#### For more information about this topic, visit the Restricted Section of the Candlekeep.
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## Pact Boon Option
When you gain the Pact Boon feature at 3rd level, you can choose the following additional option.
#### Pact of the Skin
Your patron gives you a new body. You decide the appearance of your new body, including its race, age, and sex. If your race changes, you replace your original racial traits with the traits of your new race (see chapter 2 of the *Player's Handbook* for race options). If you have missing body parts, you can restore them. None of your other game statistics change.
Your new body gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). If the armour you wear would leave you with a lower AC, you can determine your AC using this feature. You can still gain this benefit while using a shield. In addition, when you spend a Hit Die to heal during a short rest, you can use the maximum value for each die.
> #### Your Pact Boon
> Your new body's appearance may reflect the nature of your patron. The following provides inspiration for a warlock with the Pact of the Skin.
>
> ***The Archfey.*** Your appearance might change to reflect a certain season, like summer or winter. You might become inhumanly beautiful, or alternatively, wither until you seem an old, wizened hag.
>
> ***The Fiend.*** Your skin might turn red or leathery, and you might grow horns or a tail. Your teeth may sharpen, and your body might become unnaturally warm (or cold) to the touch.
>
> ***The Great Old One.*** You might lose colour in your eyes, hair, or blood, or seem faintly translucent. You might be more comfortable submerged in water, or never seem to blink or shut your eyes.
## Eldritch Invocations
At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for warlocks with the Pact of the Skin feature, in addition to the options in the *Player's Handbook.*
If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.
#### Eldritch body
*Prerequisite: Pact of the Skin*
____
You can use a bonus action to grow a natural weapon from part of your body, which you are proficient with and can use to make melee weapon attacks. It lasts until you use a bonus action to dismiss it, or until you use this feature again.
Each time you create a natural weapon, you determine its appearance, such as claws or a pair of horns, and whether it deals bludgeoning, piercing, or slashing damage. On a hit, it deals damage equal to 1d10 + your Strength modifier, and you can push the target up to 10 feet away from you.
When you cast a spell that requires a melee weapon, such as *green-flame blade*, you can use a weapon you create using this feature in place of the weapon required by the spell.
#### Your patron giving you another face might be a sign that they don't like your face as much
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#### Unstopping Heart
*Prerequisite: 7th level, Pact of the Skin*
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You can cast *death ward* once on yourself without expending a spell slot. You can't do so again until you finish a long rest.
#### Eternal Flesh
*Prerequisite: 12th level, Pact of the Skin*
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You no longer age and can't be aged magically, and you are immune to disease and poison. In addition, when you spend a Hit Die to heal during a short rest, you can cause any missing body parts you have—such as eyes or hands—to grow back.
#### Unearthly Flight
*Prerequisite: 15th level, Pact of the Skin*
____
You can use a bonus action to sprout a large pair of wings from your back, gaining a flying speed equal to your current speed. You can shed your wings using another bonus action.
You can't sprout wings while wearing armour that doesn't accomodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
#### Blade Vault
*Prerequisite: Pact of the Blade*
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You can perform the ritual to transform a new magic weapon into your pact weapon without breaking your connection with your current pact weapon. You can store a number of magical weapons in your pact weapon's extradimensional space equal to your Charisma modifier (minimum of two).
Each time you create your pact weapon, you decide which weapon appears. When you do, you can end your attunement to any of your other pact weapons and immediately attune to the weapon you summoned (if it requires attunement).
#### Pact's Shadow
*Prerequisite: Pact of the Blade*
____
Whenever you create your pact weapon, you can create an illusory copy of it in your other hand, provided it doesn't have the two-handed property. The copy doesn't gain the benefit of a magic weapon's properties, but counts as your pact weapon for the purposes of your warlock features. You can engage in two-weapon fighting using both weapons, even if they aren't light, and you can perform the somatic components of spells even while you're holding both weapons.
#### Entangling Blast
*Prerequisite: 5th level, Eldritch blast cantrip*
When you hit a creature with eldritch blast, the creature must succeed on a strength saving throw against your spell save dc or be grappled by chains, vines, tentacles, bones, or shadows until the end of its next turn. A huge or larger creature makes the saving throw with advantage.
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#### Mount of the Rein Master
*Prerequisite: 5th level, Pact of the Chain feature*
You can cast find steed once without expending a spell slot. Instead of summoning a spirit, you must target the familiar you gained from casting find familiar, transforming it into a steed described in the find steed spell. The creature uses the stat blocm of the chosen steed, and it has features of both find familiar and find steed for 8 hours, before reverting back to being just your familiar. After casting find steed this way, you can't do so again until you finish a long rest.
#### Malleable Companion
*Prerequisites: 15th level, Pact of the Chain feature*
You can cast the Polymorph spell targeting your familiar once without expending a spell slot or material components. When you do so, you can use your level for determining the challenge rating of the beast your familiar can transform into.
Once you use this invocation, you can't do so again until you have finished a long rest.
#### Tales of the Crimson Tome
*Prerequisite: Pact of the Tome feature*
You can drop a pinch of humanoid blood into your book of
shadows, and then ask one question aloud. Over the next minute,
the blood manipulates itself into a language of your choice,
answering your question in the process. The answer is provided
using the knowledge of the humanoid that provided the blood,
and is answered in less than 25 words. The blood must be from a
living humanoid, and needs to be dropped into the book within a
minute of it leaving the body.
#### Living Map
*Prerequisite: 9th level, Pact of the Tome feature*
A new page appears in your Book of Shadows. You can spend one hour drawing a map on this page of an area that is a 40-foot square or smaller. You must have seen the entirety of the area within the past 24 hours to draw a map.
Once you have drawn a map, you can see the names of creatures who occupy the area, as well as any changes that occur to the environment. A creature's name appears on the map and corresponds to wherever the creature is in the area. The name moves as they move.
A creature protected from divination magic does not appear on the map. The map remains in your Book of Shadows for 30 days, until you begin to draw another map, or you erase it as an action.
#### Shadow Veil
*Prerequisite: 5th level*
You don’t leave footprints on nonmagical terrain unless you choose to.You can also cast pass without traceonce without expending a spell slot. You regain the ability to do so when you finish a long rest.
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#### Voice in the Void
*Prerequisite: 7th level*
You can cast silence once using a warlock spell slot. You can’t do so again until you finish a long rest.
While you are inside the area of a silence spell that was cast by you or an allied creature, you can speak and use verbal spell components normally and can be heard by other creatures in the spell’s area of effect.