User:Balmz/farlock

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Author: balmz (talk)
Date Created: march 12 2018
Status: tbc
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Warlocks who deal with and become creatures of the far realm 10 10 Moderate Good


Invocations Full


Warlock Alienist

Man this warlock is freaky even by warlock standards
—Kheleth Redbeard, Dwarf Paladin, A common folk tale


The warlock seems to have an unnatural feel and presence to them. Their skin seems off somehow and something just doesn't seem right.


Becoming a Warlock Alienist

Warlock Alienists deal with creatures and mysterious unfathomable entities from the Far Realm. They deal with the completely alien, strange bodies and minds of the Far Realm, listening to their terrifying whispers and thoughts. These secrets and thoughts would shatter a weaker mind but warlock alienists dive into the voices to join them.

Entry Requirements
Alignment: any non lawful
Skills: Knowledge (the planes) 7 ranks
Invoking: Must know chilling tentacles or Eidolic Tentacles
Special: Must have made peaceful contact with any pseudonatural creature or an aberration of cr 11 or higher.

Table: The Warlock Alienist

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Invocations
Fort Ref Will
1st +0 +2 +0 +2 Far Tentacle Mastery +1 existing Invoking class
2nd +1 +3 +0 +3 Bonus Tentacles +1 existing Invoking class
3rd +2 +3 +1 +3 Far Tentacle Mastery +1 existing Invoking class
4th +3 +4 +1 +4 Alien Aid +1 existing Invoking class
5th +3 +4 +1 +4 Far Tentacle Mastery +1 existing Invoking class
6th +4 +5 +2 +5 Alien Form +1 existing Invoking class
7th +5 +5 +2 +5 Far Tentacle Mastery +1 existing Invoking class
8th +6/+1 +6 +2 +6 Alien Call +1 existing Invoking class
9th +6/+1 +6 +3 +6 Far Tentacle Mastery +1 existing Invoking class
10th +7/+2 +7 +3 +7 Far Realm Incarnate +1 existing Invoking class

Class Skills (3 + Int modifier per level.)
Appraise (Int), Concentration (Con), Gather Information (Cha), Knowledge (arcana) Knowledge (architecture and engineering) Knowledge (dungeoneering) Knowledge (geography) Knowledge (history) Knowledge (local) Knowledge (nature) Knowledge (psionics) Knowledge (religion) Knowledge (the planes) Listen (Int), Spellcraft (Int), Spot (Wis), Survival (Wis).

Class Features

All of the following are class features of the Warlock Alienist.

Invocations: At each level, you gain an increase in caster level (and invocations known; Including Eldritch Blast damage) as if you had also gained a level in Warlock class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invoking class before becoming a Warlock Alienist, you must decide to which class to add each level for the purpose of determining caster level and Invocations known, Eldritch Blast damage and the like.


Far Tentacle Mastery : When taking this class you may choose at levels 1, 3, 5, 7, 9 new features from the list down below to improve your Chilling tentacles and Eidolic Tentacles invocations Each choice may only be chosen once.

Rotten Constriction: Once the tentacles have hold of an opponent, each successful grapple check it makes during subsequent rounds causes 1d3 points of Constitution damage. At the same time, the warlock regains 5 lost hit points. Creatures who save are immune to this effect for 24 hours.

All Seeing eyes: The tentacles now have eyes on them, allowing the warlock alienist to gain extra sight and scout the area as if they were there.

Biting mouths: The tentacles now have horrific mouths on them which when grappling a target bite them dealing an extra 1d6 damage.

Eerie tentacles: The tentacles now when ever they hit an enemy can cause the enemy to be frightened unless they make a will save. Creatures who save are immune to this effect for 24 hours.

Swift tentacles: You may now cast either invocation as a swift action instead of a standard one. This has a cooldown of 4 rounds.

Once again: when ever either invocation kills an enemy, the tentacle invocation duration is reset

Barbed: The tentacles now cause 1d3 bleed damage to targets being grappled and for 1d3 rounds after leaving the area. A DC 20 heal check stops bleeding or magic healing that heals at least 6 damage.

Giant: The Tentacles are now considered a huge creature with a strength score of 24.

Sticky: the tentacles gain a +6 to grappling

Friendly: The tentacles no longer harm or slow you or any allies if in the area of tentacles. Energy damage still applies

Demented: Creatures who are grappled must make a will save or take 1d3 wisdom damage.Creatures who save are immune to this damage effect for 24 hours.

Relentless: you may instruct the tentacles as a swift action to pursue a target or a group of targets that are close, the tentacles swim through any terrain and endlessly go after the target until the duration ends or the target dies.

Madness: creatures who are grappled must make a will save or suffer as per the insanity spell for 1d4 rounds. Creatures who save are immune to this effect for 24 hours.

Flailing: You may when using the invocation have your tentacles not grapple but just hit targets in the area as best they can, this deals 1d4 damage plus whatever energy damage the invocation does

Element: The energy damage has a condition added to it based off type: cold causes slow, lightning dazed, fire blind, sonic deaf, acid confused. A fort save negates this effect.



Bonus Tentacles]] (Sp): At 2nd level, you learn either Chilling tentacles or Eidolic Tentacles as a bonus invocation. Choose which one you do not have.

Alien Aid : At 4th level, You gain a +2 insight bonus on all saving throws, attack rolls and skill checks but permanently lose 3 points of Wisdom.


Alien Form (Ex): At 6th level, the Warlock Alienist gains fast healing 1, this stacks with any other fast healing or regeneration, They also get light fortification but take a permanent -5 on Diplomacy,Disguise,Handle Animal and Bluff checks.

Alien Call (Su): at 8th Level, The warlock Alienist gains as a bonus invocation Alien Call. The player may now summon a Destrachan, Chuul, Gibbering Mouther, Will-O'-Wisp, Thought Eater, Thought slayer, Neothelid or Rust Monster to assist them for a number of rounds equal to their caster level. This is considered a dark invocation , spell level 7. You may have a number of summons equal to your caster level out at anytime.

Far Realm Incarnate (Su): At 10th level, you call upon the power of the Far Realm. For 4 consecutive rounds once a week you may turn into a pseudonatural creature as listed here as a swift action SRD:Pseudonatural Creature. In addition while not in the form, you gain acid and electric resistance 5 and your form changes to reflect you. You gain a random feature like extra eyes, tentacles, weird lumps. This causes a -5 on disguise checks but gives a +2 circumstance bonus on Intimidate checks involving any other creatures to whom she reveals her abnormal nature.


Ex-Warlock Alienist

A warlock Alienist who becomes lawful can not advance in this class until they become nonlawful, they do retain all class features and abilities





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