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Eldritch Blast

  • casting time1 standard action
  • range60 ft

  • componentsS
  • durationInstantaneous

The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power; using baleful magical energy to deal damage and sometimes impart other debilitating effects.

An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target; allowing no saving throw. An eldritch blast deals 1d6 points of damage 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 (see page 130); your eldritch blast uses the level equivalent of the shape or essence.

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. See page 303 of the Monster Manual.

Warlock Spell-like ability

Frightful Blast

  • casting time-
  • range-

  • components-
  • duration-

This eldritch essence invocation allows you to change your eldritch blast into a frightful blast. Any creature struck by a frightful blast must succeed on a Will save or become shaken for 1 minute. A shaken creature struck by a frightful blast is not affected by the shaken aspect of the blast but takes damage normally. Creatures with immunity to mind-affecting spells and abilities or fear effects cannot be shaken by a frightful blast.

Warlock Spell-like ability; Eldritch Essence

Eldritch Glaive

  • casting time-
  • range-

  • components-
  • duration-

Your eldritch blast takes on physical substance; appearing similar to a glaive.

As a full-round action; you can make a single melee touch attack as if wielding a reach weapon. If you hit your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). Unlike hideous blow (Complete Arcane 134); you cannot combine your eldritch glaive with damage from a held weapon.

Furthermore; until the start of your next turn; you also threaten; and you can make attacks of opportunity with your eldritch glaive. These are melee touch attacks.

If your base attack bonus is +6 or higher nearby squares as if wielding a reach weapon you can (as part of the full-round action) make as many attacks with your eldritch glaive as your base attack bonus allows.

For example; a 12th-level warlock could attack twice; once with a base attack bonus of+6; and again with a base attack bonus of +1.

Warlock Spell-like ability; Blast Shape

See the Unseen

  • casting time1 standard action
  • rangePersonal

  • componentsS
  • duration24 hours

When you use this invocation; you can activate great powers of vision; allowing you to see invisible creatures and objects (as see invisibility). You also gain darkvision out to 60 feet for a period of 24 hours.

Warlock Spell-like ability; Divination

Detect Magic [1/2]

  • casting time1 standard action
  • range60 ft Cone-shaped emanation

  • componentsS
  • durationConcentration; up to 1 min./level

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight; you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level; or 15 + half caster level for a nonspell effect.)
Magical areas; multiple types of magic; or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura power depends on a spell functioning spell level or an item caster level. If an aura falls into more than one category; detect magic indicates the stronger of the two.
Functioning spell (spell level): Faint (3rd or lower); Moderate (4th-6th); Strong (7th-9th); Overwhelming (10th + deity level)
Magic Item (caster level): Faint (5th or lower); 6th-11th (Moderate) 12th-20th (Strong) 21st (artifact).

Lingering Aura: A magical aura lingers after its original

Warlock Spell-like ability; Divination

Detect Magic [2/2]

  • casting time1 standard action
  • range60 ft Cone-shaped emanation

  • componentsS
  • durationConcentration; up to 1 min./level

source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location; the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Faint (1d6 rounds); Moderate (1d6 minutes; Strong (1d6*10 minutes); Overwhelming (1d6 days).
Outsiders and elementals are not magical in themselves; but if they are summoned; the conjuration spell registers.
Each round; you can turn to detect magic in a new area. The spell can penetrate barriers; but 1 foot of stone; 1 inch of common metal; a thin sheet of lead; or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.

Warlock Spell-like ability; Divination

Deceive Item

  • casting time-
  • range-

  • components-
  • duration-

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

Warlock Extraordinary Ability

Trickery Devotion () [1/2]

  • casting time1 standard action
  • range30 ft

  • components-
  • duration1 min

Once per day as a standard action; you can create an exact duplicate of yourself up to 30 feet away. You can control this simulacrum movements as a free action. The image becomes more real as you advance in level. This ability is usable up to a maximum of 1 minute per level each day. The simulacrum combines the characteristics of the silent image (PH 279) and unseen servant (PH 297) spells. Its hit points are equal to 6 + your character level. It ignores terrain effects and moves like an unseen servant ; making no noise in the process; though it makes normal motions while traveling. If you have a fly speed; the image appears to fly when not in contact with the ground; otherwise; it walks on open air. You can do anything with this image that you could do with the unseen servant spell and are under the same limitations.

When you attain 5th level; you gain more control over the simulacrum. At this point; it behaves more like a major image spell (PH 252); though it still performs actions like an unseen servant . As long as the simulacrum remains within 5 feet of your position (and you can direct it to do so as a free action); you can perform a Bluff check in combat as a swift action. You gain a +4 bonus on this

Warlock Feat

Trickery Devotion () [2/2]

  • casting time1 standard action
  • range30 ft

  • components-
  • duration1 min

check; which is opposed by your opponents Sense Motive checks. If you are successful; your foes believe the image is you (and vice versa) for 1 round.

Warlock Feat

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Trickery Devotion (2/2) [1/2]

  • casting time1 standard action
  • range30 ft

  • components-
  • duration1 min

Once you reach 10th level; you can spend a swift action to transfer your perceptions to the simulacrum and perceive the world from its point of view rather than your own. You can move the image as if it were your own body; using the simulacrum movement characteristics (ignoring terrain; flying; and the like). You can also perform any skill and ability checks using the simulacrum; as long as they do not require a Strength score higher than 2. The image has phantom versions of all your equipment (such as lockpicks); but any such items that lose direct contact with it immediately dissipate. Phantom versions of your equipment do not have any of the magical or alchemical effects that your normal equipment has.

When you attain 15th level; the image can become more real at your command. It gains a Strength score equal to one-half your own and can perform combat actions using phantom versions of your gear. Any of these items that lose contact with the image dissipate immediately. Thus; the image can wield a sword; but if it shoots a bow; the arrow disappears as soon as it is fired. Equipment that extends more than 5 feet from the image (such as a length of rope) also disappears beyond that distance. In addition;

Warlock Feat

Trickery Devotion (2/2) [2/2]

  • casting time1 standard action
  • range30 ft

  • components-
  • duration1 min

you can now cast spells originating from the image as if with a project image spell (PH 265); with one exception. If you lose line of effect to the image; the effect does not end; you just cannot cast spells originating from the image until you gain line of effect again.

Warlock Feat

Mortalbane

  • casting time-
  • range-

  • components-
  • duration-

A mortalbane ability is a damaging spell-like ability that deals 2d6 points of additional damage when used against living nonoutsiders; but only half damage (rounded down) against outsiders; undead; and constructs. For example; if a mortalbane cone of cold froma gelugon would normally deal 45 points of damage; it actually deals 45 + 2d6 points of damage to a humanoid; but only 22 points of damage to a night hag. Creatures immune to cold--regardless of their type--still take no damage from a mortalbane cone of cold. Mortalbane can be applied to each of a creature's spell-like abilities five times per day; though the feat does not allow the creature to exceed its normal usage limit for any ability. Thus; if a gelugon chooses to apply Mortalbane to its cone of cold ability; it can use a mortalbane cone of cold up to five times that day. Thereafter; it could use its cone of cold ability again normally (since it can use cone of cold at will).

Warlock Feat

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