Pact Boon | Pact of the Bauble and Pact of the Mark

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Additional Pact Boons

When you select your Pact Boon at level 2, you can choose from the following, in addition to the ones found in the Player's Handbook.

Pact of the Bauble

Your patron bestows unnatural talent unto you in the form of a trinket (page 159 of the Player's Handbook) of your choosing, referred to as a pact bauble.

While your pact bauble is on your person, you gain proficiency in any combination of three skills, tools, or instruments of your choice. When you finish a long rest, you can choose to replace one of these proficiencies with another proficiency in a different skill, tool, or instrument.

Additionally, choose one of the proficiencies gained from this feature. Your proficiency bonus is doubled for any ability check made with it. If you roll an ability check that uses this proficiency and the roll of the d20 is a 9 or below, you can treat it as a 10 instead. Once you use this ability, you can't do so again until you finish a short or long rest.

If you lose your pact bauble or your pact bauble is destroyed, 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 bauble. The bauble crumbles to pieces when you die.

Pact of the Mark

Your body becomes marked with strange mutations aligned with your patron, granting you 3 natural weapons which take a form of your choosing (tentacles, claws, etc.).

These natural weapons deal 1d6 + your Strength modifier in magical bludgeoning, piercing, or slashing damage. You choose the damage type when you first gain these natural weapons.

When you hit a creature with a natural weapon, you can use your bonus action to make an additional attack with a natural weapon.

These natural weapons can be concealed through mundane means such as disguises or clothes, though if they are used to make an attack any onlooking creatures become aware of them.

Additional Eldritch Invocations

The following invocations are available to warlocks that have taken either of the Pact Boons listed previously.

Eat to Live

Prerequisites: Pact of the Mark, 7th level
When you score a critical hit against a creature with a natural weapon, you regain hit points equal to half the damage dealt. Additionally, your natural weapons critically hit on a roll of 19 or 20.

Progeny of Tiamat

Prerequisites: Pact of the Mark
When you make an attack with a natural weapon, you can choose for it to deal acid, lightning, poison, fire, or cold damage. If a creature is resistant or immune to the damage type your natural weapons use, you deal additional force damage equal to your Strength modifier to the creature.

Relentless Horror

Prerequisites: Pact of the Mark, 5th level
You can use your bonus action to succumb to your patron's power, becoming an unstoppable horror. For a 1 minute, or until you go one round without making an attack with a natral weapon, you gain the following benefits:

  • Your reach becomes 10 feet.
  • As a bonus action, you can take the Dash or Disengage action.
  • Your natural weapons use a d8 for their damage die if they would be lower, and when you take the Attack action and attack with a natural weapon, you can make an additional attack with a natural weapon as part of the same action.

You can use this feature twice, and regain all expended uses when you finish a long rest.

Superior Form

Prerequisites: Pact of the Mark
While unarmored, your armor class becomes 13 + your Charisma modifier, unless it would be higher. You cannot wield a shield and gain this benefit.

Unfathomable Strength

Prerequisites: Pact of the Mark
You are considered one size larger for the purposes of grappling, shoving, carrying capacity, and the amount you can push, pull, drag, or lift.

Yeenoghu's Hunt

Prerequisites: Pact of the Mark
When you reduce a creature to 0 hit points, you can use your reaction to move up to half your speed and make an attack with a natural weapon. You do not provoke attacks of opportunity with this movement.

Once you use this feature, you can't use it again until you finish a short or long rest.

Eldritch Excellence

Prerequisite: Pact of the Bauble
When you make a contested ability check against another creature using a proficiency granted by your pact bauble, you can impose disadvantage on the creature's ability check.

Once you use this feature, you can't use it again until you finish a short or long rest.

Keeper of Artifacts

Prerequisite: Pact of the Bauble
Your pact bauble becomes a magic item which you are attuned to. It does not count against the number of magic items you can attune to, and other creatures you choose can attune to your pact bauble. While attuned to the bauble and it is on their person, the creature gains all of the benefits of your pact boon.

You also gain proficiency in Arcana, if you were not proficient in it before. Lastly, you ignore all race and alignment restrictions when attuning to magic items.

Stolen Act

Prerequisite: Pact of the Bauble, 5th level
As an action, you can attempt to steal a skill proficiency from one creature you can see within 60 feet of you. The target makes a Charisma saving throw against your warlock spell save DC. An unconscious creature has disadvantage on
this saving throw. On a failed save, the creature is incapacitated until the start of your next turn, it loses proficiency in one skill of your choice, and you gain proficiency in that skill. This effect lasts until you finish a long rest, at which point the creature regains proficiency in the chosen skill and you lose proficiency in it.

Once you use this invocation, you can't use it again until you finish a long rest.

Turn of Fate

Prerequisites: Pact of the Bauble
When you roll a 1 on an ability check made with a proficiency gained from your pact bauble, you can treat the roll as a 20.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Customizing Your Bauble

If you find that none of the trinkets match your character concept, feel free to create a custom one. As a general rule of thumb, the bauble should be small enough to fit comfortably in one hand, and should not be a magic item. The bauble should also not be adventuring gear, such as a grappling hook. The bauble is meant to be a mostly thematic object, and is not meant to act as a replacement for a piece of gear.

Credits

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Artwork by Dmitry Burmak and Antonio J. Manzanedo.
Page stain by /u/flammableconcrete.

 

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