D&D Homebrew Classes - The Celestial Warlock
A variant for the Warlock class from Dungeons & Dragons 3e/3.5 Edition; created by Aboleth Eye!
As always, though this homebrew was made with D&D 3.5 edition in mind, with a few tweaks you can absolutely use this material with Pathfinder 1st edition! -- Aboleth Eye
There are those who will do anything for power, or their blood itself calls out to those hungry things that lurk in the dark depths of the soul. Most warlocks tie their souls to the fiends of the dreaded Lower Planes–gaining unholy powers to influence, harm and terrorize all that is good in the planescape. They are both slaves and addicts to pleasing their masters, and even those who pact with good intentions will never be rid of the allure of evil.
To combat this growing epidemic that poisons the souls of mortals, many beings of Goodness itself began to grant their mantles and boons to those eager to right wrongs. Yet despite the ideals of these celestial patrons, they ironically see mortals as their tools and agents like their Lower Planes enemies.
Abilities: Like all invokers, the celestial warlock benefits from a high Charisma, as it is used for invocations. Dexterity is also important to avoid danger but also aim their eldritch blast ability. Because these warlocks often face fiends and other evil outsiders, their Wisdom and and Constitution are next in priority, as those ability scores directly aid their saves and resistances against fiendish spells and curses. Most spiritualists rely on their spell-like abilities to deal damage rather than weapons, so Strength is not a typical priority. Celestial warlocks often prioritize faith rather than intellect; Intelligence is not their highest priority but it can be quite useful regarding the large amount of skills they have.
Hit Die: d6.
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Points: 2 + Intelligence modifier per level; quadruple at 1st level
Table: The Celestial Warlock Class
LEVEL | BAB | Fort | Ref | Will | Special | Invoc Known | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Eldritch blast 1d6, invocation (least) | 1 | ||||||
2nd | +1 | +0 | +0 | +3 | Detect Magic | 2 | ||||||
3rd | +2 | +1 | +1 | +3 | DR 1/cold iron, eldritch blast 2d6 | 2 | ||||||
4th | +3 | +1 | +1 | +4 | Bonus Feat | 3 | ||||||
5th | +3 | +1 | +1 | +4 | Eldritch blast 3d6 | 3 | ||||||
6th | +4 | +2 | +2 | +5 | New invocation (least or lesser) | 4 | ||||||
7th | +5 | +2 | +2 | +5 | DR 2/cold iron, eldritch blast 4d6 | 4 | ||||||
8th | +6/+1 | +2 | +2 | +6 | Celestial resilience 1 | 5 | ||||||
9th | +6/+1 | +3 | +3 | +6 | Eldritch blast 5d6, Venom Immunity | 5 | ||||||
10th | +7/+2 | +3 | +3 | +7 | Energy resistance 5 | 6 | ||||||
11th | +8/+3 | +3 | +3 | +7 | DR 3/cold iron, eldritch blast 6d6, new invocation (least, lesser, or greater) | 7 | ||||||
12th | +9/+4 | +4 | +4 | +8 | 7 | |||||||
13th | +9/+4 | +4 | +4 | +8 | Celestial resilience 2 | 8 | ||||||
14th | +10/+5 | +4 | +4 | +9 | Eldritch blast 7d6 | 8 | ||||||
15th | +11/+6/+1 | +5 | +5 | +9 | DR 4/cold iron | 9 | ||||||
16th | +12/+7/+2 | +5 | +5 | +10 | New invocation (least, lesser, greater or brilliant) | 10 | ||||||
17th | +12/+7/+2 | +5 | +5 | +10 | Eldritch blast 8d6 | 10 | ||||||
18th | +13/+8/+3 | +6 | +6 | +11 | Celestial resilience 5 | 11 | ||||||
19th | +14/+9/+4 | +6 | +6 | +11 | DR 5/cold iron | 11 | ||||||
20th | +15/+10/+5 | +6 | +6 | +12 | Eldritch blast 9d6, energy resistance 10 | 12 |
Class Features
Weapon and Armor Proficiency: Celestial Warlocks are proficient with all simple weapons. They are proficient with light armor but not with shields.
Because the somatic components required for warlock invocations are relatively simple, a warlock can use any of their invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including eldritch blast, have a somatic component).
A multiclass celestial warlock still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Invocations: A celestial warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, a warlock possesses a repertoire of attacks, defenses and abilities known as Invocations that require them to focus the ethereal resonance of their soul. A celestial warlock can use any invocation known at-will, with the following qualifications:
- A celestial warlock's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity.
- An invocation can be disrupted, just as a spell can be ruined during casting.
- A warlock is entitled to a Concentration check to successfully use an invocation if hit by an attack while invoking, just as a spellcaster would be.
- A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity.
- A warlock's invocations are subject to spell resistance unless an invocation's description specifically states otherwise.
- A warlock's invoker/caster level with invocations is equal to their class level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the spiritualist’s Charisma modifier. Since spell-like abilities are not actually spells, a celestial warlock cannot benefit from the Spell Focus feat. They can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.
The four grades of celestial warlock invocations, in order of their relative power, are least, lesser, greater, and brilliant. A celestial warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a celestial warlock gains levels, they learn new invocations, as summarized on Table: The Celestial Warlock and described below. A list of available invocations can be found on the Celestial Warlock Invocations (see below).
At any level when a celestial warlock learns a new invocation, they can also replace an invocation already known with another invocation of the same or a lower grade. At 6th level, a celestial warlock can replace a least invocation known with a different least invocation (in addition to learning a new invocation, which could be either least or lesser).
At 11th level, a celestial warlock can replace a least or lesser invocation known with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater levels). At 16th level, a celestial warlock can replace a least, lesser, or greater invocation known with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or brilliant).
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Warlocks can qualify for some prestige classes usually intended for spellcasters.
Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks their foes with eldritch power, using sylvan 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 at 1st level and increases in power as the warlock rises in level. An eldritch blast is the equivalent of a 1st-level spell.
If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence. An eldritch blast can only have up to one eldritch essence and up to one eldritch shape applied at a single time.
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.
A warlock can use eldritch blast at-will as a standard action.
Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. Their caster level equals their warlock class level.
Damage Reduction (Su): Fortified by the supernatural power flowing into their body, a celestial warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/silver or evil.
At 7th level and every four levels thereafter, a warlock's damage reduction improves as shown on Table: The Celestial Warlock.
Lay on Hands (Su): Beginning at 4th level, a celestial warlock with a Charisma score of 12 or higher can heal wounds (their own or those of others) by touch. Each day the warlock can heal a total number of hit points of damage equal to their celestial warlock level multiplied by their Charisma bonus. A celestial warlock may choose to divide healing among multiple recipients, and they do not have to use it all at once. Using lay on hands is a standard action.
Alternatively, a celestial warlock can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity.
The celestial warlock decides how many of their daily allotment of points to use as damage after successfully touching an undead creature.
Celestial Resilience (Su): Beginning at 8th level, a warlock knows the trick of celestial resilience. Once per day, as a free action, a warlock can enter a calm mental state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1.
At 13th level, a warlock's celestial resilience improves. When in celestial resilience state, the warlock gains fast healing 2 instead.
At 18th level, a warlock's celestial resilience improves to fast healing 5.
Energy Resistance (Su): At 10th 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 original two selected types of energy.
Divine Health (Ex): At 12th level, a celestial warlock gains immunity to all diseases, including supernatural and magical diseases.
Bonus Languages: A celestial warlock’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of their race.
Ex-Celestial Warlocks
A celestial warlock who becomes evil aligned cannot gain new levels in this base class, but they retain all their abilities.
Warlocks and Prestige Classes
Warlocks (and their base class variants) benefit in a specific way from prestige classes that have "+1 level of existing arcane spellcasting class" or "+1 level of existing spellcasting class" as a level advancement benefit. A warlock taking levels in such a prestige class does not gain any spellcasting capabilities, but they do gain an increased caster level when using invocations and increased damage with their eldritch blast.
Levels of prestige classes that provide +1 level of spellcasting effectively stack with the warlock's level to determine their eldritch blast damage (treat their combined caster level as the warlock class level when looking at Table: The Celestial Warlock to determine eldritch blast damage), and their eldritch blast caster level (half total caster level from celestial warlock levels and levels in the applicable prestige class).
A warlock also gains new invocations known at these prestige class levels as though they gained a level in the warlock class.
A warlock cannot qualify for prestige classes with spellcasting level requirements, as they never actually learn to cast spells.
However, prestige classes with caster level requirements, such as the acolyte of the skin, are well suited to the warlock. A warlock's caster level for invocations fulfills this requirement.
Celestial Warlock Invocations
- Eldritch Essence
- Hammer Blast: (2nd) Deal full damage to objects.
- Sickening Blast: (2nd) Any creature struck by the invoker’s Eldritch Blast also becomes Sickened.
- Blast Shape
- Eldritch Glaive: (2nd) As full-round action blast becomes a glaive this turn, which uses touch attacks (up to BAB limit) to hit this turn. Cannot combine with Hideous Blow.
- Eldritch Spear: (2nd) The maximum range of the invoker’s Eldritch Blast increases to 250 feet.
- Hideous Blow: (1st) As a standard action, warlock makes a single melee attack and inflicts eldritch blast dmg in addition to normal melee dmg and eldritch essence currently applied. Cannot combine with Eldritch Glaive.
- Other
- All-Seeing Eyes: (2nd) You gain a +6 bonus on Spot/Search checks, and gain benefit as the spell comprehend languages (only for written material) for 24 hours.
- Baleful Utterance: (2nd) By speaking a word of power, the invoker destroys objects as the shatter spell.
- Call of The Beast: (1st) You gain the ability of Wild Empathy as a druid of your invoker level, and may communicate with animals as if under speak with animals for 1 hour per warlock level.
- Daylight: (2nd) Touched object radiates shadowy illumination in a 20’ radius, as the spell daylight.
- Devil’s Sight: (2nd) The invoker may see up to 30 feet through normal and magical darkness.
- Draconic Knowledge: (2nd) Gain +6 bonus on all Knowledge and Spellcraft checks for a period of 24 hours, and such checks are treated as though you are trained even if you have no ranks in the skill.
- Earthen Grasp: (2nd) A Medium-sized arm of soil rises and attempts to Grapple any creature, as the spell earthen grasp (SpC).
- Entropic Warding: (2nd) The invoker repels ranged attacks as entropic shield, leaves no tracks as the pass without trace spell and cannot be tracked by scent.
- Leaps and Bounds: (2nd) The invoker gains a +6 bonus on Balance, Jump, and Tumble checks for 24 hours.
- See the Unseen: (2nd) The invoker gains Darkvision within 60 feet and can see Invisible creatures & objects (as see invisibility), for up to 24 hours.
- Summon Mount: (1st) The invoker summons a light horse or pony as the spell summon mount, lasting up to 2 hours per invoker level. If a summoned mount is reduced to 0 hit points or less, the invoker cannot use this invocation for 24 hours.
- Swimming the Styx: (2nd) You gain a Swim Speed equal to your base land speed and a +8 racial bonus on Swim checks. You also gain the ability to breathe water as well as air. This invocation lasts for 24 hours.
- Unseen Attendant: (1st) You gain an invisible servant to tend to your whims, as the spell unseen servant.
- Celestial Warlock
- Detect Evil: (1st) You cast detect evil as the spell.
- Faerie Fire: (1st) You reveal invisible creatures as the spell faerie fire (PlH).
- Flare: (1st) You send a burst of sparkling light as the spell flare (PlH).
- Natural Affinity: (1st) You can sense natural creatures as the spell detect animals or plants.
- Eldritch Essence
- Baneful Blast: (3rd) Eldritch blast deals +2d6 extra damage against a specific creature type (see Ranger Favored Enemy Table), chosen upon first acquiring this Eldritch Essence. You cannot choose Outsiders (good) creatures for this invocation. This Invocation can be taken multiple times, choosing a different creature type for each.
- Beshadowed Blast: (4th) Any creature struck by the invoker’s Eldritch Blast also becomes Blinded.
- Brimstone Blast: (3rd) The invoker’s Eldritch Blast inflicts Fire damage.
- Hellrime Blast: (4th) The invoker’s Eldritch Blast inflicts Cold damage.
- Blast Shape
- Eldritch Chain: (4th) If an Eldritch Blast hits its initial target, the invoker may attempt to hit a nearby enemy; “jumping” the eldritch blast chain to one secondary target per five caster levels, so you can strike two additional targets at 10th level, three at 15th, and four at 20th level. Each new target must be within 30 feet of the previous one, and you can’t target the same creature more than once with the eldritch chain. If you miss any target in the chain, the eldritch chain attack ends there.
- Each target struck after the first takes half the damage dealt to the first target. This reduction in damage to secondary targets applies to any effect that increases the damage of your eldritch blast (such as vitriolic blast). You must make a separate spell penetration check for each target, if applicable.
- Other
- Charm: (4th) One living creature within 60 feet considers the invoker its ally, requiring a Will save to resist (language-dependent). You can never have more than one target charmed at a time with this ability. If a second is charmed, you lose your hold on the first. Other than these differences, this ability works as charm monster.
- Cold Comfort: (3rd) You and nearby allies are protected from inclement weather, as the endure elements spell.
- Enthralling Voice: (6th) Your speech causes all enemies (HD equal or less than invoker level) that can hear you within a 40-foot radius to make a Will save. Failing this save causes them to become fascinated as long as you speak and concentrate (max 1 round/level + 5 rounds thereafter). You need not share a common language with affected enemies.
- Fell Flight: (3rd) The invoker gains a Fly speed equal to their land speed with good maneuverability for up to 24 hours.
- Flee the Scene: (4th) You can use dimension door as a spell-like ability, although the range is limited to short (25 ft. + 5 ft./2 levels). When you use this ability, you leave behind a major image of yourself in your place that lasts for 1 round. The image reacts appropriately to attacks as if you were concentrating on it.
- Relentless Dispelling: (4th) As targeted dispel magic, the round after you use this invocation, the target of the effect is subjected to another targeted dispel magic at the start of your turn (with no additional action required on your part).
- Stony Grasp: (3rd) A Medium-sized arm of soil rises from the targeted square of earth, sand, or unworked stone--as the spell stony grasp (SpC). t attempts to Grapple any creature.
- Thieves Bane: (3rd) As hold portal, plus the portal explodes for 5d6 damage when forced open.
- Voidsense: (4th) You gain blindsense up to 30 feet for 24 hours.
- Voracious Dispelling: (4th) You can use dispel magic as the spell. Any creature with an active spell effect dispelled by this invocation takes 1 point of damage per level of the spell effect (no save).
- Walk Unseen: (2nd) The invoker vanishes from sight, as the spell invisibility.
- Weighty Utterance: (4th) A single flying creature within 60 feet must make a Will save or they fall 5 feet per invoker level.
- A creature that is forced to the ground as a result of this invocation takes 1d6 points of damage per 10 feet traveled and cannot fly again for 1 round
- Witchwood Step: (3rd) Your movement is unaffected by undergrowth or rubble of any kind, and you are immune to being entangled. You can walk on water, as the water walk spell. This invocation lasts for 24 hours.
- Celestial Warlock:
- Celestial Feathers: (2nd) You conjure an aura of sharp feathers, as the spell cloud of knives (PlH II).
- Celestial Blade-ring: (3rd) You conjure a ring of alignment-attuned blades in a 5-foot radius of yourself lasting 1 round per caster level, as the spell ring of blades (CArc). You must wait 1d4+1 rounds in between uses of this invocation.
- Divine Presence: (2nd) You gain a sacred bonus to Intimidate checks against anyone who does not worship your patron deity, as the spell divine presence (CCh). You must have a patron deity to obtain this invocation.
- Flarebomb: (4th) You create a burst of light as the spell flare (PlH), affecting all creatures in a 10 foot radius.
- Patient Healing: (4th) After meditating for 1 hour, whenever you dole out healing with your lay on hands ability you heal an additional number of hit points equal to half your Charisma modifier (min +1). This invocation lasts 24 hours.
- Wall of Light: (3rd) Creates a wall of shining light, as the spell wall of light (SpC).
- Eldritch Essence
- Bewitching Blast: (4th) Any creature struck by the invoker’s Eldritch Blast must succeed on a Will saving throw or become confused for 1 round.
- Hindering Blast: (4th) Any creature struck by the invoker’s Eldritch Blast must succeed on a Will save or be slowed for 1 round.
- Penetrating Blast: (6th) Blast has +4 bonus on caster level checks to overcome spell resistance, and target has spell resistance lowered.
- Repelling Blast: (6th) Any creature up to Medium-size struck by the invoker’s Eldritch Blast must succeed on a Reflex save or be hurled backwards 1d6 squares (1d6x5ft) directly away from the invoker. At the end of this movement they are knocked prone.
- If the creature strikes a solid object, it stops prematurely, taking 1d6 points of damage per 10 feet hurled, and it is still knocked prone. Movement from this blast does not provoke attacks of opportunity.
- Blast Shape
- Eldritch Cone: (5th) The invoker’s Eldritch Blast becomes a 30-foot cone, affecting all targets within. This is an area of effect and does not require a ranged touch attack. Any creature in the area of the cone can attempt a Reflex save for half damage.
- Eldritch Line: (5th) The invoker’s Eldritch Blast becomes a 60-foot line, affecting all targets within. This is an area of effect and does not require a ranged touch attack. Any creature in the area of the cone can attempt a Reflex save for half damage.
- Other
- Baleful Geas: (6th) The invoker forces a single living creature to carry out a service or to refrain from an action or course of activity, as they desire. This invocation requires a Will save to negate the effect, otherwise it functions as the geas/quest spell with the following changes: The creature’s Hit Dice must be no more than the invoker’s class level. Twenty-four hours after the target becomes affected by this invocation, it takes 1d4 points of Strength damage; this damage repeats every 24 hours thereafter. If the target’s Strength is reduced to 0, the invocation immediately ends.
- Creatures immune to Strength damage instead take 2d4 points of damage every 24 hours.
- A creature that successfully saves against this cannot be affected by the same invoker’s baleful geas invocation for 24 hours.
- Chilling Fog: (6th) The invoker creates a cold magical fog, as the solid fog spell. Each creature within the area takes 2d6 points of cold damage at the start of its turn. You can have only one chilling fog in place at a time; creating a second chilling fog automatically dismisses any chilling fog you previously created
- Devour Magic: (6th) The invoker delivers a targeted greater dispel magic effect with your touch. The invoker gains 5 temporary hit points for each spell level dispelled by this touch invocation, the temporary hit points fade after 1 minute and do not stack with other temporary hit points.
- If you devour a new spell, you can replace the old temporary hit points with the ones gained from the more recent spell, thus resetting the duration. The invoker cannot devour their own invocations.
- Warlocks Call: (5th) The invoker sends a mental message across a great distance, as the sending spell. However, a creature unwilling to reply can attempt a Will save to turn the sending back on the invoker, inflicting 1d10 points of untyped magic damage to them.
- Celestial Warlock
- Cleansing Blast [Essence]: (4th) Wielding the righteous vengeance of nature, aberrations affected by your Eldritch Blast have the blast’s damage dice increase to d8s.
- Denounce: (2nd) You awaken guilt and shame within an outsider as the spell denounce (FCodex II).
- Fervent Grace: (6th) Transform into a lammasu for 1 round/2 warlock levels, as the spell polymorph.
- Leyline Shimmer: (5th) The invoker fills a 60-foot radius centered around them with brilliant light, affecting undead creatures as the spell radiance (PlH II).
- Lucent Lance: (5th) The invoker creates a surge of dazzling, sizzling light as the spell lucent lance (6th).
- Rainbow Blast: (3rd) The invoker creates 5 elemental bolts as the spell rainbow blast (SpC), as a caster of their invoker level.
- Unveil Facade: (5th) As a standard action, the invoker targets a single creature with melee touch, requiring a Will saving throw to negate the effects of inner beauty (FC1). This effect lasts 1 minute per level.
- Wall of Moonlight: (4th) Create a wall of pale cleaving light that harms undead, as the spell wall of moonlight (PGtF)
- Eldritch Essence
- Binding: (7th) Any creature struck by a binding Eldritch Blast must succeed on a Will save or be stunned for 1 round. This is a mind-affecting effect.
- Blast Shape
- Eldritch Doom: (8th) Blast affects all enemies within a 20 foot radius of yourself.
- Other
- Caster's Lament: (8th) The invoker can produce a break enchantment effect (as the spell) with their touch, affecting a single target once per 24-hour period—e.g. an ongoing spell, a permanent transformation, a magic item, or the like. In addition, the invoker can instead use this invocation to counterspell another caster’s spell (of 7th level or lower) as if casting greater dispel magic.
- Dark Discorporation: (8th) The invoker becomes a Swarm of Diminutive-sized shadows shaped like bats that fills two 10-foot squares (or eight contiguous 5-foot squares, shapeable as they desire). The invoker can take only move actions (so you cannot use other invocations) while under the effect of dark discorporation. The duration of this ability is 24 hours. In this swarmlike form, the invoker gains the following characteristics and traits:
- Abilities: Strength score drops to 1, but Dexterity score increases by +6.
- Armor Class: Invoker loses any natural armor or armor bonuses to Armor Class, gaining a +4 size bonus and a deflection bonus equal to your Charisma modifier to Armor Class.
- Movement: Gain a fly speed of 40 feet (perfect), and the invoker can pass through openings a Diminutive creature could pass through.
- Swarm Traits: While in this form, the invoker is not subject to critical hits or flanking, and becomes immune to weapon damage. They cannot be tripped, grappled, bull rushed or grapple opponents. The invoker becomes immune to any spell or effect that targets a specific number of creatures, except for mind-affecting spells and abilities. They also take half again as much damage (+50%) from spells or effects that affect an area. Unlike other swarms of Diminutive creatures, the invoker is not vulnerable to wind effects. If reduced to 0 hit points or less (or rendered unconscious by nonlethal damage) they instantly return to their normal form in a square of their choice formerly covered by the swarm.
- Swarm Attack: Gain a swarm attack that deals 4d6 points of damage to any creature whose space the swarm occupies at the end of the invoker’s turn, striking as a magic weapon of their alignment.
- Distraction: Any living creature vulnerable to the swarm attack that begins its turn in a square occupied by the swarm must make a Fortitude save or be nauseated for 1 round. Spellcasting or concentrating on spells within the area of the invoker’s swarm requires a Concentration check (DC 20 + spell level).
- Possessions: All of the invoker's worn or carried equipment and items become nonfunctional, absorbed into the new swarm form.
- Dark Foresight: (9th) Use foresight as the spell, and communicate telepathically with a close target of the effect.
- Energy Immunity: (8th) The invoker gains immunity to a single elemental damage type (chosen when using this invocation), as the spell energy immunity (CM) for 24 hours. If this invocation is used again while the first duration is still active, the new immunity replaces the old one.
- Impenetrable Barrier: (7th) Conjure a wall of force as the spell.
- Path of Shadow: (6th) This invocation allows the invoker to use shadow walk as the spell. Each hour that spent shadow walking with this ability, the invoker regains hit points as if they had rested for a full day.
- Retributive Invisibility: (6th) The invoker vanishes from sight even while in direct combat, as the spell greater invisibility (targeting only themselves). If this invocation is dispelled, a shock wave releases from the invoker in a 20-foot radius burst--which inflicts 4d6 sonic damage to all creatures in the area and stuns them for 1 round (Fortitude save halves the damage and negates the stunning effect).
- Steal Summoning: (5th) The invoker uses words of power to take control of another caster's summoned creature, as the spell steal summoning (CM).
- Word of Changing: (5th) The invoker utters a powerful word that transforms a single creature into an inoffensive form, as the effect of the baleful polymorph spell. However, when the 24 hours after being transformed elapses, the subject is entitled to a second saving throw (at its original save bonus) to spontaneously resume its normal form. If this second save fails, it remains in its new form permanently or until restored by some other means.
- Celestial Warlock
- Brightheart Blast [Essence]: (8th) The invoker’s Eldritch Blast inflicts positive energy damage, which harms undead creatures (much like heal/cure spells). Any living creature struck by the attack (or its area of effect) is instead healed a number of hit points equal to your invoker level.
- Heavenly Foresight: (9th) Use foresight as the spell, and communicate telepathically with a close target of the effect.
- Rejuvenating Light: (7th) The invoker uses rejuvenating light (CCh) as the spell, centered on themselves, lasting a number of minutes equal to half their invoker level. Once used you cannot use this invocation for 1 hour.
- Manifest Celestial
- Level: 8th
- Replaces: Celestial Resilience
- Benefit: Manifest Celestial
- Manifest Celestial (Ex): Starting at 8th level, a celestial warlock forces the light in their soul to temporarily reshape their body into that of a lesser celestial. The warlock physically becomes more similar in form and nature to a protectar angel or other lower-rung angel. Typically the celestial warlock gains a pair of wings made from heavenly light, an imperfect golden halo around their head, and their eyes emit bright light.
- Once per day as a swift action on their turn, the celestial warlock’s form changes to Medium size (space 5 ft / reach 5 ft) and their type is treated an outsider with the good subtype, regardless of alignment. A manifesting warlock also gains a temporary +2 sacred bonus to Strength and Constitution, a fly speed of 60 feet (good), darkvision out to 60 feet, a +2 sacred bonus on saving throws. Lastly, the celestial warlock in this form gains the ability to speak and understand Celestial.
- A celestial warlock can remain in this angelic form for a number of rounds equal to 3 plus their (newly improved) Constitution modifier (min. +0). With the bonus to Constitution, the celestial warlock gains 1 temporary hit point per character Hit Dice. A celestial warlock can dismiss their manifestation early, but can only manifest once per encounter.
- Like the barbarian’s rage class feature, manifesting a celestial in a mortal body takes its toll. At the end of the manifestation, the warlock loses the manifest celestial bonuses and modifiers, and becomes fatigued for the duration of the current encounter (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run).
- At 13th and 18th level, a celestial warlock gains an additional daily use of this class feature.
- At 13th level, a celestial warlock’s manifestation becomes more refined: granting them traits and abilities like those of hound archons and other greater celestials. Their abilities while manifesting increase–their sacred bonus to Strength and Constitution increases to +4, and the sacred bonus to all saving throws increases to +4. With this improved bonus to Constitution, the celestial warlock now temporarily gains 2 hit points per character Hit Dice while manifesting.
- In addition starting at 13th level, all melee weapons wielded by the manifesting warlock count as good for Damage Reduction purposes, and all evil creatures in a 10 foot radius of the manifesting warlock take a -2 penalty to attack rolls and saving throws (no save to resist).
- The celestial warlock’s manifestation size, flight capabilities and creature types stay the same. If the celestial warlock is lawful or chaotic in alignment at this level, they now gain their respective lawful or chaotic subtypes while manifesting.
- At 18th level, the celestial warlock no longer becomes fatigued after using their manifest celestial ability.
- This ability is similar to the cleric spells lesser holy transformation and holy transformation.
- Manifest Fiend [Warlock]
- Level: 8th
- Replaces: Fiendish Resilience
- Benefit: Manifest Fiend
- Manifest Fiend (Ex): Starting at 8th level, a warlock forces the darkness in their soul to temporarily reshape their body into that of a lesser fiend. The warlock physically gains traits similar to that of a excruciarch/pain devil, erinyes or other low-caste fiendish outsider. Typically the warlock gains a pair of bat-like wings made from twisting darkness, horns (singular or paired) jutting from their temples, and their eyes become wells of infernal flame.
- Once per day as a swift action on their turn, the warlock’s form changes to Medium size (space 5 ft / reach 5 ft) and their type is treated an outsider with the evil subtype, regardless of alignment. A manifesting warlock also gains a temporary +2 profane bonus to Strength and Constitution, a fly speed of 60 feet (good), darkvision out to 60 feet, a +2 profane bonus on saving throws. Lastly, the warlock in this form gains the ability to speak and understand Infernal.
- A warlock can remain in this fiendish form for a number of rounds equal to 3 plus their (newly improved) Constitution modifier (min. +0). With the bonus to Constitution, the warlock temporarily gains 1 hit point per character Hit Dice. A warlock can dismiss their manifestation early, but can only manifest once per encounter.
- Like the barbarian’s rage class feature, manifesting a fiend in a mortal body takes its toll. At the end of the manifestation, the warlock loses the manifest fiendish bonuses and modifiers, and becomes fatigued for the duration of the current encounter (–2 penalty to Strength, –2 penalty to Dexterity, can't charge or run).
- At 13th and 18th level, a warlock gains an additional daily use of this class feature.
- At 13th level, a warlock’s manifestation becomes more refined: granting them traits and abilities like those of pit fiends and other greater fiends. Their abilities while manifesting increase–their profane bonus to Strength and Constitution increases to +4, and the profane bonus to all saving throws increases to +4. With this improved bonus to Constitution, the warlock now temporarily gains 2 hit points per character Hit Dice while manifesting.
- In addition starting at 13th level, all melee weapons wielded by the manifesting warlock count as evil for Damage Reduction purposes, and all good creatures in a 10 foot radius of the manifesting warlock take a -2 penalty to attack rolls and saving throws (no save to resist).
- The warlock’s manifestation size, flight capabilities and creature types stay the same. If the warlock is lawful or chaotic in alignment at this level, they now gain their respective lawful or chaotic subtypes while manifesting.
- At 18th level, the warlock no longer becomes fatigued after using their manifest fiend ability.
- This ability is similar to the cleric spells lesser holy transformation and holy transformation.
- Outsider Flight [Warlock/Celestial Warlock]
- Level: 8th
- Replaces: Celestial Resilience or Fiendish Resilience
- Benefit: At 8th level, a warlock (standard or celestial) is able to manifest a pair of outsider wings once per day. These wings are considered natural appendages to the warlock, and are present for up to an hour. The wings provide a base flying speed equal to the warlock’s base land speed, with good maneuverability.
- At 13th and 18th level the warlock can manifest these wings an additional time per day.
- At 18th level the flight improves to perfect maneuverability. Their fly speed increases to double their base land speed (up to 80 ft maximum).
- Special: If a warlock with Outsider Flight obtains the Fell Flight invocation, they may fly at-will an additional time per day and their duration increases to up to 2 hours per use.
- Additionally, if the warlock has the Fell Flight invocation they gain a deflection bonus to their Armor Class equal to their Charisma modifier. This deflection bonus only applies while they are flying at least 5 feet above solid ground (or sand, water, magma, etc.)