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Become a Patron!
### Pact Boons Each Pact Boon option is representative of the deal made between yourself and your patron. ### Pact of the Blade Driven by your desire to spill blood on the battlefield; your pact manifests as a weapon and grants you the capabilities of a warrior. #### Pact Weapon At 1st level, you can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. You can use the weapon you summon with this feature as a spellcasting focus for your warlock spells. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. Your pact weapon 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 weapon (no action required), or if you die. #### Eldritch Warrior At 3rd level, you gain proficiency with medium armour and shields. When attacking with your pact weapon you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls as long as it lacks the two-handed property. #### Thirsting Strike At 5th level, you can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. #### Improved Pact Weapon Also at 5th level, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. This bonus increases to a +2 at 9th level, and a +3 at 18th level. Your pact weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. \columnbreak #### Weapon Modification At 9th level, your pact weapon gains one of the following features. Some features are restricted to certain weapon types. You may change which feature your pact weapon benefits from by performing a 24 hour ritual with your pact weapon. ***Changing.*** *(melee weapons)* As long as you are wielding it, you can change your pact weapon into a different type of weapon as a bonus action. This feature cannot affect legendary or sentient weapons. ***Luminous.*** As a bonus action, you cause your weapon to shed bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. This effect ends when you dismiss your weapon, or if you end it as a bonus action. ***Ominous.*** Your weapon gives off an unsettling aura. You have advantage on Charisma (Intimidation) checks made while wielding it. ***Returning.*** *(thrown weapons)* After your weapon hits or misses a target, it magically teleports, returning to either your free hand or its sheath. ***Siege.*** *(heavy weapons and warhammers)* Your pact weapon deals double damage against objects and structures. ***Warning.*** While the weapon is on your person, you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you if you are sleeping naturally when combat begins. #### Overwhelming Assault At 18th level, as an action, you can make six attacks with your pact weapon against a single target. You make a separate attack roll for each attack. Once you use this feature, you can't use it again until you finish a long rest. \pagebreak ### Pact of the Tome Impatient wizarding students who sought great power, but lacked the discipline or intelligence to complete their schooling are the most common users of the Pact of the Tome. The arcane gifts bestowed upon you by your patron include its own ancient knowledge. #### Book of Erudition At 1st level, you receive a spellbook called a Book of Erudition from your patron. When you gain this feature, choose a cantrip from any class's spell list. While the book is on your person, you can cast that cantrip at will. This doesn't count against your number of cantrips known. If the cantrip doesn't appear on the warlock spell list, it is nonetheless a warlock spell for you. If you lose your Book of Erudition, 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 book. The book turns to ash when you die. You choose two additional cantrips at 3rd level. #### Highest Knowledge At 3rd level, you may use your Charisma modifier, rather than your Intelligence modifier, when making an Intelligence check with a skill that you are proficient in. #### Sacrificial Rite Starting at 5th level, your patron bestows upon you the key to unlock superior magical prowess at the cost of your own vitality. You can perform an one hour ritual, which can be done over a short rest, to gain an additional warlock spell slot. When you use this feature, your maximum hit points are reduced by an amount equal to five times the level of the spell slot. The spell slot granted by this feature may only be used once, you do not regain it after a short rest. If it's not used, the spell slot is lost after a long rest. Your maximum hit points are restored after a long rest. You may use this feature once per long rest. #### Gift of Additional Hexes At 9th level, choose a 1st level warlock spell you know. You may cast that spell once per short rest as a 1st level spell without expending a spell slot. #### The Forbidden Arcanum At 18th level, choose one spell from any spell list of 6th, 7th, 8th, or 9th level. The chosen spell counts as a Warlock spell for you. You may cast that spell at it's lowest level by expending the use of your Mystic Arcanum of the same level. \pagebreak ### Pact of the Chain Perhaps you were terribly lonely and needed a friend, perhaps you wanted a reliable servant to do your bidding, perhaps you have lost the ability to see, hear, or speak and require a companion to help you interact with the world. Regardless of the reason, your patron has provided you a creature to do with as you like. #### Pact Familiar At 1st level, you learn the *find familiar* spell and can cast it as a ritual. The spell doesn't count against your number of spells known. The familiar you summon has the statistics of the form you choose for it, but its creature type and alignment are determined by your patron. | Patron | Creature Type | Alignment | |:---|:-----------|:-----------| | Archfey | Fey | Chaotic neutral | | Fiend | Fiend | Chaotic evil or lawful evil | | Great Old One | Aberration | True neutral | | Celestial | Celestial | Neutral good | | Cursed Artifact | Construct | Any alignment | | Undying | Undead | Neutral evil | #### Familiar's True Shape At 3rd level, when you cast the *find familiar* spell, you can choose whether to change your familiar as usual or change it into its chain form. You determine what your familiar looks like in its chain form the first time you change it into that form. Regardless of its appearance, the chain form uses the statistics detailed in the Chain Familiar stat block. While in its chain form, your familiar has abilities and game statistics determined in part by your level. Your familiar uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your familiar also adds its proficiency bonus to its AC and to its damage rolls. Whenever you gain the Ability Score Improvement class feature, your familiar’s chain form abilities also improve. You can increase one of your familiar's ability scores by 2, or increase two ability scores of your choice by 1. As normal, you can’t increase any of your familiar's ability scores above 20 using this feature. In addition to the features detailed in the Chain Familiar block, your familiar also has the following features depending on your patron: ##### Archfey ***Ability Score Increase.*** +2 Charisma, +1 Dexterity ***Condition Immunities.*** Charmed ***Languages.*** Sylvan ***Spellcasting Ability.*** Charisma ***Cantrip.*** *Dancing lights* ***Glamour.*** Your familiar can cast the spell *disguise self* at will. \columnbreak ##### Fiend ***Ability Score Increase.*** +2 Intelligence, +1 Dexterity ***Damage Resistances.*** Fire ***Languages.*** Abyssal or Infernal ***Spellcasting Ability.*** Intelligence ***Cantrip.*** *Control flames* ***Superior Darkvision.*** Your familiar's darkvision is increased to 120 ft. ***Weapon Proficiency.*** Your familiar is proficient with all simple ranged weapons, all simple weapons with the light property, and blowguns. The weapons your familiar wields must be small enough for a tiny creature to use. Your familiar cannot a weapon if it lacks the limbs to do so. ##### Great Old One ***Ability Score Increase.*** +2 Intelligence, +1 Constitution ***Damage Resistances.*** Psychic ***Languages.*** Deep Speech ***Spellcasting Ability.*** Intelligence ***Cantrip.*** *Thaumaturgy* ***Telepathy.*** Your familiar can magically communicate ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language. ##### Celestial ***Ability Score Increase.*** +2 Wisdom, +1 Dexterity ***Damage Resistances.*** Radiant ***Languages.*** Celestial ***Spellcasting Ability.*** Wisdom ***Cantrip.*** *Light* ***Healing Beacon.*** You may use your familiar as a point from which to heal a creature using your Healing Light feature, as long as the creature is within 60 feet of your familiar and you can see it. ##### Cursed Artifact ***Ability Score Increase.*** +2 Charisma, +1 Constitution ***Condition Immunities.*** Frightened ***Languages.*** Any one language ***Spellcasting Ability.*** Charisma ***Cantrip.*** *Prestidigitation* ***False Appearance (True Form Only).*** While your familiar remains motionless, it is indistinguishable from an inanimate object. ***Mimicry.*** Your familiar can mimic sounds it has heard, including voices. A creature that hears the sounds it makes can tell they are imitations with a successful Wisdom (Insight) check opposed by your familiar's Charisma (Deception) check. ***Your Master.*** You cannot dismiss your familiar against its will. In addition, it has advantage on Charisma (Persuasion) checks made against you. \pagebreak ##### Undying ***Ability Score Increase.*** +2 Wisdom, +1 Constitution ***Damage Resistances.*** Necrotic ***Languages.*** Any one language ***Spellcasting Ability.*** Wisdom ***Cantrip.*** *Spare the dying* ***Away from Danger.*** If you are unconscious at 0 hp, your familiar can use a bonus action and touch your body in order to possess it. While your familiar is possessing your body, you are not considered unconscious, but you must still make death saving throws as usual. Your familiar uses your statistics in place of its own, but it may only use its action to Dash or Disengage. This effect ends if you regain any hit points, you die, or if your familiar ends it as a bonus action. When the effect is ended, your familiar reappears within 5 feet of you. #### Battle Bind Also at 3rd level, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. #### Tempered Chain At 5th level, your familiar gains the following features while in its chain form: ***Share Resistance.*** You share your familiar's Magic Resistance trait while its is within 10 feet of you. ***Improved Shapechange.*** When your familiar changes into its one of its beast forms, it gains the beast's special traits while in that form (these are found on the beast's stat block; after its challenge rating, but before any actions or reactions). For example; if your familiar shapechanges into an owl, then it would gain the ***Flyby*** and ***Keen Hearing and Sight*** traits while in that form. #### Merge Souls At 9th level, you gain the ability to merge with your familiar. As a bonus action when your familiar is on your person, your body merges with your familiar’s form. While merged, you use your familiar's statistics and are in control of its actions. If you are reduced to 0 hit points while merged with your familiar, then your familiar vanishes, you reappear in its space, and any excess damage carries over to you. As an action, you and your familiar return to normal. #### Bonded Vanguard At 18th level, you are proficient in all saving throws as long as your familiar is within 100 feet of you. \columnbreak ___ > ## Chain Familiar > *tiny creature* >___ > - **Armor Class** 10 + Dex + Prof > - **Hit Dice** 1d4 + Con > - **Speed** 0 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|13 (+1)|13 (+1)|10 (+0)|10 (+0)|10 (+0)| >___ > - **Skills** two of your choice > - **Saving Throws** all saving throws > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft. > - **Languages** one language you know > - **Challenge** 1 (200 XP) > ___ > ***Magic Resistance.*** Your familiar has advantage on saving throws against spells and other magical effects. > >***Spellcasting.*** Choose one 1st level spell from your patron's expanded spell list. Your familiar can cast that spell once per long rest. > >**Spell save DC =** 8 + your proficiency bonus + your familiar's spellcasting modifier > >**Spell attack modifier =** your proficiency bonus + your familiar's spellcasting modifier > > ***Shapechanger.*** Choose two CR 0 beasts, these become your familiar's beast forms. Your familiar can use its action to Polymorph into one of these beast forms, or back into its true form. Its statistics are the same in each form, except for changes to speed. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. > > ### Actions >***Attack.*** *Melee Weapon Attack* (natural weapons in true form or beast form): dex + prof to hit, reach 5 ft., one creature *Hit*: 1d4 + dex + prof piercing or slashing damage. > >***Invisibility.*** Your familiar magically turns Invisible until it attacks, or until its Concentration ends (as if concentrating on a spell). Any equipment your familiar is wearing or carries is Invisible with it. ___ \pagebreak ### Changes #### Pact Boons * You get them at first level and they scale as you level up. The idea here is that the boon should be an indication of why you made the pact to begin with (magical power, fighting ability, or a faithful companion.) * **Pact of the Tome:** * "Book of Shadows" changed to "Book of Erudition", because what Celestial is giving out something called a Book of Shadows? * Sacrificial Rite feature adapted from similar feature from u/Curuxa97's Abberation Warlock. * **Pact of the Chain:** * You gain a Chain Familiar rather than a normal one. * Chain Familiars scale with level. * Also have different abilities depending on your patron. * **Pact of the Blade:** * Thirsting Blade removed from invocations. Instead gained at 5th level. * Gains weapon specific features from Hexblade at 3rd level. * Improved Pact Weapon is now a level up feature. * Weapon Modifications adapted from some magic items from Pathfinder.