Warlock Pact Boons
Pact of Grace
When you entered the service of your patron they promised you would be great, now you see the fruit of that agreement. Rather than bestowing upon you an item, your patron bestows mastery. When you choose this pact boon choose one skill or tool, you gain proficiency in the chosen skill or tool. You may then choose the same or a different skill or tool and gain expertise in it.
Pact of the Gear
You patron bestows upon you a land vehicle composed of magically infused metal. It’s exact appearance is up to you. This vehicle is a large object with an AC of 15 and hit points equal to 10 x your warlock level, immunity to psychic and poison damage, and immunity to the conditions blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, and unconscious.
Up to two medium creatures can mount this vehicle at a time. While mounted, you alone are able to drive the vehicle. You can use your bonus action to move the vehicle up to 60 feet in any direction. In addition to the creatures it can carry, your vehicle can carry up to 100lbs of gear.
If your vehicle falls prone, you and any other riders are thrown off and must made a DC 20 Dexterity (Acrobatics) check or fall prone in a space adjacent to the vehicle and take 3d6 bludgeoning damage. You must use an action to end the prone condition on the vehicle.
If your roll a 1 on any d20 roll while mounted on your vehicle, of it the vehicle takes more than 20 damage during a single turn, the vehicle suffers a malfunction. Roll on the Malfunction Table below. You may attempt to repair the malfunction by spending 10 minutes and performing a Tinker’s Tool check. The DC of the tool check is listed in the Repair DC column of the malfunction table.
Your vehicle does not regain hit points from healing magic, nor does it heal during rests. Instead, while not in combat, you may spend 1 hour to make a Tinker’s Tool check and restore hitpoints to the vehicle equal to the outcome of your tool check.
If you lose your vehicle or it is destroyed, you may perform an 8 hour ritual to receive a replacement from your patron.
Pact of the Vessel
Your patron gives you a Vessel capable of holding various things. The form of this vessel is up to you (examples of vessels include: an oil lamp, an urn, a bottle, an ornate lantern, or a chalice).
The Vessel is capable of capturing the spirits of creatures that have been killed. As a reaction, any time a creature dies within 60 feet of you, you can pull the creature’s soul into your Vessel. While its soul remains in your Vessel the creature cannot be brought back to life. You may release any number of spirits from your lantern as an action. Your Vessel can hold a number of spirits equal to half your Warlock level (rounded down).
Once per day, as an action, you can enter your Vessel which is an extra dimensional space, the appearance of the interior is up to you and may be any size you like. You may remain inside your vessel for up to 8 hours. While inside you may talk to any spirit(s) that are trapped inside, though you gain no special abilities to interrogate them. While you are inside, your vessel remains vulnerable. If it is destroyed while you are inside, you take 6d6 force damage and appear in the nearest unoccupied space to where your vessel was destroyed.
If you lose your vessel, you can perform a 1 hour ritual to receive a replacement. The previous vessel is destroyed, releasing captured spirits.
Pact of the Gear Malfunction Table
| 1d12 | Malfunction | Repair DC |
|---|---|---|
| 1-2 | The vehicle is ruptured and begins to radiate dangerous magic. Creatures mounted on or within 5 feet of the vehicle take 2d6 damage of a type chosen by the DM (typically related to your Patron) at the start of each of their turns. If this malfunction occurs again before it is fixed, add an additional 2d6 to the damage. | 15 |
| 3-5 | The vehicle loses its ability to steer and can only move in a straight line. It automatically fails Dexterity saving throws. If this malfunction occurs again before it is fixed, the vehicle stops working entirely. | 15 |
| 6-9 | The vehicle becomes unbalanced, causing creatures riding it to have disadvantage on attack rolls and ability checks. If this malfunction occurs again before it is fixed, the vehicle falls prone and stops working entirely. | 15 |
| 10-11 | The magical energy powering the vehicle suffers significant strain reducing the speed of the vehicle by 30 feet until repaired. If this malfunction occurs again before it is fixed, the vehicle explodes, destroying itself and dealing its half its maximum health damage to all creatures in a 10ft radius. | 20 |
| 12 | The vehicle flips over, falling prone. | ─ |