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## Pact of the Self *A young farmhand takes a moment to consider a relic he just found, before espousing on the stories history of the item. A harried dragonborn stands up immediately from a fatal blow, rested and ready to keep going. An exhausted tabaxi smirks at the efreeti that have her cornered, as an exact copy of her steps from the air next to her, ready to fight.* You were always destined for greatness, you knew it from the moment you were born. Or, perhaps, you loathed yourself, and only came upon this truth recently. But you know that now, and that fact is inescapable, because your patron is yourself. The route you had to take to be able to form a pact with yourself is circuitous and arcane… you’re not even sure you could communicate how you did it if you tried. But now, your future self is granting you power to ensure that you become the person you know you can be… whatever that ends up being. #### Deja Vu Beginning at 1st level, your pact with your future self gives you insight into the events that you have, technically, already completed. You gain a number of deja vu points equal to one plus your Charisma modifier. You regain spent points on completion of a long rest. When you make an Intelligence, Wisdom, or Charisma ability check, you may spend a deja vu point to gain advantage on the roll. Additionally, when you fail a saving throw against an effect you were unaware of, you may use your reaction to spend two deja vu points and reroll the saving throw, taking the better of the two results. #### Everything You Know Additionally at 1st level, you learn to borrow more specific knowledge from your future self. When you complete a long rest, you may ask your future self about a course of action you plan to undertake in the next 24 hours, and receive an answer as if you had cast the augury spell. #### Borrowed Arcanum At 6th level, you begin to more directly take arcane knowledge and power from your future self, taking not only the knowledge of a spell but the energy required to cast it. You may cast any spell from the warlock spell list, including those available to warlocks of other pacts, as though you had expended one of your Pact Magic spell slots. You do not, however, expend a spell slot. Once you use this ability, you may not do so again until you finish a long rest. #### Displaced Rest At 10th level, you gain the ability to take life from yourself in another time to ensure you survive. When you are reduced to zero hit points, you may spend your reaction (even if you would otherwise be prevented from doing so) to heal yourself. Immediately make a saving throw against any spell or effect you would ordinarily be able to save against at the end of your turn. Additionally, regain hit points as though you had spent up to half your hit dice during a short rest; you need not actually spend the hit dice, or even have them available to spend. Once you use this ability, you may not do so again until you finish a long rest. \columnbreak #### Conjure Self At 14th level, you gain the ability to summon a version of yourself from another time or another universe. As an action, you conjure a nearly identical copy of yourself that appears within thirty feet of you. The copy of you has the same game statistics as you, but is fully rested as though they had just completed a long rest; however, any magic items they have do not function beyond any mundane properties they would have. The copy acts on your initiative, and can take their own actions and bonus actions, exactly as you would. The copy disappears after one minute or when either your hit points or their hit points are reduce to zero, at which point they end concentration on any spell they had cast and any item they brought with them disappears.
> ##### The Self as A Patron > > One of the strongest parts of the warlock class's flavor is the relationship between the warlock and the patron. Although a member of this subclass should probably have goals that align with their patron, do not use this as an excuse to lose that flavor the warlock naturally has. > > The biggest source of conflict with your patron when you *are* your patron comes from the resources that you have. Your warlock can borrow spell slots and rest from other versions of yourself, but it stands to reason that the same can be asked of you. > > Additionally, some difficult events must come to pass to make you who you will eventually be, and your future self may require you to do something that seems unpleasant so ensure the timeline allows you to reach your full potential > > Ultimately, you and your GM should work together to decide the best way to ensure that this pact is not simply free power, unless that's the way you all choose to develop your character.