Galdera : Warlock Subclasses, Pact Boons, and Eldritch Invocations

by ROY

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Warlock

The Automaton

Composed of materials that should not normally produce sentience, your animated patron possesses a powerful spark of life within it. Be it by accident, calculated decisions, or through new emotions, they have passed a part of their spark to you.

Automaton Expanded Spell-List

Spell Level Spells
1st Absorb Elements, Grease
2nd Heat Metal, Immovable Object
3rd Slow, Tiny Servant
4th Otiluke's Resilient Sphere, Summon Construct
5th Creation, Wall of Stone

Bonded to Metal

Starting at 1st level, you gain proficiency in heavy armor and shields. You use your Charisma score, rather than your Strength score, for determining the Strength requirement for armor. It also takes you half as much time to don or doff armor.

Repairing Touch

Also at 1st level, you learn the Mending cantrip, and it does not count against the number of cantrips you know. You can cast it to perform one of the following:

  • You cast the cantrip on yourself, a construct, or an object, restoring a number of d4's worth of hit points equal to your proficiency bonus.
  • You cast the cantrip on a weapon or armor. For the next 10 minutes, the object becomes a magical item, granting a +1 bonus to AC if it is armor or a +1 bonus to attack and damage rolls if it is a weapon.
  • You cast the cantrip on a magic item. If the item has any spent charges, you restore one charge. A magic item can't regain a charge like this again until you finish a long rest.

You can cast Mending in any of these ways a total number of times equal to your proficiency bonus, and regain all expended uses after a long rest.

Automatic Adaptation

Starting at 6th level, you can become more resistant to an effect after suffering from it. Whenever you are forced to make a saving throw that would inflict a condition on you, you can spend your reaction to gain advantage on future saving throws against that condition. You have advantage against that condition until you spend your reaction in this way again against a different condition.

Artificial Longevity

Starting at 10th level, you suffer none of the drawbacks of old age, can't be aged magically, and no longer require food, water or air to survive.

Additionally, you are immune to any spell or effect that would unwillingly alter your form or reduce your ability scores.

Animate Colossus

Starting at 14th level, you can use your patron's gift to animate greater objects. You learn the Animate Object spell. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, you can choose to target one nonmagical object of Gargantuan size with this spell. This object must not take an amount of space that exceeds 25 feet by 25 feet, and counts as ten objects for the purpose of the spell. This object has the following statistics:

Gargantuan - HP: 120, AC: 10, Attack: +9 to hit, 3d10 + 6 damage, Str: 22, Dex: 6

If the object is securely attached to a surface or larger object, it detaches from that surface or object.

The Behemoth

You have made with an aspect of nature, a primal beast of savage power. You might be mistaken for a druid by others due to this gift, but your connection to nature is one to fur, scales, wings, and flesh, not to the elements. Be it a great spirit beast, a powerful werekin, or a beast as old as nature, the magic gift they provided you allows you to return to a primal form.

Behemoth Expanded Spell-List

Spell Level Spells
1st Animal Friendship, Hunter's Mark
2nd Animal Messenger, Summon Beast
3rd Fly, Haste
4th Charm Monster, Polymorph
5th Commune with Nature, Hold Monster

Token of Monsters

When you take this patron at 1st level, your patron grants you a token with a portion of its power. The token is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Beast Token table.

d6 Token
1 Almiraj's foot
2 amulet in the form of a mighty beast
3 Bracelet of claws
4 Carnivore dentures
5 Hat made of the head of a monster
6 An ivory statue of a beast of your choice

While you have this token in your possession, you can use it in the following ways:

  • Beast Speaker. You can communicate in a limited manner with beasts. They can understand the meaning of your words, but you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them, and you gain a bonus to Wisdom (Animal Handling) checks equal to your Charisma modifier (minimum of +1).
  • Beast Form. As an action, you can transform into any beast of your choice with a challenge rating equal to or less than half your level in this class, staying in this form for an amount of hours equal to your proficiency bonus, until this new form drops to 0 hit points or dies, or by changing back as a bonus action. Beyond that, you follow the same transformation rules as the Druid Wildshape feature. Once you transform in this manner, you can't do so again until you finish a short or long rest. If this form ends early due to dropping to 0 hit points or dying, you can't use this feature again until you finish a long rest.

The token's AC equals your spell save DC. It has an amount of hit points equal to your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If this token is destroyed or you lose it, 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 the previous token is destroyed if it still exists. The token transforms into a tiny beast and vanishes when you die.

Primal Instincts

At 6th level, you have honed your pact magic to enhance your ferocity. You gain a bonus to your initiative rolls equal to your Charisma modifier.

Furthermore, your attacks in beast form also count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Dual Appearances

At 10th level, you feel natural within your normal or beast forms. You can use your Beast Form as a bonus action.

While you aren't in your Beast Form, you gain a bonus to Wisdom (Perception) checks equal to your Charisma modifier. While you are in your Beast Form, you can cast spells from your Expanded Spell list, regardless if they are known spells.

Monster Amongst Us

At 14th level, you can gain the benefits of a beast without fully transforming. When using your Beast Form, you can instead remain in your normal form. Doing so grants you the following benefits for the next minute:

  • You gain the Strength, Dexterity, and Constitution Scores of your chosen beast, but you do not not change your hit points and hit points maximum.
  • You gain an amount of temporary hit points equal to the chosen beasts hit points.
  • You gain any natural weapon attacks this beast may have, so long as you have the necessary limbs to do so.
  • If the beasts Armor Class would be higher than yours, you gain its Armor Class.

This feature ends early if these temporary hit points are reduced to 0. Once you have used your Beast Form in such a manner, you can't do so again until you finish a long rest.

The Chronicler of Fables

Your patron is a lorekeeper, a creature with the powers to influence fate and destiny. Many who try to beseech power from these beings seek to control their own destiny, only to find themselves puppets to re-enact their patrons desires. Your patron may be a fate-weaver, a historian who has seen millenias gone by, or a storyteller who's fantastical tales are more than simply fiction. While these warlocks may try to use their gift to make themselves the protagonist of their own story, the most powerful amongst them know how to use their power to empower the tales of others.

The Chronicler Expanded Spell-List

Spell Level Spells
1st Heroism, Identify
2nd Fortune's Favor, Locate Object
3rd Sending, Revivify
4th Arcane Eye, Death Ward
5th Legend Lore, Raise Dead

Memento Mori

At 1st level, your patron provides you a symbol of you, an object that chronicles your actions. This symbol, your memento mori, is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Memento Mori table.

d6 Memento Mori
1 A locket that cycles through the years you have lived.
2 A book which writes itself.
3 A mirror that reflects your significant events.
4 A magic music box.
5 A miniature of you that mimics your every move.
6 A snow globe that cycles between your joyful memories when shaken.

While you have this symbol in your possession, you can use it in the following ways:

  • Change Fate. If you fail an attack roll, saving throw, or ability check, you can spend your reaction to reroll, possibly turning the failure into a success. You can perform this a number of times equal to your proficiency bonus, and regain all expended uses after a long rest. Rolling a natural 20 in this way does not consume a use.
  • Remember Your Exploits. Choose a spell, eldritch invocation, or cantrip that you no longer know or have. For the next hour, you know or possess it, and it doesn't affect the number of invocations or spells you can have. Once you have used this feature, you can't use it again until you finish a long rest.

The token's AC equals your spell save DC. It has an amount of hit points equal to your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If this token is destroyed or you lose it, 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 the previous token is destroyed if it still exists. The token transforms into a tiny beast and vanishes when you die.

Story Gatherer

At 6th level, you gain proficiency in Intelligence saving throws.

In addition, you can quickly discover someone's backstory. As an action, you can make a Charisma (Persuasion) check contested by a creature's Charisma (Deception) check. You must be able to see and hear the target, and the two of you must share a language.

On a success, you learn two of the following facts of your choice about the creature:

  • A nickname they have (if any).
  • A bond, ideal, or flaw they may have.
  • An decisive moment in their history.
  • A loved one or enemy.
  • Their homeland.

You can't learn facts that the target would not willingly share or has kept a secret. Once you have used this feature on a creature, you can't target that creature again until you finish a long rest.

Plot Armor

At 10th level, you've learned the best stories have the greatest characters. You can use your Memento Mori to reroll an attack roll, saving throw, or ability check of a willing creature you can see within 30 feet of you.

Additionally, whenever you use Memento Mori feature to reroll one of your own rolls, the roll gains one of the following effects.

  • If you reroll an attack, you score a critical hit on a natural roll of 19 or 20.
  • If you reroll a saving throw, you take no damage if a successful save would result in half damage, and you take half damage on a failed save.
  • If you reroll an ability check, you treat a roll of 9 or lower as a 10.

Once you do so, you can't do so again until you finish a short or long rest.

Deus Ex Machina

At 14th level, you can channel a past exploit to aid you in the present. Whenever you would be the target of a beneficial magical effect or spell or 5th level or lower, you can spend a reaction to store a copy within your Memento Mori.

As a bonus action, you can consume this copy and gain the effects of the copied beneficial effect or spell. This effect lasts for its duration, and doesn't require concentration if it originally did so.

You can only have one copy at any given moment, and once you have consume a copy, you can't use this feature again until you finish a long rest.

The Eldritch Parasite

Your patron has gifted you power in a way very much different to other patrons. It has embedded a piece of itself into you, bonding your flesh and soul to it. Any powerful creature can do so, but doing so greatly changes the magic you gain from them.

How a patron bonds to the flesh and spirit of their warlock varies from patron to patron. You decide how this took place, or you can determine it by rolling on the Hosting Origin table.

d6 Hosting Origin
1 Your patron planted their unborn child into you, letting it grow within you while you tap into its growing power.
2 A piece of your patron's consciousness attached to yours, pushing you to collect its other lost pieces so that it may be whole again.
3 On the brink of death from a flesh-eating disease, you made a pact with your patron, curing your illness by turning your flesh into theirs.
4 You were dead at birth, but your patron brought you to life by putting a piece of itself into you.
5 Exploring a mysterious dungeon, you accidentally cut yourself when grabbing an odd effigy. You soon learned that effigy was made to the liking of your new patron.
6 You managed to steal a piece of a powerful being, turning them into your unwilling patron as you siphon their magic.

Eldritch Parasite Expanded Spell-List

Spell Level Spells
1st Bane, Inflict Wounds
2nd Alter Self, Enhance Ability
3rd Bestow Curse, Haste
4th Death Ward, Polymorph
5th Contagion, Dominate Person

Host for Greatness

When you take this patron at 1st level, your hit points and hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, you can't be willingly possessed.

Infect Other

Also at 1st level, you obtain the ability to attach a part of yourself, in spirit or in flesh, to your foes. When you cast a spell towards an individual creature, you can force the target to make a Constitution saving throw against your spell save DC. On a failed save, you attach a part of yourself to them for the next minute, gaining the following benefits;

  • You can cast spells through their space.
  • When they regain hit points, you restore an amount of hit points equal to half the hit points they regained.
  • When the creature makes a saving throw, you can roll a d4 and subtract the number rolled from their saving throw total.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.

Parasitic Flesh

At 6th level, you patron's touch has enhanced a part of you closer to them. You gain one of the following benefits of your choice;

  • Brain. You can telepathically communicate with creatures under the effects of your spells, gain resistance to psychic damage, and gain proficiency in Intelligence saving throws.
  • Heart. You are immune to diseases and can hold your breath indefinitely. Additionally, when you would be hit by a melee weapon attack, you can use your Infect Other feature as a reaction towards your attacker if they are within 10 feet of you.
  • Muscle. You can use your Charisma modifier, rather than your Strength modifier, for strength checks and saving throws. You also gain a swimming and climbing speed equal to your walking speed, and can take the Dash action as a bonus action.

Greater Parasite

At 10th level, your magic can spread you to multiple creatures. When you cast a spell that would affect multiple creatures at the same time, you can choose an amount of those creatures, equal to your proficiency bonus, to be the targets of your Infect Other feature.

Once you have used this feature, you can't use this feature again until you finish a long rest. Once per long rest, you can expend a warlock spell slot to regain an expended use of this feature.

Cursed Birth

At 14th level, you can manifest away from death's door through your killer or your infected targets. When you would be reduced to 0 hit points, you can force the creature that brought you to 0 to make a Constitution saving throw. On a failed save, they take an amount of d4 necrotic damage equal to your level in this class, or half as much on a successful save. You then emerge into a unoccupied space within 5 feet of them, gaining an amount of hit points equal to half the amount dealt.

If you have a creature affected by your Infect Other feature when you would be reduced to 0 hit points, you can instead force them to make the save. Doing so increases the damage die of the feature to a d6.

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

The Living Library

Your patron is a near omniscient being, having collected and learned vast amounts of information. Through their pact with you, you seek out any information they may have lost or lack. Liches, ancient dragons, and other creatures with massive lifespans are eligible to be Living Library patrons.

Living Library Expanded Spell-List

Spell Level Spells
1st Identify, Magic Missile
2nd Silence, Tasha's Mind Whip
3rd Speak with Dead, Tongues
4th Arcane Eye, Mordenkainen's Private Sanctum
5th Bigby's Hand, Legend Lore

Library of Information

Upon obtaining this patron at 1st level, you gain proficiency in the Arcana, History, Nature, or Religion skill. Whenever you make a skill check using any of these skills, you can use your Charisma modifier, rather than your Intelligence modifier.

Scroll of Knowledge

Also at 1st level, your patron has provided you access to the magic in their library. Whenever you finish a long rest, choose a cantrip and one 1st level spell from any spell list, so long as they are from the same spell-list. Your patron provides you a Tiny scroll with knowledge about your chosen spells, allowing you to treat both as a warlock cantrip and spell. This cantrip and spell do not count against the number of warlock cantrips or spells you know.

While this scroll is on your person, you can cast this spell as a 1st-level spell, without expending a spell slot nor need material components. Once you have done so, you can't do so again until you finish a long rest.

Upon finishing a long rest, you can choose to change this cantrip or spell with another of your choice, so long as they fulfill the prior requirements.

Plethora of Magic

At 6th level, you can recede your mind into your library of magic, allowing you to quickly alter your current spells. You gain proficiency in Intelligence saving throws, and can cast your Scroll of Knowledge spell a number of times per day equal to your proficiency bonus.

Mind of the Library

Starting at 10th level, your mind is overflowing with information. You gain proficiency in all Intelligence skills, and whenever you would learn a new warlock cantrip or spell, you can instead learn a spell from the wizard spell list.

Greater Knowledge

At 14th level, your patron grants you access to its forbidden tomes of knowledge. Choose a 5th level spell. You know this spell, treating it as a warlock spell that you know, and it does not count against the number of warlock spells you know.

Once per long rest, you can cast this spell without expending a spell slot.

The Outer Reach

Your patron is a being from the vast realms of the astral planes and outer space. It may be an Astral Dreadnought, the dying fragments of a forgotten god, or a magic comet that you wished upon one starry night. Whatever or whomever it may be, it has connected you to the vast riches and emptiness of space.

Outer Reach Expanded Spell-List

Spell Level Spells
1st Feather Fall, Magnify Gravity
2nd Silence, Vortex Warp
3rd Ashardalon's Stride, Melf's Minute Meteors
4th Banishment, Gravity Sinkhole
5th Dawn, Telekinesis

Wormhole

When you choose this patron at 1st level, you can warp space to move in a blink of an eye. Immediately before or after you cast a spell that doesn't target yourself, you can teleport to an unoccupied space within 30 feet of you.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Once per long rest, while you have no remaining uses, you can expend a warlock spell slot to regain all expended uses.

The distance you can teleport through this feature increases as you progress in this class, increasing at 6th (+15 feet), 10th (+30 feet) and 14th (+45 feet) level.

Gift from the Stars

Also at 1st level, your connection to the stars provides you the following benefits:

  • You always know which way is north.
  • Whenever you deal damage through a warlock cantrip, you can choose to deal cold or fire damage, rather than the spell’s normal damage.
  • As a bonus action, you can shed light in a 15-foot radius and dim light in an additional 15-foot radius, or you can instead lower any dim light in a 30-foot radius into darkness, until the start of your next turn. You can see in this self-made darkness as if it were bright light.

Searing Meteor

At 6th level, you can grant a portion of a comet's power to nearby projectiles. Once on each of your turns, you can add your Charisma modifier to one damage roll of a ranged attack you make.

Additionally, whenever a ranged attack would be made within 30 feet of you, or this attack would target a creature within this range, you can spend a reaction to change the attacks damage type to fire.

Cold Embrace of Space

At 10th level, the void of space absorbs harm away from you. When using your Wormhole feature, you can gain resistance to all damage until the start of your next turn.

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

Gateway to the Void

At 14th level, you can create gateway to the Astral Plane. As an action, choose a point you can see within 60 feet of you. Any creature within a 30-foot sphere centered on that point must make a Strength saving throw, taking 5d10 force damage on a failed save or half as much on a success. A creature brought to 0 hit points in this way has their body and anything they are carrying teleported into the astral plane. Any loose earth and unsecured objects completely inside this area are also teleported, leaving behind empty space.

You can also instead use this feature as part of your Wormhole feature, targeting the space you just left.

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

The Ruler of Realms

Your patron is one tied to nobility and power. Any creatures with great power and control over a large mass of territory may be this kind of patron, granting them unique powers as a result. Perhaps your patron is a ruler of a level of hell, an emperor on the material plane, or a group of rulers sworn to work together. Whatever the case, your ties to your patron grants you a fragment of their influential power.

Ruler Expanded Spell-List

Spell Level Spells
1st Alarm, Command
2nd Enthrall, Hold Person
3rd Beacon of Hope, Spirit Guardians
4th Dominate Beast, Guardian of Faith
5th Circle of Power, Dominate Person

Sworn Guard

When you take this patron at 1st level, you can make an ally your sworn protector. As an bonus action, touch a willing creature within 5 feet of you. This creature becomes your sworn guard for the next minute. This bond ends early if the sworn guard dies, you die, or you are incapacitated. Until the bond ends, you gain the following benefits:

  • The two of you gain proficiency in any saving throws that either of you would have but the other wouldn't.
  • Your AC becomes the same as your sworn guard for the duration, if your AC would be lower than theirs.
  • When you take damage, your sworn guard can spend their reaction to halve this damage. Your sworn guard then takes the same amount of damage.

Once you have used this feature, you can’t use this feature again until you finish a short or long rest.

Ruler's Signet

At 6th level, your patron grants you a fragment of its authority. As an action, you can conjure a signet of your patron. This signet is a Tiny object, and you always know where it is located while it is on the same plane of existence as you. You decide what the object is and if it presents your coat of arms or your patron, or you can determine what it is randomly by rolling on the Ruler's Signet table.

d6 Signet
1 Signet Ring
2 Crown
3 Amulet
4 Stamp
5 Ceremonial Blade
6 Banner

You can summon this signet a number of times per day equal to your proficiency bonus. Each time you summon it, it lasts for up to 10 minutes, or until you dismiss it (no action required).

While you wear this signet, you can use it as a spellcasting focus for your warlock spells, and you are considered proficient in any Charisma skill that you aren't already proficient in. If you are already proficient in any of these skills, any checks you make with them has their d20 roll of a 7 or lower treated as an 8.

While someone other than you wears this signet, they gain the following benefits:

  • Whenever they make a Charisma check, they can use your Charisma modifier, rather than their own, for the check.
  • Whenever you cast a spell with a range of Self or Touch, you can have it affect the creature wearing your signet.

Powerful Vow

At 10th level, you and your sworn guard are stronger together. Your Sworn Guard feature now lasts an hour or until you finish a short rest. Additionally, you and your sworn guard gain these additional benefits.

  • The two of you have advantage against being charmed or frightened.
  • The two of you can telepathically speak to each other, so long as you are both on the same plane of existence.

Judgment of the Court

At 14th level, you can send an enemy to your patron's court to be judged. As an action, you force a creature within 60 feet of you to make a Charisma saving throw. On a failed save, they are teleported to your patron’s court. For the next minute, the target is stunned while your patron and its court judges it. The target can repeat the saving throw at the end of each of its turns, ending the feature early as it reappears in the space it left or in the nearest unoccupied space if that space is occupied on a success.

If the target creature would end the feature early, they take 4d10 force damage as your patron strikes them for attempting to leave without permission.

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

The Horde

You have made a pact not with one powerful creature, but with a mass of creatures who are equally powerful when together. These patrons may be the spirits of your destroyed village, your family lineage, or a swarm of creatures that have bonded to you. To your patrons, you are their mascot, protector, or even their supposed divine figure.

Horde Expanded Spell-List

Spell Level Spells
1st Alarm, Bless
2nd Mirror Image, Suggestion
3rd Galder’s Tower, Motivational Speech
4th Confusion, Otiluke’s Resilient Sphere
5th Circle of Power, Telekinesis

Knowledge of the Mass

When you obtain this patron at 1st level, they can provide you with a fragment of their collected experience. You gain a proficiency in a language, tool, or skill of your choice.

Upon finishing a long rest, you can choose to swap your proficiency to another language, tool, or skill of your choice. Additionally, you can instead choose to add your Charisma modifier to a skill of your choice that you are already proficient with.

Unleash the Horde

Also at 1st level, you can summon a portion of your patron to aid you in your time of need. As a bonus action, you tranform the area around you for 1 minute. You gain the following benefits for the duration:

  • The area in a 10-foot radius around you is treated as difficult terrain.
  • Any creatures of your choice starting their turn within 10 feet of you or entering this range for the first time takes 2d4 slashing, piercing, or bludgeoning damage (your choice).
  • You gain half-cover.

You can transform the terrain in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your Unleash the Horde reflects your patrons. For example, you may conjure a storm of spirits, a mass of armed kuo-toa's devoted to you, or other swarms of creatures that bound their power to you.

The size of this feature increases as you progress in this class, increasing by 5 feet at 6th (15 feet), 10th (20 feet), and 14th level (25 feet).

Seek Assistance

At 6th level, your patrons can share their experience with you when you call upon them. Whenever you make an ability check with a skill, you can choose to treat a roll of 9 or lower on the d20 as an 10.

You can do this a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.

Resilient Army

At 10th level, your patrons provide you greater aid when called upon. When using your Unleash the Horde, you gain resistance to nonmagical bludgeoning, slashing, and piercing damage. Additionally, the damage dealt by this feature increases to 4d4.

Mass Protection

At 14th level, your patrons can protect you from great harm, at a cost. The damage dealt by your Unleash the Horde increases to 6d4.

When you or a friendly creature within the area would take damage while using that feature, you can spend a reaction to have that damage be reduced to 0. Doing so reduces the range of your Unleash the Horde by 15 feet for the remainder of the duration.

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

The Titan

Your patron is an ancient being amongst Giant-kind, a being who has mastered magic and illusions. Be it a prophetic Storm giant, an imaginative Stone giant, a trickster Oni, or a wealthy Cloud giant, your patrons gift is one that allows them to see and understand the world of tiny creatures through your eyes.

Titan Expanded Spell-List

Spell Level Spells
1st Catapult, Fog Cloud
2nd Enlarge/Reduce, Nystul's Magic Aura
3rd Sleet Storm, Lightning Bolt
4th Staggering Smite, Stoneskin
5th Bigby's Hand, Seeming

Giant Might

At 1st level, you gain proficiency with martial weapons and medium armor, and can speak, read, and write Giant. You do not suffer any penalties from the Heavy property, and can use your Strength modifier, rather than Dexterity, for the purpose of calculating your AC.

Additionally, your patrons bestowed powers allow you to strike with much more force. The first creature you hit on each of your turns with a Heavy or Thrown weapon takes extra damage equal to your proficiency bonus. This damage increases to 1d4 + your proficiency bonus when attacking creatures one size lower or smaller than you.

Expansive Deception

At 6th level, you are capable of weaving magical disguises in order to appear as different sizes. Your Giant Might die increases to 1d6. Additionally, whenever you cast an Illusion spell of 1st level or higher, you can choose to appear as one size category larger. This new size affects the extra damage you deal through your Giant Might feature and grants you an extra 5 feet of reach, unless the creatures you attack knows you are disguised.

To recognize that you haven't physically changed size, a creature can use its action to inspect your appearance and must succeed a Intelligence (Investigation) check against your spell save DC. A creature who does not know you are disguised cannot willingly enter the space your illusion takes. If they would enter your illusions space, they can immediately make the check.

If there isn’t enough room for your illusion to appear real, you fail to appear larger.

True Might

Starting at 10th level, you can truly grow as large as your patron. As a bonus action, you can increase your size to Huge, along with anything you are wearing. If you lack the room to become Huge, your size doesn't change. This growth lasts for 1 minute, and it ends early if you die or are incapacitated. Until it ends, you gain the following benefits:

  • Your current hit points and your hit point maximum both increase by 1 per warlock level you have.
  • Your reach increases by 5 feet.
  • You have advantage on Strength and Constitution saving throws.
  • Your Giant Might die increases to 1d8.

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

Mountain Fall

At 14th level, you can call forth upon your patron to lay waste upon the battlefield. choose two points that you can see within 240 feet of you. Each creature in a 10-foot radius of these points must make a Dexterity saving throw as huge boulders fall from the sky. Each creature takes 5d10 bludgeoning damage and is knocked prone on a failed save. A creature that succeeds its saving throw takes half as much damage and isn't knocked prone. A creature in the area of more than one of these boulders is affected only once.

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

Additionally, you can appear as any size when using your Expansive Deception feature.

The Wyrm

Be it for wealth, power, or some other desire, you have made a pact with a dragon. No two Wyrm pacts are the same, but each results with a morsel of the dragons power within you. Such warlocks are often devout followers to their patrons, and go at length to destroy warlocks of other dragons. Known as Wyrms, these patrons may have chosen you for your possibilities in expanding their wealth and power, or to observe what you would do with such powers. Rare do these warlocks work with those of a different patron, but they are truly a menace to their foes when they do.

Expanded Spell List

The Wyrms lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you, along with the spells associated in the table with your patron’s type: Black/Copper, Brass/Gold/Red/Turtle, Blue/Bronze, Silver/White, and Green dragon.

Spell Level Universal Spells Black/Copper spells Brass/Gold/Red/Turtle spells
1st Command Tasha’s Hideous Laughter Burning Hands
2nd Dragon's Breath Melf’s Acid Arrow Flaming Sphere
3rd Fly Wind Wall Fireball
4th Polymorph Vitriolic Sphere Wall of Fire
5th Legend Lore Mislead Immolation
Spell Level Universal Spells Blue/Bronze spells Silver/White spells Green spells
1st Command Witch Bolt Ice Knife Ray of Sickness
2nd Dragon's Breath Warding Wind Snilloc’s Snowball Swarm Protection from Poison
3rd Fly Lightning Bolt Sleet Storm Stinking Cloud
4th Polymorph Storm Sphere Ice Storm Blight
5th Legend Lore Control Winds Cone of Cold Cloudkill

Patron Scales

Your patrons scales determines many of your abilities. The dragon you chose for your expanded spell list determines the damage for certain features.

Dragon Damage Type, Breath
Black, Copper Acid
White, Silver Cold
Brass, Gold, Red, Turtle Fire
Blue, Bronze Lightning
Green Poison

Shapechanging Boon

Upon taking this subclass at 1st level, your patron's power is as varied as their kin's scales. Choose one of the following boons.

  • Wyrm's Fury. You can use your Action to exhale destructive energy in either a 15-foot cone or a 30-foot line, forcing any creatures within range to make a Dexterity saving throw against your spell save DC. A creature takes an amount of d6 damage on a failed save equal to your proficiency bonus, and half as much damage on a successful one. You can expend a spell slot when using this feature to increase the damage to a d8.
  • Wyrm's Greed. You can your Action to magically detect any gemstones or metallic coins within 60 feet of you. This lasts for 1 minute, to which you can end early by safely consuming one of these gemstones or coins. Doing so causes you to either regain a number of hit points or gain temporary hit points (your choice when consuming) equal to 1d8 + your level in this class.
  • Wyrm's Influence. You can use your Action to gain a fragment of draconic charm. For the next hour, You may add your proficiency bonus to any Charisma check you make. If you would already do so, instead treat a roll of 7 or lower as an 8.

You can use this boon a number of times per day equal to your proficiency bonus, regaining all expended uses after finishing a long rest.

Each time you gain a level in this class, you can switch your current boon with one of the other provided.

Mighty Aura

At 6th level, your connection to dragons grants you their elemental powers and an aura of terror or awe, which may impedes creatures from hitting you. You can resistance to your patron's damage type.

Furthermore, when you aren't wearing armor, your AC is 13 + your Charisma modifier. You can use this natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits is applied as normal while you use this natural armor.

This AC increases over time. It becomes 14 + your Charisma modifier at 10th, and 15 + your Charisma modifier at 14th level.

Greater Boons

At 10th level, your boons grow in power. You can switch between boons upon finishing a long rest.

  • Wyrm's Fury increases in range, growing to a 30-foot cone and 60-foot line.
  • You gain hit points and temporary hit points upon consuming through your Wyrm's Greed feature.
  • For the duration, using Wyrm's Influence also gives you advantage on saving throws against being Frightened.

Scaled Guardian

At 14th level, you can use your draconic power to call upon a lesser dragon. As an action, you can conjure a Wyvern in a unoccupied space within 30 feet of you. It disappears when it falls to 0 hit points, or after an hour.

The Wyvern is friendly to you and your companions for the duration, and acts immediately after your turn. It obeys any verbal commands that you issue it (no action required), so long as it does not involve attacking a specific creature. If you don’t issue any commands to it, it defends you from hostile creatures, taking the Shove action to move hostile creatures away from you. It cannot use its action to use its bite, stinger, or claws.

Whenever you take damage, your wyvern can spend its reaction in one of two ways. If it is within 5 feet of you, it can magically take that damage instead of you. If it is within range of the attacker, it can perform either its claw, bite, or stinger attack against them (your choice).

Additionally, you can instead conjure it for 1 minute. During this time, it acts as a normal wyvern under your command, but will defend you from hostile creatures if you do not give it any commands.

Once you have used this feature, you cannot use it again until you finish a long rest.

Pact Boons

Pact of the Gauntlet

You can use your bonus action to create your pact gauntlets around your hands and forearms. If you lack a hand or arm, it becomes a magical prosthetic for that limb. You can choose the appearance and design these gauntlets take each time you create them. While you have these gauntlets donned, your unarmed strikes deal 1d6 + your Charisma modifier on a hit, and you use your Charisma modifier, rather than your Strength modifier, for their attack rolls. Your unarmed attacks are also considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact gauntlets disappear if you dismiss them (no action required), doff them, or if you die.

You can turn a pair of magic gauntlets or bracers into your pact gauntlets by performing a special ritual while you hold them. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the gauntlets, shunting them into an extradimensional space, and they appears whenever you create your pact gauntlets thereafter. You can't affect an artifact or a sentient weapon/item in this way. The gauntlets or bracers ceases being your pact gauntlets if you die, if you perform the 1-hour ritual on a different pair of gauntlets or bracers, or if you use a 1-hour ritual to break your bond to it. The gauntlets or bracers appears at your feet if they are in the extradimensional space when the bond breaks.

Pact of the Gem

Your patron gives you a priceless Tiny gemstone called a Vault Jewel. When you gain this feature, choose one of your limbs. This gemstone is embedded within that limb or replaces it if they are of similar size, such with the case if you place it in your eye socket. Your limb still works as normal despite the gemstone's position.

This gemstone contains an extradimensional space, allowing you to store your wealth within it (no action required). This gemstone can hold coins, bullions, gemstones, and other systems of currency, as well as costly material components. This currency must be of size Small or smaller, and you must be touching it in order to store it. Retrieving a total amount currency equal to 100gp, or an item above that cost, requires a bonus action.

You can use this gem as a spellcasting focus for your warlock spells. When casting a spell with a costly material component, you can use your gemstone as that component if you have the costly material component stored within your gemstone. If the spell would then consume that component, you can instead deduct an amount of gp from your gem equal to the cost.

If you lose your Vault Jewel, you can perform a 1-hour ceremony to receive a replacement from your patron, allowing you to retrieve all your stored goods in your previous Vault Jewel. This ceremony can be performed during a short or long rest, and it destroys the previous gem. The gem turns to dust when you die.

Pact of the Greaves

You can use your bonus action to create your pact greaves around your shins and legs. If you lack one or more legs, it becomes a magical prosthetic for that limb. You can choose the appearance and design these greaves take each time you create them. While you have these greaves donned, your walking speed increases by 10 feet, your jump distance is doubled, and you can move through another creature's space regardless of their size.

Your pact greaves disappear if you dismiss them (no action required), if you doff them, or if you die.

You can turn a pair of magic boots or greaves into your pact greaves by performing a special ritual while you hold them. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the greaves, shunting them into an extradimensional space, and they appears whenever you create your pact greaves thereafter. You can't affect an artifact or a sentient weapon/item in this way. The greaves or boots ceases being your pact greaves if you die, if you perform the 1-hour ritual on a different pair of greaves or boots, or if you use a 1-hour ritual to break your bond to it. The greaves or boots appears at your feet if they are in the extradimensional space when the bond breaks.

Pact of the Shadow

You learn the Unseen Servant spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell while in bright or dim light, you can choose to create the normal servant or create a shadow servant instead. This servant possesses your shadow and animates it, and is capable of detaching itself from you (no action required). It has a number of hit points equal to double your warlock level, a walking and climbing speed equal to your movement, and a Strength score equal to your Charisma score. It can can move through a space as narrow as 1 inch wide without squeezing, so long as it is not holding anything.

While you have a shadow servant summoned, you can spend your bonus action to move it and mentally command it in one of the following ways.

  • Task. You give the shadow servant a task to perform, being those detailed in the Unseen Servant spell. It acts immediately after you, moving up to its movement (if needed) in order to complete its current task.
  • Shadow's Grace. If you are in dim light or darkness, you can perform the Hide action as your shadow servant cloaks you.
  • Second Pair of Hands. You can perform a Dexterity (Sleight of Hand) or a grapple through your shadow servant towards a creature within 5 feet of it. You use your servant’s Strength score when grappling in this manner, and you don’t need a free hand to grapple a creature with your servant.

You can have up to only one shadow servant at any given time. When the spell ends, your shadow reappears on you if you are in bright or dim light.

Pact of the Shield

You can use your bonus action to create a pact shield in your empty hand, already donned. You can choose the form this shield takes each time you create it. You are proficient with it while you wield it, and it counts as a spellcasting focus for the purpose of casting spells. Whenever you have your pact shield donned, you gain a bonus to your saving throws equal to half the AC bonus (rounded up) your pact shield provides you.

Your pact shield disappears if it 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 shield (no action required), or if you die.

You can transform one magic shield into your pact shield by performing a special ritual over the course of 1 hour, which can be done during a short or long rest. You can then dismiss the shield, shunting it into an extradimensional space, and it appears whenever you create your pact shield thereafter. You can't affect an artifact or a sentient shield in this way. The shield ceases being your pact shield if you die, if you perform the 1-hour ritual on a different shield, or if you use the 1-hour ritual to break your bond with it. The shield appears at your feet if it is in the extradimensional space when the bond breaks.

Expanded Eldritch Invocations

Shadowy Servant

Prerequisite: Pact of the Shadow feature

Whenever you cast Unseen Servant, the spell only ends when you dismiss the servant as a bonus action, when the servant drops to 0 hit points, or your servant is separated from you by more than 300 feet. You always know where your servants are.

Corrupt Value

Prerequisite: Pact of the Gem feature

You can cast Distort Value at will, without expending a spell slot or material components.

Curse of the Shadow

Prerequisite: Pact of the Shadow feature

You can bound your shadow to a creature. As a bonus action, you can force a creature within 5 feet of your shadow servant to make a Dexterity saving throw against your spell save DC. They have disadvantage on this save if they are in bright or dim light. On a failure, your shadow servant becomes, or possesses, the targets shadow. while the target is bonded to your shadow, your shadow servant can deliver a spell you cast with a range of touch to the target, and the creature can't benefit from being invisible. Removing your shadow servant from the target does not require any action from you.

Eldritch Interest

Prerequisite: Pact of the Gem feature

As a bonus action, you can transmute any currency within your Vault Jewel into another currency. As such, you could turn 100 silver coins into 10 gold coins or 1 agate, 10 peridots into 1 black pearl or 50 platinum coins, or 3 platinum coins into 300 silver coins.

Additionally, so long as you keep an amount of gp equal to your character level within your Vault Jewel, your patron adds one gp into your Vault Jewel whenever you finish a long rest.

Improved Pact Shield

Prerequisite: Pact of the Shield feature

Your shield gains a +1 bonus to its AC, unless it is a magic shield that already has a bonus to its AC.

Additionally, you can perform the somatic components of spells through your pact shield.

Legs of an Olympian

Prerequisite: Pact of the Greaves feature

You are proficient in the Acrobatics and Athletics skills. you can use your Charisma modifier, instead of Dexterity or Strength, whenever you use either of these skills.

Mental Fortress

Prerequisite: Pact of the Shield feature

You have advantage on saving throws against Divination spells and Wisdom saving throws.

Pugilist's Gauntlets

Prerequisite: Pact of the Gauntlet feature

You count as one size larger for the purpose of grappling creatures as well as for when creatures attempt to grapple you.

Additionally, you gain a bonus to Strength (Athletic) checks made to attempt or escape a grapple equal to your Charisma modifier.

Finally, your unarmed strikes gain a +1 bonus to their attack and damage rolls, and can deal slashing or piercing damage when you hit a creature with them while you have your pact gauntlets donned.

Spellcaster's Gauntlets

Prerequisite: Pact of the Gauntlet feature

You can use your pact gauntlets as a spellcasting focus for your warlock spells. If you are wearing a gauntlet on a hand, you can use that hand to perform somatic components for a spell you cast. You can use that gauntlet as a spellcasting focus even if you are holding something in that hand.

In addition, you can cast spells that use a ranged spell attack as a melee spell attack instead, changing the range to Touch as a result.

Finally, whenever you cast a spell that has a range of touch, you can change the range to be 15 feet.

Weaving Movements

Prerequisite: Pact of the Greaves feature

While you have your pact greaves donned, you gain a +1 bonus to your AC and your walking speed increases by an additional 10 feet. Creatures have disadvantage hitting you through opportunity attacks provoked by you leaving their reach.

Eldritch Fists

Prerequisite: 5th level, Pact of the Gauntlet feature

You can attack with your pact gauntlets twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.

Additionally, your unarmed strikes can now deal fire damage while you have your pact gauntlets donned.

Friendly Darkness

Prerequisite: 5th level, Pact of the Shadow feature

As a bonus action, you can bound your shadow to a willing creature within 5 feet of it. When bound in this way, the target gains darkvision out to a range of 90 feet, and can spend their bonus action to use Shadow's Grace.

Grace of a Wanderer

Prerequisite: 5th level, Pact of the Greaves feature

Choose one of the following benefits to be affected by while you have your pact greaves donned.

  • You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, all the while leaving your hands free.
  • You have a swimming speed equal to your walking speed. You can also move across any liquid surface, just like with the Water Walk spell.
  • Crawling cost no extra movement for you, and you can move through spaces as narrow as 1 inch wide without squeezing while prone and crawling.

Whenever you finish a short rest, you can choose a different benefit.

Grace of the Night

Prerequisite: 5th level, Pact of the Shadow feature

You are proficient in the Stealth and Sleight of Hand skills. you can use your Charisma modifier, instead of Dexterity, whenever you use either of these skills.

Hawk Strike

Prerequisite: 5th level, Pact of the Gauntlet feature Whenever you would take the Attack action, choose a creature within 15 feet of you. They must succeed a Strength save or be pulled 10 feet towards you. The next time you hit them with your pact gauntlets on this turn, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can push the target 30 feet away from you if it is Huge or smaller.

Improved Vault

Prerequisite: 5th level, Pact of the Gem feature

Your gemstone can now hold magic items that you can wield or wear. You can store or retrieve up to one magic item at a time as a bonus action.

Additionally, whenever you store a magic item you are attuned to, you still benefit from its innate magical properties that don't require any actions to use.

Finally, if you store a cursed magic item that you are attuned to, the curse is suppressed until you retrieve the item or are cured of the curse and your attunement to that magic item.

Instill Envy

Prerequisite: 5th level, Pact of the Gem feature

You can cast Incite Greed without expending a spell slot or material components. You can't do so again until you finish a long rest.

Shield Aura

Prerequisite: 5th level, Pact of the Shield feature

As a bonus action, you can expand the effect of your shields protection, granting any one creature within 15 feet an additional +2 to AC for the next minute. You can do this twice per long rest.

The Fortress's Retaliation

Prerequisite: 5th level, Pact of the Shield feature

Whenever an attack misses you, you can spend your reaction to expend a warlock spell slot to deal 1d10 force damage to the target, plus another 1d10 per level of the spell slot, and you can push the target 20 feet away from you if it is Huge or smaller.

Silent Step

Prerequisite: 5th level, Pact of the Greaves feature

You can cast Pass Without Trace without expending a spell slot or material components. You can't do so again until you finish a long rest.

Blessing of the Summer Winds

Prerequisite: 7th level, Pact of the Greaves feature

While you have your pact greaves donned, you can use your bonus action to Dash or Disengage.

Helpful Shade

Prerequisite: 7th level, Pact of the Shadow feature

You gain a new command that you can use with your servants. As a bonus action, you can command your servant to take the Help action.

Illusory Money

Prerequisite: 7th level, Pact of the Gem feature

You can create counterfeits of the wealth within your Vault Jewel. As an action, choose a piece of currency within your Vault Jewel. You create an illusory copy identical to it in your hand. This copy lasts for an hour if it is a coin or precious metal, and 10 minutes if it is a gem.

To discern that this is a fake, a creature can use its action to inspect your copy and must succeed on an Intelligence (Investigation) check against your spell save DC.

Once you have made a counterfeit in this manner, you cannot do so again until you finish a short or long rest.

Improved Curse of the Shadow

Prerequisite: 7th level, Pact of the Shadow feature

You can cast Anchor Shadow at will, without expending a spell slot. If you cast this spell on a creature who is bound to your shadow servant, they automatically fail the save, and damage cannot break your concentration on this spell.

Lockbreaking Fists

Prerequisite: 7th level, Pact of the Gauntlet feature

You can cast Knock at will, without expending a spell slot.

Sacrificial Shield

Prerequisite: 7th level, Pact of the Shield feature

You can cast Warding Bond without expending a spell slot or material components. You can't do so again until you finish a short or long rest.

Snap Away

Prerequisite: 7th level, Pact of the Gauntlet feature

You can cast Banishment as a 4th level spell without expending a spell slot or material components. You can't do so again until you finish a long rest.

Temporary Storehouse

Prerequisite: 7th level, Pact of the Gem feature

You can cast Wristpocket at will, without expending a spell slot or material components.

The Storm's Escape

Prerequisite: 7th level, Pact of the Greaves feature

You can cast Thunder Step without expending a spell slot or material components. You can't do so again until you finish a long rest.

Ward Off Death

Prerequisite: 7th level, Pact of the Shield feature

You can cast Death Ward without expending a spell slot or material components. Doing so casts the spell with a range of self. You can't do so again until you finish a long rest.

Earthly Defenses

Prerequisite: 9th level, Pact of the Shield feature

You can cast Wall of Stone without expending a spell slot or material components. You can't do so again until you finish a long rest.

Gem of Power

Prerequisite: 9th level, Pact of the Gem feature

Your Vault Jewel can hold a portion of your magic for a later date. As an action, you can store one of your warlock spell slots into your Vault Jewel, conserving it until you retrieve it as a bonus action. You cannot retrieve this spell slot if you currently have your full amount of warlock spell slots.

Giant Leaps

Prerequisite: 9th level, Pact of the Greaves feature

You can cast Far Step without expending a spell slot or material components. You can't do so again until you finish a long rest.

Grasp of Stone

Prerequisite: 9th level, Pact of the Gauntlet feature

You can cast Maximilian's Earthen Grasp at will, without expending a spell slot or material components.

Sanctum of Wealth

Prerequisite: 9th level, Pact of the Gem feature

You can cast Mordenkainen's Private Sanctum without expending a spell slot or material components. You can't do so again until you finish a long rest.

Shadowy Poltergeist

Prerequisite: 9th level, Pact of the Shadow feature

You can cast the Animate Objects spell once without expending a spell slot. When doing so, you can only one object of your size or smaller. You can’t do so again until you finish a long rest.

Sprint of the Spectre

Prerequisite: 9th level, Pact of the Greaves feature

You can move through objects as if they were difficult terrain, and creatures don't count as difficult terrain when you move through their space. If you finish your turn inside a creature or object, you and the creature take 5 (1d10) force damage.

Superior Pact Gauntlet

Prerequisite: 9th level, Pact of the Gauntlet feature

You count as one size larger for the purpose of grappling creatures as well as for when creatures attempt to grapple you. You have advantage on Strength checks against creatures of your size or smaller.

Additionally, your unarmed strikes gain a +2 bonus to their attack and damage rolls, and can deal cold, thunder, or lightning damage when you hit a creature with them while you have your pact gauntlets donned.

Superior Pact Shield

Prerequisite: 9th level, Pact of the Shield feature

Your shield counts as a magic shield with a +2 bonus to its AC, unless it is already a magic shield that you transformed into your pact shield. You can also perform the somatic components of spells through your pact shield. Finally, if the shield normally has a Strength requirement, your pact shield lacks this requirement for you.

Traversing through Darkness

Prerequisite: 9th level, Pact of the Shadow feature

As a bonus action, you can teleport to your shadow servant's space, so long as there is space for you to teleport into. Doing so immediately ends the spell.

Crashing Descent

Prerequisite: 12th level, Pact of the Greaves feature

You no longer take damage from falling. If you land onto a creature's space, they take an amount of damage equal to half the amount you would have normally taken.

Emergency Barrier

Prerequisite: 12th level, Pact of the Shield feature

You can cast Shield on yourself without expending a spell slot or material components. You can do so a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses after a long rest.

Pay the Toll

Prerequisite: 12th level, Pact of the Gem feature

You can cast Passwall without expending a spell slot or material components. You can't do so again until you finish a long rest.

Power Gloves

Prerequisite: 12th level, Pact of the Gauntlet feature

While you have your pact gauntlets donned, your Strength score is equal to your Charisma score. This has no effect if your Strength score is already equal or higher than your Charisma score.

Shadow Warrior

Prerequisite: 12th level, Pact of the Shadow feature

You can cast the Summon Shadowspawn as a 4th-level spell once using a warlock spell slot. You can’t do so again until you finish a long rest.

Additionally, you can instead cast it without expending a spell slot. You can't do so again until you finish a long rest, and you can't create a shadow servant until you finish a short or long rest.

Shoes of Fog

Prerequisite: 12th level, Pact of the Greaves feature

You can cast Misty Step at will, without expending a spell slot.

Skin of the Impenetrable One

Prerequisite: 12th level, Pact of the Shield feature

Choose nonmagical bludgeoning, slashing, or piercing damage. You gain resistance to damage of that type. You can change this resistance during a long rest.

Titan Fist

Prerequisite: 12th level, Pact of the Gauntlet feature

You can cast Bigby's Hand without expending a spell slot or material components. You can't do so again until you finish a long rest.

Warlock's Will

Prerequisite: 12th level, Pact of the Gem feature

At the end of a long rest, choose a creature you know. The next time you die, your gem isn't destroyed but instead teleported to that creature. Until you are brought back to life, your Vault Jewel remains on that creature's person, and they gain the benefits of this pact and any invocations you have that has this pact as a prerequisite.

Weapon of Twilight

Prerequisite: 12th level, Pact of the Shadow feature

You can cast Shadow Blade as a 2nd level spell at will, without expending a spell slot.

Blitz Feet

Prerequisite: 15th level, Pact of the Greaves feature

You can cast Haste as a 3rd level spell on yourself without expending a spell slot or material components. You can do so a number of times equal to half your proficiency bonus, and you regain all expended uses after a long rest.

Cloud Step

Prerequisite: 15th level, Pact of the Greaves feature

While you have your pact greaves donned, you have a flying speed equal to your walking speed. While flying, you are immune against being proned.

Endure the Elements

Prerequisite: 15th level, Pact of the Shield feature

You can cast Absorb Elements on yourself as a 3rd-level spell, without expending a spell slot or material components. You can do so a number of times per long rest equal to your Charisma modifier (minimum of 1).

Far Grip

Prerequisite: 15th level, Pact of the Gauntlet feature

You can cast Hold Person as a 2nd level spell at will, without expending a spell slot.

Gateway Through Shades

Prerequisite: 15th level, Pact of the Shadow feature Whenever you are within 60 feet of a creature that you can see in bright or dim light, you can spend your bonus action to teleport to an unoccupied space within 5 feet of them. You cannot perform this bonus action if the creature does not cast a shadow.

Otiluke's Shield

Prerequisite: 15th level, Pact of the Shield feature

You can cast Otiluke's Resilient Sphere spell at a range of self without needing concentration, nor expending a spell slot. You can't do so again until you finish a long rest.

Pay to Live

Prerequisite: 15th level, Pact of the Gem feature

Whenever you would be brought to 0 hit points, you can use your reaction to spend 300 gp within your Vault Jewel and be brought back to 1 hit point. Every time you do so, increase this cost by 100 gp.

Soul Gem

Prerequisite: 15th level, Pact of the Gem feature

You can contain the souls of the recently departed into your Vault Jewel. When a creature dies within 60 feet of you, you can use your reaction to contain their soul within your Vault Jewel. You can contain up to one soul in this manner, and can telepathically communicate with it. If you already have a soul within your Vault Jewel, you cannot contain another.

While a soul is within your gem, you can cast the Resurrection spell without expending a use of your Mystic Arcanum. You can also cast the spell if you do not have access to the creature's body. Doing so causes the spell to provide a new body for the creature.

Once you have resurrected a creature in this manner, you cannot do so again until 7 days have passed.

Shroud of Darkness

Prerequisite: 15th level, Pact of the Shadow feature

You can cast the Shadow of Moil without expending a spell slot. You can’t do so again until you finish a long rest.

Ultimate Pact Gauntlets

Prerequisite: 15th level, Pact of the Gauntlet feature

While you have your pact gauntlets donned, your unarmed strikes gain a +3 bonus to their attack and damage rolls, and can deal radiant, necrotic, psychic, or force damage when you hit a creature with them.

 

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