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Need input - Warlock PrC

Gordo

First Post
Looking for feedback on this Warlock PrC.

This is a melee based, gish-y Warlock that transforms his Eldritch energy into a weapon. The goal is to make this a viable, specialized, backup fighter that's both mobile and self-sufficient, and who can still sling an Invocation or 2. I'm guessing that the progression here would be 1 level of either Fighter, Hexblade or Ranger, 6 of Warlock, then into this class. I included some new invocations to make him more self-sufficient and give him some flavor.

Tell me how I did on this. I'm especially looking for input on the elusive "fun to play" aspect, as well as game balance.

Thanks!

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Not all who have Fey or Demon blood flowing through their veins focus on the powers of their Invocations. Some have their powers awaken later in life, or are simply drawn to the fury of combat and would rather face their opponents eye-to-eye than blast them from afar. Many of these individuals choose to follow a different path; one which combines the raw power of Eldritch energy with the ways of a mighty warrior. Their Invoking abilities are not as great as their Warlock brethren, certainly, but they are potent still, and make no mistake: such individuals are fearsome warriors, more hardy than their Warlock cousins, with imposing martial prowess, and possess a high degree of mobility and self-sufficiency.

Never encountered an individual such as this, you say? Well, then, please allow me to introduce you - I'm pleased to present the...

ELDRITCH WARRIOR
Hit Die: d8.

Requirements
To qualify to become an Eldritch Warrior, a character must fulfill all the following criteria.
Feats: Must have Weapons Focus with a martial or exotic melee weapon.
Spells: Able to invoke Lesser or higher grade invocations.
Special: Must know the Invocation Hideous Blow

Class Skills
The Eldritch Warrior’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (warcraft) (Int), Knowledge (the planes) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Use Magic Device (UMD).

Skill Points at Each Level: 2 + Int modifier.

BAB: Full
Fort: Plus
Ref & Will: Avergae

Level/Abilities:
1. Eldritch Weapon, Armed Invoker
2. +2 Eldritch Weapon , +1 level of existing arcane spellcasting class
3. +1 DR 1/Cold Iron
4. Eldritch Expertise, +1 level of existing arcane spellcasting class
5. +3 Eldritch Weapon, +1 level of existing arcane spellcasting class
6. Eldritch Charge, DR 2/Cold Iron
7. +4 Eldritch Weapon, +1 level of existing arcane spellcasting class
8. Extra Invocation, DR 3/Cold Iron
9. +5 Eldritch Weapon, +1 level of existing arcane spellcasting class
10. DR 4/Cold Iron, Eldritch Specialization

Class Features

All of the following are features of the Eldritch Warrior prestige class.

Weapon and Armor Proficiency: Eldritch Warriors gain no additional proficiencies with any weapon or armor.

Caster Level Progession: At levels 2, 4, 5, 7, and 9, the Eldritch Warrior increases his arcane caster/invoker level, but only in regards to Maximum Invocation level, number of Invocations known, and Eldritch Blast damage. He gains no additional class features from the Warlock or any other base class.

In addition, when selecting new Invocations, Eldritch Warriors are limited to Blast Shape, Blast Essence or the following invocations when selecting new Invocations: Compel (Greater)*, Devil’s Own Luck (Least), Greater Devil’s Own Luck* (Lesser), Eldritch Armor* (Least), Eldritch Enhancement (Lesser)*, Fell Flight(Lesser), Flee the Scene (Lesser), Forceful Blast (Least)*, Improved Flee the Scene (Greater)*, Forceful Hand (Least)*, Greater Forceful Hand (Greater)*, Insist (Least)*, Leaps and Bounds (Least), Missle Command (Lesser)*, Spider Climb(Least), Spirit Leech (Lesser) *, Stunning Blast (Least)*, Improved Stunning Blast (Lesser)*, Withering Blast (Greater)*.

Eldritch Weapon(Su): As a swift action, an Eldritch Warrior can create a semi-solid weapon composed of swirling, glowing arcane energy distilled from his own reserve of mystical energy. The Eldritch Warrior chooses the form the weapon takes, though it must be a weapon type with which the Eldritch Warrior is proficient and has Weapon Focus. The Eldritch Weapon is otherwise identical in all ways (except visually) to a +1 version weapon of that type, and is a size appropriate for its wielder. For instance, a Medium Eldritch Warrior with the feat Weapon Focus (Shortsword) may choose to materializes a Medium Eldritch Weapon in the form of a short sword. In this case, he can wield it as a light weapon, and the blade deals 1d6+1 points of damage (crit 19–20/x2). Eldritch Warriors who are smaller or larger than Medium create Eldritch Weapons appropriate for their size, with a corresponding change to the weapon’s damage. The wielder of an Eldritch Weapon gains the usual benefits to his attack roll and damage roll from a high Strength bonus.

An Eldritch Weapon can be broken (it has hardness 10 and 10 hit points); however, an Eldritch Warrior can simply create another during his next turn. The moment he relinquishes his grip on his blade (or if he is disarmed), it dissipates. A Eldritch Weapon is considered a magic weapon for the purpose of overcoming damage reduction.

An Eldritch Warrior can use weapons-oriented combat feats he knows already, or learns as he progresses (feats such as Weapon Focus, Weapon Specializataion, Power Attack or other similar feats) in conjunction with his Eldritch Weapon just as if it were a normal weapon, so long as the Eldritch Weapon is of the same type. For example, an Eldritch Warrior who had previously taken the feat Weapon Focus (Greatsword) chooses to create an Eldritch Greatsword. He would still apply the benefit of the Weapon Focus feat to his Eldritch Greatsword. Powers or spells that upgrade weapons can be used on an Eldritch Weapon as well.

An Eldritch Weapon improves as the character gains higher levels. The Eldritch Weapon gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (yielding a +2 Eldritch Weapon at 2nd level, +3 at 4th level, +4 at 7th level, and +5 at 9th level). In addition, first at 7th level, and again at 9th, an EW may also add a +1 equivalent weapon special ability (Bane, Shock, Ghost Touch, etc.) to his Eldritch Weapon. That choice is then permanently part of the Eldritch Weapon until the next enhancement is gained, at which point, it may be exchanged for a different +1 special ability.

Armed Invoker(Su): At 1st level, the Eldritch Warrior gains the ability to channel his Hideous Blow Invocation through his Eldritch Weapon. Doing so does not provoke an AoO. Further, so long as he wields an Eldritch Weapon, an Eldritch Warrior ignores the somatic components of his Invocations without penalty (ie, does not require a free hand to perform Invocations).

Damage Reduction(Su) At 3rd Level, and then again at 6th, 8th and 10th levels, the Eldritch Warrior adds an additional +1 to his DR.

Eldritch Expertise(Su) At 4th Level, an Eldritch Warrior can activate his Hideous Blow Invocationas part of a full attack action, and apply its damage to any one attack that resolves as a successful touch attack during that round (should the designated attack resolve as a successful melee hit, normal weapon damage also applies). He can apply an Eldritch Essence to this attack, but not a Blast Shape. Note that he can only apply his Hideous Blow/EB damage once per round.

Eldritch Charge(Su) At 6th Level, the Eldritch Warrior (and his mount, if he is riding one) can to conduct a specialized charge attack. By initiating an Eldritch Charge as a Swift action, the Eldritch Warrior teleports in any direction to his target (up to 100’), ignoring any obstacles in his way, including physical objects and magical barriers such as Wall of Force. This charge need not be in a straight line and constitutes the Eldritch Warrior’s move for the round. Further, Eldritch Charge does not provoke an AoO, and does not cause the AC penalty normally associated with a charge attack. The Eldritch Warrior must still be able to clearly see his target, so if the target has concealment over 50%, an Eldritch Charge is impossible. Other feats and abilites and feats which modify a normal charge attack also apply to the Eldritch Charge.

Extra Invocation As the feat, except that the extra Invocation chosen must be a Blast Essence, Blast Shape, or come from the list above.

Eldritch Specialization(Su) At the 10th level, an Eldritch Warrior can now apply his Charisma modifier (in addition to any Strength bonus he may have) on damage rolls when using his Eldritch Weapon.

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*Denotes a new Invocation, defined below:

Eldritch Armor, Least, 2nd: an EW applies his EW levels as a bonus to his Armor Class (up to a maximum of +5). This effect lasts 24 hours.

Eldritch Enhancement, Lesser, 3rd: an EW applies his EW levels as a bonus to any one ability score (up to a maximum of +5). This effect lasts 24 hours. Only one ability score may be affected by Eldritch Enhancement at any one time.

Forceful Blast, Least, 2nd: This eldritch essence invocation allows an EW to change his Eldritch Blast into a Forceful Blast. Any creature struck by a Forceful Blast must succeed a Reflex save or become knocked down.

Forceful Hand, Least, 2nd: As the Mage Hand spell except Forceful Hand can lift 10 pounds/level. The duration of this Invocation is concentration.

Greater Forceful Hand, Greater, 5th: as Forceful Hand, except that the invoker hand may lift 20 pounds/level. In addition, the invoker may use the Hand to grapple or attack. If used to make a melee attack, The Hand has a Base Attack Bonus equal to the invoker's, Strength equal to the invoker's Charisma, and does 2d6 points + Invoker's Charisma bonus bludgeoning damage. If used to grapple, The Hand may attempt to pin an opponent. If successful, The Hand does 1d6 crushing damage per round. The duration of this Invocation is concentration.

Greater Devil’s Own Luck, Lesser, 4th: as the Invocation Devil’s Own Luck, except that the bonus is applied to 2 saving throws, not 1. This effect lasts 24 hours.

Improved Flee the Scene, Greater, 4th: as the Invocation Flee the Scene, except that the range is doubled and tha the number of major images created is equal to a character's EW level up to a maximum of 5. These images appear randomly within the effective range of the invocation and last for 2 rounds.

Insist, Least, 1st: As the spell Command. On a successful DC 15 Concentration check, an EW may ignore the somatic components of the Invocation.

Missle Command, Lesser, 4th: As the feat, Deflect Arrows, except that all incoming projectiles may be deflected (includes such weapons as thrown weapons and other mundane projectiles). In addition, Missile Command grants a 20% chance of deflecting ray attacks. This is a constant effect, with a duration of 24 hours.

Stunning Blast, Least, 2nd: This eldritch essence invocation allows an EW to change his Eldritch Blast into a Stunning Blast. Any creature struck by a Stunning Blast must succeed a Will save or become Stunned for 1 round.

Improved Stunning Blast, Greater, 5th: As Stunning Blast, except that the duration of the Stun effect is extended to 1 round per 4 caster levels.

Withering Blast, Greater, 5th: eldritch essence invocation allows an EW to change his Eldritch Blast into a WitheringBlast. Any creature struck by a Withering Blast must succeed on a Fortitude save or suffer 1d6 Constitution damage.
 
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Cheiromancer

Adventurer
New prestige classes, feats and spells are all considered House Rules. You should post this in the next forum.

Otherwise half your responses will be ones telling you that you are in the wrong forum, and your class won't get the lovin' it deserves.
 

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