D&D Homebrew Classes - The Fey Warlock
A homebrew variant of the Warlock class for 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
Warlocks normally gain incredible eldritch power by pledging themselves to fiends of great infamy. However, there are beings just as alluring and powerful found among the Fey. The Feywild, the demiplane home to almost all sylvan creatures great and small, often takes an interest in mortals and offers them powers and invocations. Feylocks, or fey warlocks, are those lucky few who become vessels to the potentially endless power of Nature manifested by the sylvan fey.
But be warned, the Feywild is very little understood. And its denizens could potentially be just as dangerous as any of the Lower Planes. And the rare fey that interact with mortals for good or ill represent only the tip of the iceberg. The greater fey, beings known as archfey, supposedly are equal in power to minor nature gods and demigods. Their power is strange and awesome, and yet it is only granted by their capricious whims and fancies.
The increase in mortals who wield fey-given power may suggest that the Feywild realm might be awakening from a long slumber, or possibly be spilling into the Material Plane in a greater surge. It may be that there is some strange call coming from the Feywild and the archfey, an unconscious song that awakens ancient blessings or lineages gifted to mortals by their bloodlines. Woe to those who underestimate the effect this development could have on life as we currently know it.
Feylocks, or fey warlocks, are almost always chaotic. Their unique abilities are often not well understood, even by themselves, so it often puts them at odds with normal society. Some are even outcasted for their abilities, as feylocks can often be misconstrued as fiendish warlocks. Some fey warlocks revel in their unpredictability, having learned that being tied down weakens their fey connection. Most fey warlocks are chaotic good or chaotic neutral; luckily only few have the savagery for chaotic evil or the disdain for others to be neutral evil.
Fey warlocks can come from any race or people, either through ancestry, seeking power or being blessed by a powerful fey. Fey entities have often cavorted with humans as entertainers, spies, enemies and even lovers; and when the stars align a child may manifest the abilities of these endless emanations of nature, due to some long-past ancestral dalliance.
Others hear the call of nature and seek to obtain it for themselves; unlike druids who hear the call and balance the power of nature within and without themselves.
Lastly, the fey love youth, beauty and creativity; and may reward a mortal for such gifts by becoming their patron or “godparent”.
The gifts of a fey warlock are different from a fiendish one, acquiring the powers to command the natural world, create miracles that last until midnight, and even reveal hidden secrets and selves through reflections.
Fey warlocks also benefit from a deeper connection to the natural world, manipulating living creatures to either save others or bend them to their whimsical desires. They work well as guides in the Feywild and other wild places, but they delight more in influencing mortals too much to choose fully hermetic or druidic lives.
The energies coursing through them, their burning passion for magic and mischief, it is all too great to stay sedentary or contemplate. For the fey warlock knows that their lives are short, and any chance of ascending to their patrons' immortal existence require constant use of their gifts.
Class Details
Abilities: A fey warlock benefits from a high Charisma, as it is used for invocation DCs and their array of social class skills. Dexterity is also important to avoid danger but also aim their eldritch blast ability. Intelligence and Constitution are next in priority, as those ability scores get the most out of their class skills and hit dice. Most fey warlocks rely on their spell-like abilities to deal damage rather than weapons, so Strength is not a typical priority. They also rely on their better Will saves rather than bolster it with Wisdom–as well as their typical chaotic nature makes them unreflective and inattentive to anything that does not interest them.
Alignment: any non-lawful
Hit Die: d6.
Class Skills: The fey warlock's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Profession (any) (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Points: 2 + Intelligence modifier, quadruple at 1st level
Table: The Fey Warlock
Level | BAB | Fort | Ref | Will | Class Features | 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 | Damage reduction 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 | Damage reduction 2/cold iron, eldritch blast 4d6 | 4 | ||||||
8th | +6/+1 | +2 | +2 | +6 | Fey 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 | Fey 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 archfey) | 10 | ||||||
17th | +12/+7/+2 | +5 | +5 | +10 | Eldritch blast 8d6 | 10 | ||||||
18th | +13/+8/+3 | +6 | +6 | +11 | Fey 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: Fey 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 fey 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 fey warlock still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Invocations: A fey 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 fey warlock can use any invocation known at-will, with the following qualifications:
- A 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 fey 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 fey warlock invocations, in order of their relative power, are least, lesser, greater, and archfey. A fey warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a fey warlock gains levels, they learn new invocations, as summarized on Table: The Fey Warlock and described below. A list of available invocations can be found on the Fey Warlock Invocations (see below).
At any level when a fey 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 fey 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 fey 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 fey 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 archfey).
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 fey warlock class level.
Damage Reduction (Su): Fortified by the supernatural power flowing in their body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron.
At 7th level and every four levels thereafter, a warlock's damage reduction improves as shown on Table: The Fey Warlock.
Bonus Feat: At 4th level, a fey warlock obtains a bonus feat from the list below. You may obtain this bonus feat, regardless if you do not have the normal prerequisites for that feat.
Spell Penetration, Empower Spell-Like Ability, Extra Invocation, Quicken Spell-like Ability, or Heighten Spell-like Ability.
If you choose a feat that modifies a Spell-like Ability, you must declare a specific spell-like ability upon acquiring the feat.
Fey Resilience (Su): Beginning at 8th level, a warlock knows the trick of fey 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 fey resilience improves. When in fey resilience state, the warlock gains fast healing 2 instead.
At 18th level, a warlock's fey resilience improves to fast healing 5.
Venom Immunity (Ex): At 9th level, a fey warlock gains immunity to all poisons.
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.
Ex-Fey Warlocks
A fey warlock who becomes lawful 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 Fey 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.
Fey Warlock Invocations
Least
- Eldritch Essence
- Sickening Blast: (2nd) Any creature struck by the invoker’s Eldritch Blast also becomes Sickened.
- Hammer Blast: (2nd) Deal full damage to objects.
- Blast Shape
- Eldritch Spear: (2nd) The maximum range of the invoker’s Eldritch Blast increases to 250 feet.
- 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.
- Beguiling Influence: (2nd) The invoker receives a +6 bonus on Bluff, Diplomacy, & Intimidate checks for up to 6 hours.
- Breath of the Night: (1st) Creates a mist around the invoker in a 20-foot radius, as the spell fog cloud.
- Call of The Beast: (1st) You gain the ability of Wild Empathy as a druid of your level, and may communicate with animals as if under speak with animals for 1 hour per warlock level.
- Dark One’s Own Luck: (2nd) The invoker receives a Luck bonus on one saving throw type (Fort, Reflex or Will) equal to your Charisma bonus (if any), for up to 24 hours. You can’t apply this ability to two different save types at the same time. This bonus can never exceed your class level.
- Darkness: (2nd) Touched object radiates shadowy illumination in a 20’ radius, as the spell darkness.
- 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 .
- Miasmic Cloud: (1st) Creates a 10-foot radius of mist around the invoker. The fog doesn’t block line of sight but grants concealment to everyone within it. All creatures (except the invoker) within the mist must make a Fortitude save or become Fatigued. This effect lasts as long as the creature remains within the cloud and for 1 round thereafter. A moderate wind, or any fire larger than a torch, immediately disperses the fog. The fog otherwise lasts for 1 minute.
- Scalding Gusts: (2nd) You conjure a warm breeze as the gust of wind spell; any creature in the area takes fire damage equal to your level.
- 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.
- Soulreaving Aura: (2nd) As reaving aura, plus if a creature dies within 10 feet of you it grants you temporary hit points equal to its Hit Dice for 1 round.
- Spiderwalk: (2nd) The invoker can climb walls and ceilings as the spell spiderwalk and gains an immunity to webs for up to 24 hours.
- Summon Swarm: (2nd) Summons either a Swarm of Bats, Rats or Spiders as the spell summon swarm.
- They may also summon a murder of crows or other birds.
- 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.
- Fey Warlock
- Bed of Thorns: (1st) The invoker as a standard action causes thorny vines to sprout on any non-solid ground in a single 5 ft. square, plus an additional square at 4th level and each 4 levels thereafter. The square is difficult terrain and counts as being covered in caltrops. The effect is instantaneous, although a square worth of thorns may be cleared up with one minute of work or 5 points of fire damage. If conjured underneath an enemy, they make a Reflex save to negate the caltrop damage.
- Goodberry: (1st) As the spell goodberry, each berry heals an additional +1 hp per 10 levels
- Leaf Armor: (1st) The invoker summons a magical suit made of leaves and wood, acting as both clothing and armor. The suit grants a +4 armor bonus to AC, and can be enchanted as actual armor that can be summoned again and again with its enhancements. The suit has 5 hit points per invoker level and has no AC penalty to skill checks. The suit lasts 24 hours or until dismissed.
- Natural Affinity: (1st) The invoker can sense natural creatures as the spell detect animals or plants.
- Rose Missile: (1st) As a standard action ranged attack the invoker throws a magical rose within 60 feet at a single creature. On a successful hit, the rose inflicts 1d8 piercing dmg plus Charisma modifier (min 0), critical x2.
- Sleepwalker: (2nd) The invoker puts a single target creature into a half-dreaming state, as the spell nightmare lullaby (SpC). The target must be able to hear the invoker and must make a Will saving throw to negate becoming confused for 1 round per invoker level.
- Speak with Plants: (2nd) The invoker can communicate with trees and other plants as the spell speak with plants.
- 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.
- Tongue Twister: (1st) The invoker targets a single creature within 45 feet, attempting to magically distort their words and vocalizations. If the creature fails a Will saving throw, for 1 round per level their words become distorted. Every time they speak there is a 50% chance their words come out as nonsense, and they have a 50% spell failure chance when casting spells that have verbal components. A creature that succeeds the saving throw is immune to this effect for 24 hours.
- Virago Gusts: (2nd) You conjure a wintry breeze as the gust of wind spell; any creature in the area takes cold damage equal to your level. [Scalding Gusts alternate]
Lesser
- Eldritch Essence
- Baneful Blast: (3rd) Your 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 Fey 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 must make a Fortitude save, failing results in them being Blinded for 1 full round.
- 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.
- Curse of Despair: (4th) Touched target is inflicted with a curse, as bestow curse. Even if the save against this ability succeeds, the creature takes a –1 penalty on attack rolls for 1 minute.
- 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.
- Humanoid Shape: (3rd) You can assume any humanoid form, as the change shape special ability. You can remain in the form for up to 24 hours or until you take a standard action to assume a new form or return to your natural form.
- Mask of Flesh: (3rd) The invoker makes a melee touch attack against a living creature of their size category. If successful, the invoker’s physical appearance (including garb) changes to match the target’s, as disguise self. In addition when using this invocation, the invoker can choose to bestow temporary –1d6 penalty to the touched creature’s Charisma score.
- This penalty can’t reduce the creature’s Charisma below 1, and the choice to inflict the ability damage is decidedly evil in alignment.
- A successful Will save by the target negates both effects. A creature that successfully saves can’t be affected by your use of mask of flesh for 24 hours. Both effects last for 1 hour per warlock level; if you dismiss the invocation, both the disguise spell and Charisma penalty effects end.
- An invoker cannot have both Humanoid Shape and Mask of Flesh as known invocations.
- 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). It attempts to Grapple any creature.
- Thieves Bane: (3rd) As hold portal, plus the portal explodes for 5d6 damage when forced open.
- 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.
- Wall of Gloom: (2nd) Creates a wall of ominous solid shadows, as the spell wall of gloom (SpC).
- 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.
- Fey Warlock
- Barkskin: (2nd) The invoker casts barkskin on themselves.
- Blinding Beauty: (4th) The invoker channels the brilliance of nature within themselves for 1 round, as the spell blinding beauty (BoED). All humanoids within 60 ft. of you must make a Fortitude save or be blinded.
- Bountiful Harvest: (3rd) The invoker gains a +6 bonus to several nature-based skills for 24 hours. They gain the bonus to all Knowledge (nature) and Survival checks, as well as Craft and Profession checks relating to nature, such as alchemy, poisonmaking, farming, herbalism, etc. The invoker is considered to have ranks in these skills while this invocation is active.
- Cloud of Petals: (3rd) The invoker creates a burst of dancing petals, as the spell fog cloud. The invoker and one ally chosen upon casting are able to move, attack through and otherwise be unaffected by the cloud’s effects. The invoker can only have one cloud of petals active at a time. Any additional casting causes the original cloud to vanish. As a standard action the invoker can move an active cloud up to 30 feet, so long as the invoker is initially within 60 feet of the cloud’s edge.
- Entangling Grasses: (3rd) The invoker agitates all nearby plants into ensnaring intruders, as the spell entangle, except allies can be excluded.
- Green Command: (4th) The invoker casts command plants. Any creature that succeeds the saving throw is immune to this effect for 24 hours.
- Growth Wave: (3rd) Within a 60-ft cone, the invoker agitates local plants, replicating either plant growth or diminish plants.
- Healing Surge [Essence]: (3rd) Your eldritch blast does not inflict damage, instead it heals temporary hit points to a living creature. A living creature cannot gain temporary hit points beyond their maximum hit points.
- Undead instead take this as empowered positive energy damage, taking an additional +50% damage.
- Plant creatures are given maximized temporary hit points instead of taking any damage or healing.
- Thorn’s Embrace: (3rd) The invoker’s flesh sprouts an entanglement of sharp plant spikes without pain, as the spell thornskin (SpC).
- Wall of Roses: (4th) The invoker conjures flowering briars in a prickly wall as the wall of thorns spell, lasting 1 round/level.
Greater
- 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.
- Noxious Blast: (6th) Any creature struck by the invoker’s Eldritch Blast must succeed on a Fortitude save or become nauseated for 1 minute.
- 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.
- Vitriolic Blast: (6th) The invoker’s Eldritch Blast inflicts +2d6 acid damage on a successful hit, and the invoker ignores the target’s spell resistance. The additional acid damage persists for 1 additional round for every 5 levels the invoker has.
- 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.
- 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 the same invoker’s baleful geas invocation for 24 hours.
- Caustic Mire: (6th) The invoker fills a 20-foot radius with acid, as the spell caustic mire (CM). If the invoker uses this invocation while another caustic mire is active, the previous mire’s effect ends.
- 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 upon the invocation being cast, and if it ends its turn within the fog. 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.
- Enervating Shadow: (6th) The invoker is shrouded by shadows, granting them total concealment in any area that isn’t brightly lit (e.g. daylight or in the radius of a spell with the light descriptor). In addition, any living creature adjacent to the invoker with this ability active must make a Fortitude save at the beginning of its turn or take a –4 penalty to Strength for 5 rounds. Once a creature is affected by enervating shadow, it cannot be affected again by the same invoker’s enervating shadow for 24 hours.
- The duration of this ability is 5 rounds, and it can be countered or dispelled by any light descriptor spell or effect of equal or higher spell level.
- Nightmares Made Real: (5th) The invoker turns the surrounding area into something out of a nightmare, as the spell nightmare terrain (CM). In addition to the normal effect, all creatures within the area at the start of the invoker’s turn take 1d6 points of damage if they do not succeed on Will saves to disbelieve the effect. If this invocation is used a second time while a previous one is still present, the previous nightmares made real duration immediately ends.
- Painful Slumber of Ages: (6th) The invoker puts a single target to sleep, as the spell endless slumber (CM). Any creature awakened from this effect by anything other than a successful save takes damage equal to the invoker’s warlock level (no save).
- Tenacious Plague: (6th) The invoker calls a locust swarm as the spell insect plague, conjuring up to one swarm per 3 invoker levels (max 6). The invoker adds their Charisma modifier to the Fortitude save DC to resist the swarm’s distraction ability. The attacks of any locust swarm summoned by this ability are treated as magic weapons for damage reduction purposes.
- Wall of Perilous Fire: (5th) The invoker conjures a wall of violet, spectral fire, as the spell wall of fire. Half the wall’s damage results from supernatural power and is therefore not subject to fire resistance.
- If a creature is reduced to 0 hit points or lower by this invocation’s effect, its remains are completely consumed 1 round later (as if by a destruction spell).
- 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 damage to them.
- Fey Warlock
- Beckon Treefriend: (5th) The invoker grants animation to a single Large tree or smaller plant, as the spell animate plants.
- Blossoming Sleep: (5th) The invoker summons a Sleeping Blossom Sprite swarm, as summon nature’s ally V. If a second swarm is summoned while one is active, the previously active one is immediately dismissed.
- Mirror, Mirror: (4th) By channeling the future through a reflective surface (such as a mirror, pool of water, etc.) the invoker can attempt to cast scrying on a single target creature.
- 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.
- 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).
- Poison Vines: (4th) The invoker fills an area with entangling vines, as the spell entangle. An entangled victim must make a Fortitude save against poison, (init. 1d6 Dex/sec. 2d6 Dex). A number of allies (up to the invoker’s warlock level) are immune to the entangling effect as they wish. A victim affected by the poison once cannot be affected again for 1 hour.
- Sentient Reflection: (4th) The invoker splits a single reflected copy of themselves to serve them, as the spell mirror image (except only 1 copy).
- Unicorn’s Grace: (4th) The invoker transforms themselves into a unicorn as the spell polymorph, lasting up to 1 minute per 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.
Archfey
- Eldritch Essence
- Binding Blast: (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.
- Utterdark Blast: (8th) The invoker’s Eldritch Blast inflicts negative energy damage, which heals undead creatures instead of damaging them (much like inflict spells). Any living creature struck by the attack must also make a Fortitude save or gain two negative levels, in addition to the normal blast damage. The negative levels fade after 1 hour, and they do stack. If a target ever has as many negative levels as Hit Dice, it dies.
- Blast Shape
- Eldritch Doom: (8th) The invoker’s Eldritch Blast inflicts damage to any number of targets designated by the invoker within a 20-foot radius. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage.
- 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. .
- Path of Shadow: (6th) This invocation allows the invoker to use shadow walk as the spell. Each hour spent shadow walking with this ability, the invoker regains hit points as if they had rested for a full day.
- Perilous Veil: (7th) As the spell veil, anyone who succeeds on a Will save to disbelieve the effect immediately takes 5d6 damage. (Spell Resistance applies to this damage).
- 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.
- Fey Warlock
- Black Lotus Strike: (8th) As a standard action the invoker can throw a magical black lotus flower as a ranged touch attack against a single target within 60 feet. On a successful hit, the lotus inflicts 1d10 plus the invoker’s Charisma modifier (min +0) in piercing damage, critical x2; plus a successful strike requires the target to make a Fortitude saving throw against Black Lotus Extract poison (DC 20, initial/secondary 3d6 Con dmg). A target that successfully saves against the poison once can no longer be affected by the poison effect of the invoker’s black lotus strike for 24 hours.
- Fey Entourage: (9th) With a whistle the invoker summons 1d3+1 pixies (with sleep arrows) and 1 grig (with fiddle) to attend them, as the spell summon nature’s ally IX. These summoned fey remain in service for up to 24 hours. If this invocation is used a second time while a previous fey entourage is still present, the previous duration immediately ends.
- Fimbulwinter: (8th) The invoker manipulates the clouds above and changes the climate into a wintry one for 1d6+4 days, as the spell fimbulwinter (Fr). If the climate is already undergoing winter weather, they can instead strengthen the current cold weather.
- Midnight Polymorph: (8th) The invoker can transform one creature or one non-magical object of up to 100 cu. ft./level into another, as the spell polymorph any object. The duration of this invocation lasts up to 6 hours. Sentient creatures cannot become non-sentient, and non-sentient objects cannot become sentient.
- Path of Reflections: (6th) This invocation allows the invoker and up to 1 touched subject per level travel through the Plane of Mirrors, as the spell shadow walk. Each hour that is spent traveling with this ability, the invoker regains hit points as if they had rested for a full day. (Path of Shadow alternate)
- Shambling Army: (9th) The invoker transforms any nearby plant matter into 1d4+2 shambling mounds (with 11 HD), as the spell shambler. These plant creatures last for 1 day per 3 warlock levels. If this invocation is used a second time while a previous shambling army is still present, the previous duration immediately ends.
Alternate Fey Warlock Features
- Fey Flight
- Level: 8th
- Replaces: Fey Resilience.
- Benefit: At 8th level, a fey warlock is able to manifest a pair of fairy or insectile 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 fey warlock’s base land speed, with good maneuverability.
- At 13th and 18th level the fey 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 Fey 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 Fey 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.)
- Fey Trickster
- Level: 4th
- Replaces: Bonus Feat
- Benefit: Deceive Item (4th lvl) and Imbue Item (12th lvl)
- Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.
- Imbue Item (Su): A warlock of 12th level or higher can use their supernatural power to create magic items, even if they do not know the spells required to make it (although they must know the appropriate Item Creation feat). The fey warlock can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell they do not know or can't cast.
- If the check succeeds, the fey warlock can create the item as if they had cast any required spell(s). If it fails, the warlock cannot complete the item. The warlock does not expend the XP or gp costs for making the item; their progress is simply arrested. The warlock cannot retry this Use Magic Device check for that spell until they gain a new level.
- Manifest Archfey
- Level: 8th
- Replaces: Fey Resilience
- Benefit: Manifest Archfey
- Manifest Fiend (Ex): Starting at 8th level, a fey warlock embraces the wildness of fey magic to temporarily reshape their body and soul into that of a coure eladrin (sprite-like fey celestials). The warlock physically gains traits similar to that of a fey eladrin outsider: a pair of butterfly/moth/insect wings made from shimmering light, a crown of flowers and thorns upon their brow, and their eyes become wells of swirling rainbow light. Their hair and coloring often take on the symbolic shades of the current season (green for spring, yellow for summer, orange for autumn, blue for winter).
- 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 as a fey with the chaotic 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 Sylvan.
- A warlock can remain in this archfey 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 an archfey 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 true archfey. 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 chaotic for Damage Reduction purposes, and all lawful 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 good, evil or chaotic in alignment at this level, they now gain their respective subtypes while manifesting.
- At 18th level, the warlock no longer becomes fatigued after using their manifest archfey ability.
- This ability is similar to the cleric spells lesser holy transformation and holy transformation.
Photo by Michael Jerrard on Unsplash
Author's Note
The Fey Warlock was my second ever attempt at an invoker class. There was just something fascinating about how its abilities could be re-skinned to other patrons or powers. I was also on a very strong fairytale kick due to working on a fairytale-inspired setting for my D&D group. I had created an entire pantheon of Great Fairies for that setting, so it felt natural that they would have warlock servants. And even in your most standard of 3e/3.5 D&D worlds I was always very drawn to the Fey. They had so much potential to be just as interesting as any canonical D&D god, devil, demon or other outsider; but the narrative themes present in those days didn't have the expanded interest of fairy stories that we have today.
In any case, the Fey Warlock was one of my first major homebrews that I got to playtest and play with in my own games. And it was just as grounded and easily usable as any other; which means it was a successful homebrew. I hope you get inspired to spin your own stories of the archfey and eladrin, of pacts and promises, of goodly godparents and the most wicked of warlocks!
Aboleth Eye