From Compendium of Worldly Lore
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.
Role: Spell DPS
Characteristics: The rare Good-aligned Warlock! Blasting away evil
Source: Complete Mage
Game Rule Information
The Enlightened Spirit has the following game statistics.
Abilities: Charisma for your warlock invocations and special abilities, Wisdom and Intelligence are good as you need Sense Motive, as is Knowledge (the planes), since you have your sights fixed on a celestial goal.
Alignment: Any Good
Hit Die: d6
Starting Gold: N/A
Class Skills
The Enlightened Spirit's class skills 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), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Enlightened Spirit.
Weapon and Armor Proficiency: A Enlightened Spirit is proficient with whatever they were already proficient with prior to taking levels in this 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 Sp: 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 Sp: 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 Sp: At 10th level, you become immune to death spells, magical death effects, energy drain, and negative energy effects as the death ward spell.