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Salvator Rosa The Witch 1646
The Netbook of Witches and Warlocks
By Timothy S. Brannan and The Netbook of Witches and Warlocks Team
Full netbook can be found on the followng website
Dom of D20 / D&D 3e Netbooks and Downloads.
By definition, to call someone a warlock implies she uses evil powers, worships demons and devils, and has a sinister, malevolent streak in which she could slaughter a baby, it's mother, and her own child without batting an eye.
A warlock is a spellcaster who has pledged allegiance to a powerful devil or demon, and offered something in return for powerful granted abilities. Often, the warlock will perform the entity's dirty work. Despite common stereotypes, warlocks can be either male or female.
As a spellcasting class, barbarians, fighters, rangers, and monks have little use for taking the Warlock Prestige Class. clerics and bards are usually too involved in physical activities to take the warlock class, though a few have been known to pop up. sorcerers, wizards, and witches benefit more than any other class. paladins represent the opposite of a warlock in nearly every fashion, from skills of focus to alignment, paladins obviously may not become warlocks, though a fallen paladin might opt for the warlock class over the blackguard.
Hit Die: d4
Alignment: Any evil
Special: A warlock
must be able to cast a minimum of 4th level spells. The warlock must also research
a spell that will summon a demon or devil. Knowledge (Demonology): 10 ranks
Special, Dark Dealings: A warlock must make a deal with some kind of lower power to begin advancing as a warlock. These dealings can involve anything from the retrieval of any powerful artifacts the demon or devil desires, murdering ones wife and child simply for the demon’s pleasure, or the all too familiar selling of the warlock’s soul. These decisions are usually best left to the GM. The lower power will try and trick the warlock into granting an eternity of servitude in exchange for his powers
|Class Level||Attack Bonus||Fort Save||Ref Save||Will Save||Special Spells per Day|
|1st||+0||+0||+0||+2||Aura of Menace +1 level of existing class|
|2nd||+0||+0||+0||+3||Dark Blessing +1 level of existing class|
|3rd||+1||+1||+1||+3||Heightened Power +1, Strange Misfortune +1 level of existing class|
|4th||+1||+1||+1||+4||Malevolent Force +1 level of existing class|
|5th||+2||+1||+1||+4||Dark Transformation +1 level of existing class|
|6th||+2||+2||+2||+5||Timeless Body, Heightened Power +2 +1 level of existing class|
|7th||+3||+2||+2||+5||Spirit Force +1 level of existing class|
|8th||+3||+2||+2||+6||Evil Circle +1 level of existing class|
|9th||+4||+3||+3||+6||Wicked Blasting, Heightened Power +3 +1 level of existing class|
|10th||+4||+3||+3||+7||Total Transformation +1 level of existing class|
The Dark Dealings are not one time only. Whenever the demon so desires, it may call upon the warlock for services. Often, the first of the dark dealings
is greatest in price, but is never the last. Sometimes, the warlock may be conjured to random places at the demon’s whim. A warlock’s debt to the demon is never paid in full.
Also, the demon may choose to take away the warlock’s power at any time. If this occurs, the warlock retains the base attack bonus, saving throws, and spellcasting abilities gained as a warlock, but none of granted powers. If the demon is ever destroyed, the warlock loses all power except for those listed above. In this instance, the GM may choose to have one of the demon’s superiors claim “ownership” of the warlock.
Alchemy (Intelligence), Concentration
(Constitution), Craft (Intelligence), Knowledge
(any 3), Profession (Wisdom), Scry
(Intelligence), Spellcraft (Intelligence)
Skill Points Per Level:
Spells: Warlock use the same spell list as does the witch.
Weapon and Armor Proficiency: Warlocks are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Warlocks are not proficient with any type of armor or with shields. All of the following are Supernatural abilities.
Aura of Menace: The warlock’s dealings have touched the warlock, and she now exudes a constant evil aura. This acts as the spell cause fear as cast by a 9th level sorcerer.
Dark Blessing: The warlock adds his Charisma modifier (if any) to his saving throws.
Heightened Power: When casting spells against a good aligned creature, the warlock's magic is stronger, and the number indicated increases the warlock's spell saves.
Strange Misfortune: Wherever the warlock goes, bad things seem to follow. Flowers will wilt, milk and food will turn bad, small animals run in fear, larger animals will growl, bark and hiss, and babies will cry whenever the warlock is near. This aura is easily sensed by nearly anyone, and grants a +2 bonus to the warlock’s Intimidate skill. Unfortunately, this often makes the Warlock’s alignment known to everyone, a detect evil spell is almost never necessary to identify the warlock as evil.
Malevolent Force: The warlock adds his Wisdom modifier to his armor class.
Dark Transformation: Vital portions of the warlock’s humanity have been removed for the stuff of the lower planes. The changes are now beginning to have some tangible manifestations.
1: Skin Transmutation: The warlock’s skin turns to a light unnatural color. How the color is chosen is left to the GM, but she may wish to decide randomly. This looks very unnatural regardless of what color is chosen. This grants a +2 bonus to the warlock’s Strength score. A color spray spell will dispel this ability, though a bull's strength spell will restore it.
2: Tail: The warlock
grows some sort of tail, roughly 3 feet long. This tail offers no new attacking
abilities, but does grant a +2 bonus to the warlocks
Dexterity score. If the tail is removed, this bonus ceases to exist though a Regeneration spell will restore the tail and hence the bonus.
3. Primordial Regression: The warlock’s arms increase in length, giving the warlock a hunchback-like posture, and a +2 bonus to the warlock’s Constitution score. Cutting off one of the warlock hands eliminates this bonus, though a Regeneration spell will restore this.
4. Dead Eyes: The warlock’s eyes die. They are no longer capable of movement, and as time progresses they will rot away. The warlock is still capable of seeing however, and receives a +2 bonus to Intelligence. A Heal or Regeneration spell cast specifically on the warlock’s eyes will eliminate this bonus, though it can be restored by casting Harm with the intent to restore this ability.
5. Third Eye*: The warlock grows a 3rd eye in the middle of his forehead. The eye is not capable of actual sight, but does grant a +2 bonus the warlocks Wisdom score. Piercing or blinding this eye removes this bonus, though a Cure Blindness spell will restore it.
6. Kinetic Wind: Anything that the warlock is carrying, wearing, and anything else moves about mysteriously as if constantly being encircled by a blowing wind. Other people can not feel this wind, but it does grant a +2 to his Charisma bonus. A Hold Person spell may be cast to dispel this ability, though a freedom of movement spell will restore it.
Timeless Body: The warlock ceases aging normally. This ability is the same as a monk’s ability.
Spirit Force: The warlock applies half of their current Charisma modifier (rounded up) to the DC of their spells. If the spellcasters relevant spellcasting score is already Charisma, this modifier is still added.
Evil Circle: The warlock constantly has a magic circle against good spell cast on them. This supersedes Aura of Menace.
Wicked Blasting: Once per day, the warlock can Empower a spell that is cast against a good target. The spell does not need to be prepared at a higher level to use this ability, nor must it be prepared ahead of time.
Total Transformation: First of all, the warlock is now considered to be an outsider (as an extraplanular creature) and is now affected by all items that normally affect only demons or devils. Also, as an outsider, the warlock may never be resurrected, though she may be reincarnated. If this happens, the warlock loses the bonus from both Dark Transformation and Total Transformation, though retains other Warlock powers.
Second, the warlock’s body undergoes a large transformation, as an extension of the Dark Transformation received at 5th level. Like Dark Transformation, it is up to the individual DM to decide which of these powers are granted. All bonuses supersede Dark Transformation. Optionally, the DM may allow another bonus granted under Dark Transformation instead of the advanced powers of Total Transformation. The warlock is still considered an outsider if this occurs. These powers can still be removed in the same way that Dark Transformation had its power removed; though the warlock is still considered an outsider in these instances.
1. Demonic Skin: The warlock’s skin changes to a sickly unnatural color, the warlock is barely recognizable as human anymore. This grants a +4 bonus to Strength, and damage resistance of 5/+1. The warlocks skin color depends on what the warlock chose for the initial transformation.
|1||pink turns red|
|2||light blue turns ocean blue|
|3||light green turns forest green|
|4||light yellow turns bright yellow|
|5||light orange turns bright orange|
|6||light purple turns bright purple|
|7||light gray turns completely white|
|8||dark gray turns completely black|
2. Long Tail: The warlock’s tail grows in length. Its length is equal in feet to the warlock’s Dexterity (without the warlock modifiers) score. It can be used to pick up things, deliver a whipping attack (1d4 damage), or binding something (as per the feat Improved Grab) and can constrict for 1d4 damage a round.
3. Ancient Body: The warlock’s body becomes even more hunched over in appearance. (-2D6 inches in height) This form grants a +4 bonus to the warlock’s Constitution score, and the warlock regenerates at a rate of 1 point of damage per round (though if one of the warlock’s hands is cut off, it will not regenerate without a regenerate spell).
4. Face of Death: The warlock’s face completely rots away. The warlock retains his hair and all the other skin on his body, but the face appears mummified. This grants a +4 to the warlocks Intelligence score. The warlock is not considered to be an undead with this ability.
5. Eyeskin*: Eyeballs (3D6) appear all over the warlock’s body with the first always appearing in the center of the warlock’s forehead . This grants a +4 to the warlocks Wisdom score and the warlock can see from all angles and hence is no longer subject to flanking or attacks from behind. If the first new eye (the one located in the warlock’s forehead) is blinded, all new eyes become blinded and the bonus to Wisdom is negated.
6. Winds of Change:
The warlock no longer appears even vaguely human. His body and all of his clothing
are in constant movement and do not retain any continuous form, even while sleeping.
Facial features are completely distorted and flow throughout the warlock’s
body, as if his body was a swirling liquid. This grants a
+4 to the warlock’s Charisma score.
* A warlock may have either Third Eye or Eyeskin but not both at the same time.
Warlocks have a certain number of restrictions that apply only to them. A warlock can be spotted for what they are with a Spot check. This check stacks with the spotter’s Knowledge, Witchcraft skill modifier and is further aided +1 for level of Warlock class the warlock has. The GM has to consider also these points: Is the Warlock avoiding discovery? Who are his enemies– witches, warlocks, Witch-hunters or others? Does his enemy understand how to read the signs? The GM may want to consider what the signs for each individual cult of warlocks are, or that the same signs are universal to all warlocks. Common signs are a flame burning bright blue and milk turning sour in the warlock’s presence.
The Warlock is also barred from certain areas. The most common would be holy areas, but not always so. Much like the vampire, the warlock may not be able to enter a personal dwelling or a church, or from certain natural formations such as a cave or a running river.
Other possible restrictions:
• Warlocks may not tread upon consecrated (Holy) ground. To do so causes the Warlock 2d6+2 points of damage/round
• Warlocks are affected by Holy Water, 1d6 hp damage per vial.
• Weapons and items of cold wrought iron do double normal damage to Warlocks
• Warlocks cannot cross an unbroken line of sea salt spread onto the ground.
Like witches, warlocks can not be raised from the dead or use the raise dead spell. Any attempts, simply fail or work as an animate dead spell instead.
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