Gray Elf necromancer warlock


The Warlock is a wizard whose powerful magical abilities are extraplanar in origin. Though wizards typically learn the basics of spellcasting at magic academies or from learned mentors, Warlocks learn magical skills from entities and their minions from other planes of existence, or from other Warlocks.

Occasionally, these extraplanar entities contact youthful humans or demihumans for magical instruction; other times, humans and demihumans seek out the entities through arcane rituals and petition them for instruction. The entities agree to such instruction for a variety of reasons— some hope to train their students to eventually become emissaries; some hope to use them as conduits for various forces; some hope to seduce them as consorts; and some simply share their magical secrets for their own amusement.

Whatever the motives of the extraplanar entities, they exude a powerful directing influence over their students. However, a few Warlocks with particularly strong wills are able to maintain their own drives while using their magical skills to further their own goals. Such Warlocks face a life-long struggle with the forces who relentlessly strive to direct their spirits.

Special Benefits: As a Warlock increases in level, he automatically gains the following abilities. These are all naturally acquired abilities, and do not count against the number of spells he can know or use. All of the following abilities can be used once per week.

3rd Level: The Warlock acquires the ability to secure familiar. This is identical to the 1st-level wizard spell find familiar, except that a Warlock does not need to burn 1,000 gp worth of incense and herbs in a brass brazier. Instead, the Warlock must merely concentrate for one turn. If a suitable familiar is within 1 mile per level of the Warlock, it will arrive within 1d10 hours. A Warlock can have only one familiar at a time.

5th Level: The Warlock acquires the ability to brew calmative. Assuming he has access to the proper ingredients (usually available in any forest), the Warlock can brew one dose of an elixir that has the effect of a sleep spell when a victim comes in contact with it. One dose is sufficient to coat a sword or any other single weapon. The elixir has no effect on victims with more than 8 HD; victims can resist the effects of the elixir with a successful saving throw.

Special Hindrances: Because of their non-conventional training, Warlocks do not earn bonuses to their experience for high ability scores. Warlocks cannot be multi-classed or dual-classed.

Generally, outsiders are terrified of Warlocks. Unless an NPC is exceptionally open-minded or has extremely high Intelligence or Wisdom (13 or more in either ability), the Warlock receives a -3 reaction roll. If the NPC is uneducated, comes from an extremely superstitious or unsophisticated culture, or has low Intelligence and Wisdom (under 10 for both), the Warlock receives a -5 reaction roll. Additionally, if a Warlock lingers in a superstitious or culturally unsophisticated community for more than a day, he runs the risk of facing a mob of hostile citizens bent on running her out of town, imprisoning her, torturing her, or executing her. (The DM decides the size of the mob, their intentions, and the likelihood of their accosting the Warlock. As a rule of thumb, assume a 20 percent chance of a 4d6-member mob forming in a hostile community if the Warlock stays for a day. This chance increases by 20 percent for every additional day the Warlock remains; the size of the mob increases by 2d6 members.)

The Warlock must periodically struggle with the extraplanar forces striving to direct her. The forces are so powerful that they cannot be dispelled; all the Warlock can do is endure them. When undergoing these internal struggles, the Warlock suffers penalties to her combat abilities and saving throws.

Abducted as a child and forced to learn the dark arts, now covered in arcane tattoos. He escaped when he was older, stealing a spellbook from his master.


Something's Rotten in Faerun Adam227