Prestige Classes


"People change."

-Torgar Coalhair, enlightened spirit

Although the fiendish origins of the warlock's power can't be denied, he need not fully embrace the darkness. Some warlocks start down the fiendish path, then repent and turn toward the light. Such rare individuals are called enlightened spirits.


Only good-aligned warlocks can take this prestige class. Enlightened spirits lose the flexibility to choose invocations but instead gain specific, powerful invocations to use in the fight against evil.


You're living proof that anyone can change, regardless of where he begins. You began as an arcane magician with a fiendish heritage, but you had a change of heart and chose the path of good over evil.

Your new life is rewarding, but you still walk a difficult path. Good people sometimes have trouble trusting you if they realize what you once were, and evil folk consider you a traitor to your former ideals. Temptation to return to your old ways is everywhere, and will be until you die. But you have come this far, and you know you can overcome your past.


Your eldritch blast is your best weapon in combat, so use it as much as you can. Your invocations can also prove useful for confounding enemies and altering the effects of your blasts. You need to stay reasonably close to the action so that your auras can scare away enemies and aid allies. Still, you're not as tough as a fighter or even a cleric, so you can stay in the front line for only a short time. You should be sure that you have a good position to which you can retreat and fire your eldritch blasts while your comrades cover you.


You were born with a fiendish legacy that gave you eldritch powers, which you exploited for personal gain. As you became more powerful, you wholeheartedly embraced your heritage further, using your warlock's powers as you saw fit.

But at some point, you realized the error of your ways. You saw the harm your actions caused, and you decided to abandon your fiendish legacy and turn over a new leaf. Since then, you have used your powers to help others and to fight for the cause of good. Your change of heart has paid off in new powers that help you stay on the path of righteousness.

No special organization exists to support you, since so few other warlocks ever see the light. But you stick close to good churches and avoid evil companions.

Keep your Charisma score high to ensure that you can use your special abilities to best effect. Sense Motive is a good skill to keep maximized, as is Knowledge (the planes), since you have your sights fixed on a celestial goal. You can still benefit from all the feats that improve your eldritch blast, plus any combat-oriented feats focusing on weapons that you can use.


Since you have no organization of like-minded individuals to support you, you must depend on those to whom you provide aid for return favors. Good-aligned churches are your best resources - you can ask them for healing, references, aid against your detractors, and even the loan of the occasional magic item. Paladins can also be helpful, especially for convincing others of your innate goodness. Finally, communities to which you have rendered aid can provide you with food and shelter, aid in defense, and a variety of services.


"He says he's seen the light. But once a hellspawn, always a hellspawn, I say."

-Arilus Gendor, innkeeper

An enlightened spirit can add plenty of interest to a campaign focused on arcane magic, especially if your PCs are already familiar with warlocks. The concept that a warlock can transcend his innate fiendish nature and gain celestial powers should make characters a bit more cautious about painting every warlock with the same brush. The classic misdirection in which the PCs are sent after a known warlock and discover instead a force for the cause of good is an excellent turnabout and one that should make them cautious about being overly trusting of employers. Alternatively, an enlightened spirit can be presented as an ally for one of the PCs' missions, or someone who needs help from the PCs to prove his own beneficent nature.


Enlightened spirits have no organization of their own, primarily because few warlocks choose to pursue the path of light. Thus, they walk their paths alone, except for the friends and allies they make along the way.

However, an enlightened spirit might attach himself for a time to a temple or an organization of good-aligned individuals. Such an association is usually quite productive, since the organization gains the incredible powers of the enlightened spirit, and he gains the support and public backing of an organization of like-minded individuals.

An enlightened spirit spends much of his time in the study of other planes, in pursuit of his celestial goal. He also trains with weapons and practices combat tactics that he can use to stay close enough to his allies to protect them while still avoiding as much damage as possible.

The church or other organization with which an enlightened spirit is affiliated might send him on missions to aid towns under siege, assist those battling the forces of darkness, or retrieve sacred items that have been lost for centuries. As he progresses in the class, he might go out on his own in search of causes worthy of his aid. He spends much of this period adventuring in the company of good-aligned characters.

NPC Reactions

Most people have little knowledge of the differences between arcane casters and treat them all with either indifference or hostility, depending on their past experiences. Those who know what warlocks are and have a chance to see an enlightened spirit use his eldritch blast treat him as they would a warlock - with an unfriendly or even hostile attitude if they are good, or with a friendly or helpful attitude if they are evil.

The attitude of an evil person shifts rapidly to unfriendly or hostile as soon as the enlightened spirit's true nature is revealed, but a good-aligned person takes longer to accept the enlightened spirit's good heart. Some proof - how much depends on the person - is usually required, and even then the attitude shifts only one step for each piece of evidence.


Characters who have ranks in Knowledge (arcana) or the bardic knowledge ability can research enlightened spirits to learn more about them. When a character makes a successful skill check or bardic knowledge check, read or paraphrase the following, including the information from lower DCs.

DC 10: Some spellcasters who gain their powers from fiendish sources manage to turn to the light.

DC 15: An enlightened spirit is a warlock who has turned his back on his fiendish legacy and embraced the path of good.

DC 20: An enlightened spirit uses his eldritch blast to combat evil. He can even grow wings!

DC 30: Characters who achieve this level of success can learn important details about a specific enlightened spirit in your campaign, the areas where he operates, and the kinds of activities he undertakes.

A PC looking for an enlightened spirit can attempt a DC 30 Gather Information check in any area where warlocks are active, or at large, good-aligned churches, to gain contact information. Even so, it might be necessary to travel a fair distance to actually find an enlightened spirit, because they are so rare.


Enlightened spirits are uncommon enough that they can be introduced at any time as though they had always existed. Alternatively, the enlightened spirit you introduce might very well be the first your campaign world has seen. An enlightened spirit is likely to be an ally to a PC party, but he could also be an adversary if the PCs tend toward evil or are engaged in a mission on behalf of evil forces - knowingly or not.

An enlightened spirit is a great choice for players who are intrigued by the warlock but unwilling to embrace his fiendish legacy. Because these characters are likely to draw suspicion from both good and evil NPCs, they can generate a number of roleplaying opportunities. However, be sure the enlightened spirit character has some support in the game, since constantly justifying himself can get old fast. Also, make sure you provide opportunities for the PC enlightened spirit to vanquish evil so that he can earn the trust of other important NPCs - and possibly his own party, too.


Although an enlightened spirit is designed as a good version of a warlock, it could also be used in the opposite way - as a prestige class for good characters who fall into evil ways. Simply reverse the alignment-specific features of the entry requirements and class features and recast the character according to the blackguard model.

Sample Encounter

The PCs could encounter an enlightened spirit at a goodaligned church or on a mission for such an organization. Alternatively, they could find one held captive by evil forces and in need of rescue.

EL 10: Torgar Coalhair (LG male dwarf warlock 5/enlightened spirit 5) has been seeking an evil warlock with whom he trained many years ago because his old acquaintance has been making a power play to gain control of a mid-sized town. He plans to offer the individual a chance to convert to good as he has done. But the PCs are also on the trail of the evil warlock, and their mission is to kill him. They might try to slay Torgar as well, or he might become their ally in the quest. If he does, he tries to convince them to spare the man long enough for him to make his offer - an action that may rouse their suspicions.

Hit Die: d6.


To qualify to become a enlightened spirit, a character must fulfill all of the following criteria.

Alignment: Any good.

Skills: Knowledge (the planes) 8 ranks.

Special: Eldritch blast 3d6.

Class Skills

The enlightened spirit's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at Each Level: 2 + Int modifier.

Table: The Enlightened Spirit

Level Base
1st +0 +0 +0 +0 Aura of courage, aura of menace, spirit blast
2nd +1 +0 +0 +0 Eldritch blast +1d6, spirit armor (+1 AC)
3rd +2 +1 +1 +1 Celestial flight
4th +3 +1 +1 +1 Eldritch blast +2d6, tongues
5th +3 +1 +1 +1 Shape invocation, energy resistance 5
6th +4 +2 +2 +2 Eldritch blast +3d6, spirit armor (+2 AC)
7th +5 +2 +2 +2 Holy blast
8th +6 +2 +2 +2 Eldritch blast +4d6
9th +6 +3 +3 +3 Transform magic
10th +7 +3 +3 +3 Eldritch blast +5d6, death ward, spirit armor (+3 AC)
Class Features

You acquire celestial abilities as advance in this prestige class, gradually leaving behind your fiendish legacy as you rise to a higher spiritual state. Your new abilities make you an able combatant and aid your allies as well.

All of the following are class features of the enlightened spirit prestige class.

Aura of Courage (Su): You are immune to fear, and each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.

Aura of Menace (Su): A righteous aura surrounds you whenever you fight or get angry. Any hostile creature within a 5-foot radius of you takes a -2 penalty on attacks, AC, and saves for 24 hours or until it successfully hits you. A creature that has resisted or broken the effect can't be affected again by your aura for 24 hours.

Spirit Blast (Sp): This invocation (Lesser; 4th; Eldritch Essence) allows you to change your eldritch blast into a spirit blast. The blast deals an extra 1 point of damage per die to undead. Your spirit blast also affects incorporeal creatures without the normal miss chance.

Eldritch Blast (Sp): At 2nd level and every even-numbered level thereafter, the damage of your eldritch blast improves by 1d6 points.

Spirit Armor (Su): Beginning at 2nd level, you gain a +1 sacred bonus to Armor Class.

The bonus improves to +2 at 6th level and +3 at 10th level.

Celestial Flight (Sp): At 3rd level, you gain the celestial flight invocation (Lesser; 3rd). The powers of light bear you aloft as you sprout shimmering spirit wings. You can fly at a speed equal to your land speed with good maneuverability for 24 hours.

Tongues (Su): Beginning at 4th level, you can speak any language. This ability works as the tongues spell does, except that it is continuously active. You can suppress or resume the effect as a free action.

Shape Invocation (Sp): At 5th level, you learn any one least, lesser, or greater blast shape invocation.

Energy Resistance 5 (Su): At 5th level, you gain resistance 5 to any two of the following energy types: acid, cold, electricity, and fire.

Holy Blast (Sp): At 7th level, you gain an invocation (Greater; 6th; Eldritch Essence) that allows you to change your eldritch blast into a holy blast. The blast deals an extra 1 point of damage per die to evil outsiders. The blast also affects any evil outsider as if you had cast a dimensional anchor spell on it.

Transform Magic (Sp): Gained at 9th level, this invocation (Greater; 6th) allows you to deliver a targeted greater dispel magic with your touch. You or any ally within 30 feet of you can heal 5 points of damage for each spell level dispelled by this touch (the spell level is determined by its caster's class). For example, if you successfully dispel a wall of ice, you or an ally can heal up to 20 points of damage. You can't transform your own invocations.

Death Ward (Su): At 10th level, you become immune to death spells, magical death effects, energy drain, and negative energy effects as the death ward spell.