Warlock
Born of a supernatural bloodline, a warlock seeks to master the perilous magic
that suffuses his soul. Unlike sorcerers or wizards, who approach arcane magic
through the medium of spells, a warlock invokes powerful magic through
nothing more than an effort of will. By harnessing his innate magical gift
through fearsome determination, a warlock can perform feats of supernatural
stealth, beguile the weak-minded, or scour his foes with blasts of eldritch
power.
Warlocks harbor great reserves of mystical energy. The font of dark magic
burning in their souls makes them resistant to many forms of attack and arms
them with dangerous power. Warlocks learn to harness their power to perform a
small number of specific attacks and tricks called invocations. Warlocks make
up for their lack of versatility by being tougher and more resilient than sorcerers
or wizards.
 Alignment: Any chaotic or any evil
 Key Abilities: Charisma, Dexterity
 HP per Level: 6
 Base Attack Bonus: Medium
 High Saves: Will
 Weapons: All Simple Weapons
 Armor: Light
 Base Skill Points: 2
 Spell casting: Invocations (Charisma-based, no preparation, no casting limit,
wearing medium or heavy armor, or using a shield, can cause spells to fail)
Warlock Special Abilities
 Eldritch Blast: (Use) You can invoke an eldritch blast each round, sending a
bolt of magical energy at an enemy. You must hit the target, but their armour
does not protect them from this type of attack. They do not receive a saving
throw against this damage, but spell penetration can protect them.
 Invocations: (Use) Unlike other spell casters, you can cast your spells, called
invocations, an unlimited number of times per day.
 Eldritch Essences: Some invocations modify the damage of an eldritch blast
or add secondary harmful effects to the attack. Only on eldritch essence can be
added at one time.
 Blast Shapes: Some invocations modify the range, target(s), or area of effect
of an eldritch blast. Only on blast shape can modify an eldritch blast at a time.
 Eldritch Lore: (Passive) You gain a +2 competence bonus to your Spell
casting and Lore skills.
 Deceive Item: (Passive) You gain a +4 bonus to your Use Magic Device skill.
 Damage Reduction(3rd Level): (Use/Passive) You become resistant to
physical attacks except those inflicted by cold iron weapons. (1/cold iron).
 Fiendish Resilience (8th Level): (Use) You can draw on infernal power to
regenerate wounds over time (1/day)
 Energy Resistance (10th Level): (Use) You gain resistances to two forms of
energy (acid, cold, electricity, fire, and sonic)
                 Earlier articles in this series discussed how to incorporate beguilers and dragon shamans
                 and duskblades and knights from Player's Handbook II into the Realms. This article deals
                 with the extremely popular warlock class. In addition to exploring ways to include warlocks
                 in your games, this installment also details Davoren Hellsheart, a warlock devoted to
                 Asmodeus and who is featured in the novel Depths of Madness by Erik Scott de Bie.
                 In the Realms, there are a number of possible supernatural origins for warlocks. The most
                 common is an infernal source such as the fallen archdevil demigod Gargauth or the
                 archdevils Asmodeus and Mephistopheles. These individuals represent the majority of
                 warlocks and are, with rare exceptions, almost universally evil.
                 A small number of warlocks derive their powers from fey pacts and bloodlines. These
                 most commonly arise from pacts with the unseelie courtiers of the Queen of Air and
                 Darkness, but other sources exist as well. A small band of shadar-kai warlocks has been
                 spotted along the Golden Way near Telflamm.
Elven powers native to Faer 甁 also have spawned warlocks. The chaotic energies of the deteriorating Sild・
uir have affected the births of a small number of Star Elves, creating powerful magical defenders. Led by
their indomitable leader, Pherix Traeleth, they act as a defensive bridge between the Yuirwood and the
Sild・uir plane, fending off incursions on both ends.
A coven of fey'ri warlocks derive their power from an ancient pact with the fallen solar Malkizid. Despite the
near decimation of the daemonfey army, most of these warlocks survived. They fled after being defeated
by the armies of Lord Seiveril Miritar, then attempted to pick up lives halted by thousands of years of
imprisonment.
Warlocks are present among a number of the planetouched races of Faer 甁. Many tieflings who
descended from infernal powers pursue dark invocations, though abyssal tiefling warlocks exist as well. A
small coven of worghest warlocks is known to exist in the Mines of Tethyamar. Scholars believe that they
derive their powers from a pact with the mammoth greater barghest known as Tarkomang. There are even
rumors of warlock bloodlines among the celadrin in Cormanthor.
For those who wish to incorporate this lore into their games without introducing the warlock class, here is
an alternative. With small changes, many of these individuals and groups could be sorcerous bloodlines.
The rules for heritor/heritage feats allow these sorcerers to exhibit powers and qualities characteristic of
their otherworldly origins but without the need to take levels in the warlock class.
Infernal Origins                                    Infernal Affinity
                                                    Your infernal abilities are more potent against good
                                                    opponents.
Among all those likely to foster warlock
                                                    Prerequisite: Evil outsider or Fiendish Heritage, Ability
bloodlines, none are more enthusiastic than
                                                    to use lesser invocations
archdevils (for more information archdevils,
                                                    Benefits: Good aligned creatures suffer a -1 penalty on
consult Fiendish Codex II They enjoy sowing
                                                    saving throws against your eldritch blasts and
corruption and extending tendrils of control by
                                                    invocations. Good aligned outsiders and those with an
spreading their bloodline and making pacts with
                                                    aura of good suffer a -3 penalty on saving throws
Faer 甁 ian mortals. While the most frequent
                                                    against your eldritch blasts and invocations.
archdevils trying their hands in these ventures
are Mephistopheles and Asmodeus, pacts and bloodlines are fostered by most of the other archdevils.
The Black Star
Glasya, daughter of Asmodeus and slayer of the Hag Countess, is one of the most frequent employers of
warlock pacts after Asmodeus and Mephistopheles. Through her agent, a Paeliryon known as
Oagnuxthiode, she has cultivated a small coven of warlocks know as the Black Star in Zhentil Keep. The
coven secretly lairs within the sewers and basements of Zhentil Keep, plotting for control of the city and
the Black Network. An erinyes known as Eshaeris leads them in their manipulations and dark deeds, both
as a game to pass her time and as a set of cards to play against her rivals, Fzoul Chembryl and Scyllua
                Darkhope. Eshaeris is a patient creature, and the Black Star shares this quality, using the
                insidious talents of its members to conquer one merchant or lordling at a time. Thus it
                slowly builds its power base in the city. In particular, the coven seeks to supplant
                members of the Zhentarim in order that they might control the organization and spread its
                aims toward the ultimate goal: political and economic conquest of Faer 甁.
                History: The Black Star is a young pact assembled of diabolist warlocks united by
                Eshaeris (Mysteries of the Moonsea) in her guise as Lady Desmonda. Along with Yanser
                Vorath, she brought together influential and wealthy worshippers of Cyric and other deities
                cast aside by Bane's return, and trained them in the darkest of powers, focusing upon
                guile and persuasion, breeding a band of assassins and cultists. Only Vorath knows her
                true nature. Others in the cult know her only as Lady Desmonda, Vorath's mistress (just as
                she is mistress to many in the city).
After her role in the overthrow of Lord Orgauth and her subsequent "fall from grace," Eshaeris worked to
frustrate the schemes of Fzoul Chembryl whenever possible. With Scyllua Darkhope unavailable (because
of engagements elsewhere in Faerun), Eshaeris turned her attention toward corrupting Rassendyl, ruler of
Mulmaster, in the hope of furthering her effort against Fzoul. Members of the pact and Eshaeris herself
make clandestine visits to Mulmaster, securing the ruler's favor with bribes and will-enslaving powers.
Vorath, however, dares even more -- not only does he plan to betray Eshaeris to her enemies but also to
ascend beyond the bounds of humanity and attain a sliver of godhood, becoming the baneson reborn.
With Eshaeris and the rest of the coven occupied in Mulmaster, there is no limit to Vorath's betrayal.
Current Activities: Vorath manages the day-to-day leadership of the pact and decides which merchants to
intimidate, which noble families to manipulate, and the like. He has an excellent head for intrigue, but as
his powers mature and grow -- thanks to pacts made with infernal powers beyond Eshaeris's knowledge --
he has put more and more responsibility on the shoulders of Reoul Sathis, a devout Cyricist and jealous
rival for Vorath's affections. She uses both the powers he taught her and her divine arts to create a wide
variety of useful potions and poisons for the pact. The pact prides itself on secrecy, and most warlocks
focus on powers of stealth and darkness.
The Black Star (Minor Arcane) AL LE; 12,000 gp resource limit; Membership 12; Mixed (6 humans, 2
half-elves, 1 tiefling, 1 erinyes); Dues 10% tithe
Authority Figures: Lady Desmonda [Eshaeris] (LE female erinyes), Yanser Vorath (LE male Illuskan
warlock 16)
Important Characters: (Reoul Sathis, LE female Tethyrian cleric 3 /warlock 3/eldritch theurge 5 [Cyric])
Associated Classes: Warlock
Associated Skills: Bluff, Diplomacy, Intimidate, Sense Motive
Requirements: At least 5 or more ranks in 2 of the following skills -- Bluff, Diplomacy, Intimidate, Sense
Motive
Favored in Guild Benefits: None
Special: Lady Desmonda and Yanser Vorath only recruit the wealthy, influential, or well connected.
Potential members must show ambition and ingenuity. Alternatively, they must possess resources,
contacts, or power desirable to the organization.
Disciples of Asmodeus
As the most powerful archdevil in hell, Asmodeus makes a great effort to maintain bloodlines and pacts
among mortals. This allows him to maintain spheres of influence in different planes, cementing his position
as most powerful lord. He is the most frequent patron of tiefling and half-fiend warlocks in the Realms. He
jockeys for influence over these infernal servants, battling Mephistopheles for control.
In addition to tiefling and human pacts and bloodlines, Asmodeus also courts influence among organized
lawful evil humanoids such as hobgoblins. One of his most despicable servants is detailed below.
Davoren Hellsheart
Davoren Hellsheart is a vile, treacherous scoundrel who seeks nothing less than absolute domination over
those around him for his own evil gain. He made his first appearance in the novel Depths of Madness by
Erik Scott de Bie, in which by turns he aided, betrayed, saved, and attempted to murder the heroine, Fox-
at-Twilight. In a world where little is as it seems, Davoren, though he never betrays his intentions, is honest
in what he is -- a dark-hearted monster.
Davoren Hellsheart
Human warlock 10/hellfire warlock 3[FCII]/disciple of Asmodeus 2[BVD]
LE Medium humanoid
Init +3; Senses Listen +2 Spot +2
Languages Common, Ignan, Infernal
AC 26, touch 18, flat-footed 21
(+3 Dex, +7 armor, +3 natural armor, +3 deflection)
hp 106 (15 HD); fiendish resilience (1/day fast healing 1 for 2 minutes); DR 2/cold iron
Resist fire 15, cold 5
SR 20
Fort +9, Ref +9, Will +17
Speed 30 ft. (6 squares)
Melee +12/+7 +2 stiletto (dagger) (1d4+2/19-20 x2)
Base Atk +10; Grp +10
Atk Optionsbrimstone blast, eldritch chain, eldritch spear, frightful blast, hellfire blast, repelling blast
Special Actions deceive item, hellfire infusion
Combat Gear 3 scrolls of cure serious wounds, scroll of dimension door, scroll of dimensional anchor,
scroll of divine favor, scroll of modify memory, wand of eagle's splendor (27 charges), wand of false life (37
charges), wand of lesser restoration (22 charges), wand of lightning bolt (caster level 10, 28 charges)
Invocations (CL 14th):
Greater -- chilling tentacles, wall of perilous flame
Lesser -- brimstone blast, eldritch chain, voracious dispelling
Least -- beguiling influence, eldritch spear, frightful blast (DC 16)
Spell-like abilities (CL 14th): At will -- detect magic, eldritch blast 7d6 (CL 14, +14 ranged touch), hellfire
blast 13d6 (CL 14, +14 ranged touch), hellfire shield (DC 21); 1/day -- charm (DC 15), command (DC 15)
Abilities Str 11, Dex 16, Con 16, Int 14, Wis 14, Cha 18
SQ Learn Secret (Gather Information 1/week with +10 bonus)
Feats Devil's Favor (3/day +2 bonus on attack, save, or check), Devil's Flesh (+3 natural armor, +3
Intimidate), Devil's Stamina (+6 hit points; fast healing 3 1/day for 5 rounds), Disciple of Darkness (Gain a
+1 luck bonus on single roll 1/day when performing evil act), Evil Brand (+2 bonus on Diplomacy and
Intimidate checks made against evil creatures), Leadership, Weapon Focus (eldritch blast)
Skills Bluff +9, Concentration +16, Diplomacy +13, Intimidate +21, Knowledge (arcana) +12, Knowledge
(the planes) +16, Sense Motive +9, Spellcraft +16, Use Magic Device +20 (+22 when using scrolls)
Possessions combat gear plus bracers of the Lord Warlock* (+7 AC, +2 resistance bonus to saving
throws, spell resistance 20, allow wearer to use the invocation repelling blast (DC 20) at will, summon imp
3/day for 14 rounds [equivalent to summon monster III cast by a 14th level sorcerer]), darkring (+3
deflection bonus to AC; 2/day infernal boost: +10 enhancement bonus to Strength & Con for 2d6 rounds,
followed by one hour of fatigue), +2 stiletto (dagger)
* Bonus included in the statistics above.
Born of demons and worshiping the king of devils, Davoren Hellsheart is a cruel and -- despite his name --
heartless creature, prone to manipulating others toward his own benefit. His powers manifest in ruby fire,
the better to reflect the power of his infernal patron, Asmodeus, Lord of the Hells. Driven by his obsessive
need to dominate others and wrench their obedience and worship, even at the point of a fiery blade,
Davoren seeks to control and further the aims of his master.
Paired with his overwhelming thirst for power, he suffers from a fundamental lack of self-esteem and
confidence. Like all bullies, he can punish but cannot endure. This comes from a childhood spent as the
smallest and weakest child, abused and neglected by his parents in his Daggerdale home. When he
reached adolescence, however, he experienced dark, bloody dreams sent to him by demons, it seemed.
Dark, sorcerous powers accompanied these visions, but the demons warned Davoren to keep them
hidden. Unable to conceal his new, uncontrolled strengths, Davoren found himself the laughing stock of his
village once more. In bitter vengeance, he planned and carried out the heinous murders of his fellows and
his family, then fled the reprisals of an angry liege lord. Davoren found the path of Asmodeus to control his
dark rages with icy discipline.
Davoren has gray skin that seems to be made of something other than flesh, eyes that gleam red, and
limp, dead hair worn in a disheveled, unkempt fashion. As a youth, he kept careful composure, but now he
cannot keep the wildness from his visage. He favors black and red leather garments and is rarely seen
without his elbow-length black gauntlets. Beneath his mottled, much-stitched clothing, hideous scars cover
most of his body. He has a soft, haggard voice that betrays more than a hint of madness. He limps and
coughs frequently and shakes uncontrollably at times. He is wary of being touched. His health is not as
broken as it seems, and he is capable of hideous displays of strength and endurance at need.
The Hellsheart is particularly hesitant to speak of his doings in and around Uktar and Nightal of 1374, and
he grows angry and fearful when the time is so much as mentioned. No one knows what happened to him,
but by the hideous scars visible even on the flesh not covered by his clothing, it was something foul. Those
foolish enough to inquire and lucky enough to survive his wrath speak of a word he utters under his breath:
'Twilight."
What he means by this, no one can say.
                           Next installment -- Origins.
This is the second article dealing with the extremely popular warlock class. The first installment explored
ways to include warlocks in your games and detailed Davoren Hellsheart, a warlock devoted to Asmodeus
(the character was featured in the novel Depths of Madness by Erik Scott de Bie.
In the Realms, there are a number of possible supernatural origins for warlocks. The most common is an
infernal source such as the fallen archdevil demigod Gargauth or the archdevils Asmodeus and
Mephistopheles.
A small number of warlocks, however, derive their powers from fey pacts and bloodlines. These most
commonly arise from pacts with the unseelie courtiers of the Queen of Air and Darkness, but other sources
exist as well. We examine those warlocks this week.
Fey Origins                                        Fey Affinity
The fey of Faer 甁 are reclusive and mysterious.   Your fey ancestry has enhanced your warlock abilities.
Even those druids and rangers who are friendly
with the sylvan races can't claim to truly know   Prerequisite -- Chr 13, Fey or must possess the Fey
them, much less their deepest secrets. While      Heritage feat, warlock level 2
most fey are neutrally aligned, content to live
their lives in harmony with nature, some have
                                                  Benefits -- You can cast detect animals or plants a
allied themselves with strange, dark powers. A
                                                  number of times per day equal to your Charisma
malevolent entity with increasing influence in
                                                  modifier. Your caster level for this ability is the same as
Faer 甁, the Queen of Air and Darkness is the
                                                  your warlock caster level.
most common originator of warlock pacts among
the fey. While small numbers of fey warlocks derive their powers from a connection to the Seelie Court, the
majority are associated with the Queen and her Unseelie minions.
There were two powerful and a number of lesser Unseelie warlock covens in Faer 甁. The first, a group of
plane-hopping shadar-kai known as the Lakh-Myr Thorns is based on the Golden Way near Telflamm.
Allied with the shadowlords, the shadow fey have carved a niche in the cutthroat world of smuggling and
acquisition. Their leader, a warlock known as Gaen Ral (NE male shadar-kai rogue 1/warlock
6/Telflammar shadowlord 6), has allies with the Shadowmasters and is a friend of Grand Master of
Shadows Keshna Finlothleer.
The other coven is a great mystery to sylvan scholars of Faer 甁. Up until the Year of Lightning Storms
(1374), this coven, known as the Tairemgira, was the most powerful fey warlock group in the Realms.
Based in the Kryptgarden Forest, its members -- along with other wild, Unseelie courtiers -- would dance
on the night of the full moon, hunting prey with their eldritch blasts and invocations until dawn. They had no
fixed base, appearing from hidden portals with no warning and disappearing just as quickly. Then, without
the slightest reason, the court vanished completely. Even those Unseelie fey interrogated can't (or are too
afraid to) comment on the disappearance of the coven. Rumors float on the wind of the horrific
machinations of King Witchthorn, the Verdant Prince (MMIV) of Kryptgarden. They claim that the fey lord
(NE male verdant druid 18) has punished the Tairemgira for a broken oath-bond. After an anonymous tip,
Unseelie emissaries have been dispatched to Waterdeep to interrogate members of the Adarbrent family,
a noble house reportedly allied with Witchthorn. Even more frightening is the rumor that Witchthorn is
allied with Claugliyimatar, the ancient Green Dragon that lairs in Kryptgarden Forest.
While the majority of fey warlocks are associated with the Unseelie Court, rumors abound that the Seelie
forces have begun to experiment with pacts as well. At least a few warlocks travel Faer 甁 in service to
Titania, combating the malevolent efforts of the Queen of Air and Darkness. Neither court is particularly
influential in the Realms, but their respective presences are growing.
Elven Origins
The elves of Faer 甁 are at one with the land and magic, favoring more traditional sorcerous pursuits such
as nature magic, wizardry, and bladesinging. Warlock heritage and pacts are almost unknown outside of
two elven subgroups -- the star elves and the fey'ri. The former derive their heritage from the unstable
energies of their magically created home plane. The latter hold pacts with dark forces such as the fallen
Solar Malkizid.
The Star Elves
Over 2,000 years ago, the star elves of the Yuirwood, faced with increasingly aggressive human
expansion, cast a mighty spell on a series of menhir stones, creating a realm coterminous with the forest
known as the Sild・uir. Since then, the star elves have inhabited their realm of perpetual twilight, living out
their lives in peaceful seclusion. The only contact they had with Faer 甁 was through the Masters of the
Yuirwood, a small number of rangers and druids who protect the forest from outside interference.
Life changed for the star elves in the last few centuries. Alien sorcerers known as nilshai invaded their
realm. The invaders laid siege to sections of the realm, eroding the boundaries and thus the stability of the
plane. A small number of star elves born during this period exhibited strange abilities and physical
qualities. Unlike their brethren, these residents are native to the Sild・uir and are bound even tighter to its
mysteries.
                                    This group of native star elves took up different pursuits, but at least ten
                                    have become warlocks. They are led by Pherix Traeleth (CG male
                                    otherworldly star elf warlock 8/mindbender 1/hellfire warlock 3/master
                                    of the Yuirwood 10/enlightened spirit 6). Pherix was the first star elf
                                    born with these strange qualities and, as such, was an outcast from his
                                    people. He was expelled from the plane at a young age, forced to
                                    wander the Realms. As a young elf bereft of any guidance but
                                    displaying incredible magical         Twilight Affinity
                                    potential, Pherix came under the
                                    influence of dark powers. He
                                                                          Your eldritch blast is effective against incorporeal
                                    unknowingly made a dark pact with
                                                                          undead.
                                    Seryntalia, a sorceress in service to
                                    Mephistopheles.
                                                                          Prerequisite: Star elf, Ability to use least invocations
                                    It was only through the intervention
                                    of a band of adventurers who           Benefits: Between sunset and sunrise, your eldritch
                                    shared Pherix's travels that he        blasts and invocations affect incorporeal undead
                                    escaped his servitude. With the        normally. If you use the hideous blow invocation as part
                                    support of his old comrades, Pherix    of a melee attack, that attack also benefits from this
                                    redeemed himself, turning away         feat.
                                                                           Normal: Eldritch blasts and invocations suffer a 50%
                                                                           miss chance against incorporeal undead.
                                    from temptation. Soon after, he heard word that the Sild・uir was under
                                    attack from a large band of Nilshai, and he joined a group of rangers in
                                    the Yuirwood who had heeded a call for help. Unaware of his past, the
                                    rangers accepted Pherix's help, coming to the aid of the star elves. It
                                    was only after Pherix helped them win a decisive victory against the
Nilshai that the elves realized who he was. Grudgingly, they accepted Pherix back into their ranks,
recognizing his loyalty and dedication.
Since his acceptance, Pherix has gathered other warlocks who had hidden their powers from the star
elves. He splits his time between leading this band and his duties with the Masters of the Yuirwood. As a
former outcast and native of the Sild・uir, he has the experience and ability to bridge the gap between the
two realms. For now, he doesn't take sides, but soon the elves must make a decision. Pherix and his
coven are likely to be highly influential when the time comes, and he has a strong following among the
youth of the land. As one of the most powerful warlocks in Faerun and beyond, he has the knowledge and
experience to connect the star elves with the outside world.
The Fey'ri
While the star elves have derived their powers from the eroding energies of their home, the fey'ri have
achieved power through pacts with dark forces. When Malkizid corrupted the sun elf house of Dlardrageth
and others, he also made a number of warlock pacts. The power from these pacts remains and has been
passed down several times to younger fey'ri. Despite the defeat of the fey'ri legions, the majority of
warlocks survived. They now work as mercenaries, leasing their services to the highest bidders. The
warlocks were directionless until their leader, a noblewoman known as Szepther Aelrothi, was contacted
by a being of incredible power -- an ancient servitor of the Spider Queen.
The elven cultures that survived the fey'ri invasion are experiencing a renaissance in Cormanthor, The
High Moor, and other areas, but a dark cloud hangs above them. Unbeknownst to the settlers, a power
has reemerged from deep in their pasts and it has little love for the fair folk. Wendonai the Seducer (LE),
the balor who corrupted the dark elves into worshipping the Spider Queen, has begun to slip the bonds of
his 2,000 year imprisonment at the hands of the servants of Horus Re. Two years yet remain of
Wendonai's exile, but he has begun to cultivate relationships with denizens of Faer 甁. In the ears of the
surviving fey'ri warlocks he has whispered dreams of power, glory, domination, and revenge beyond their
wildest imaginations.
Wendonai has previously granted dark pacts with the Ilythiiri House Sethomiir and its coronal, Geirildin.
When his spies reported the sundering of the fey'ri army, he knew he had found a perfect opportunity.
During his 2,000 years of exile, the balor experimented, learning special techniques to expand his
repertoire of corruption. He can now use his fiend of corruption (FF) abilities on native outsiders such as
fey'ri and tieflings. As he breaks the bonds of his banishment, he plans to subvert Szepther and her band
and hopes to use them to decimate the armies of the God-Kings of Mulhorand. In return, he promises to
help them exact revenge against the elves, though he has no intention of carrying out his side of the
bargain.
Planetouched Origins
The planetouched populations of Faerun tend to have more warlocks among them than the rest of the
populace. These warlocks often develop their powers in concentrations of supernatural energy. All
planetouched regions in the Player's Guide to Faerun are affected, but the ones with the greatest number
of warlocks are tieflings (Thay and Unther), genasi (Calimshan and Thay [fire]), celadrin (Cormanthor), and
worghests (the Mines of Tethyamar). While warlocks with heritage-based powers can be found anywhere
in Faerun, these are the most common sources among the planetouched races. Azerbloods, celadrin,
d'hin, and worghests are described in greater detail in Eric Boyd's article "Legacies of Ancient Empires:
Planetouched of Faerun" in Dragon Magazine #350. Other planetouched races such as tannaruks, d'hin,
and azerbloods may have a few warlocks in their midst, but they are not particularly common.
Tiefling warlocks are even more likely than others of their kind to exhibit obviously inhuman traits such as
cloven hooves, a sulfurous reek, horns, a tail, or glowing red eyes. They tend to develop their powers at a
young age, often encouraged by their ancestors to cultivate their horrible gifts. Other tieflings make pacts
with evil outsiders to activate what they feel is dormant power within their souls. Twin tiefling warlocks work
covertly for Samas Kul (UnA), Master of the Guild of Foreign Trade in Bezantur. The corpulent red wizard
uses the warlocks known as Tolyst and Finora to spy on and intimidate his trade rivals. Tolyst is easily
recognized by his large fangs, wolfish grin, and orange eyes. Finora can be identified by her catlike tail and
yellow cat's eyes.
Thay also has at least a few genasi warlocks in the service of the Firelord. High Flamelord Iphegor Nath
(UnA) employs several fire genasi warlocks to defend his temple and, on occasion, perform special
missions in the name of Kossuth. It is believed that Nath brokered a deal between the genasi and the
primal fire elemental known as Sthes'kthes. In return for serving the primal and his master Kossuth, the
genasi were granted warlock powers. The four warlocks -- Arthek, Duron, Canthel, and Dzivir -- are known
for their fire-related invocations and equally fiery tempers.
Among the good races of Faerun, celadrin are one of the few that produces warlocks with inherited power.
Somehow, the combination of elven blood with that of eladrins has a tendency to produce offspring with
the potential to become warlocks. These children grow to become terribly beautiful defenders of the
Church of the Winsome Rose. It is known that at
least three of these warlocks have become            Planar Affinity
eldritch theurges (CM), warlock/clerics devoted to
the worship of Hanali Celanil. Whispers abound Your planar heritage makes you a more flexible
that these mysterious servants walk the forests of warlock.
Cormanthor, rekindling love among the elven
settlers. Some settlers believe that they do this to
ensure the survival and propagation of the elves Prerequisite: Native outsider, Ability to use lesser
in the forest, but others suggest that they simply invocations
enjoy seeing elves in love in Cormanthor again.
                                                     Benefits: Each time you become eligible to replace an
A truly frightening thing occurred among the         existing invocation with another invocation, you can
goblin population of the Mines of Tethyamar.         instead replace two invocations. Thus a warlock who
While the diminutive, green-skinned humanoids reaches 6th level could replace two least invocations.
are used to worghests -- goblins who have            When the same warlock reaches 11th level, he can
crossbred with barghests -- in their midst, they     replace two least or lesser invocations.
are not used to the presence of powerful
warlocks. These individuals are rarely the result In addition, you gain a +2 bonus on all Charisma-based
of natural bloodlines because, generally,           checks when dealing with outsiders within one step of
barghest blood is not potent enough to propagate your alignment on each of the alignment axes.
warlocks. This all changed when the immense
greater barghest known as Tarkomang moved           Normal: A warlock can replace only one invocation at
into the area. Tarkomang is one of the largest      6th, 11th, and 16th level.
barghests ever to live in Faerun, a monstrosity of
such immense size that his goblin and worghest servants had to hollow out the inside of a small mountain
to house him. In the few decades since Tarkomang entered the Mines, he has spawned a number of
worghest warlocks and created pacts with residents. While generally preferring worghests for his pacts, he
has granted powers to a small number of the more martial goblins. It is unknown if Tarkomang has any
plans for greater domination, but his great size, mammoth appetite, and large following could become a
serious problem for the nomadic populations of the Desertmouth Mountain region.