Witch Sight, Otherwordly Leap, Firestride Exhalation (5) Wall of Perilous Flame (8) Flamestrike, (9) Dark Premonition, Dark Foresight.
Earth: (1) Quill Barrage, (2) Halo of Sand, (4) Caustic Web, Witch Sight, Otherwordly Leap, (6) Vitriolic Blast, (8) Earthquake, (9) Dark Premonition, Dark Foresight.
General Invocations not learnable: Devil's Eyes, Beshadowed Blast, Utterdark Blast, Bewitching Blast, Charm, Caustic Web, Hellspawned Grace, Tenacious Plague, Noxious Blast, Eldritch Doom, Word of Changing.
Prerequisites: Warlock, Genasi
Specifics: You make or inherit a pact with an elemental power, the plane of Air, Water, Fire, or Earth, depending on your genasi heritage. In exchange for warlock powers the patron (the element) demands services such as fending off incursions from other types of elementals, protecting kindred elementals, and aiding servants and worshippers of the elemental deity. Through your patron you gain access to the appropriate Elemental warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten service, or a failed deed, then your soul is forfeit upon true death. Fey creatures are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable depending on your genasi heritage,
Air: (1) Magic Missile, (2) Leaps & Bounds (4) Witch Sight, Otherwordly Leap, (5) Misty Vision, (6) Gust of Wind, Noxious Blast, (8) Airball, (9) Dark Premonition, Dark Foresight.
Water: (1) Magic Missile, (4) Witch Sight, Otherwordly Leap, Ill Omen, (5) Chilling Tentacles, (6) Cone of Cold, (8) Whirlpool, (9) Dark Premonition, Dark Foresight.
Fire: (1) Burning Hands, (2) Brimstone Blast, (4) Witch Sight, Otherwordly Leap, Firestride Exhalation (5) Wall of Perilous Flame (8) Flamestrike, (9) Dark Premonition, Dark Foresight.
Earth: (1) Quill Barrage, (2) Halo of Sand, (4) Caustic Web, Witch Sight, Otherwordly Leap, (6) Vitriolic Blast, (8) Earthquake, (9) Dark Premonition, Dark Foresight.
General Invocations not learnable: Devil's Eyes, Beshadowed Blast, Utterdark Blast, Bewitching Blast, Charm, Caustic Web, Hellspawned Grace, Tenacious Plague, Noxious Blast, Eldritch Doom, Word of Changing.
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Type of Feat: Class [Chromatic Dragon Pact]
Prerequisites: Warlock
Specifics: You make or inherit a pact with an evil chromatic Dragon. In exchange for warlock powers the patron (the dragon) demands periodic sacrifices or services such as killing creatures encroaching on a dragon's lair, returning stolen treasure, killing treasure thieves, stealing treasure from opposing dagons, killing the servants of opposing dragons, or your soul when you die a true death. Chromatic Dragons often fight other chromatic dragons, even of the same color, but harbor an old hatred for their metallic cousins. Only very high level (upper epic) ancient dragons can make pacts for warlock powers but dragons of all Chromatic colors offer pacts - the color is your choice but must be roleplayed consistently. Through your patron you gain access to draconic warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten sacrifice, or a failed service, then your soul is forfeit upon true death. Dragons are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable: (1) Burning Hands, Magic Missile (2) Dark One's Own Luck, (3) Brimstone Blast, Unholy Storm, (4) Witch Sight, Firestride Exhalation, The Dead Walk, (6) Cone of Cold, Dragon Scales, Eye of the Oracle, Vitriolic Blast, Tenacious Plague, (8) Eldritch Doom, (9) Dark Premonition, Dark Foresight.
General Invocations not learnable: Devil's Eyes, Beshadowed Blast, Utterdark Blast, Bewitching Blast, Charm, Hellspawned Grace, Word of Changing.
Prerequisites: Warlock
Specifics: You make or inherit a pact with an evil chromatic Dragon. In exchange for warlock powers the patron (the dragon) demands periodic sacrifices or services such as killing creatures encroaching on a dragon's lair, returning stolen treasure, killing treasure thieves, stealing treasure from opposing dagons, killing the servants of opposing dragons, or your soul when you die a true death. Chromatic Dragons often fight other chromatic dragons, even of the same color, but harbor an old hatred for their metallic cousins. Only very high level (upper epic) ancient dragons can make pacts for warlock powers but dragons of all Chromatic colors offer pacts - the color is your choice but must be roleplayed consistently. Through your patron you gain access to draconic warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten sacrifice, or a failed service, then your soul is forfeit upon true death. Dragons are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable: (1) Burning Hands, Magic Missile (2) Dark One's Own Luck, (3) Brimstone Blast, Unholy Storm, (4) Witch Sight, Firestride Exhalation, The Dead Walk, (6) Cone of Cold, Dragon Scales, Eye of the Oracle, Vitriolic Blast, Tenacious Plague, (8) Eldritch Doom, (9) Dark Premonition, Dark Foresight.
General Invocations not learnable: Devil's Eyes, Beshadowed Blast, Utterdark Blast, Bewitching Blast, Charm, Hellspawned Grace, Word of Changing.
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Type of Feat: Class [Metallic Dragon Pact]
Prerequisites: Warlock
Specifics: You make or inherit a pact with a neutral or good Metallic Dragon. In exchange for warlock powers the patron (the dragon) demands periodic sacrifices or services such as killing creatures encroaching on a dragon's lair, returning stolen treasure, killing treasure thieves, stealing treasure from opposing dagons, killing the servants of opposing dragons, or your soul when you die a true death. Metallic dragons only rarely fight one another, and then usually not to the death. They harbor a deep resentment for chromatic dragons. Only very high level (upper epic) ancient dragons can make pacts for warlock powers but dragons of all Metallic kinds offer pacts - the metallic type is your choice but must be roleplayed consistently. Through your patron you gain access to draconic warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten sacrifice, or a failed service, then your soul is forfeit upon true death. Dragons are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable: (1) Burning Hands, Magic Missile (3) Brimstone Blast, (4) Witch Sight, Firestride Exhalation (6) Cone of Cold, Dragon Scales, Eye of the Oracle, Primal Speed, Vitriolic Blast, Tenacious Plague, (8) Eldritch Doom, (9) Blessing of Bahamut.
General Invocations not learnable: Devil's Eyes, Dark One's Own Luck, Beshadowed Blast, Utterdark Blast, The Dead Walk, Bewitching Blast, Charm, Hellspawned Grace, Word of Changing.
Prerequisites: Warlock
Specifics: You make or inherit a pact with a neutral or good Metallic Dragon. In exchange for warlock powers the patron (the dragon) demands periodic sacrifices or services such as killing creatures encroaching on a dragon's lair, returning stolen treasure, killing treasure thieves, stealing treasure from opposing dagons, killing the servants of opposing dragons, or your soul when you die a true death. Metallic dragons only rarely fight one another, and then usually not to the death. They harbor a deep resentment for chromatic dragons. Only very high level (upper epic) ancient dragons can make pacts for warlock powers but dragons of all Metallic kinds offer pacts - the metallic type is your choice but must be roleplayed consistently. Through your patron you gain access to draconic warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice. If the terms of the pact are broken by the pact taker (you), such as through a late or forgotten sacrifice, or a failed service, then your soul is forfeit upon true death. Dragons are unlikely to assist the pact taker in any fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless.
Use: Automatic
Special Invocations learnable: (1) Burning Hands, Magic Missile (3) Brimstone Blast, (4) Witch Sight, Firestride Exhalation (6) Cone of Cold, Dragon Scales, Eye of the Oracle, Primal Speed, Vitriolic Blast, Tenacious Plague, (8) Eldritch Doom, (9) Blessing of Bahamut.
General Invocations not learnable: Devil's Eyes, Dark One's Own Luck, Beshadowed Blast, Utterdark Blast, The Dead Walk, Bewitching Blast, Charm, Hellspawned Grace, Word of Changing.
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Type of Feat: Class [Divine Pact]
Prerequisites: Cleric 10
Specifics: You make or inherit a pact with your Deity. In exchange for warlock powers the patron (the deity) gains your perpetual faith and loyalty, as well as your soul when you die a true death. Through your patron you gain access to deific warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice and loss of faith. If the terms of the pact are broken by the pact taker (you), such as through a failure to heed a command, disloyalty, or a crisis of faith, then your soul remains forfeit upon true death and the the deity may punish you or withdraw the granted powers temporarily. Deities are unlikely to assist the pact taker in any direct fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless. Your gain +1 cleric spell progression for every two warlock levels.
Use: Automatic
Special Invocations learnable: (1) Bane [not-good], Bless [not-evil], (2) Dark One's Own Luck [non-good], (3) Prayer, Unholy Storm [non-good], (4) Witch Sight, Ill Omen, Otherwordly Leap, Dreadful Word, Awaken Sin, The Dead Walk [not-good], (5) Castigation, (6) Vitriolic Blast, Tenacious Plague, Recitation, (7) Righteous Wrath, (8) Eldritch Doom, Flame Strike, (9) Premonition [not-evil], or Dark Foresight and Dark Premonition [not-good].
General Invocations not learnable: Devil's Eyes, Leaps & Bounds, Charm, Beshadowed Blast, Word of Changing, Bewitching Blast, Brimstone Blast, Utterdark Blast, Hellspawned Grace.
Prerequisites: Cleric 10
Specifics: You make or inherit a pact with your Deity. In exchange for warlock powers the patron (the deity) gains your perpetual faith and loyalty, as well as your soul when you die a true death. Through your patron you gain access to deific warlock invocations.
The pact cannot be repudiated except through Dungeon Master intervention, and doing so requires considerable effort and - in all likelyhood - sacrifice and loss of faith. If the terms of the pact are broken by the pact taker (you), such as through a failure to heed a command, disloyalty, or a crisis of faith, then your soul remains forfeit upon true death and the the deity may punish you or withdraw the granted powers temporarily. Deities are unlikely to assist the pact taker in any direct fashion, generally staying aloof of his or her affairs so long as the terms of the pact are observed. Without a pact warlock powers become powerless, useless. Your gain +1 cleric spell progression for every two warlock levels.
Use: Automatic
Special Invocations learnable: (1) Bane [not-good], Bless [not-evil], (2) Dark One's Own Luck [non-good], (3) Prayer, Unholy Storm [non-good], (4) Witch Sight, Ill Omen, Otherwordly Leap, Dreadful Word, Awaken Sin, The Dead Walk [not-good], (5) Castigation, (6) Vitriolic Blast, Tenacious Plague, Recitation, (7) Righteous Wrath, (8) Eldritch Doom, Flame Strike, (9) Premonition [not-evil], or Dark Foresight and Dark Premonition [not-good].
General Invocations not learnable: Devil's Eyes, Leaps & Bounds, Charm, Beshadowed Blast, Word of Changing, Bewitching Blast, Brimstone Blast, Utterdark Blast, Hellspawned Grace.
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Type of Feat: Class [Shadowcaster]
Prerequisites: Warlock
Specifics: The shadowcaster understands the true, primal power of darkness. Instead of pacting a powerfull creature in exchange for warlock powers she attunes herself to the Plane of Shadow (Not: The Shadow Weave!) , and learns great shadow mysteries the equal of any mundane spell. You lose access to a several regular warlock invocations and instead may learn shadow invocations.
Use: Automatic
Special Invocations learnable: (1) Shadow Magic Missile, (2) Shadowed Mage Armor, (3) Summon Shadow, Unholy Storm, (4) Witch Sight, Otherwordly Leap, Shadowed Web, Beshadowed Blast, The Dead Walk, (5) Shadowed Minor Globe of Invulnerability, Shadowed Acid Arrow, (6) Summon Greater Shadow, (7) Call Shadow Pack (8) Shadowed Fireball, Shadowed Cone of Cold, Utterdark Blast, (9) Summon Greatest Shadow, Dark Foresight, Dark Premonition.
General Invocations lost: Word of Changing, Eldritch Doom, Hellspawned Grace, Tenacious Plague, Vitriolic Blast, Wall of Perilous Flame, Charm, Tempest Blast, Brimstone Blast, Bewitching Blast, Devil's Eyes, Dark One's Own Luck, Charm, Leaps & Bounds.
Prerequisites: Warlock
Specifics: The shadowcaster understands the true, primal power of darkness. Instead of pacting a powerfull creature in exchange for warlock powers she attunes herself to the Plane of Shadow (Not: The Shadow Weave!) , and learns great shadow mysteries the equal of any mundane spell. You lose access to a several regular warlock invocations and instead may learn shadow invocations.
Use: Automatic
Special Invocations learnable: (1) Shadow Magic Missile, (2) Shadowed Mage Armor, (3) Summon Shadow, Unholy Storm, (4) Witch Sight, Otherwordly Leap, Shadowed Web, Beshadowed Blast, The Dead Walk, (5) Shadowed Minor Globe of Invulnerability, Shadowed Acid Arrow, (6) Summon Greater Shadow, (7) Call Shadow Pack (8) Shadowed Fireball, Shadowed Cone of Cold, Utterdark Blast, (9) Summon Greatest Shadow, Dark Foresight, Dark Premonition.
General Invocations lost: Word of Changing, Eldritch Doom, Hellspawned Grace, Tenacious Plague, Vitriolic Blast, Wall of Perilous Flame, Charm, Tempest Blast, Brimstone Blast, Bewitching Blast, Devil's Eyes, Dark One's Own Luck, Charm, Leaps & Bounds.
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Caster Level(s): Blackguard 4, Warlock 4
Innate Level: 4
School: Divination
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 turn / level
Save: Special
Spell Resistance: n/a
The warlock can see through illusory, sanctuary, invisibility, ethereal, and darkness effects. Witch Sight does not grant a bonus to spot nor does it assist in anyway with the detection of enemies using mundane stealth, this includes Hide in Plain Sight. This spell reveals each round whether an illusion is active on a targeted creature (or placeable, or area with Dungeon Master guidance). If the target is under the effect of a non-detection spell a secret check is first rolled to determine if the divination can proceed. If it fails the caster learns nothing more. Upon success the caster will silently roll against illusory effects on the target. Hostile projected or illusory images are affected whenever the caster targets them, prompting him to roll a willsave vs spells against the illussion's casterlevel. If he succeeds the illusion is dispelled. When a target has active mirror images or concealment spells then that spell's casterlevel is compared against Witch Sight's spell save DC. If the casterlevel is lower than the spell save DC the affected spell is supressed for one round.
Innate Level: 4
School: Divination
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 turn / level
Save: Special
Spell Resistance: n/a
The warlock can see through illusory, sanctuary, invisibility, ethereal, and darkness effects. Witch Sight does not grant a bonus to spot nor does it assist in anyway with the detection of enemies using mundane stealth, this includes Hide in Plain Sight. This spell reveals each round whether an illusion is active on a targeted creature (or placeable, or area with Dungeon Master guidance). If the target is under the effect of a non-detection spell a secret check is first rolled to determine if the divination can proceed. If it fails the caster learns nothing more. Upon success the caster will silently roll against illusory effects on the target. Hostile projected or illusory images are affected whenever the caster targets them, prompting him to roll a willsave vs spells against the illussion's casterlevel. If he succeeds the illusion is dispelled. When a target has active mirror images or concealment spells then that spell's casterlevel is compared against Witch Sight's spell save DC. If the casterlevel is lower than the spell save DC the affected spell is supressed for one round.
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Caster Level(s): Blackguard 4, Warlock 4
Innate Level: 4
School: Enchantment [Chaos]
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: Round / level
Save: Will negates
Spell Resistance: Yes
As the 4th level arcane Confusion spell, this spell causes disorientation and severe perceptual distortion, creating indecision and the inability to take effective action. The spell affects 1d4 creatures, plus one creature per caster level. Saving throws roll are rolled vs. spell. Affected creatures either wander randomly, attack a random target, or simply stand still. Protection from Alignment and immunity vs mind affecting type of effects do not inhibit the spell.
Innate Level: 4
School: Enchantment [Chaos]
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: Round / level
Save: Will negates
Spell Resistance: Yes
As the 4th level arcane Confusion spell, this spell causes disorientation and severe perceptual distortion, creating indecision and the inability to take effective action. The spell affects 1d4 creatures, plus one creature per caster level. Saving throws roll are rolled vs. spell. Affected creatures either wander randomly, attack a random target, or simply stand still. Protection from Alignment and immunity vs mind affecting type of effects do not inhibit the spell.
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Caster Level(s): Warlock 5
Innate Level: 5
School: Illusion
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Personal
Duration: Round / level
Save: n/a
Spell Resistance: n/a
You invoke a misty illusory image of yourself which joins your party and follows your orders. The image is illusory and cannot do physical harm through its attacks, though it will distract enemies and keep them occupied.
Innate Level: 5
School: Illusion
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: Personal
Duration: Round / level
Save: n/a
Spell Resistance: n/a
You invoke a misty illusory image of yourself which joins your party and follows your orders. The image is illusory and cannot do physical harm through its attacks, though it will distract enemies and keep them occupied.
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Caster Level(s): Warlock 4
Innate Level: 4
School: Conjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Personal
Duration: Immediate
Save: n/a
Spell Resistance: n/a
You immediately move to the targeted location (You must be able to normally reach the selected destination). To observers you are quicker than the wind and faster than the eye can see. In reality you used your eldritch powers to leap through the realm of their origin to the selected location. You can leap through the otherworld once every five rounds (30 seconds).
Innate Level: 4
School: Conjuration
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Personal
Duration: Immediate
Save: n/a
Spell Resistance: n/a
You immediately move to the targeted location (You must be able to normally reach the selected destination). To observers you are quicker than the wind and faster than the eye can see. In reality you used your eldritch powers to leap through the realm of their origin to the selected location. You can leap through the otherworld once every five rounds (30 seconds).
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Caster Level(s): Blackguard 3, Warlock 4
Innate Level: 4
School: Necromancy
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: 1 creature
Duration: Round / level
Save: Will
Spell Resistance: Yes
The target of this spell must perform a will saving throw vs spells or will have a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subject takes a -2 penalty to AC. The AC penalty is applied as a Dodge AC minus. The effect does not stack.
Innate Level: 4
School: Necromancy
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: 1 creature
Duration: Round / level
Save: Will
Spell Resistance: Yes
The target of this spell must perform a will saving throw vs spells or will have a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subject takes a -2 penalty to AC. The AC penalty is applied as a Dodge AC minus. The effect does not stack.
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Caster Level(s): Sor / Wiz 8, Warlock equivalent 8
Innate Level: 8
School: Conjuration [Evil]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: 10 feet forward
Duration: 20 rounds / 2 turns
Save: No
Spell Resistance: No
You summon 1d3 Shadow Demons from the abyss. Shadow Demons are fickle incorporeal creatures which can be banished by a successful dispel magic spell. Each Shadow Warrior has a natural armour of 24 and is a tenth level outsider with two attacks and a BaB of 10 + 5.
Innate Level: 8
School: Conjuration [Evil]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: 10 feet forward
Duration: 20 rounds / 2 turns
Save: No
Spell Resistance: No
You summon 1d3 Shadow Demons from the abyss. Shadow Demons are fickle incorporeal creatures which can be banished by a successful dispel magic spell. Each Shadow Warrior has a natural armour of 24 and is a tenth level outsider with two attacks and a BaB of 10 + 5.
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Caster Level(s): Cleric 5, Sor / Wiz 5
Innate Level: 5
School: Necromancy [Good]
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: target creature
Duration: minute / level
Save: Will special
Spell Resistance: Yes
Inspired by the deadly gaze of the noble ghaele eladrin, this spell causes your eyes to glow with a pearly light. If the target is evil and has 5 or fewer Hit Dice, it dies unless it succeeds on a Will save. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures and evil creatures with more than 5 Hit Dice are not slain by opalescent glare, and they suffer the fear effect only if they fail the Will save.
Innate Level: 5
School: Necromancy [Good]
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: target creature
Duration: minute / level
Save: Will special
Spell Resistance: Yes
Inspired by the deadly gaze of the noble ghaele eladrin, this spell causes your eyes to glow with a pearly light. If the target is evil and has 5 or fewer Hit Dice, it dies unless it succeeds on a Will save. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures and evil creatures with more than 5 Hit Dice are not slain by opalescent glare, and they suffer the fear effect only if they fail the Will save.
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Caster Level(s): Drd 6, Rgr 4, Sor /Wiz 6
Innate Level: 6
School: Transmutation [Draconic]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 round / level
Save: No
Spell Resistance: No
A shower of sparks, flies off your shoulders, cascading to the ground and clinging to your arms and legs. This spell draws upon the natural reflexes of hunters and prey, giving you the ability to react to danger as more primitive beings might. You gain a +3 resistance bonus on Reflex saves and a 15% increase in movement speed. If you are of draconic heritage or pacted to a dragon the bonus increases by +1 for each feat / pact.
Innate Level: 6
School: Transmutation [Draconic]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 round / level
Save: No
Spell Resistance: No
A shower of sparks, flies off your shoulders, cascading to the ground and clinging to your arms and legs. This spell draws upon the natural reflexes of hunters and prey, giving you the ability to react to danger as more primitive beings might. You gain a +3 resistance bonus on Reflex saves and a 15% increase in movement speed. If you are of draconic heritage or pacted to a dragon the bonus increases by +1 for each feat / pact.
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Caster Level(s): Clr 6, Sor /Wiz 6
Innate Level: 6
School: Transmutation [Draconic]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 round / level
Save: No
Spell Resistance: No
Vague, translucent shadows of your body's form move just out of sync with your own motions, a visible sign that you exist in two places in time. You can see into the future, slightly anticipating your opponents' next moves. You gain a +1 dodge bonus to Armor Class and a +1 bonus on will saves. If you are of draconic heritage or pacted to a dragon the bonuses increase by +1 for each feat / pact.
Innate Level: 6
School: Transmutation [Draconic]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 round / level
Save: No
Spell Resistance: No
Vague, translucent shadows of your body's form move just out of sync with your own motions, a visible sign that you exist in two places in time. You can see into the future, slightly anticipating your opponents' next moves. You gain a +1 dodge bonus to Armor Class and a +1 bonus on will saves. If you are of draconic heritage or pacted to a dragon the bonuses increase by +1 for each feat / pact.
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Caster Level(s): Sor / Wiz 6
Innate Level: 6
School: Abjuration [Draconic]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: 10 feet forward
Duration: 1 Round / level
Save: n/a
Spell Resistance: n/a
This spell causes the caster's body to become completely covered with young colorless dragon scales. The scales increase the caster's overall armor class by +1 and stack with other spells and source of AC, but they decrease his charisma score by -2. If you are of draconic heritage or pacted to a dragon the bonus increases by +1 for each feat / pact.
Innate Level: 6
School: Abjuration [Draconic]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: 10 feet forward
Duration: 1 Round / level
Save: n/a
Spell Resistance: n/a
This spell causes the caster's body to become completely covered with young colorless dragon scales. The scales increase the caster's overall armor class by +1 and stack with other spells and source of AC, but they decrease his charisma score by -2. If you are of draconic heritage or pacted to a dragon the bonus increases by +1 for each feat / pact.
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Caster Level(s): Sor /Wiz 4
Innate Level: 4
School: Transmutation [Draconic]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 round / level
Save: Reflex halves
Spell Resistance: Yes
With a word and a gesture, you fill your lungs with swirling, burning energy. Then, with a mighty exhalation, you flood the space before you with a powerful cone of fire. You breathe forth a cone of fire that deals d6 * casterlevel points of fire damage. A successful Reflex save halves this damage, and spell resistance applies. The maximum casterlevel is 18. If you are pacted to a dragon the maximum increases to 21 casterlevels, while draconic heritage increases your pre-maximum casterlevel by +2 levels and the spell by +2 DC points.
Innate Level: 4
School: Transmutation [Draconic]
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 round / level
Save: Reflex halves
Spell Resistance: Yes
With a word and a gesture, you fill your lungs with swirling, burning energy. Then, with a mighty exhalation, you flood the space before you with a powerful cone of fire. You breathe forth a cone of fire that deals d6 * casterlevel points of fire damage. A successful Reflex save halves this damage, and spell resistance applies. The maximum casterlevel is 18. If you are pacted to a dragon the maximum increases to 21 casterlevels, while draconic heritage increases your pre-maximum casterlevel by +2 levels and the spell by +2 DC points.
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Caster Level(s): Warlock 1
Innate Level: 1
School: Transmutation [Fey]
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: 1 Hostile Target
Duration: Immediate
Save: None
Spell Resistance: Yes
You throw a barrage of quills at a target, doing 1d4+1 points of magic damage each. After level 1, the spell creates 1 additional quill for every 2 caster levels, to a maximum of 5 missiles at level 9.
Innate Level: 1
School: Transmutation [Fey]
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: 1 Hostile Target
Duration: Immediate
Save: None
Spell Resistance: Yes
You throw a barrage of quills at a target, doing 1d4+1 points of magic damage each. After level 1, the spell creates 1 additional quill for every 2 caster levels, to a maximum of 5 missiles at level 9.
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Type of Feat: Heritage
Prerequisites:
Specifics: Draconic spells have increased effects when you cast them. The following spells are affected: Blessing of Bahamut, Dragon Scales, Eye of the Oracle, Firestride Exhalation, Primal Speed.
Use: Automatic
Prerequisites:
Specifics: Draconic spells have increased effects when you cast them. The following spells are affected: Blessing of Bahamut, Dragon Scales, Eye of the Oracle, Firestride Exhalation, Primal Speed.
Use: Automatic
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Type of Feat: Class [Epic]
Prerequisites: Epic Warlock
Specifics: You may select one extra invocation the next time you level up your spell progression. This feat may be selected once.
Use: Automatic
Prerequisites: Epic Warlock
Specifics: You may select one extra invocation the next time you level up your spell progression. This feat may be selected once.
Use: Automatic





