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Krynn Warlock (variant)

D&D 3e (3.0/3.5) Rules

by Marius


This warlock variant makes use of various materials such as the Player's Handbook, Dragonlance Campaign Setting, the Age of Mortals Companion, Complete Arcane, and others. Other sources are noted where appropriate.

To better represent primal sorcery in the Fifth Age, make the following changes to the warlock base class presented in Complete Arcane:

GAME RULE INFORMATION

Alignment: Any.
Hit Die: d4.
Base Attack Bonus: Same as sorcerer/wizard.
Class Skills: Change as follows: class skills are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

SPECIAL ABILITIES

Weapon and Armor Proficiency: Proficient in simple weapons and light armor (but not shields). Krynn warlocks can cast spells in light armor with no chance of arcane spell failure.

Invocations: Invocations of the greatest grade require primal blast or three invocations in the corresponding realm of sorcery.

Primal Blast: Eldritch blast becomes primal blast. Select a descriptor type: air, cold, earth, electricity, fire, light, or water. The blast can manifest as a ranged touch attack (ray, bolt, beam, missile, etc.) or a touch attack and gains this descriptor/energy type. It is otherwise identical to eldritch blast.

Optionally, for all purposes of this class air, earth, light, and water may be equated to sonic, force, radiant/positive, and acid energy, in that order.

Detect Magic: Same as warlock.

Damage Reduction: Remove this ability.

Deceive Item: Remove this ability.

Fiendish Resilience: Remove this ability.

Elemental Fortitude: Energy resistance becomes elemental fortitude. In addition to the five energy types, you may also choose from the following elemental types: air, earth, light, or water. You gain a +4 bonus to saves against spells or effects of the chosen element(s), and an unmodified save for half damage even if one is not normally allowed. At 20th level, this bonus increases to +8, or to +4 on a save not normally allowed.

Imbue Item: A sorcerer with at least one enhancement invocation can create magic items as normal using item creation feats and spell effects known through invocations. A Spellcraft check (DC 15 + spell level for arcane spells only) can be substituted in place of an unknown required spell, provided it belongs to a realm in which the sorcerer has at least two invocations (count primal blast as an invocation). If the check succeeds, the warlock can create the item as if the required spell was cast. If it fails, the item cannot be completed. XP or gp costs for making the item are not expended; progress is simply arrested. The sorcerer cannot retry this Spellcraft check for that spell until gaining a new level.

INVOCATIONS

A "C" appearing at the end of an invocation's name on the list denotes a duration of concentration + 1 round per point of Charisma modifier, if positive. This duration supersedes that given in the standard spell description, though the invocation can be dismissed as normal. A one (1) denotes an invocation that can have only a single manifestation at any time (i.e., a subsequent use prematurely dispels a previous use instead of overlapping or combining). Invocations marked with an asterisk (*) are described herein and/or reference outside sources. All other invocations function as spells described in the Player's Handbook v.3.5, the DragonLance Campaign Setting, the Age of Mortals Companion, or the Complete Arcane D&D supplement.

BLAST ESSENCE INVOCATIONS
Least — New Blast*, Nonlethal Blast*, Warding Blast I C*.
Lesser — Afflicting Blast*, Lingering Blast*, Warding Blast II C*.
Greater — Penetrating Blast*, Repelling Blast, Warding Blast III C*.
Greatest — Anarchic Blast*, Mixed Blast*, Warding Blast IV C*.

BLAST SHAPE INVOCATIONS
Least — Primal Blade*, Primal Spear, Primal Sphere1*.
Lesser — Primal Arc*, Primal Chain, Primal Volley*.
Greater — Primal Cone, Primal Line*, Primal Spread*.
Greatest — Primal Doom, Primal Path*.

OTHER INVOCATIONS
Each grade of these miscellaneous invocations (least, lesser, greater, and greatest) is organized into realms as per the Academy of Sorcery conventions. This is done for ease of reference and is not intended to limit invocation choice, although it can be used for such purposes. Note: Invocations of the greatest grade require primal blast or three invocations in the corresponding realm of sorcery.

LEAST INVOCATIONS

Least — Aeromancy: feather fall, fog cloud, gust of wind, renew breathC*, whispering wind.

Cryomancy: chill metalC, minor freeze*, rime*.

Divination: comprehend languages, detect alignment*, detect secret doors, identify, locate object, see invisibility, trace magic.

Electromancy: storm fire*, magnetic entangleC*.

Enhancement: continual flame, elemental blow*, hold portal, [Nystul's] magic aura, magic weapon, minor animation1*, repair light damage.

Geomancy: earth affinity*, earthen grasp, murmur of earth*, sandfall*.

Hydromancy: create water, slick*, undertow*.

Pyromancy: call fire*, heat metalC, melt.

Spectramancy: blur, darkness, disguise self, control light*, lightburst*, silent imageC.

Summoning: mount1, summon monster I 1*, unseen servant1.

Transmutation: make whole, produce venom*, pyrotechnics, soften earth and stone, unbending cloth*.

LESSER INVOCATIONS

Aeromancy: flight*, wind columnC*, wind wallC.

Cryomancy: chill shieldC*, freeze*, shape ice*.

Divination: arcane eye1, clairvoyance/audience, detect scrying, find traps, scrying1.

Electromancy: magnetismC, spark shieldC.

Enhancement: dispel magic, elemental arrow1*, elemental trap*, keen edge, repair serious damage, secret page, whirling blade.

Geomancy: Billim's bifrost bridge1, earthen shield, meld into stone, stone shape, stony grasp.

Hydromancy: castle of waterC*, downpourC*, standing wave*, water breathing.

Pyromancy: quench, warm shieldC*.

Spectramancy: daylight, hypnotic patternC, invisibility*.

Summoning: minor dimension door*, dimensional anchor, phantom steed1, rope trick1, summon monster III 1*.

Transmutation: putrefy air*, shrink item, water to poison, wood rot.

GREATER INVOCATIONS

Aeromancy: control winds, expulse impurities*.

Cryomancy: freezing fog, wall of ice.

Divination: arcane sight, contact other plane, legend lore.

Electromancy: repulsionC, storm wall.

Enhancement: dancing blade1, dragonbane1, greater dispel magic, permanency.

Geomancy: move earth, tremor*.

Hydromancy: control water, wall of water*, within the waves*.

Pyromancy: wall of fire.

Spectramancy: displacement1, false vision1*, illusory wall, mislead*.

Summoning: dimension door, [Drawmij's] instant summons, summon monster V 1*.

Transmutation: fabricate, rusting grasp, transmute mud to rock, transmute rock to mud, viscous air*.

GREATEST INVOCATIONS

Aeromancy: control weather, defenestrating sphereC, wind mastery*.

Cryomancy: cold snap*.

Divination: analyze dweomerC, foresight, prying eyes1, true seeing*.

Electromancy: reverse gravityC*, warp metal*.

Enhancement: animate objects1, brilliant blade1, disjunction*.

Geomancy: quake*, reshape metal, wall of stone.

Hydromancy: call rain*, command currents*.

Pyromancy: heat wave*.

Spectramancy: invisibility sphereC*, mirage arcana1*, rainbow patternC, retributive invisibility*.

Summoning: dismissal*, phase doorC, plane shift, summon monster VII 1*, teleport, teleport object.

Transmutation: air to acidC*, hardening, polymorph any object*, transmute metal to wood*, transmute rock to lavaC*.

INVOCATION DESCRIPTIONS

Afflicting Blast (Lesser; 4th; Blast Essence)
Any creature struck by an afflicting blast must succeed on a Fortitude save or be impeded for one round according to the element type of the blast: air (entangled), cold (exhausted), earth (entangled), electricity (blinded), fire (dazzled and fatigued), light (blinded), or water (entangled).

Air to AcidC (Greatest; 6th; Transmutation)
As acid fog, but air is transformed into a glutinous liquid that distorts vision, hampers movement, makes breathing uncomfortable (no game effect), and deals acid damage. This is a transmutation effect, not a conjuration (creation).

Anarchic Blast (Greatest; 8th; Blast Essence)
Half the damage dealt by an anarchic blast comes from chaotic energy and is not subject to energy resistance or saving throw bonuses against elemental effects. Only non-lawful sorcerers may use this invocation.

Call Fire (Least; 1st; Pyromancy)
As call fire or Agasha's touch from Rokugan.

Call Rain (Greatest; 7th; Hydromancy)

As control weather, but only precipitation effects (spring thunderstorm, summer torrential rain, autumn fog or sleet, or winter blizzard).

Castle of WaterC (Lesser; 1st; Hydromancy)
As castle of water from Rokugan.

Chill ShieldC (Lesser; 4th; Cryomancy)
As fire shield, but only the cold version.

Cold Snap (Greatest; 7th; Cryomancy)
As control weather, but only cooling effects (spring sleet, summer hail, autumn cold or sleet, or winter frigid cold or blizzard).

Command Currents (Greatest; 7th; Hydromancy)
As telekinesis, but only on open water (large lake or sea) or underwater. This invocation uses water pressure to achieve its effects, not mental force.

Control Light (Least; 1st; Spectramancy)
As light or dancing lights. The sorcerer can also modify the color of existing light sources within close range, but this use requires concentration to maintain.

Detect Alignment (Least; 1st; Divination)
As detect evil, but choose to detect chaos, evil, good, or law at time of use.

Disjunction (Greatest; 9th; Enhancement)
As [Mordenkainen's] disjunction, but the target is one object and the range is touch.

Dismissal (Greatest; 5th; Summoning)
As dismissal, but a successful melee touch attack against the target is required.

DownpourC (Lesser; 3rd; Hydromancy)
As sleet storm, but heavy rain. Change the cold descriptor to water.

Earth Affinity (Least; 1st; Geomancy)
As call earth or hands of clay from Rokugan.

Elemental Arrow1 (Lesser; 3rd; Enhancement)
As flame arrow, but you imbue an energy or element type corresponding to one of your primal blasts.

Elemental Blow (Least; 1st; Enhancement)
As the warlock blast shape invocation hideous blow from Complete Arcane.

Elemental Trap (Lesser; 3rd; Enhancement)
As fire trap, but you imbue an energy or element type corresponding to one of your primal blasts.

Expulse Impurities (Greater; 5th; Aeromancy)
As dance of the unicorn from Oriental Adventures, but you command the air to push impurities beyond the edge of the affected area and the light mist does not leave surfaces damp.

False Vision1 (Greater; 5th; Spectramancy)
As false vision, but sensory detail is visual only.

Flight (Lesser; 3rd; Aeromancy)
As the warlock invocation fell flight from Complete Arcane, but no cape of shadows.

Freeze (Lesser; 4th; Cryomancy)
As Yuki's touch from Magic of Rokugan.

Heat Wave (Greatest; 7th; Pyromancy)
As control weather, but only warming effects (spring heat, summer heat wave, autumn heat, or winter thaw).

Invisibility (Lesser; 2nd; Spectramancy)
As invisibility, but self only.

Invisibility SphereC (Greatest; 3rd; Spectramancy)
As invisibility sphere, but targets self only.

Lightburst (Least; 1st; Spectramancy)
As color spray or flare.

Lingering Blast (Lesser; 3rd; Blast Essence)
As brimstone blast from Complete Arcane, but the target risks continued elemental or energy damage of the same type as the primal blast used.

Magnetic EntangleC (Least; 1st; Electromancy)
As entangle, but only for creatures in the area carrying metal.

Minor Animation1 (Least; 1st; Enhancement)
As animate wood from Complete Arcane or animate rope.

Minor Dimension Door (Lesser; 4th; Summoning)
As dimension door, but self only.

Minor Freeze (Least; 1st; Cryomancy)
Freezes up to 2 gallons of liquid per level in a 5' radius burst at close range. If the caster touches the liquid it can be frozen into any rough shape, but refined or complex forms are not possible. Enclosed liquid may burst its container when frozen.

Mirage Arcana1 (Greatest; 5th; Spectramancy)
As mirage arcana, but sensory detail is visual only.

Mislead (Greater; 6th; Spectramancy)
As mislead, but sensory detail is visual only.

Mixed Blast (Greatest; 8th; Blast Essence)
Choose any two primal blast descriptor types available to you. Half the damage dealt by a mixed blast is of the first type, and the other half is of the second type.

Murmur of Earth (Least; 2nd; Geomancy)
As murmur of earth from Magic of Rokugan, but no damage.

New Blast (Least; 2nd; Blast Essence)
Choose a descriptor type you have not already selected for your primal blast: air, cold, earth, electricity, fire, light, or water. Whenever you invoke your primal blast, you may choose which of your chosen descriptors it gains. The total number of descriptors you choose from cannot exceed your Charisma modifier. Using this invocation does not count toward the normal limit of one blast essence per primal blast.

Nonlethal Blast (Least; 2nd; Blast Essence)
A nonlethal blast deals nonlethal damage instead of normal elemental or energy damage.

Penetrating Blast (Greater; 6th; Blast Essence)
As lingering blast described above, but ignores spell resistance.

Polymorph Any Object (Greatest; 8th; Transmutation)
As polymorph any object, but only targets nonmagical objects.

Primal Arc (Lesser; 4th; Blast Shape)
This blast shape invocation allows your primal blast to originate from somewhere other than yourself within close range. Elemental energy leaps between two creatures or one creature and one element source (a river, the ground, or even a wall of fire spell) within 30' of each other. You must succeed on a ranged touch attack roll to hit each target, using your base attack bonus + your Charisma modifier. The energy deals half damage as your primal blast ability and dissipates harmlessly if it does not connect with the targeted creature. A primal blast affected by this blast shape requires no somatic component.

Primal Blade (Least; 2nd; Blast Shape)
This blast shape invocation allows you to manifest your primal blast as a weapon of elemental energy. A primal blade functions as a druid's flame blade composed of the element used to invoke it, but may also take the (vague) form of any melee weapon with which you are proficient, and you wield it as such. It deals three-quarters damage as your primal blast ability when it strikes and does not substantially affect its environment otherwise (e.g., you cannot ignite tinder or freeze water solid with a primal blade).

Primal Line (Greater; 6th; Blast Shape)
This blast shape invocation allows you to invoke your primal blast in a 60' line. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the line can attempt a Reflex save for half damage.

Primal Path (Greatest; 8th; Blast Shape)
This blast shape invocation allows you to invoke your primal blast in a shapeable area of up to one 10' cube total. The primal path can move in three dimensions and allows creatures a Reflex save for half damage. It may not enter any 5' cube of space more than once and winks out beyond your line of sight. Applying this blast shape to your primal blast is a full-round action.

Primal Sphere1 (Least; 2nd; Blast Shape)
This blast shape invocation allows you to invoke your primal blast as a small sphere (or cloud, vortex, etc.) of self-sustained elemental energy. A primal sphere functions as a flaming sphere composed of the element used to invoke it and deals half damage as your primal blast ability. Note: Invoking this ability again before the duration ends immediately dispels the sphere, as does invoking any other invocation you know.

Primal Spread (Greater; 3rd; Blast Shape)
This blast shape invocation allows you to invoke your primal blast in a 10' radius spread at close range. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the spread can attempt a Reflex save for half damage.

Primal Volley (Lesser; 4th; Blast Shape)
This blast shape invocation allows you to direct your primal blast at multiple targets simultaneously (similar to elemental dart or the Split Ray feat). A primal volley can strike up to 2 targets + 1 per five caster levels, and you make a ranged touch attack against each. Divide the total primal blast damage equally among all targets, with a maximum of one-third damage to any one target.

Produce Venom (Least; 1st; Transmutation)
As cobra's breath from Complete Arcane.

Putrefy Air (Lesser; 3rd; Transmutation)
As stinking cloud, but air in the area is transformed into nauseating fumes. This is a transmutation effect, not a conjuration (creation).

Quake (Greatest; 9th; Geomancy)
As earthquake, but range, area, and all effects are reduced by 75%.

Renew BreathC (Least; 2nd; Aeromancy)
Supplies air for self despite natural, nonmagical environmental hazards such as smoke, heat, or even water.

Retributive Invisibility (Greatest; 6th; Spectramancy)
As the warlock invocation retributive invisibility from Complete Arcane, but deals light damage.

Reverse GravityC (Greatest; 7th; Electromancy)
As reverse gravity, but half the area and at close range.

Rime (Least; 1st; Cryomancy)
As grease, but the object or surface is coated with a thin layer of slippery ice.

Sandfall (Least; 2nd; Geomancy)
A swirl of fine crystalline and metallic sand functions as glitterdust or adheres to self, providing +20 to hide checks within ten feet of sand, stone, or mineral deposits.

Shape Ice (Lesser; 3rd; Cryomancy)
As stone shape, but affects ice and snow.

Slick (Least; 1st; Hydromancy)
As grease, but the object or surface is coated with slippery, oily water.

Standing Wave (Lesser; 3rd; Hydromancy)
As standing wave from Masters of the Wild.

Storm Fire (Least; 1st; Electromancy)
As faerie fire, but electrical charge causes subjects to glow with a blue-white corona.

Summon Monster I 1 (Least; 1st; Summoning)
As summon monster I, but no elemental type or subtype creatures unless the sorcerer has a primal blast or at least one invocation in the corresponding elemental realm.

Summon Monster III 1 (Lesser; 3rd; Summoning)
As summon monster III, but no elemental type or subtype creatures unless the sorcerer has a primal blast or at least one invocation in the corresponding elemental realm.

Summon Monster V 1 (Greater; 5th; Summoning)
As summon monster V, but no elemental type or subtype creatures unless the sorcerer has a primal blast or at least one invocation in the corresponding elemental realm.

Summon Monster VII 1 (Greatest; 7th; Summoning)
As summon monster VII, but no elemental type or subtype creatures unless the sorcerer has a primal blast or at least one invocation in the corresponding elemental realm.

Transmute Metal to Wood (Greatest; 7th; Transmutation)
As transmute metal to wood, but range is touch.

Transmute Rock to LavaC (Greatest; 9th; Transmutation)
As transmute rock to lava from Complete Arcane, but close range and non-instantaneous. The lava cools to a safe temperature immediately when the spell ends and creatures or objects may be trapped in the glassy stone.

Tremor (Greater; 3rd; Geomancy)
As tremor from Rokugan, but damage can come from falling objects as well as long falls (DM's discretion).

True Seeing (Greatest; 6th; Divination)
As true seeing, but self only.

Unbending Cloth (Least; 2nd; Transmutation)
As entangling scarf from Complete Arcane on any scarf- to cloak-sized cloth item.

Undertow (Least; 2nd; Hydromancy)
As undertow from http://www.wizards.com, "Far Corners of the World".

Viscous Air (Greater; 4th; Transmutation)
As solid fog, but air in the area is transformed into a glutinous liquid that distorts vision, hampers movement, and makes breathing uncomfortable (no game effect). This is a transmutation effect, not a conjuration (creation).

Wall of Water (Greater; 4th; Hydromancy)
As wall of water from Bestiary of Krynn.

Warding Blast I C (Least; 1st; Blast Essence)
The subject gains a +2 bonus on saves against effects or spells of the element type used for the warding blast. Alternatively, you may use endure elements on yourself or another creature (this application of the invocation has a normal duration). A warding blast used with an appropriate blast shape invocation can protect multiple creatures.

Warding Blast II C (Lesser; 3rd; Blast Essence)
The subject gains energy resistance 5 or a +4 bonus on saves (or an unmodified save for half damage if no save is normally allowed) against spells or effects of the element type used for the warding blast and cannot be touched by elemental summoned creatures of that type or subtype (similar to protection from evil). A warding blast used with an appropriate blast shape invocation can protect multiple creatures.

Warding Blast III C (Greater; 5th; Blast Essence)
The subject gains energy resistance 10 or a +6 bonus on saves (or a save for half damage at +2 if no save is normally allowed) against spells or effects of the element type used for the warding blast. The subject cannot be touched by summoned elemental creatures of that type or subtype and cannot be possessed or mentally controlled by elemental creatures (summoned or not) of any type or subtype (similar to protection from evil). A warding blast used with an appropriate blast shape invocation can protect multiple creatures.

Warding Blast IV C (Greatest; 8th; Blast Essence)
You (and only you) gain immunity to the element type used for the blast and summoned creatures of that element type or subtype cannot come within 10' of you. Elemental creatures of any type (summoned or not) cannot possess or mentally control you or those within 10' of you. A warding blast used with an appropriate blast shape invocation can protect multiple creatures. This invocation can provide creatures other than you with energy resistance 25 or a +12 bonus on saves (or a save for half damage at +4 if no save is normally allowed).

Warm ShieldC (Lesser; 4th; Pyromancy)
As fire shield, but only the warm version.

Warp Metal (Greatest; 5th; Electromancy)
As warp wood, but affects metal.

Wind ColumnC (Lesser; 2nd; Aeromancy)
As levitate.

Wind Mastery (Greatest; 5th; Aeromancy)
As telekinesis, but only outdoors or in large enclosures (at least 100' x 100' and 20' high). This invocation uses air pressure to achieve its effects, not mental force.

Within the Waves (Greater; 6th; Hydromancy)
As within the waves from Rokugan.

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