Complete Arcane - A Player's Guide To Arcane Magic For All Classes

Transcription

CDREESIDGNIARTTDD E V E L O P M E N TT E A MMICHAEL DONAIS (LEAD), ANDY COLLINS,BRUCE R. CORDELLDITORSE D I T O RGWENDOLYN F.M. KESTRELD E S I G NM A N A G E RCOVETORARTISTA R T I S T SSTEVE BELLEDIN, MATT CAVOTTA,DENNIS CRABAPPLE-MCCLAIN, EMILYFIEGENSCHUH, DOUG KOVACS, GINGER KUBIC,JEFF MIRACOLA, MONTE MOORE,WILLIAM O’CONNOR, MICHAEL PHILLIPPI,RON SPENCER, FRANZ VOHWINKELG R A P H I CCARTOD E S I G N E R SGRAPHERTODD GAMBLEANDREW FINCHR P GR & DGRAPHIC PRODUCTION SPECIALISTANGELIKA LOKOTZBILL SLAVICSEKP R O D U C T I O NCDEE BARNETT, TRISH YOCHUMD E V E L O P M E N T M A N A G E RO FRI N T E R I O RCHRISTOPHER PERKINSD I R E C T O REMATT CAVOTTACHRIS THOMASSON (LEAD),SCOTT FITZGERALD GRAYM A N A G I N GRDAWN MURINRICHARD BAKEREISM A N A G E R SI M A G ET E C H N I C I A NROBERT JORDANJOSH FISCHER, RANDALL CREWSSeeker of the song prestige class created by Jesse Decker.Resources: Miniatures Handbook by Michael Donais, Skaff Elias, Rob Heinsoo, and Jonathan Tweet; Oriental Adventures byJames Wyatt; Tome and Blood by Bruce R. Cordell and Skip Williams; Tome of Magic by David Cook, Nigel Findley, AnthonyHerring, Christopher Kubasik, Carl Sargent, and Rick Swan; Player’s Option: Spells and Magic by Richard Baker; Return to theTomb of Horrors by Bruce R. Cordell; Dragon #285, “Four in Darkness” by Monte Cook; Dragon #291, “Abuse Your Illusions”by Rich Redman; Dragon #292, “Rune-Skulls of the Abbor-Alz” by James Jacobs; Dragon #302, “Arcane Armor” by JonathanM. Richards; Dragon #312, “Heroes of the War of the Spider Queen” by Richard Baker.Based on the original DUNGEONS & DRAGONS rules created by Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONSgame designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.This product uses updated material from the v.3.5 revision.This WIZARDS OF THE COAST game product contains no Open Game Content. No portion of this work may be reproduced inany form without written permission. To learn more about the Open Gaming License and the d20 System License, please visitwww.wizards.com/d20.U.S., CANADA, ASIA, PACIFIC,& LATIN AMERICAWizards of the Coast, Inc.P.O. Box 707Renton WA 98057-0707Questions? 1-800-324-6496EUROPEAN HEADQUARTERSWizards of the Coast, BelgiumT Hofveld 6d1702 Groot-BijgaardenBelgium 322-467-3360620-17925-001-EN9 8 7 6 5 4 3 2 1First Printing: November 2004DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, Complete Arcane, and theirrespective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. All Wizards product names, characters, character names, and the distinctive likenessesthereof are trademarks of Wizards of the Coast, Inc. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the UnitedStates to the book trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors.This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibitedwithout the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.Printed in the U.S.A. 2004 Wizards of the Coast, Inc.Visit our website at www.wizards.com/dnd

ContentsIntroduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4The Nature of Magic . . . . . . . . . . . . . . . . . . . . . . .4Arcanist, Mage, or Wizard? . . . . . . . . . . . . . .4What You Need to Play . . . . . . . . . . . . . . . . . .4Chapter 2: Prestige Classes . . . . . . . . . . . . . . . .17Picking a Prestige Class . . . . . . . . . . . . . . . . . . .17Warlocks and Prestige Classes . . . . . . . . . .18Acolyte of the Skin . . . . . . . . . . . . . . . . . . . . . . . .19Sample Acolyte of the Skin . . . . . . . . . . . . .20Alienist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21Sample Alienist . . . . . . . . . . . . . . . . . . . . . . . .23Argent Savant . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24Sample Argent Savant . . . . . . . . . . . . . . . . . .25Blood Magus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26Sample Blood Magus . . . . . . . . . . . . . . . . . . .29Effigy Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30Sample Effigy Master . . . . . . . . . . . . . . . . . . .31Elemental Savant . . . . . . . . . . . . . . . . . . . . . . . . . .32Sample Elemental Savant . . . . . . . . . . . . . . .34Enlightened Fist . . . . . . . . . . . . . . . . . . . . . . . . . .34Sample Enlightened Fist . . . . . . . . . . . . . . . .36Fatespinner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37Sample Fatespinner . . . . . . . . . . . . . . . . . . . .38Geometer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39Sample Geometer . . . . . . . . . . . . . . . . . . . . . .40Green Star Adept . . . . . . . . . . . . . . . . . . . . . . . . . .41Sample Green Star Adept . . . . . . . . . . . . . . .43Initiate of the Sevenfold Veil . . . . . . . . . . . . . 44Sample Initiate of the Sevenfold Veil . . . .47Mage of the Arcane Order . . . . . . . . . . . . . . . . .48Sample Mage of the Arcane Order . . . . . .50Master Transmogrifist . . . . . . . . . . . . . . . . . . . . .51Sample Master Transmogrifist . . . . . . . . . .53Mindbender . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54Sample Mindbender . . . . . . . . . . . . . . . . . . . .56Seeker of the Song . . . . . . . . . . . . . . . . . . . . . . . .56Sample Seeker of the Song . . . . . . . . . . . . . .59Sublime Chord . . . . . . . . . . . . . . . . . . . . . . . . . . . .60Sample Sublime Chord . . . . . . . . . . . . . . . . .62Suel Arcanamach . . . . . . . . . . . . . . . . . . . . . . . . .63Sample Suel Arcanamach . . . . . . . . . . . . . . .65Wayfarer Guide . . . . . . . . . . . . . . . . . . . . . . . . . . .65Sample Wayfarer Guide . . . . . . . . . . . . . . . . .66Wild Mage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68Sample Wild Mage . . . . . . . . . . . . . . . . . . . . .70Chapter 4: Spells and Invocations . . . . . . . . .85Weaponlike Spells . . . . . . . . . . . . . . . . . . . . . . . .85Critical Hits. . . . . . . . . . . . . . . . . . . . . . . . . . . .85Sneak Attacks . . . . . . . . . . . . . . . . . . . . . . . . . .86Spell Lists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86New Assassin Spells . . . . . . . . . . . . . . . . . . . . . . .87New Bard Spells . . . . . . . . . . . . . . . . . . . . . . . . . .87New Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . .87New Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . .87New Ranger Spells . . . . . . . . . . . . . . . . . . . . . . . .88New Sorcerer/Wizard Spells . . . . . . . . . . . . . .88Warmage Spells . . . . . . . . . . . . . . . . . . . . . . . . . . .90Wu Jen Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96Warlock Invocations . . . . . . . . . . . . . . . . . . . . 130Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130Grade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130Level Equivalent . . . . . . . . . . . . . . . . . . . . . 130Blast Shape or Eldritch Essence . . . . . . . 130Least Invocations . . . . . . . . . . . . . . . . . . . . . 131Lesser Invocations . . . . . . . . . . . . . . . . . . . 131Greater Invocations . . . . . . . . . . . . . . . . . . 131Dark Invocations . . . . . . . . . . . . . . . . . . . . . 131Invocation Descriptions . . . . . . . . . . . . . . . . . 132Chapter 5: Magic Items . . . . . . . . . . . . . . . . . . 137Alternate Item Types . . . . . . . . . . . . . . . . . . . . 137Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138New Types of Items . . . . . . . . . . . . . . . . . . . . . 139Contingent Spells . . . . . . . . . . . . . . . . . . . . 139Spellbooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139Using Spellbooks . . . . . . . . . . . . . . . . . . . . 140Spellbook Construction . . . . . . . . . . . . . . 140Protecting Spellbooks . . . . . . . . . . . . . . . . 140Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141New Special Material . . . . . . . . . . . . . . . . . .141New Armor Special Abilities. . . . . . . . . . .142New Specific Armor Descriptions . . . . . .142New Weapon Special Abilities . . . . . . . . .143New Ring Descriptions . . . . . . . . . . . . . . . 144New Rod Descriptions. . . . . . . . . . . . . . . . .145Metamagic Rods . . . . . . . . . . . . . . . . . . . . . 146New Staff Descriptions . . . . . . . . . . . . . . . 146New Wondrous Item Descriptions . . . . .147Chapter 6: Arcane Monsters . . . . . . . . . . . . .Effigy Creature . . . . . . . . . . . . . . . . . . . . . . . . .Sample Effigy Creature . . . . . . . . . . . . . . .Creating an Effigy . . . . . . . . . . . . . . . . . . . .Constructing an Effigy . . . . . . . . . . . . . . .Elemental Grue . . . . . . . . . . . . . . . . . . . . . . . . .Chaggrin (Earth Grue) . . . . . . . . . . . . . . .Harginn (Fire Grue) . . . . . . . . . . . . . . . . . .Ildriss (Air Grue) . . . . . . . . . . . . . . . . . . . . .Vardigg (Water Grue) . . . . . . . . . . . . . . . . .Elemental Monolith . . . . . . . . . . . . . . . . . . . . .151151152152153153153154155155156Air Monolith . . . . . . . . . . . . . . . . . . . . . . . . . 156Earth Monolith . . . . . . . . . . . . . . . . . . . . . . 157Fire Monolith . . . . . . . . . . . . . . . . . . . . . . . . 158Water Monolith . . . . . . . . . . . . . . . . . . . . . . 158Pseudonatural Creature . . . . . . . . . . . . . . . . . 160Sample Pseudonatural Creature . . . . . . . 160Creating a Pseudonatural Creature . . . . .161Spellstitched . . . . . . . . . . . . . . . . . . . . . . . . . . . . .161Sample Spellstitched Creature . . . . . . . . .161Creating a Spellstitched Creature . . . . . .162Chapter 7: Arcane Campaigns . . . . . . . . . . . 163Bards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .163Sorcerers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164Warlocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164Warmages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165Wizards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165Specialist Wizards . . . . . . . . . . . . . . . . . . . . . . 166Abjurers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166Conjurers . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166Diviners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166Enchanters . . . . . . . . . . . . . . . . . . . . . . . . . . . .167Evokers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .167Illusionists . . . . . . . . . . . . . . . . . . . . . . . . . . . .167Necromancers . . . . . . . . . . . . . . . . . . . . . . . 168Transmuters. . . . . . . . . . . . . . . . . . . . . . . . . . 168Wu Jen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .169The DM and the Arcane Campaign . . . . . . .169Pacing the Arcane Game . . . . . . . . . . . . . . .169Designing Adventuresfor Spellcasters . . . . . . . . . . . . . . . . . . . . .169World Building with Magic . . . . . . . . . . . 172Arcane Events . . . . . . . . . . . . . . . . . . . . . . . . . . .175Spell Duels . . . . . . . . . . . . . . . . . . . . . . . . . . . .175Tournaments Arcane . . . . . . . . . . . . . . . . . 178Arcane Organizations . . . . . . . . . . . . . . . . . . . 179The Arcane Order . . . . . . . . . . . . . . . . . . . . 181Seekers of the Song . . . . . . . . . . . . . . . . . . . 183The Wayfarers Union . . . . . . . . . . . . . . . . . 184Arcane Lore. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185Multiclass Specialists andProhibited Schools . . . . . . . . . . . . . . . . .185Alternative Spellbooks . . . . . . . . . . . . . . . 186Patron Deities . . . . . . . . . . . . . . . . . . . . . . . . 188Epic Arcane Characters. . . . . . . . . . . . . . . . . . 188Becoming an Epic Arcane Character . . 188Epic Warlocks, Warmages,and Wu Jen . . . . . . . . . . . . . . . . . . . . . . . . 189Epic Prestige-Class Characters . . . . . . . . 190Epic Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190TABLE OFCONTENTSChapter 1: Classes . . . . . . . . . . . . . . . . . . . . . . . . . .5Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5Game Rule Information . . . . . . . . . . . . . . . . .7Warlock Invocations . . . . . . . . . . . . . . . . . . . . . . .8Eldritch Essence Invocations . . . . . . . . . . . .8Blast Shape Invocations . . . . . . . . . . . . . . . . .9Other Invocations . . . . . . . . . . . . . . . . . . . . . . .9Warmage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Game Rule Information . . . . . . . . . . . . . . . .12Wu Jen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14Game Rule Information . . . . . . . . . . . . . . . .15Chapter 3: Arcane Feats . . . . . . . . . . . . . . . . . . . .71Invocations and Spell-Like Abilities . . . . . . .71Feats and Weaponlike Spells. . . . . . . . . . . . . . .72Feat Descriptions . . . . . . . . . . . . . . . . . . . . . . . . .73Appendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1923620 17925 Chpt1.indd 39/15/04 9:20:28 AM

INTRODUCTIONIntroductionAlmost every session of a D&D game will at some pointturn on the power of arcane magic. Even if no players ina campaign are playing arcane spellcasters (as rare as thatwould be in most games), the heroes will inevitably encountervillains or NPC allies who do command arcane power, notto mention the wealth of monsters in the game that wieldarcane spells or spell-like abilities of their own. Regardless oftheir own involvement with magic, heroes ignore the powerof the arcane at their peril.THE NATURE OF MAGICWhile magic allows characters to perform many wondrousacts, it’s also important to roleplay the limitations ofmagic—exclusivity, mystery, and unpredictability.Exclusivity refers to the idea that magic isn’t necessarilyeasily accessible to everyone who wants to use it. This mightbe the single most important difference between magic andtechnology, given that once it becomes common knowledgehow to achieve some specific technological goal (creating amatchlock musket, for instance), anyone else should be ableto obtain the same results by following the same steps in thetechnological creation process.Knowledge of magic and technical learning propagatein very different ways, though. In an average city in whicha hundred people might have sufficient skill to build amatchlock musket, only a dozen mages might have sufficientknowledge and ability to master a new spell or reproduce adesired arcane effect. Even if magical knowledge is madeavailable, a majority of people will always be incapable ofmaking use of it, lacking either the required heritage, theblessing of a capricious deity, or a mind trained by years ofexercise and meditation.Mystery is a natural consequence of exclusivity, for withmagic, knowledge is power in a very literal sense. A wise magethinks long and carefully before sharing knowledge of a spellwith someone she doesn’t know well, and some magical innovations have been discovered and lost many times as a result.Likewise, countless fragments of learning and lore cometo light again and again in the arcane world—innovationsgleaned by individuals who then conceal their discoveries,or which are simply forgotten when their creators die.Finally, unpredictability refers to arcane magic’s incomplete and imperfect nature. No single arcanist, no matterhow powerful, knows all spells, all feats, and all methodsof casting. In magic, not even the most powerful of spells isabsolute, and exceptions and unforeseen complications comealong with every arcane rule and law.ARCANIST, MAGE, OR WIZARD?A number of terms can be used to describe arcane spellcasters, some with specific meanings and others simplydescriptive.Arcanist: Any character who can cast arcane spells. Theterm is essentially synonymous with “arcane spellcaster.”Archmage: A character with levels in the archmage prestige class (see the Dungeon Master’s Guide, page 179), thoughhighly accomplished mages are often referred to as archmageseven if they don’t have actual archmage levels.Mage: An arcane spellcaster whose primary talent isspellcasting. Bards, for example, are not referred to as mages(as sorcerers and wizards are) because spellcasting is simplyone facet of their overall talents.Sorcerer: A member of the sorcerer class. In general, ifit’s not known whether a character is a sorcerer or a wizard,he or she is referred to as a mage or arcanist.Specialist: A wizard who has specialized in a school ofmagic. A specialist should rightly be referred to by the namethat goes along with her specialty—abjurer, conjurer, diviner,enchanter, evoker, illusionist, necromancer, or transmuter.Warlock: A member of the warlock class, described inthis book beginning on page 5.Wizard: A member of the wizard class. The term includesboth specialized and nonspecialized wizards, but if a wizard’sschool of specialty is known, he is referred to by the appropriate specific name.WHAT YOU NEED TO PLAYComplete Arcane makes use of the information in the threeD&D core rulebooks—Player’s Handbook, Dungeon Master’sGuide, and Monster Manual. In addition, it includes referencesto material in the Epic Level Handbook and the Underdarksupplement for the FORGOTTEN R EALMS Campaign Setting.Although possession of either or both of these supplementswill enhance your enjoyment of this book, they are notstrictly necessary.pqqqqqqqqqqqqqqqqqqqqrsSOURCESThis book includes material from other sources, includingDragon Magazine, web articles previously published on theWizards of the Coast website, and earlier publications suchas Oriental Adventures and Tome and Blood. This materialhas been picked up and revised to v.3.5 based on feedbackfrom thousands of D&D players comparing and debatingthe strengths and weaknesses of characters and options atgaming conventions, on message boards, on email lists, andover the counters of their friendly local gaming stores.Most of the changes we made to previously publishedmaterial are intended to create an improved version of thatmaterial—to help out prestige classes that were formerlysuboptimal choices, to adjust feats or spells that weresimply too good, or take whatever steps the D&D v.3.5 revision made necessary for each individual class, feat, spell, oritem. Of course, if you’re playing with older material and it’sworking fine in your game, you shouldn’t feel compelled tochange.pqqqqqqqqqqqqqqqqqqqqrs4620 17925 Chpt1.indd 49/15/04 9:20:30 AM

Illus. by M. Cavottaizards, sorcerers, and bards represent three approaches to classes based on arcane spellcasting.While they offer a tremendous amount of versatility, they’re not the only arcane spellcastersthe game could feature. This chapter presents three newstandard character classes: the warlock, the warmage, andthe wu jen. Unlike a prestige class, a new standard characterclass is designed for use from a character’s first class level.Warlock: A supernatural character whose sinister powersare inborn abilities, not spells.Warmage: A militant spellcaster whose training focuseson battlefield magic. The warmage first appeared in theMiniatures Handbook.Wu Jen: A mysterious wizard of the eastern world, whosearcane lore revolves around mastery of the elements. Thewu jen first appeared in Oriental Adventures.WARLOCKBorn of a supernatural bloodline, a warlock seeks to masterthe perilous magic that suffuses his soul. Unlike sorcerers orwizards, who approach arcane magic through the medium ofspells, a warlock invokes powerful magic through nothingmore than an effort of will. By harnessing his innate magical gift through fearsome determination and force of will,a warlock can perform feats of supernatural stealth,beguile the weak-minded, or scour his foes with blastsof eldritch power.Adventures: Many warlocks are champions of darkand chaotic powers. Long ago, they (or in some cases, theirancestors) forged grim pacts with dangerous extraplanarpowers, trading portions of their souls in exchange forsupernatural power. While many warlocks have turnedaway from evil, seeking to undo the wrongs of theirformer colleagues, they are still chained by the oldpacts through which they acquired their powers. Thedemand to further the designs of their dark patrons,or to resist them, drives most warlocks to seek theopportunities for power, wealth, and great deeds (forgood or ill) offered by adventuring.Characteristics: Warlocks harbor great reservesof mystical energy. The font of dark magic burningin their souls makes them resistant to many formsof attack and arms them with dangerous power.Warlocks do not wield spells, but they do learn toharness their power to perform a small numberof specific attacks and tricks called invocations.Warlocks make up for their lack of versatility bybeing tougher and more resilient than sorcerersor wizards.5620 17925 Chpt1.indd 59/15/04 9:20:36 AM

Illus. by M. CavottaCLASSESCHAPTER 16their servants is often a mark in the soul, not the flesh. InAlignment: Warlocks are often chaotic or evil (andfact, many warlocks are created by nonevil powers—more than a few are both). The powers they serve canwild or fey forces that can be every bit as dangerousbe cruel, capricious, and wild, unbound by conventional views of right and wrong. However,as demons or devils. Whatever their origin, warlockseven warlocks who derive their powers fromare widely feared and misunderstood. Most are wanthe most sinister of patrons havederers who rarely stay in one place for long.been known to turn the blackRaces: Ambitious and often unpowers at their commandprincipled, humans are the mostagainst evil. A good-alignedlikely to seek out the dangerwarlock is a grim and fearous shortcuts to power thatsome enemy of evil. Alllead to life as warlocks.too familiar with theHalf-orcs are commondarkness lurking in hisas warlocks as well,heart, he gazes unflinchsince they often findingly on the evil in othersthat the powers thatand battles the foulest ofcreate warlocks dofoes without fear.not discriminateReligion: Warlocksagainst individknow firsthand the poweruals of mixedof supernatural beings, soheritage.they do not scorn religion.WarlocksEvil warlocks sometimesof otherseek the favor of cruel andraces arebloodthirsty deities, whilerare at best.good warlocks often turnOtherto the worship of noble andClasses:true deities for the strengthThe warto win the battle raging in theirlock viewstortured souls.sorcerers andBackground: Warlocks arewizards as bitborn, not made. Some are the deter rivals. He values the strength andscendants of people who traffickedcleverness of resourceful fighters andwith demons and devils long ago.rogues but rarely gets along with clericsSome seek out the dark powers asor paladins. Of course, most warlocksyouths, driven by ambition or the deunderstand that it’s a bad idea to ansire for power, but a few blamelesstagonize their comrades (especiallyindividuals are simply markedthose who hold the key to healingout by the supernatural forces asmagic), and so they work out an uneasyconduits and tools. The exact natruce with characters who otherwiseture of a warlock’s origin is upmight ostracize them.to the player to decide; just as aRole: A warlock serves much thesorcerer is not beholden to thesame role in an adventuring partymagic-wielding ancestor thatas a sorcerer or wizard would. He isbequeathed his bloodline withmuch more limited in his abilitiesarcane power, a warlock is notcompared to the spell selection ofbound to follow the sourcespellcasters, and he must rely on histhat gifted him with magic.eldritch blast in place of the spell powWarlocks are not half-fiendser of an arcane caster. Like a bard, heor tieflings by default (althoughoften fits best in a party that alreadymany creatures of those kindshas another spellcaster or two, sinceMorthos, a warlockbecome some of the mosthis unique abilities provide himpowerful and terrifywith little magic to use for hising representatives ofcompanions’ benefit.the class). The markthat the supernatural powers leave on620 17925 Chpt1.indd 69/15/04 9:20:38 AM

GAME RULE INFORMATIONWarlocks have the following game statistics.Abilities: A high Charisma score makes a warlock’sinvocations harder to resist. High Dexterity is very valuableto a warlock, allowing him to better aim his eldritch blasts,and a good Constitution score is also useful.Alignment: Any evil or any chaotic.Hit Die: d6.620 17925 Chpt1.indd 7CLASSESClass FeaturesAll the following are class features of the warlock.Weapon and Armor Proficiency: Warlocks are proficientwith all simple weapons. They are proficient with light armorbut not with shields.Because the somatic components required for warlockinvocations are relatively simple, a warlock can use any ofhis invocations while wearing light armor without incurringthe normal arcane spell failure chance. However, like arcanespellcasters, a warlock wearing medium or heavy armor orusing a shield incurs a chance of arcane spell failure (allinvocations, including eldritch blast, have a somatic component). A multiclass warlock still incurs the normal arcanespell failure chance for arcane spells received from levels inother classes.Invocations: A warlock does not prepare or cast spellsas other wielders of arcane magic do. Instead, he possesses arepertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuseshis soul. A warlock can use any invocation he knows at will,with the following qualifications:A warlock’s invocations are spell-like abilities; using aninvocation is therefore a standard action that provokes attacksof opportunity. An invocation can be disrupted, just as aspell can be ruined during casting. A warlock is entitled to aConcentration check to successfully use an invocation if heis hit by an attack while invoking, just as a spellcaster wouldbe. A warlock can choose to use an invocation defensively, bymaking a successful Concentration check, to avoid provokingattacks of opportunity. A warlock’s invocations are subject tospell resistance unless an invocation’s description specificallystates otherwise. A warlock’s caster level with his invocationsis equal to his warlock level.The save DC for an invocation (if it allows a save) is 10 equivalent spell level the warlock’s Charisma modifier.CHAPTER 1Class SkillsThe warlock’s class skills (and the key ability for each skill)are Bluff (Cha), Concentration (Con), Craft (Int), Disguise(Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana)(Int), Knowledge (the planes) (Int), Knowledge (religion)(Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int),and Use Magic Device (Cha).Skill Points at 1st Level: (2 Int modifier) 4.Skill Points at Each Additional Level: 2 Int modifier.Since spell-like abilities are not actually spells, a warlockcannot benefit from the Spell Focus feat. He can, however,benefit from the Ability Focus feat (see page 303 of the MonsterManual), as well as from feats that emulate metamagic effectsfor spell-like abilities, such as Quicken Spell-Like Abilityand Empower Spell-Like Ability (see pages 303 and 304 ofthe Monster Manual).The four grades of invocations, in order of their relativepower, are least, lesser, greater, and dark. A warlock beginswith knowledge of one invocation, which must be of thelowest grade (least). As a warlock gains levels, he learnsnew invocations, as summarized on Table 1–1 and describedbelow. A list of available invocations can be found followingthis class description, and a complete description of eachinvocation can be found in Chapter 4 of this book.At any level when a warlock learns a new invocation,he can also replace an invocation he already knows withanother invocation of the same or a lower grade. At 6thlevel, a warlock can replace a least invocation he knowswith a different least invocation (in addition to learning anew invocation, which could be either least or lesser). At11th level, a warlock can replace a least or lesser invocationhe knows with another invocation of the same or a lowergrade (in addition to learning a new invocation, whichcould be least, lesser, or greater). At 16th level, a warlockcan replace a least, lesser, or greater invocation he knowswith another invocation of the same or a lower grade (inaddition to learning a new invocation, which could be least,lesser, greater, or dark).Finally, unlike other spell-like abilities, invocationsare subject to arcane spell failure chance as describedunder Weapon and Armor Proficiency above. Warlockscan qualify for some prestige classes usually intended forspellcasters; see Warlocks and Prestige Classes, page 18,for details.Eldritch Blast (Sp): The first ability a warlock learns iseldritch blast. A warlock attacks his foes with eldritch power,using baleful magical energy to deal damage and sometimesimpart other debilitating effects.An eldritch blast is a ray with a range of 60 feet. It is a rangedtouch attack that affects a single target, allowing no savingthrow. An eldritch blast deals 1d6 points of damage at 1stlevel and increases in power as the warlock rises in level. Aneldritch blast is the equivalent of a spell whose level is eq

form, amphibious, damage reduction 5/magic, deliver touch spells, improved evasion, low-light vision, resistance to acid 10, electricity 10, speak with amphibians, speak with master, spell resistance 20; SV Fort 2, Ref 3, Will 10; Str 1, Dex 12, Con 11, Int 10, Wis 14, Cha 5. *Includes 4 armor bonus from mage armor.