Class Features
All of the following are features of the Warlock class.
Spells
A warlock casts arcane spells drawn from the
Warlock Spell List. A warlock must choose and prepare their spells ahead of time.
To learn or cast a spell, a warlock must have an
Intelligence score equal to at least 10 + the
Spell Level. The
Difficulty Class for a saving throw against a warlock’s spell is 10 + the
Spell Level + the warlock’s
Intelligence modifier.
A warlock can cast only a certain number of spells of each
Spell Level per day. Their base daily spell allotment is given on Table: Warlock. In addition, they receive bonus spells per day if they have a high
Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A warlock may know any number of spells, and learn new spells through their
Familiar. They must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with their
Familiar. While communing, the warlock decides which spells to prepare.
Cantrips
Warlocks can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Warlock under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Hex
Warlocks learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a warlock gains one common hex of their choice. They gain an additional common hex at 2nd levelm and every 2 levels beyond that, as noted on Table: Warlock. A warlock cannot select an individual hex more than once. A list of hexes can be found in the
Warlock Hexes article.
Unless otherwise noted, using a hex is a
Standard Action that does not provoke an
Attack of Opportunity and has a 30 foot range. The save to resist a hex is equal to 10 + 1/2 the warlock’s level + the warlock’s
Intelligence modifier.
Patron
At 1st level a warlock must select a
Patron. This
Patron is a vague and mysterious force, granting the warlock power for reasons that they might not entirely understand. While these forces need not be named, the powers they grant typically fall under a specific theme.
At 2nd level, and every two levels thereafter, a warlock's
Patron adds new spells to a warlock’s list of spells known. These spells are also automatically added to the list of spells held by their
Familiar. The spells gained depend upon the
Patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the warlock to decide.
A list of patrons can be found in the
Warlock Patrons article.
Warlock’s Familiar ()
At 1st level, a warlock forms a close bond with a
Familiar, a creature that teaches them magic and helps to guide them along their path. Familiars also aid a warlock by granting them skill bonuses, additional spells, and help with some types of magic. This functions like the
Wizard’s arcane bond class feature, except as noted in the Warlock
Familiar section.
A warlock must commune with their
Familiar each day to prepare their spells. Familiars hold all of the spells that a warlock knows, and a warlock cannot prepare a spell that is not held by their
Familiar. A warlock’s
Familiar begins play holding all of the 0-level
Warlock Spells plus three 1st level spells of the warlock’s choice. The warlock also selects a number of additional 1st-level spells equal to their
Intelligence modifier for their
Familiar to hold. At each new warlock level, they add two new spells of any
Spell Level or levels that they can cast (based on their new warlock level) to their
Familiar. A warlock can also add additional spells to their
Familiar through a special ritual.
Major Hex
Starting at 10th level, and every two levels thereafter, a warlock can choose a major hex whenever they could select a new hex.
Grand Hex
At 18th and 20th level, a warlock can choose a grand hex whenever they could select a new hex.
Warlock Variants
Many variations exist that alter or replace aspects of the warlock class.
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