"I am not a monster nor am I a man. I am less than this and more than that. "

Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. By harnessing his innate magical gift through fearsome determination and willpower, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of eldritch power.

Many warlocks are champions of dark and chaotic powers. They (or in some cases their ancestors) forged grim pacts with extraplanar powers, trading portions of their souls in exchange for supernatural power. While many warlocks have turned away from evil, seeking to undo the wrongs of their former colleagues, they are still chained by the old pacts through which they acquired their powers. The demand to further the designs of their patrons or resist them, drives most warlocks to seek opportunities for power, wealth, and great deeds (for good or ill) offered by adventuring.

Alignment: Any evil or chaotic.

Hit Die: d6.

Class Skills: Skills Points at 1st Level (2 + Int modifier) ×4.
The warlock’s class skills (and the key ability for each skill) are Bluff (cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level

Skill Points at Each Additional Level: 2 + Int modifier.

Level BAB Fort Save Ref Save Will Save Special Invocations Known
1 +0 +0 +0 +2 Eldritch Blast 1d6, Invocation (least) 1
2 +1 +0 +0 +3 Detect Magic 2
3 +2 +1 +1 +3 Damage Reduction 1/cold iron, Eldritch Blast 2d6 2
4 +3 +1 +1 +4 Deceive Item 3
5 +3 +1 +1 +4 Eldritch Blast 3d6 3
6 +4 +2 +2 +5 New Invocation (least or lesser) 4
7 +5 +2 +2 +5 Damage Reduction 2/cold iron, Eldritch Blast 4d6 4
8 +6/+1 +2 +2 +6 Fiendish Reslience 1 5
9 +6/+1 +3 +3 +6 Eldritch Blast 5d6 5
10 +7/+2 +3 +3 +7 Energy Resistance 5 6
11 +8/+3 +3 +3 +7 Damage Reduction 3/cold iron, Eldritch Blast 6d6, New Invocation (least, lesser, or greater) 7
12 +9/+4 +4 +4 +8 Imbue Item 7
13 +9/+4 +4 +4 +8 Fiendish Reslience 2 8
14 +10/+5 +4 +4 +9 Eldritch Blast 7d6 8
15 +11/+6/+1 +5 +5 +9 Damage Reduction 4/cold iron 9
16 +12/+7/+2 +5 +5 +10 New Invocation (least, lesser, greater, or dark) 10
17 +12/+7/+2 +5 +5 +10 Eldritch Blast 8d6 10
18 +13/+8/+3 +6 +6 +11 Fiendish Reslience 5 11
19 +14/+9/+4 +6 +6 +11 Damage Reduction 5/cold iron 11
20 +15/+10/+5 +6 +6 +12 Eldritch Blast 9d6, Energy Resistance 10 12

Class Features:
All of the following are class features of the warlock.

Weapon and Armor Proficiency: 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 his 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 warlock still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Invocation (Sp):
A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a
repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows 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 he is 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 caster level with his invocations is equal to his warlock level.The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier.
Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as summarized on the table described above. A list of available invocations can be found at the link below.
At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which
could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark). Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure. 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 his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast is an invocation and 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. When a warlock uses a blast shape and an essence invocation to alter an eldritch blast, the spell level equivalent is equal to the spell level of the eldritch blast, the level of the eldritch essence invocation, or the level of the blast shape invocation, whichever is higher.
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.

Detect Magic (Sp):
Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his
class level.

Damage Reduction (Su):
Fortified by the supernatural power flowing in his 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 the table.

Decieve Item(Su):
A warlock of 4th level or higher has the ability to commandeer magical items that can be used by other characters. When a warlock applies the Use Magic Device skill, he can take 10 on the roll even if threatened or distracted.

Fiendish Resilience (Su):
Beginning at 8th level, a warlock knows the trick of fi endish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1. At 13th level, a warlock’s fiendish resilience improves. When in his fiendish resilience state, he gains fast healing 2
instead. At 18th level, a warlock’s fiendish 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, fi re, and sonic. Once the types are chosen, this energy resistance cannot be changed.
At 20th level, a warlock gains resistance 10 against the two selected types of energy.

Imbue Item (Su):
A warlock of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He 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 he doesn’t know or can’t cast.
If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

Core Invocations