Pact Keeper (5e Subclass)

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Pact Keeper[edit]

Ranger Subclass

Ranger: Pact Keeper Some rangers stand as a gateway between humanity and the chaotic presence of the feywild, and some fey stand with them. You’ve made a pact with an organization upholding safety for your kind, while maintaining good ties with the fey. Pact keepers embrace the chaos that comes along with fairy magic while seeking to give it guidance and purpose. Your bond with your familiar allows for great feats of heroism, and magic.

Fey Familiar

Starting at 3rd level, in accordance with your pact, a fey being joins forces with you to stave off unfriendly beings of the wild. Your familiar is a tiny humanoid-like being, or any tiny creature.

At the start of each of your turns, you can position your familiar in any space at any point within 30 feet of you, ignoring difficult terrain.

Each time you finish a long rest and when you take this subclass, your familiar gains a list of cantrips and spells. To determine the cantrips on your familiar’s list, roll four d20s, and add the cantrip corresponding to the roll number from the Fairy Cantrip list below. Reroll any duplicates. To determine the spells on your familiar’s list, roll two d12s and the spells from the Fairy Spells list below.

You can use a bonus action on your turn to communicate with your familiar to cast one of its cantrips, or a spell. If you choose to use a cantrip, you can choose any cantrip from your familiar’s list. If you choose to attempt to cast a spell, roll a d6 (or a d8 at 11th level) and your familiar casts the spell or cantrip corresponding to the number rolled. In either case, the spell originates from your familiar and you can choose its target. You use your spell save DC for your familiar’s spellcasting. You can attempt to cast a spell a number of times per day equal to your ranger level plus your Wisdom modifier.

Fairy Spells: Ice Knife, Magic Missile, Witch Bolt, Faerie Fire, Healing Word, Mage Armor, Spike Growth, Guiding Bolt, Cause Fear, Bless, Sleep, Chromatic Orb

Fairy Cantrips: Ray of Frost, Dancing Lights, Message, Druidcraft, Eldritch Blast, Fire Bolt, Vicious Mockery, Guidance, Light, Minor Illusion, Prestidigitation, Produce Flame, Resistance, Sacred Flame, Shocking Grasp, Thaumaturgy, Mage Hand, Acid Splash, Chill Touch, Mending

Familiar Fey

At 7th level, you can choose one of the cantrips in the Fairy Cantrips table to appear in its spell list when you roll for your spell list. Additionally, as a bonus action on your turn, you can order your familiar to distract or deceive the next creature that attacks you, imposing disadvantage on the attack roll.

Controlled Chaos

At 11th level, you’ve learned to control and channel your pact. Your familiar gains one additional spell and one additional cantrip, so that your spell list contains 8 spells each day. When you roll a d8 to determine which spell your familiar casts, you can roll the d8 twice and choose between the two. Additionally, your familiar begins casting its cantrips as a 5th level spellcaster, and begins casting its spells using 2nd level spell slots.

Fey Shield

At 15th level, your cohesion with your familiar has grown such that you have an innate understanding of the power caused by your pact. You can choose two of the spells that appear on your fairy’s spell list and two of the cantrips.

On your turn, you can pull from your familiar’s pool of magic to bolster your defenses against magical attacks. Roll 1d8, and remove the spell corresponding to the number rolled from your familiar’s spell list. This position in your fairy’s spell list no longer corresponds to a spell, and your bonus action is wasted if you attempt to cast it. Until the start of your next turn, you gain resistance to all damage except bludgeoning, piercing, and slashing damage. You can additionally use this feature as a reaction to taking that damage.

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