Warlock Pact Boons (5e Class Feature)

From D&D Wiki
Jump to navigation Jump to search

Warlock Pact Boons[edit]

A list of all the homebrew Pact Boons available to Warlocks. Some of these pacts also have invocations, all of which are listed here: warlock invocations.

Pact of the Aegis[edit]

You may use your action to create a set of pact armor this armor appears on your person, fitted perfectly for you. Any armor you were wearing is magically removed and appears at your feet. You are proficient with your pact armor. It always appears as a full-body suit of armor made of some alien material. Your pact armor and its parts disappear if it is more than 5 feet from for 1 minute or more. You may summon part of your armor instead of all of it (like without the helmet, or just the gauntlets), gaining the protective benefits as reasonable. You can create one of three different versions of your pact armor chosen each time you create your pact armor.

You can transform one set of magic armor into your pact armor by performing a special ritual while you hold or wear the armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor as a bonus action, shunting it into an extra-dimensional space, and it appears whenever you create your pact armor thereafter. You can’t affect an artifact or sentient set in this way. The armor ceases being your pact armor if you die, if you perform the 1-hour ritual on a different armor, or if you use a 1-hour ritual to break your bond to the set. The armor appears at your feet if it is in the extra-dimensional space when the bond breaks. Your pact armor can be summoned using its selected base AC or the integrated armors AC and you can ignore all Strength requirements and encumbered penalties related to your pact armor. If the integrated armor imposes disadvantage on Dexterity (Stealth) checks, your pact armor does as well.

Pact Invocations[edit]

Ameliorated Armor
Prerequisite: 9th level, Pact of the Aegis feature

Your pact armor improves allowing you to summon of your choice of three types of armor each time you create your pact armor.

  • A set of light armor with a base AC = 13 + your Dexterity Modifier.
  • A set of medium armor with a base AC = 16 + your Dexterity Modifier (maximum 2).
  • A set of heavy armor with a base AC = 18.

While wearing your pact armor you may add your Charisma modifier to checks and saving throws made to resist environmental effects and atmospheric hazards.

Arcane Jets
Prerequisite: 14th level, Pact of the Aegis or Pact of the Runes or Pact of the Shroud

While you are using your pact you gain a fly and swimming speed equal to your walking speed.

Pact of the Artifact[edit]

Your patron gifts you an artifact containing great amount of power. The artifact can come in many forms, such as an ornate puzzle box, a small purple or blueish orb, a genie lamp or any other kind of small, ornate trinkets you can think of. When you gain this feature, you learn one additional warlock cantrip and 1st level spell that don't count towards the number of spells you already know and it can function as a spellcasting focus for your warlock spells. If you lose your artifact, you can perform a 10 minute ritual during a short or long rest to gain a replacement from your patron, at which point the original artifact gets destroyed if it isn't already.

Pact Invocations[edit]

Unnatural Power

Prerequisite: Pact of the Artifact or Pact of the Wand feature or Pact of the Ring or Pact of the Glove or Pact of the Necklace or Pact of the Palemaster or Pact of the Elements or Pact of the Claw or Pact of the Maw or Pact of the artifact feature

Your artifact grants you a +1 bonus to your spell attack rolls and saving throw DCs and you can learn one additional warlock cantrip that doesn't count against your number of cantrips known.

Forbidden Knowledge

Prerequisite: 5th level, Pact of the Artifact feature

Whenever you make a skill check to recall information that uses your Intelligence and are holding your artifact on your person, you can add a d6 to the check as some of your patron's knowledge flows into your mind through it. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses after finishing a long rest.

Eldritch Growth

Prerequisite: 7th level, Pact of the Artifact feature

The artifact unlocks greater power for you to use. You can choose three spells of 3rd level or lower from the wizard's or warlock's spell list and add them to your own spell list(you can only choose spells that you don't already have access to from your patron). These spells do not count against the number of spells you know and count as warlock spells for you. Whenever you gain a level in the warlock class, you can swap out each of the spells learned from this invocation for a different one of the spell lists you got them from.

Greater Power

Prerequisite: 9th level, Pact of the Artifact feature

Once per turn when you damage a creature with a warlock spell or cantrip and have your artifact on you, you can add your Charisma modifier to the damage roll if it doesn't already.

Seal of Flesh

Prerequisite: 15th level, Pact of the Artifact feature

After you gain this feature, you must perform a 1 hour ritual during your next short or long rest, whilst in complete darkness, with only the light of candles and your artifact before you as you perform a chant with your patron's blessing. At the ritual's end, the artifact transforms and then fuses into you, becoming one with your body. Once the artifact has been fused to your body in this way, it can no longer be destroyed or removed from your person by any means short of a Wish spell or your own death. When your artifact is fused to your body in this way, you can cast one warlock spell without expending a pact spell slot. After which, you cannot use this part of the feature again until you finish a long rest.

Pact of the Beast[edit]

Your patron grants you the ability to take on the shapes of animals. You can use your action to assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. This feature functions as the wild shape class feature of the druid class, using your warlock levels in place of your druid levels for the purpose of using this feature.

Pact Invocations[edit]

Genetic Favor

You may also wild shape into creatures of an additional type depending on your pact patron (Hexblade: your choice. The Undying Light, The seeker, The Noble Genie, The Genie: Elemental. Ghost in the machine: Construct. Great Old One, The lurker in the deep, The Fathomless: Aberration. The Raven Queen: Monstrosity. The Undead, The Undying: Undead. The Archfey: Fey. The Fiend: Fiends. The Celestial: Celestials)

True Growth

Prerequisite: 7th level

you may now become creatures with a CR that equals your level or lower

Dark Realignment

Prerequisite: 5th level

This Feature may be used in either a transformed or untransformed state. As a bonus action or reaction You unlock the ability to take on aspects of creatures that you have seen or your patron has allowed you to become. You can opt to switch one of your ability scores, adopt a sense the creature has, or take on one feature of the creature itself. If this requires the warlock to take on some physical aspect of the creature, they do so. The effect lasts for 1 Minute. You can use this feature a number of times equal to your wisdom or constitution modifier per short or long rest(minimum of 1).

Patron's Corrupted Will

Prerequisite: 5th level

you can cast cantrips while wild shaped, or if what you have turned into has innate spellcasting, you can use that. Additionally, you learn two more cantrips, these don't count against how many you know.

Pact of the Blood[edit]

You receive a vial containing the powerful blood of your patron. Using a bonus action, you can drink from the blood, allowing you to roll a hit die, and regain hit points equal to the number rolled + your Charisma modifier. You can use your vial a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

If you lose the vial of blood, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous vial. The vial shatters and the blood evaporates when you die.

Pact Invocations[edit]

Blood Senses

Prerequisite: Pact of Blood

You have advantage on Wisdom (Survival) checks to track creatures that are under their maximum amount of hit points. You also have advantage on Wisdom (Perception) checks (or +5 to passive Perception to detect creatures at or below half their maximum.

Blood Bank

Prerequisite: Pact of Blood, 5th level

As an action, you can drain the blood of a wounded creature (below its maximum amount of hit points), or a corpse of a creature killed for no longer than 1 minute, absorbing it into your blood vial. Doing so causes your blood vial to regain 1 use.

If you consume this fresh blood until the end of your next turn, you gain temporary hit points equal to the amount of hit points you gained by rolling your hit die, and the blood provides enough nourishment to sustain you for a day.

Crimson Charm

Prerequisite: Pact of Blood, 7th level

While you have a blood vial on you, you can spend a use of your Blood Vial to cast charm person without spending spell slots. Once you use this spell against a creature, that creature is immune to it for the next 24 hours.

Alternatively, if you manage to cause a creature to consume a cup of your blood vial, which can be created as an Action and spending an use of it, the creature has disadvantage on the saving throw.

Pact of the Brush[edit]

You receive an enchanted brush from your patron, used to bend arcane powers to your will per their power. When you gain this feature, choose three 1st-level spells from any class's spell list (the three needn't be from the same list). Using your brush over the course of a long rest, you can create a spell scroll of any of the three spells you chose, without material components. These scrolls are specially legible only for your eyes and your patron's. These spells do not count against your number of spells known.

If you lose your patron brush, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous brush. The brush turns to ash when you die.

Pact Invocations[edit]

De-Script Spell

Prerequisite: Pact of the Brush, 5th level
While wielding your brush, you can use the counterspell spell a number of times equal to your Charisma modifier, regaining use after you finish a long rest.

Pact of the Claw[edit]

You can turn one of your hands into a claw of pure magical energy at will. This claw can act as your arcane focus, and counts as a free hand for somatic components of spells. You may use it to make one unarmed strike as a bonus action, using your Charisma modifier for its attack and damage rolls. The claw deals 1d4 force damage.

Pact Invocations[edit]

Uncanny Claw

Prerequisite: Pact of Claw feature
Your claw may make unarmed strikes and deliver Touch based spells at a range of 10 ft.

In addition, the claw gains a +1 bonus to its attack and damage rolls. This increases to +2 at 9th level and +3 at 15th level.

Arcane Claw

Prerequisite: Pact of Claw feature
When you hit a creature with your claw, you may change your claw's damage type to the damage type dealt by one of your spells.

Feasting Claw

Prerequisite: Pact of Claw feature, 5th level
You can attack with your Claw twice, instead of once, whenever you take the Attack action or as a bonus action on your turn. If you attack twice as an Action, you may only attack once as a bonus action, and vice versa.

Death Claw

Prerequisite: Pact of Claw feature, 9th level
The damage die of your claw increases to 1d6. This increases to 1d8 at 12th level, 1d10 at 15th level and 1d12 at 20th level.

Fierce Claw

Prerequisite: Pact of Claw feature, 12th level
Choose one damage type dealt by your spells. When you hit a creature with your claw, the creature takes extra damage of that type equal to your Charisma modifier (minimum 1).

Pact of the Crown[edit]

Your patron sends you a magical servant to both obey your commands and slowly influence you to your patron’s way of thinking. Choose one of the following three roles for your servant: Guard, Scout or Consort. Your choice will determine your servant’s abilities. Your servant is has the following statistics:

It is a Medium size creature with half as many hit dice as you (round down, uses d8s and always takes average), and a walk speed of 30 ft and its type depends on your otherworldly patron. All its ability scores are 13 and it has the same proficiency bonus as you at all times. It has 12 base AC. Your servant always acts on your initiative and costs you a bonus action to command it. Its appearance is tailored specifically to whatever you would find most appealing.

Guard

The servant’s Strength and Constitution scores become 17 instead of 13 and gains proficiency in the Athletics skill and Strength and Constitution saving throws. Additionally, it adds its proficiency bonus to its AC and gains a Strength-based natural melee attack fitting to its form that deals 2d6 bludgeoning, piercing, or slashing damage. This damage increases by 1d6 at 11th (3d6) and 19th (4d6) level.

Scout

The servant’s Dexterity and Wisdom scores become 17 instead of 13 and gains proficiency in the Acrobatics, Insight, Perception, Sleight of Hand, Stealth, and Survival skills as well as Dexterity and Wisdom saving throws. Its speed increases to 40 feet and it gains the ability to become invisible (as per the invisibility spell) once, being able to do so again after finishing a short or long rest. The scout cannot make attacks.

Consort

The servant’s Intelligence and Charisma scores become 17 instead of 13 and gains proficiency in the Arcana, Deception, Intimidation, Investigation, Performance, Persuasion, and Religion skills as well as Intelligence and Charisma saves. It gains the ability to cast charm person, command, and enthrall once each, being able to do so again after finishing a short or long rest. The consort cannot make attacks. Charisma is it's spellcasting ability.

Your magical servant cannot be equipped with items or armor, or wield weaponry, and can only hold 100 pounds of physical objects. Any more weight will phase through its magical flesh. Furthermore, it is unable to leave an area of 1000 feet from you, and is automatically brought along if you are moved great distances or shifted to another plane. Attempts to move the magical servant outside of the zone (including a different plane from yours) automatically fail, but deal 3d4 force damage to it. You can use your action to perceive through its senses as per the find familiar spell and can communicate telepathically as long as it is on the same plane as you.

Should your magical servant be slain, its essence immediately enters your body and remains there for at least 24 hours regaining its strength. You may attempt to resummon it after that time has passed and you have finished a long rest. When it is summoned, you can re-spec your servant at your choice. The summoning ritual takes 1 hour to complete.

Pact Invocations[edit]

Pact of the Elements[edit]

Choose one of the following elements, granting you use of the associated cantrip as a warlock cantrip: Air—gust, Earth—mold earth, Fire—control flames, or Water—shape water. After finishing a short or long rest, you can select a different element to be associated with. You also gain a minor physical mark on your body relating to the first element you selected upon gaining this pact. Examples include a kiss of flame on your cheek, a frostbitten toe, skin with a stone-like texture, or a light breeze that always seems to be blowing through your hair.

Pact Invocations[edit]

Pact of the Gauntlet[edit]

As an action you can summon a number of gauntlets equal to your proficiency bonus. The appearance of your pact gloves is at your discretion, they are made of a translucent material that cover your hands and armor, if any. Your gloves disappear if they are forcibly moved more than 5 feet away from you. They also disappear if you use this feature again, if you dismiss them (no action required), or if you are knocked unconscious or die. The gauntlets cannot be forced off of your hand without your consent. While active and worn you get the following benefits:

  • You count as one size larger when determining your carrying capacity and when grasping objects and/or creatures and determining the weight you can push, drag, or lift.
  • You ignore the somatic components of the warlock spells you cast.
  • Your unarmed strikes count as magical weapons for the purpose of overcoming resistances and immunities

As your action you can control your gloves, which can move up to thirty feet away from you at a point you can see, and to control them you must move your own hands, they can be used to manipulate objects, pull levers, open an open object such as doors or chests, use magic items, attack with weapons with which you have proficiency.

Gloves can occupy your space without hindering your movements, they also occupy different spaces if there is a distance of more than 10 feet between them, but only one space if they are 5 feet apart. Any damage done to the gloves will be transferred to you.

Pact Invocations[edit]

Pact of the Glove[edit]

You may use your action to create a arcane glove on your hand. The appearance of the glove follows the same rules of the Pact of the Blade. If you were wearing a glove, it transforms into your pact glove. While wearing the glove, you have a +1 bonus to the AC, you learn the mage hand cantrip, which you can use with a range of 60 feet, now has the same weight limit as you. The glove can be used to attack, cast cantrips or spells with a range of 5 or touch and activate magic items. If you stop wearing the gloves, it disappears.

Pact Invocations[edit]

Pact of the Invoker[edit]

Your prayers to your patron gave you otherworldly knowledge. Your patron has disclosed to you the proper way to pronounce your own Truename and how to invoke its power to alter your own form through an eldritch ceremony. You gain three additional eldritch invocations of your choice above the number you should have according to your warlock level. You can spend ten minutes performing a ritual in order to choose one of the invocations you know and replace it with another invocation that you could learn at your current warlock level. This ritual can also be completed as part of a short rest. You may do so again after finishing a long rest.

Pact Invocations[edit]

Heart of the Pact

Prerequisites: Pact of the Invoker

You gain the feature of 1 additional Pact Boon of your choice (besides Pact of the Invoker).

Pact of the Mantle[edit]

You may use your action to create a radiant crown on your head. The appearance of the crown is completely up to you. If you were wearing a helmet, it transforms into a crown. While wearing the crown, you and up to four other creatures within 10 feet of you have a +1 bonus to damage rolls and ACs. If you stop wearing the mantle, it disappears.

Pact Invocations[edit]

Pact of the Maw[edit]

Your patron grants you a hungering maw somewhere on your body. This mouth can be used in ordinary ways such as for eating or delivering vocal spell components, and can also be used as an arcane focus.

As an action your maw can consume an object and store it in an extra-dimensional space that can hold up to 500 pounds, not exceeding a volume of 100 cubic feet. As an action you can regurgitate one or more objects. You can also attempt to consume a creature of your size or smaller within 5 feet as an action, an unwilling creature must make a Dexterity saving throw or be sucked into the maw. To escape the creature can make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the maw.

Additionally, you can use your maw to perform bite attacks. Make a melee weapon attack, using your Charisma modifier for attack and damage rolls. On a hit, the maw deals 1d6 + your Charisma modifier piercing damage.

Pact Invocations[edit]

Antagonizing Roar
Prerequisite: Pact of the Beast feature or Pact of the Maw

As a bonus action, you can unleash a ferocious roar, issuing a challenge to your foes. Each enemy within 10 feet of you must make a Wisdom saving throw against your warlock spell save DC or have disadvantage on any attack roll that doesn't target you. This effect lasts until the beginning of your next turn.

Arcane Conversion
Prerequisite-14th level, Pact of the Tome feature or Pact of the Elements or Pact of the Wand or Pact of the Glove or Pact of the Maw

You may choose to use your Mystic Arcanum to instead cast a lower level spell you know as the spell slot you use.

Auto-Bio Control
Prerequisite: Pact of the Aegis feature or Pact of the Shroud or Pact of the Necklace or Pact of the Maw

Whenever you regain hit points while you are using your pact, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Energy Barrier
Prerequisite: 5th level, Pact of the Aegis feature or Pact of the Runes or Pact of the Necklace or Pact of the Palemaster or Pact of the Maw

At the start of each of your turns, you gain temporary hit points equal to your Charisma modifier (minimum of 1) + your proficiency bonus, provided that you are using your pact and have at least 1 hit point.

Ferocious Wand
Prerequisite: 9th level, Pact of the Wand feature or Pact of the Ring or Pact of the Glove or Pact of the Necklace or Pact of the Palemaster or Pact of the Elements or Pact of the Claw or Pact of the Maw or Pact of the artifact

Your pact's bonus to spell attack rolls and spell save DCs are increased by +2. Spell attacks made through your pact score a critical hit on a 19-20.

Mouth of the Void
Prerequisite: 11th level, Pact of the Claw feature or Pact of the Runes or Pact of the Glove or Pact of the Palemaster or Pact of the Elements or Pact of the Maw

In the palm of your claw/hand/glove, a mouth opens. When you must make a saving throw against a spell that deals damage, you can use your reaction to absorb part of the spell, you cut the damage you take by half and heal for the same amount if you have 1 health or more left after receiving the spell. You can use this feature before or after you roll your save. This feature can be used once per short or long rest.

Overcharged Strikes
Prerequisite: 5th, Pact of the Claw feature or Pact of the Blade or Pact of the Palemaster or Pact of the Wand or Pact of the Glove or Pact of the Maw or Pact of the artifact

When you make an attack using your pact, you can use your bonus action to cast a cantrip or use a patron ability, any of which can have a regular casting time of at least 1 action.

Primordial Tongue
Prerequisite: 10th level, Pact of the Elements or Pact of the Runes or Pact of the Necklace or Pact of the Crown or Pact of the Maw

Your patron gifts you with the ability to speak and understand any spoken language, similar to the spell tongues, except that listeners believe you are a native speaker. You may attempt to command a single individual with the use of this invocation, though once used you may not do so again until you take a long rest.

Pact of the Necklace[edit]

Once every long rest you may use your action to summon a necklace with a empty potion on your neck. The appearance of the necklace follow the same rule of the Pact of the Blade. If you were wearing a necklace, it transforms into your pact necklace. While wearing the necklace, you can spend a spell slot to fill the potion with a magic fluid, the fluid last for 1 minute after the creation, choose one of the following effects:

  • As an action you can drink it and recover an amount of hit points equal to 2d6 + your Charisma modifier.
  • You learn for the duration a cantrip of your choice, which can be from any class.
  • You can use your action to enter in a rage state. While in this form your gain the same effects of a 1st level barbarian during rage.
  • For the duration you gain 30 feet of truesight.

Pact of the Palemaster[edit]

Your patron has granted you with a powerful but cursed hand which appears rotten or completely skeletal, granting you control over necrotic energies.

As an action, you may suck the life out of a creature you can see within 30 feet of you. The target must make a Constitution saving throw against your warlock spell save DC. A creature takes 1d4 + your Charisma modifier + your warlock level necrotic damage on a failed save, or half as much damage on a successful one and you regain an amount of hit points equal to half the damage dealt. Once you use this feature, you can not use it again until you finish a short or long rest.

Pact Invocations[edit]

Pact of the Ring[edit]

You may use your bonus action to create a ring on one of your fingers, fitted perfectly for you. It always appears as a ring made of some alien material and covered by runes. Your pact ring disappear if it is more than 5 feet from for 1 minute or more. You can transform a ring into your pact ring by performing a special ritual while you hold or wear the ring. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the ring as a bonus action, shunting it into an extra-dimensional space, and it appears whenever you create your pact ring thereafter. You can’t affect an artifact or sentient set in this way. The ring ceases being your pact ring if you die, if you perform the 1-hour ritual on a different ring, or if you use a 1-hour ritual to break your bond to the ring. The ring appears at your feet if it is in the extra-dimensional space when the bond breaks.

While you have your pact ring equipped, your proficiency bonus is increased by 1.

Pact Invocations[edit]

Pact of the Rune[edit]

Your patron grants you an ability to learn additional rune invocations each time when you gain certain warlock levels. Additionally, your unarmored defense equals 10 + your proficiency bonus + your Charisma modifier. These runes last until you either dismiss them as a bonus action or are knocked unconscious.

Pact Invocations[edit]

Rune of the Cursed Blast
Prerequisite: Pact of the Rune feature, eldritch blast

Once on your turn, when you hit a creature with your eldritch blast, the target must succeed on a Constitution saving throw or it can't regain hit points until the end of your next turn.

Rune of the Sun
Prerequisite: Pact of the Rune feature

You bring down sparks of sun beams to a creature you choose within range of 60 feet. The target must succeed on a Constitution saving throw or be blinded for 1 hour. You can't do so again until you finish a short or long rest.

Rune of the Saint
Prerequisite: Pact of the Rune feature

You gain a pool of 5d6 dice. You can use bonus action to expend up to two of these dice at a time to heal any creature you can see, including yourself, within 30 feet of you. You can restore 1 dice after short rest or all dice after a long rest.

Rune of Fire
Prerequisite: 5th level, Pact of the Rune feature

You can cast fireball once at will. You can't do so again until you finish a long rest.

Rune of Elemental Protection
Prerequisite: Pact of the Rune feature

You can cast absorb elements at will three times. You can't do so again until you finish a long rest.

Rune of the Arcane Shield
Prerequisite: 7th level, Pact of the Rune feature

A magical shield surrounds the target for 1 hour. This shield grants the target resistance to all damage and can't be dispelled, though contact with an antimagic field destroys it. You can't invoke this shield again until you finish a long rest.

Rune of Disease
Prerequisite: 7th level, Pact of the Rune feature

You can cast the confusion spell at will. You can't do so again until you finish a long rest.

Rune of Misfortune
Prerequisite: Pact of the Rune feature

Once in a round when you hit a creature with your eldritch blast, the target must succeed on a Wisdom saving throw or it will not benefit from advantage on saving throws, attack rolls or ability checks.

Rune of Summoning
Prerequisite: 3rd level, Pact of the Rune feature

You draw a rune which magically summons a hobgoblin, which appears in an unoccupied space within 20 feet of the target. The hobgoblin is rude to everyone except the target and obeys the target's commands. The hobgoblin vanishes in a puff of smoke if it drops to 0 hit points. You can't use this rune again until you finish a long rest.

Rune of Earth
Prerequisite: 5th level, Pact of the Rune feature

You gain tremorsense out to a range of 30 feet.

Pact of the Shield[edit]

Your patron grants you a special shield to protect yourself from harm. As an action, you magically create your pact's shield in your hand. You can choose the form this shield takes but it can be no taller or wider than your person. You are considered proficient in this shield. Also whilst holding your pact shield you gain a +1 bonus to your AC.

Your pact shield disappears if it is more than 5 feet away from your person after more than 1 minute or you dismiss it(no action required).

You can transform one magic shield into your pact shield by performing a special ritual whilst holding the shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. After completing the ritual you can dismiss the shield as a bonus action, shunting it into an extradimensional space, and it appears whenever you create your pact shield thereafter. You can't affect an artifact or a sentient shield in this way. The shield ceases being your pact shield if you die, if you perform the 1-hour ritual on a different shield, or if you use a 1-hour ritual to break your bond to it. The shield appears at your feet if it is in the extradimensional space when the bond breaks.

Pact Invocations[edit]

The Hand that Guards
Prerequisite: Pact of the Shield

Whilst holding your pact shield, you can cast the shield spell without using a spell slot. You can use this invocation in this way a number of times equal to your proficiency bonus and regain all expended uses when you complete a long rest. In addition, your pact shield can now be used as a spellcasting focus for your warlock spells.

Guardian's Focus
Prerequisite: 5th level, Pact of the Shield

Your pact shield can now be used for more then just guarding yourself. Your pact shield now also counts as a simple melee weapon that deals 1d6 bludgeoning damage, using your Strength modifier for attack and damage rolls and counts as magical for the purpose of overcoming resistance and immunities to nonmagical attacks and damage. It also gains the thrown property, with a minimum range of 20 feet and a long range of 90 feet. If it's been thrown, you can summon it back into your hand as a bonus action. Furthermore, should you have the Hex Warrior or similar feature, your pact shield counts as a weapon that benefits from it.

Eldritch Shove
Prerequisite: 5th level, Pact of the Shield

When a creature you can see attacks you or an ally within 5 feet of you, you can use your reaction to magically shove the creature 10 feet in a straight line, directly away from you. When you shove a creature in this way, you can use your Charisma modifier instead of your Strength modifier for the Athletics check.

Feast of Steel
Prerequisite: 7th level, Pact of the Shield

Once per turn, you can use a bonus action to expend a warlock spell slot to grant yourself 1d6 temporary hit points, plus an additional 1d6 temporary hit points per level of the spell slot. You lose these temporary hit points if you're not holding your pact shield.

Otherworldly Guard
Prerequisite: 7th level, Pact of the Shield

When a creature within 30 feet of you that you can see is hit by an attack or spell and is not under the effects of the shield spell, you can use your reaction to magically grant them an AC bonus equal to your proficiency bonus. If the attack or spell still hits, you can instead magically grant the creature resistance to the damage dealt to it from the attack or spell.

Aggressive Guardianship
Prerequisite: 5th level, Pact of the Shield, Guardian's Focus invocation

You can attack with you pact shield twice, instead of one, whenever you take the Attack action on your turn.

Pact of the Shroud[edit]

Your patron has bestowed upon you a magical shroud that protects you from harm, particularly magic. Your pact shroud can take a myriad of different forms, such as a cloak, cowl, or cape.

You can use your action to summon your pact shroud, which automatically wears itself on your body. While wearing your pact shroud, you gain a +1 bonus to AC and a +1 to bonus to saving throws made to avoid or resist the effect of spells.

It remains on you until you die, dismiss it (no action required), or if it is more than 5 feet away from you for more than 1 minute.

You can transform one magic cloak, cowl, cape, or other similar garment into your shroud by performing a special ritual while you hold or wear the armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the shroud as a bonus action, shunting it into an extradimensional space, and it appears whenever you create your shroud thereafter. You can’t affect an artifact or sentient item in this way. The garment ceases being your pact shroud if you die, if you perform the 1-hour ritual on a different garment, or if you use a 1-hour ritual to break your bond to it. The garment appears at your feet if it is in the extradimensional space when the bond breaks.

Pact Invocations[edit]

Pact of the Supporter[edit]

When you finish a short or long rest, you can designate one ally as your bonded ally. You can only have one bonded ally at a time using this feature. You may change your bonded ally when you finish a short or long rest. While you are within 1 mile of your bonded ally, you gain the following benefits:

  • When either your bonded ally or you are affected by a positive effect, such as a bless spell, the other receives the same benefits.
  • Your bonded ally counts as you for the purpose of triggering spells from you with a casting time of 1 reaction.
  • You can spend 10 minutes casting a ritual to teleport within 30 feet of your bonded ally or you can perform the ritual to teleport them within 30 feet of you.
  • As an action you can see through your bonded ally's eyes and hear what they do. During this time, you are blind and deaf with regard to your own senses.
  • While your bonded ally is within 100 feet of you, you can telepathically communicate with them

Pact Invocations[edit]

Pact of Tooth and Claw[edit]

Your patron has bestowed upon you the tooth and claws of the hunter. As an action you can alter your body to create a natural weapon, worthy of the hunt. This weapon can take a variety of forms, from a large maw of razor sharp teeth like a shark, the deadly talons of a graceful owl or even the stinger tail of the scorpion. Regardless of the form, it deals 1d6 slashing, piercing or bludgeoning damage(you choose when you gain this boon) and uses your Strength or Dexterity for its attack and damage rolls and counts as a simple weapon with which you are proficient with.

If you already have a natural weapon from your race when you take this boon(such as a Lizardfolks' Bite, a Tabaxi's Cat Claws or a Centaur's Hooves traits), then its damage die becomes a d6 (unless it's already higher), you gain the option of using your Strength or Dexterity for its attack and damage rolls and it now counts as a simple weapon that you are proficient with.

In addition, your natural weapon counts as magical for the purposes of overcoming resistances and immunities to nonmagical attacks and damage.

Pact invocations[edit]

Improved Natural Weapon

Prerequisite: Pact of Tooth and Claw feature

Your natural weapon gains a +1 to attack and damage rolls. At 10th level, this bonus increases to +2.

Predator's Edge

Prerequisite: Pact of Tooth and Claw feature

You gain a climbing and swimming speed equal to your walking speed. If you already have a climbing or swimming speed, it instead increases by 5 feet.

Hunger Strikes

Prerequisite: 5th level, Pact of Tooth and Claw feature

You can attack with your pact natural weapon twice, instead of once, whenever you take the Attack action on your turn.

Serpent's Fangs

Prerequisite: 5th level, Pact of Tooth and Claw feature

Once per turn, when you hit a creature with your pact's natural weapon, you can force it to make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature takes an additional 2d6 poison damage and is poisoned until the end of its next turn. On a successful save, it takes half damage and isn't poisoned.

Tactics of the Pack

Prerequisite: 7th level, Pact of Tooth and Claw feature

You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated(this invocation does not stack with a the Pack Tactics trait).

Chimeric Reach

Prerequisite: 5th level, Pact of Tooth and Claw feature

The reach of your pact natural weapon increases by 5 feet.

Pact of the Wand[edit]

You can use your action to create a wand in your empty hand. The appearance of your pact wand is at your discretion, and like an ordinary wand, it can be used as an arcane focus for a spell you cast. While you are holding your pact wand, you gain a +1 bonus to your warlock spell save DC, and a +1 bonus to any attack rolls you make when casting a spell that requires an attack roll.

Your pact wand disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the wand (no action required), or if you die.

You can transform one magic wand, such as a wand of magic missiles, into your pact wand by performing a special ritual while you hold the wand. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the wand, shunting it into an extra-dimensional space, and it appears whenever you create your pact wand thereafter. You can’t affect an artifact or a sentient wand in this way. The wand ceases being your pact wand if you die, if you perform the 1-hour ritual on a different wand, or if you use a 1-hour ritual to break your bond to it. The wand appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Weave[edit]

Be it Mystra herself or another patron closely tied to the Weave, your patron has decieded to share that connection with you in the form of a Arcane focus. You can use your action to create a magic focus in your empty hand. You can choose the form that this focus takes each time you create it (you can change the appereane of your focus to anything you like as (long as its a item that can be worn or held) as a bonus action be it a simple ring, a crystal orb, a cloak, a staff, a wand, ect ect at DM discretion

add a cantrip and a first level spell from any spell list to your spell list. you can cast the spell once a day without expending a warlock slot the casting mod for them is Charisma . these spells do not count agaisnt the total spells known.

Your pact focus disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the focus (no action required), or if you die.

You can transform one magic item into your pact focus by performing a special ritual while you hold the item. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the focus, shunting it into an extradimensional space, and it appears whenever you create your pact focus thereafter. You can't affect an artifact or a sentient item in this way otherwise you can change its appereance. The item ceases being your pact focus if you die, if you perform the 1-hour ritual on a different item, or if you use a 1-hour ritual to break your bond to it. The item appears at your feet if it is in the extradimensional space when the bond breaks.

Pact Invocations[edit]

deepened conection

Prerequisite: pact of the weave, level 5 the bound focus gains a +1 bonus to its attack and damage rolls, unless it already has a bonus to those rolls via the turning of an item into the focus. depending on the form your focus is taking you gain one of the fallowing effects focus worn = +1 ac focus held = perform somatic components as long as one of your hands is holding the focus

tied to the weave

Prerequisite: 10th level, Pact of the weave When you hit a creature with a spell, the creature takes extra damage equal to your Charisma modifier (minimum of 1) the damage type can be acid, cold, fire, force, lightning, necrotic, poison, radiant, Psychic, or thunder ( can be changed after a short rest)

Pact of Versatility[edit]

The patron gives you a cube of hard but malleable alien material at the same time. With a 10-minute ritual the cube transforms into another gift of the warlock's choice while maintaining all actions performed on the gift. If a choice is required that does not require cash costs, the caster can make it one more time. By choosing this gift, the caster can ignore the level and patron requirements (adjusting them) of the pleas.

Pact Invocations[edit]

power infusion

you have learned to control a part of the power conferred by the patron and to infuse it into your attacks and decide the type of damage added.

Pact of the Vessel of Consumption[edit]

At 3rd level when you select the Vessel of Consumption as your pact boon, your Patron bestows you with the power to turn any storage vessel into a bottomless storage vessel. This item can come in any form of a bag, bucket, vase, or similar item. You can perform a 1 hour ritual to turn the container into a bottomless container. Any previous container loses its bottomless property in a fashion similar to turning a bag of holding inside out before returning to the item it was before.

The item takes on the properties of a bag of holding, except it can only hold food, water and goods made for ingestion (such as potions, some types of poison and similar items).

Pact Invocations[edit]

Restorative Meal

When you take food or drink from your Vessel, you can turn that into a restorative meal. Any creature that consumes from that meal using its action regains hit points equal to your Charisma modifier + your proficiency bonus.

When a creature benefits from the restorative meal, that creature can't benefit from it again until it finishes a long rest.

Pact of the Wings[edit]

Your patron grants you a pair of wings. If you are not wearing heavy armor, you can summon or retract the wings using a bonus action. The wings triple your jump distance and double your jump height.

You can also use the wings to glide. When you fall and are not incapacitated, you can summon the wings using a reaction. When your wings are summoned while you are falling, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.

The appearance of your wings are chosen by you, but are often determined by your patron, as shown in the examples below:

Wing Appearence Examples
Patron Appearance
Archfey Colorful butterfly or dragonfly wings.
Celestial Plumed wings of white or metallic color (such as golden or silvery)
Fiend Leathery bat-like wings, usually reddish or blackish
Great Old One Insect-like wings made out of thin flesh, usually purple or greenish
Genie Air, earth, fire or water, shaped in the likeness of a pair of wings.

Invocations[edit]

Aerial Escape

Prerequisite: Pact of the Wings

When a creature moves within 5 feet of you, you can use a reaction to fly up to 30 feet without provoking opportunity attacks. You must end your turn on the ground or else you fall.

When you use this reaction, your movement speed is reduced to 0 until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and regain its uses after finishing a long rest.

Aerial Assault

Prerequisite: Pact of the Wings, 5th level

When you cast a spell spending a pact slot, you can fly up to 30 feet to any direction of your choice. This movement can be made before or after the effects of the spell are applied. This movement doesn't count against your maximum movement speed on your turn, and you must end your turn on the ground or else you fall.

Buffeting Wings

Prerequisite: Pact of the Wings, 9th level

As an action, you can flap your wings projecting a powerful wind blast forward. All creatures in a line 10-foot wide and 60-foot long must make a Strength saving throw against your spell save DC, or are pushed 15 feet back in the direction following the line.

In addition, until the end of your next turn, any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

Strengthened Wings

Prerequisite: Pact of the Wings, 15th level

You gain a flying speed equal to your movement speed while not wearing heavy armor. If you are not wearing armor heavier than light, you can also hover.

5.00
(one vote)

Back to Main Page5e HomebrewCharacter OptionsClass Features