Spells:
As a dabbler in magic, the warlock combines arcane spellcraft with divine
(natural) energies to produce a unique assortment of spells. He casts
spells as a sorcerer (using the
sorcerer’s per diem chart), but as he dabbles, he gains a partial
understanding of the higher level spells, and may try to cast them from this
incomplete knowledge. Doing so requires a greater mental effort, and taxes
the warlock's mind. For each spell level above the level normally afforded
a sorcerer, the warlock must spend available spell slots equal to the level
of the spell he is trying to cast. Spells of a level normally available to
a sorcerer cost only one spell slot each.
The Difficulty Class for resisting a
warlock’s spell is d20 + the spell level + the warlock’s CHA/Leadership
modifier. Normally, a spellcaster must have a prime ability equal to 10 +
the spell level in order to cast the spell. This limitation does not apply
to the warlock. He has a base 50% chance (or less, if indicated in the
chart) to attempt spells of a level ordinarily too high for his Charisma
score.
Spell failure due to missing the %
chance to cast indicates an incomplete or incorrect casting because the
warlock has not quite mastered the intricacies of the spell he was
attempting. Even if successfully cast previously, the warlock, as a
dabbler, is not guaranteed to achieve the same result a second time. Spell
failure for any reason will subject the warlock to a Spell Failure chart
(q.v.) for possible varied effects, wild effects, or no effect at all.
Material components for the warlock’s
spells must come from the wild. He will not purchase them from anyone even
if readily available or very cheap. He must have only the purest materials
to catalyze his spells, and considers that only he is capable of finding the
right selections.
Summon Familiar:
Like the wizard or sorcerer, the warlock begins his adventuring days with a
familiar, drawn from the list of familiars available to the other classes.
Brew Potion/Poison:
By nature, the warlock is the consummate brewer, and the smoking cauldron is
his trademark. He can make a potion of any spell he knows as well as
potions that have lesser effects, like smoke bombs, love potions, sleeping
potions, oils of phosphorescence, and stink bombs. These “lesser effects”
can be just about anything the player can imagine (pending DM approval), but
should be no more powerful than a typical zero-level spell, and any that
require saving throws will have a DC of 10 + the warlock’s charisma bonus.
The warlock also knows quite a lot
about brewing poisons, and uses them without qualm, albeit sparingly and
subtly. The DC for making a poison applies to the warlock, but he also adds
his WIS bonus/penalty to his check. The strength of the resultant poison
(DC to save against) is increased by ˝ the warlock’s level over the base
number. The warlock can make any poison found in any sourcebook, pending DM
approval.
In order to make potions or
poisons, the warlock must have the requisite materials—components and a
“laboratory.” The “lab” will likely consist of a huge stone cauldron that
he himself chiseled from a rock, a few bowls made from gourds, and some
wooden utensils. The components may often be purchased, but that is
anathema to the warlock; he finds his own…and all components will be found
lying or living in the wild. To find the necessary materials for a
particular substance, the warlock makes a Survival check against a DC set by
the DM to represent location and inherent rarity of the material. Some are
easy to find, others quite difficult. Warlocks often maintain a collection
of materials for both his spells and his potions, minimizing the need for
repeat excursions to find his requirements. The
warlock begins play with three potions or poisons that he knows how to brew.
Nature Sense:
A warlock can identify plants and animals (their species and special traits)
with perfect accuracy. He can determine whether water is safe to drink or
dangerous (polluted, poisoned, or otherwise unfit for consumption). He can
predict the weather with reasonable accuracy (50% + 10%/level chance for a
correct prediction).
Bonus Feat:
The warlock gains bonus feats at 2nd, 4th, 8th,
12th, 16th & 20th levels. These feats must
be chosen from the following: Blind-fight, Combat Casting, Dodge (Mobility,
Spring Attack), Endurance, Expertise (Improved Trip), Improved Initiative,
Point Blank Shot (Precise Shot), Run, Toughness, Track, & Weapon Focus.
Woodland Stride:
Starting at 3rd level, a warlock may move through natural thorns,
briars, overgrown areas, and similar terrain at his normal speed and without
suffering damage or other impairment. However, thorns, briars, and
overgrown areas that are enchanted or magically manipulated to impede motion
still affect the warlock, but he receives a +4 bonus to his saving throw.
Trackless Step:
At 5th level, the warlock leaves no trail in natural surroundings
and cannot be tracked.
Metamagic Feat:
At 7th, 11th, 15th & 19th
levels, the warlock gains the benefits of a bonus metamagic feat. He may
choose from any for which he meets the prerequisites.
Resist Nature’s Lure:
At 9th level the warlock gains a +4 bonus to saving throws
against the spell-like abilities of fey creatures (dryads, nymphs, sprites,
etc.)
A Thousand Faces:
After achieving 13th level, the warlock gains the supernatural
ability to change his appearance at will, as if using the spell alter
self.
Timeless Body:
At 17th level, the warlock no longer suffers ability penalties
for aging and cannot be magically aged. Any penalties he may have already
suffered, however, remain in place. Bonuses still accrue, and the warlock
still dies of old age when his time is up.