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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 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 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

Sickening Blast

  • casting time-
  • range-

  • components-
  • duration-

This eldritch essence invocation allows you to change your eldritch blast into a sickening blast. Any living creature struck by a sickening blast must make a Fortitude save or become sickened for 1 minute. A sickened creature struck by a second sickening blast is not affected by the sickening aspect of the blast but still takes damage normally.

Warlock Spell-like ability; Eldritch Essence

Spiderwalk

  • casting time1 standard action
  • rangePersonal

  • componentsS
  • duration24 hours

You can grant yourself the ability to spider climb (as the spell) with a duration of 24 hours. While this invocation is in effect; you are unaffected by webs (either mundane or magical).

Spider Climb
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore; it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing; and opponents get no special bonus to their attacks against it. It cannot; however; use the run action while climbing.

Warlock Spell-like ability; Transmutation

Entropic Warding

  • casting time2 standard action
  • rangePersonal

  • componentsS
  • duration1 min./ level enthropic shield
    1 hour/level pass without trace

When this invocation is activated; chaotic energies swirl about you; deflecting incoming arrows; rays; and other ranged attacks (as entropic shield). You leave no trail (as pass without trace) and cannot be tracked by scent. (You can still be detected normally by scent; just not tracked).

Entropic Shield
A magical field appears around you; glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows; rays; and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.

Pass without Trace
The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.

Warlock Spell-like ability; Abjuration

See the Unseen

  • casting time1 standard action
  • rangePersonal

  • componentsS
  • duration10min./level see invisibility
    24 hours darkvision

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.

See Invisibility
You can see any objects or beings that are invisible within your range of vision

as well as any that are ethereal 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

as well as any that are ethereal 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.

as well as any that are ethereal 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

as well as any that are ethereal Extraordinary Ability

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