More Mystical Things (5e Class Feature)
Pact Boons[edit]
Pact of the Tongue[edit]
Your patron grants you the ability to speak languages you have never studied before.
You learn 3 languages of your choice, you can speak, read and write them perfectly, and you can convey simple ideas in easier ways to other creatures with whom you do not share a language.
Pact of the Ferocity[edit]
Your patron alters your body, making you more feral. You grow natural weapons. Your nails become claws, and your teeth become sharper.
You can attack with your claws and teeth, dealing 1d4 + your Charisma modifier in slashing damage for claws and piercing damage for teeth.
The damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Pact of the Mind[edit]
Your patron opens your mind to something beyond your comprehension.
You gain blindsight up to 10ft, and cannot be surprised.
Eldritch Invocations[edit]
Undying Servitude (Variant)[edit]
Prerequisites: Level 5+ Warlock
You can cast animate dead using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
Undead Servant[edit]
Prerequisites: Pact of the Chain
When you cast find familiar spell, you can change the type of the familiar to Undead, also you can choose two additional special forms: Skeleton or Zombie.
Minions of Undeath[edit]
Prerequisites: Pact of the Chain, Investment of the Chain Master, Animate Dead or Create Undead Spells
When you use your bonus action to have your familiar attack, you can command the undead you reanimated to also make an attack. If you have Animate Dead and Create Undead spells active at the same time, you can only command one of those spells with this feature at time.
Eldritch Blade[edit]
Prerequisites: Pact of the Blade
When you attack with your pact weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Shield of Darkness[edit]
You create a buckler that stays on your arm, this buckler lasts until your next long rest. If the buckler breaks, you can create a new one during a long rest. With a reaction, which you must take when taking damage while the buckler is active, you take half the damage dealt and the attacker takes 4 times your proficiency bonus as force damage, the buckler then breaks. The buckler does not prevent you from making the somatic and material components of your spells.
Eldritch Miracle[edit]
Prerequisites: Level 5+ Warlock, Pact of the Tome
You can cast revivify once without expending a spell slot and must take a long rest to cast the spell this way again.
Pact of the Tongue Invocations[edit]
Talkative[edit]
Prerequisites Pact of the Tongue
You learn the friends cantrip.
When you cast Friends, the target must make a Wisdom check against your spell saving throw. If the check fails, the target will not know that they have been charmed by the spell and will not become hostile toward you. However, if the target passes, the target will know that they have been charmed by you and will become hostile.
Eldritch Speech[edit]
Prerequisites Pact of the Tongue, Level 7+ Warlock
When you succeed at a Charisma skill check, you regain one pact spell slot.
Once you gain a pact spell slot through this invocation, you can only gain it again after a long rest.
Influencer[edit]
Prerequisites Pact of the Tongue, Level 15+ Warlock
You can attempt to charm creatures with your voice.
When you make a Charisma skill check against a creature and succeed, you can command it to perform an action. This action can be one of the following: Attack this Target, Drop your Weapon, Bring that Thing, or another action your DM may allow.
The creature performs this action once, and then returns to doing what it was doing.
You can use this ability a number of times equal to your Charisma modifier.
Pact of the Ferocity Invocations[edit]
Ghostly Tail[edit]
Prerequisites Pact of the Ferocity
You grow a Tail made of Eldritch Energy, which gives you the following benefits:
- You can add 1d4 to Acrobatics and Athletics checks.
- You gain Climb speed equal to your movement speed and can hang from places that allow your tail to wrap around them.
Thick Fur[edit]
Prerequisites Pact of the Ferocity
While you aren't wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Feral Attacks[edit]
Prerequisites Pact of the Ferocity, Level 5+ Warlock
You become increasingly feral and out of control
- You can attack twice with your natural weapons when you use the Attack action on your turn.
- You can also make one extra attack as a bonus action using your claws or teeth a number of times equal to your Charisma modifier, regaining these uses after a short rest.
- Your natural weapons attacks are now treated as magical attacks.
Rabid Beast[edit]
Prerequisites Pact of the Ferocity, Level 5+ Warlock
Your bite carries a mystical virus, which causes disorientation and pain.
Once per turn, when you hit with an attack with your natural weapons, you can expend a pact spell slot to deal 1d8 psychic damage plus 1d8 per level of the pact spell slot.
The creature must then make a Wisdom saving throw against your spell saving throw; if it fails, it has disadvantage on all attacks until the end of the next round.
Athletic Animal[edit]
Prerequisites Pact of the Ferocity, Level 9+ Warlock
You become even more athletic with the blessings of your patron.
- You can jump up to 30ft on your turn by spending only 10ft of movement.
- In addition, you can fall from heights of 35ft without taking damage.
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