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### Pact of the Brand Your patron marks your body with a symbol or feature indicative of their influence, called a Pact Mark, used to channel yours and your patron's power through your body. Your mark is a symbol, like a tattoo or a blemish, or a physical feature, such as a unique eye or a wound, and cannot be removed unless the body part it is on is also removed. Your mark, and by extension your body, counts as an arcane focus for your warlock spells. In addition, you ignore verbal components for spells that also have somatic components. If you lose your mark, you can spend a 1-hour ritual to entreat your patron to give you another in a new location. This ritual can be performed during a short or long rest, and it destroys the previous mark. ## Eldritch Invocations #### Covenant of the Pact Keeper *Prerequisite: Pact of the Brand, 5th level* Your Pact Mark becomes a magic item that requires attunement. Choose one of the following magic items: *Amulet of Proof against Detection and Location*, *Brooch of Shielding*, *Cloak of Elvenkind* or *Gloves of Missile Snaring*. While attuned to the mark, you gain the benefits of the chosen item. #### Gaze into Mortal Hearts *Prerequisite: Pact of the Brand* You can spend an action to learn the nature of a humanoid creature you can see within 120 feet with an Intelligence of 6 or higher. You learn its alignment, and its most prevalent moral or behavioral tendency (violent, altruistic, aloof, etc.). #### Grand Occultist's Mark *Prerequisite: Pact of the Brand, 15th level* You add your Charisma modifier to the damage rolls of spells of 1st level or higher that you cast through your Otherworldly Mark. Additionally, you can use a bonus action to regain one expended spell slot, and regain the ability to do so when you complete a long rest. #### Enchanted Form *Prerequisite: Pact of the Brand* Whenever a feature refers to your Dexterity modifier for armor class calculation, you can instead add your Charisma modifier. Any restrictions, such as the Dexterity modifier limit on medium armor, still apply. #### Extraplanar Awareness *Prerequisite: Pact of the Brand* You add your Charisma modifier to your Initiative rolls and Wisdom (Perception) checks in place of the corresponding modifiers. #### Improved Pact Mark *Prerequisite: Pact of the Brand, 7th level* Your Mark grants you a +1 bonus to spell attack rolls and
the saving throw DCs of Warlock spells you cast through it. This effect is overridden by items like a *rod of the pact keeper*.
#### Occult Suffusion *Prerequisite: Pact of the Brand, 5th level* You can cast *enhance ability* on yourself twice without expending a spell slot, and regain all expended uses when you complete a long rest. #### Power in Reserve *Prerequisite: Pact of the Brand, 12th level* You can use your action to cast a spell with a casting time of 1 action or 1 bonus action using a Warlock spell slot into your Otherworldy Mark, storing it for later. You can cast that spell once as a reaction. You can only have 1 spell stored in this way, and you cannot store another until you complete a short rest, and when you complete one the stored spell leaves the mark. #### Vital Infusion *Prerequisite: Pact of the Brand* Your maximum hit points increases by your Warlock level.
> ##### Credits > * Special thanks to the *Discord of Many Things* for advice on flavor and balance for this pact boon. > * Artist Credits: [Outsider's Mark by Arkane Studios](https://dishonored.wikia.com/wiki/File:Outsidermark.png) and [Fan Art: Daud by Manilyn Toledana](https://felicecore.deviantart.com/art/Herald-of-Andraste-609577422)