5.01.2004

The Natural
[D&D Warlock Core Class Variant]

The Natural
Most believe that naturals are descended from fey or elemental blood, the product of some union between nature's mortal and immortal halves. Some revere them as the ultimate union between humanity and nature. Others would rather kill them as threats or violation of the natural order.

Naturals are often humans and half-elves. Due to their racial connection to the elements, genasi often find their niche as naturals, combining their elemental nature and the powers of the natural into a terrible force of nature.



Natural Prestige Classes: None.

Adaptation: The natural represents an elemental, natural counterpart to the fiendish, often sinister warlock from The Complete Arcane. The natural can be considered a variant class in any campaign that incorporates the warlock.

Updated 11/16/06: Added 25 new Talents, one for each new warlock invocation in Cityscape and Complete Mage.

Game Rule Information
Naturals (Nat) have the following game statistics.

Abilities: Charisma is a valuable commodity for naturals, influencing their Talents and several class skills. A high Dexterity grants naturals accuracy with Primal Blasts and compensates for their limited access to armor.
Base Attack Bonus: Average (as a druid).
Hit Die: d6.
Saves: Good Will / Poor Fortitude and Reflex.
Class Skills: The natural's class skills are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha). Skill Points at Each Level: 2 + Intelligence modifier (x4 at 1st level).
Alignment: Any neutral.
Starting Age: As a sorcerer.
Starting Gold: 4d4 x 10gp.
Favored Class: Natural is favored class humans and half-elves, and an additional or alternate favored class for genasi, at the DM's discretion.
Multiclassing: Characters with levels in gifted, strange, or warlock cannot take levels in gifted.


Class Features
All of the following are class features of the natural.

Weapons and Armor Proficiency: Naturals are proficient in all Simple weapons and Light armor. All Talents and Primal Blast are arcane spell-like abilities that require a simple somatic component, but naturals can use Talents and Primal Blast in light armor without incurring arcane spell failure.

  1. Primal Blast [1d6], Talent [Least], Wild Potential
  2. Detect Magic, Talent [Least]
  3. Damage Reduction [1/cold iron], Primal Blast [2d6]
  4. Talent [Least], Utilize Item
  5. Primal Blast [3d6]
  6. Talent [Lesser]
  7. Damage Reduction [2/cold iron], Primal Blast [4d6]
  8. Natural Vitality [1], Talent [Lesser]
  9. Primal Blast [5d6]
  10. Energy Resistance [5], Talent [Lesser]
  11. Damage Reduction [3/silver], Primal Blast [6d6], Talent [Greater]
  12. Imbue Item
  13. Natural Vitality [2], Talent [Greater]
  14. Primal Blast [7d6]
  15. Damage Reduction [4/cold iron], Talent [Greater]
  16. Talent [Salient]
  17. Primal Blast [8d6]
  18. Natural Vitality [5], Talent [Salient]
  19. Damage Reduction [5/cold iron]
  20. Energy Resistance [10], Primal Blast [9d6], Talent [Salient]

Primal Blast [1st/3rd/5th/7th/9th/11th/14th/17th/20th Level]
A burst of green energy leaps from his fingertips; otherwise, as the warlock's Eldritch Blast class feature.

Talents [1st/2nd/4th/6th/8th/10th/11th/13th/15th/16th/18th/20th Level]
The natural enjoys strange powers, as if connected to the forces of nature. At the indicated levels, he selects a Talent of up to the designated level (Least, Lesser, Greater, or Salient); otherwise, as the warlock's Invocation class feature. Talents are considered Invocations when qualifying for any feat requiring Invocations, such as Extra Invocation, at the DM's discretion. The Talents available to the natural are as follows:

Least Talents
  • Amphibea: [2nd Level] The natural assumes aspects of the fish. He gains a Swim speed of 30 feet (or a +10 bonus to his existing Swim speed, whichever is better) and the ability to breathe water for 24 hours.
  • Call of the Wild: [2nd Level] He holds sway over beasts. He gains Wild Empathy and the ability to speak with animals for 24 hours.
  • Earthen Grasp: [2nd Level] Thye earth itself attacks the targeted creature at his command. As the warlock invocation.
  • Faerie Cloud: [2nd Level] He creates a concealing purple mists that fatigues those within. As the Miasmic Cloud warlock invocation.
  • Favored by Fate: [2nd Level] Lady Luck smiles upon him; otherwise as the Dark One's Own Luck warlock invocation.
  • Ferocious Blast: [Primal Essence/2nd Level] His Primal Blasts shake creatures to their core. As the Frightful Blast warlock invocation.
  • Flaeme: [2nd Level] He can use faerie fire as the spell. Aberrations, Constructs, and Undead touched by the flames must make a Fortitude save or be slowed.
  • Fungal Blast: [Primal Essence/2nd Level] His Primal Blasts overwhelm the senses with the rot of decay. As the Sickening Blast warlock invocation.
  • Gnashing Blast: [Primal Essence/2nd Level] His Primal Blasts are spiraling columns of jagged teeth, dealing Slashing damage and forcing the creature struck to succeed at a Fortitude save or be staggered for 1 round.
  • Green Tongue: [3rd Level] He communes with the forest. He gains the ability to speak with plants and a +6 bonus to Survival checks for 24 hours.
  • Gremlin Blast: [Primal Essence/2nd Level] His Primal Blasts destroy objects. As the Hammer Blast warlock invocation [CMag].
  • Gutteral Growl: [2nd Level] He can scare any creature within 30 feet that can hear him.
  • Leaps and Bounds: [2nd Level] As the warlock invocation.
  • Lizardfoot: [2nd Level] He scurries along walls like a lizard. As the Spiderwalk warlock invocation.
  • Mischievous Nature: [2nd Level] He is naturally sly and sneaky. He gains a +6 bonus to Bluff, Hide, and Sleight of Hand checks for 24 hours.
  • Morning Mist: [1st Level] He can exhale a thick fog. As the Breath of Night warlock invocation.
  • Primal Force: [Blast Shape/2nd Level] His Primal Blasts can reach the horizon. As the Eldritch Spear warlock invocation.
  • See the Unseen: [2nd Level] He perceives the shadowed and the unseen. As the warlock invocation.
  • Serpent's Tongue: [2nd Level] As the warlock invocation [CMag].
  • Summon Swarm: [2nd Level] He can brings swarms upon his enemies. As the warlock invocation.
  • Sylvan Revolt: [1st Level] Fallen leaves, broken twigs, and debris from the forest floor swirl up to entangle the targeted creature. Otherwise, as the Cocoon of Refuse warlock invocation [City].
  • Sylvan Step: [3rd Level] He moves like a gazelle, enjoying Trackless Step, Woodland Stride, and a +10 bonus to his ground movement rate.
  • Wild Strike: [Blast Shape/2nd Level] His fists strike with Primal Blasts. As the Hideous Blow warlock invocation.
  • Wolfen: [3rd Level] He has the senses of a wolf. He gains low-light vision and Scent for 24 hours.
  • Zephyrous Aura: [2nd Level] Swirling winds surround him, protecting him from ranged attacks, erasing his tracks, and masking his scent. Otherwise, as the Entropic Warding warlock invocation.

Lesser Talents
  • Arctic Blast: [Primal Essence/4th Level] The natural's Primal Blasts are as cold as a glacier's heart. As the Hellrime Blast warlock invocation.
  • Beastmaster: [3rd Level] He commands the beast. He can dominate animal as the spell.
  • Brilliant Blast: [Primal Essence/4th Level] His Primal Blasts are blindlingly bright. Otherwise, as the Beshadowed Blast warlock invocation.
  • Charm: [4th Level] Even his enemies find him charming. As the warlock invocation.
  • Faunomorph: [3rd Level] He can assume the form of animals. He selects a number of Small animals equal to his Constitution modifier (minimum 1); he can polymorph into these forms as the spell.
  • Feral Slash: [3rd Level] He grows terrible claws and the ferocity to use them. His unarmed attacks deal 1d10 points of slashing damage. When fighting unarmed, he enjoys the benefits of the Improved Unarmed Strike and Two-Weapon Fighting feats.
  • Flee the Scene: [4th Level] He disappears, leaving an illusory double in his wake. As the warlock invocation.
  • Glittering Blast: [Primal Essence/3rd Level] His radiant Primal Blasts erupt in sparks. His Primal Blasts deal damage with the Light descriptor and deal an additional +1 damage per die against creatures vulnerable to light. Upon impact, the target radiates light for 1 round and a burst of gleaming sparks outlines creatures within 10 feet with glitterdust for 1 round.
  • Gossamer Heights: [3rd Level] Translucent and insectoid winglike shimmers grow from his back; otherwise, as the Fell Flight warlock invocation.
  • Jinx: [4th Level] Lady Luck frowns upon his foes. As the Curse of Despair warlock invocation.
  • Metabolic Balance: [4th Level] He is immune to nonmagical poisons and nonmagical diseases.
  • Oasis: [2nd Level] His allies enjoy comfort in desert and tundra. As the Cold Comfort warlock invocation [CMag].
  • One with the World: [4th Level] He sees without eyes. As the Voidsense warlock invocation.
  • Organic Blast: [Primal Essence/3rd Level] His Primal Blasts do extra damage against one of following creatures, chosen each time this Talent is selected: Aberrations, Constructs, Oozes, Undead, or Vermin. Otherwise, as the Baneful Blast warlock invocation [CMag].
  • Primal Tendrils: [Blast Shape/4th Level] His Primal Blasts reach out to multiple targets. As the Eldritch Chain warlock invocation.
  • Relentless Dispelling: [4th Level] He banishes magic from the natural world. As the warlock invocation [CMag].
  • Shaping Touch: [4th Level] He touch can mold raw materials into useful shapes, as the wood shape and stone shape spells. Any shape with moving parts has a 60% chance of not functioning. Any object created by Shaping Touch reverts to its natural form after 1 minute.
  • Stony Grasp: [3rd Level] Rock seizes his enemies. As the warlock invocation.
  • Unfettered Step: [4th Level] His body cannot be tamed. He moves with freedom of movement as the spell.
  • Unseelie Flaeme: [4th Level] He can create faerie fire as the spell. Creatures touched by the flame suffer 1d4 points of damage per round.
  • Unstep: [4th Level] He enjoys nondetection for 24 hours.
  • Walk Unseen: [2nd Level] He disappears with a wink. As the warlock invocation.
  • Wildfire Blast: [Primal Essence/4th Level] His Primal Blasts burn with wildfire. As the Brimstone Blast warlock invocation.
  • Witchwood Step: [3rd Level] He moves across natural terrain - even water - with absolute surefootedness. As the warlock invocation [CMag].

Greater Talents
  • Absorb Magic: [6th Level] The natural consumes the magic he dispels. As the Devour Magic warlock invocation.
  • Call of Nature: [5th Level] He sends risky mental commands. As the Warlock's Call warlock invocation.
  • Dazzling Blast: [Primal Essence/4th Level] His Primal Blasts rattle the mind. As the Bewitching Blast warlock invocation.
  • Dreamscape: [5th Level] He hides in a dangerous landscape of nightmares. As the Nightmares Made Real warlock invocation [CMag].
  • Elemental Might: [6th Level] He can assume the form of a Large air, earth, fire, or water elemental for 1 round/2 natural levels. Otherwise, as the Hellspawned Grace warlock invocation [CMag].
  • Faerie Slumber: [6th Level] He imposes a slumber from which it is painful to wake. As the Painful Slumber of Ages warlock invocation [CMag].
  • Impish Impulse: [5th Level] He is like the devil on your shoulder. As the Devil's Whispers warlock invocation [City].
  • Magma: [4th Level] A burning sludge impedes his enemies and deals fire damage. Otherwise, as the Caustic Mire warlock invocation [CMag].
  • Nature's Legion: [5th Level] A magical swarm attacks his enemies. As the Tenacious Plague warlock invocation.
  • Primal Torrent: [Blast Shape/5th Level] His Primal Blasts engulf an area. As the Eldritch Cone warlock invocation.
  • Reach of the Sea: [5th Level] Freezing tentacles seize his foes. As the Chilling Tentacles warlock invocation.
  • Repelling Blast: [Primal Essence/6th Level] His Primal Blasts send foes flying. As the warlock invocation.
  • Sun Blast: [Primal Essence/6th Level] He can change her Celestial Blast into a burning ray of the sun. His Celestial Blasts deal Fire damage with the Light descriptor and deal an additional +1 damage per die against creatures vulnerable to light. Undead struck by a Sun Blast must make a Fortitude save or be destroyed. Any creature killed by a Sun Blast explodes in a burst of fire, dealing 3d6 points of damage to all within 15 feet.
  • Thunderous Blast: [Primal Essence/4th Level] He can change her Celestial Blast into a thundering bolt of lightning, dealing Electricity damage and forcing the creature struck to succeed at a Fortitude save or be stunned for 1 round and deafened for 1 minute.
  • Underwater Blast: [Primal Essence/4th Level] His Primal Blasts impede movement like the atmosphere of the sea. Otherwise, as the Hindering Blast warlock invocation [CMag].
  • Unexpected Army: [6th Level] He can animate objects as the spell.
  • Wall of Volcanic Fury: [4th Level] A wall of volcanic fire erupts before him. As the Wall of Perilous Flame warlock invocation.

Salient Talents
  • Concussive Blast: [Primal Essence/7th Level] His Primal Blasts stun their targets; otherwise, as the Binding Blast warlock invocation [CMag].
  • Feathered Flurry: [8th Level] He becomes a swarm of Diminutive blue feathers; otherwise, as the Dark Discorporation warlock invocation.
  • Greenmaster: [8th Level] He can control plants as the spell.
  • Green Road: [6th Level] He can transport via plants as the spell. Each time he uses this Talent, all nonmagical poisons in his system are neutralized and all nonmagical diseases are removed.
  • Intuition: [8th Level] As the Dark Foresight warlock invocation.
  • Kaleidoscopic Strike: [Primal Essence/8th Level] He can change his Primal Blast into a colorful bolt of prismatic energy, threaded with color. A Kaleidoscopic Blast deals additional damage determined randomly by rolling a d6 twice and combining the resulting effects: 1: Red (deals an additional 1d6 points of Fire damage); 2: Yellow (deals an additional 1d6 points of Electricity damage); 3: Blue (deals an additional 1d6 points of Cold damage), 4: Green (deals an additional 1d6 points of Acid damage); 5: Silver (deals an additional 1d6 points of Sonic damage); and 6: Gold (deals an additional 1d6 points of Positive Energy damage, which heals the living and damages the Undead). For example, a natural using an 8d6 Kaleidoscopic Blast rolls a 2 and a 6; the yellow and gold blast deals 8d6 points of damage normally + 1d6 points of Electricity damage, heals the living of 1d6 points of damage, and deals an additional +1d6 to undead.
  • Metamorphose: [4th Level] As the Word of Changing warlock invocation.
  • Pixie Trick: [4th Level] As the Retributive Invisibility warlock invocation.
  • Primal Fury: [Blast Shape/8th Level] As the Eldritch Doom warlock invocation.
  • Steal Summoning: [6th Level] He can seize control of summoned creatures. As the warlock invocation [CMag].

Wild Potential
The natural can acquire the druid's Wild Empathy class feature by expending a character feat.

Detect Magic [2nd level]
As the warlock class feature.

Damage Reduction [3rd/7th/11th/15th/19th Level]
He enjoys feylike resistance against to physical attacks; otherwise as the warlock class feature.

Utilize Item [4th level]
The natural can use magical devices with natural ease; otherwise as the warlock's Deceive Item class feature.

Natural Vitality [8th/13th/18th level]
He enjoys the vitality of the primal lifeforce; otherwise as the warlock's Fiendish Resilience class feature.

Energy Resistance [10th/20th level]
As the warlock class feature.

Imbue Item [12th level]
As the warlock class feature.

Epic Natural: The epic-level natural continues his Hit Die, skill point, Damage Reduction, and Energy Resistance progressions. He increases his Primal Blast damage by +1d6 at 23rd level and every three levels thereafter (23rd, 26th, 29th, 32nd, etc.). The rate of his Natural Vitality increases by 3 at 23rd-level and every five levels thereafter (23rd, 28th, 33rd, 38th, etc.). In addition, he receives bonus feats at 24th level and every four levels thereafter (24th, 28th, 32nd, 36th, etc) and may select a Talent of any power level in lieu of a feat; however, when he selects Talents as bonus feats, he must select one of each power level – one Least, one Lesser, one Greater, and one Salient (in any order) – before he can select additional Talents of each power level. For example, if he selects a Salient Talent at 24th level, he must select a Least Talent, Lesser Talent, and Greater Talent (in any order) before he can again select another Salient Talent.

Board Link: To feedback on my three warlock variants posted on the Wizards of the Coast message boards.

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