Warlock: Divine? [Archive] - Wizards Community

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X-Codes

09-29-06, 04:00 AM
As the title suggests, I am trying to make the Warlock a divine class. I intend to expand on the number of invocations, and then put restrictions on them by giving them alignments and subjecting them to the same limitations divine spellcasters face when casting aligned spells. Warlocks can be any alignment except True Neutral. They cannot use any invocations with an alignment component that is not reflected in their alignment (a Lawful Good Warlock can use Law and Good invocations, while a Chaotic Neutral Warlock can only use Chaos invocations).

1) Eldrich Blast damage increaces by 1d6 every odd level, starting at 1d6 at level 1 and ending at 10d6 at level 19. This is more about simplicity than balance.

2) Chaotic Warlocks will have DR X/Cold Iron as normal, but Lawful Warlocks will have DR X/Silver. Neutral Warlocks can have either. Silver no longer reduces weapon damage (again for simplicity), so theres no inherant benefit to one instead of the other.

3) Fiendish Resilience gives fast healing on any turn the Warlock does not use her Eldrich Blast or an Invocation. The Fast Healing granted is changed to Fast Healing 1 at 8th, Fast Healing 2 at 14th, and Fast Healing 3 at 20th. Good-aligned Warlocks call this ability Celesital Resilience.

Dark Invocations are instead re-classified as Superior invocations. The following current Invocations have the following alignment descriptors, while the others in Complete Arcane and Magic of Incarnum don't:
Baleful Utterance - Evil
Bewitching Blast - Chaotic
Curse of Despair - Evil
Dark One's Own Luck - Chaotic
The Dead Walk - Evil
Enervating Shadow - Evil
Hungry Darkness - Evil
Incarnum Blast - Special*
Retributive Invisibility - Chaotic
Utterdark Blast - Evil
Word of Changing - Chaotic

*All warlocks can use Incarnum Blast. It has the same alignment descriptors as the alignment of the Warlock using it for the purpose of spell effects.

And finally, the new Invocations:

Binding Blast [Law]
Lesser; 3rd; Eldrich Essence
This invocation causes the recipient to be bound by arcane energy with each Paralyzing Blast he is hit with. The first time he is struck, he takes a 1d6+1 penalty to Strength. Each extra blast that hits him increases this penalty by 2 until the Victim is reduced to 0 effective Strength. The Strength penalty persists for 1 minute after the final Paralyzing Blast strikes the victim, and does not stack with other Strength penalties. The victim is allowed a Fortitude save to resist the Strength penalty from a given blast, but a successful attack with a Paralyzing Blast still extends the duration of the Strength penalty.

Celestial Call [Good]
Lesser; 4th
Using this spell, a Warlock can call Celestial creatures from other planes with the Words of Creation. He can summon only one monster at a time from the summon monster tables, using his caster level / 2 - 1 as the highest level of monsters he can summon. The monster in question must be good-aligned, but can otherwise be any monster from the list. The monster disappears after 1 round per level or when another monster is summoned, whichever comes first.

Daylight [Good]
Lesser; 3rd
You can use the Daylight spell at will.

Impregnable Sanctuary [Law]
Superior; 6th
This invocation functions as the Sanctuary spell except you can only use it on yourself. Unlike the Sanctuary spell it also protects from area attacks, cannot be dispelled, and each attack allows a new save. In the case of area attacks, if the attacker fails her Will save, the attack simply does not affect the Warlock.

Purification [Good]
Greater; 6th
Using this invocation takes 1 minute. At the end of it's casting, the target has all magical and supernatural effects removed as though affected by a Mordenkainen's Disjunction spell, although no magic items are destroyed. In addition, any cursed items worn by the target can be removed so long as it is done by the next sunset.

Rejuvenation [Good]
Least; 1st
By concentrating on this invocation, you are able to channel energy from the positive energy plane. For as long as you concentrate, the the creature you touch gains Fast Healing 1. If you have the Celestial Resilience ability, you can add the Fast Healing granted by that ability to the number of HP restored.

Searing Blast [Good]
Lesser; 3rd; Eldrich Essence
This invocation augments the power of an Eldrich Blast with the power of the sun. An Eldrich Blast altered with this invocation uses d8's instead of d6's to determine damage against undead enemies. In addition, creatures with the Light Sensitivity or Light Blindness qualities must succeed on a Reflex save or be blinded for 1 round.

Warden's Gaze [Law]
Superior; 7th
While this Invocation is active, a Warlock can percieve magic items as if he had a continual Greater Arcane Sight spell on him. In additon, he gains a +10 bonus on Spot checks and negates the concealment of Invisible creatures whose Hide check he beats.

Warden's Mark [Law]
Greater; 5th
You can use the spell Mark of Justice at will, however you can only affect one creature with the spell at a time. If you currently have a creature affected by Mark of Justice and begin using this invocation again, the previous Mark of Justice is broken as if a successful Break Enchantment spell was used on the first victim.

Thats all I have for now. I'm still looking for 4-5 more invocations and would like some help. I'm not going to be using the Invocations from Dragon Magic, I don't even have any interest in buying the book.
Xeviat-DM

10-01-06, 03:12 AM
My first reaction is to make sure you have the warlock fast healing never heal themselves or a target above 1/2 HP, like the Dragon Shaman fast healing. Anything else seems like it would break the system.
X-Codes

10-02-06, 03:50 AM
My first reaction is to make sure you have the warlock fast healing never heal themselves or a target above 1/2 HP, like the Dragon Shaman fast healing. Anything else seems like it would break the system.
Fast Healing doesn't strike me as an overly-powerful ability. Also, Warlocks don't get it in combat while they use thier invocations and only have d6 HP. In order to effectively give Fast Healing to someone else they have to concentrate and only heal a little bit per round, probably taking a few minutes to refresh the entire party, during which time buffs run down.

I've put up a few other Invocations. If anyone else has some ideas I'm still looking to hear them; I feel some of mine are a bit uninspired.
zae

10-02-06, 09:01 AM
On fast healing: Especially when it's basically limited to "out of combat", it's not that special. Heck, with their "Abuse Magic Device" skill, they can buy some cheap wands of CLW or lesser vigour, and go nuts with them.
fnord

10-03-06, 03:43 AM
I mentioned this on the CharOp thread pertaining to the campaign with this class, but I'll repeat it here. I think that Rejuvination is too powerful for a least invocation.
On fast healing: Especially when it's basically limited to "out of combat", it's not that special. Heck, with their "Abuse Magic Device" skill, they can buy some cheap wands of CLW or lesser vigour, and go nuts with them.
It's still free and unlimited, that's something. Plus, it's available from 1st level, something wands general are not.

I'd probably move Rejuvination up to lesser, at least. I'd either put Daylight at least, or make up another new one, like:
Blessings [Good]
Least; 1st
You can channel holy energy from the Upper Planes. You can release this energy into an area, generating the effect of the Bless spell. Alternately, you can imbue the energy onto a vial of water, temporarily turning it into Holy Water; the water remains Holy for 1 min/level or until used.