Warlock Subclass: Pact Breaker

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Warlock: Pact Breaker

You have broken your pact, and your patron has forsaken you, but only for now – they wait to reclaim your soul and force you to serve again as a deathlock from beyond the grave. But all is not entirely lost, for the secrets of magic imparted to you yet remain, and you’re resourceful enough to put them to use. You’ll find a way to break free of your chains yet.

Warlock Level Pact Breaker Features
1st Freedom to Choose, Untethered, Self-Reliance
3rd Mark of the Broken Pact
6th Run up a Tab
10th Untethered improvement
14th Cheat the System

Freedom to Choose

1st-level Pact Breaker feature

You may no longer be privy to your patron’s vast knowledge, but at least your magic is your choice now. When you gain the opportunity to learn a new warlock spell, you can instead choose to learn a spell of an appropriate level from the wizard spell list; it nonetheless counts as a warlock spell for you. You may not learn a wizard spell of greater than 5th level using this feature.

You may know a maximum of 1 wizard spell from this feature at 1st level, and this maximum increases when you reach certain levels in this class: 2 at 3rd level, 3 at 5th level, 4 at 7th level, and 5 at 9th level.

Untethered

1st-level Pact Breaker feature

Your experience dealing with powerful entities has left you wary of their schemes. You have advantage on saving throws against being charmed or frightened.

At 10th level, you become immune to the charmed condition.

Self-Reliance

1st-level Pact Breaker feature

You’ve had to learn to rely on your own abilities as you get used to your patron’s absence. When you fail an attack roll, saving throw, or ability check, you may choose to roll 1d6 and add it to the total, potentially turning it into a success. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mark of the Broken Pact

3rd-level Pact Breaker feature; Optional - replaces Pact Boon

A mark appears upon your flesh, a symbol of your broken pact. Work with your GM to determine what the mark looks like and where it appears on your body; the mark is with you at all times, and will even reappear on you if it is cut off or you gain a new body. Those who understand the nature of your patron recognise the mark, and may treat you differently depending on their opinion of your former benefactor.

The mark is a magical representation of your patron’s absence, and you can leverage this magic to break the chains of others. As an action, you may touch a creature and end one effect on it that is causing it to be charmed, frightened, stunned, or restrained. Once you have taken this action, you must complete a short or long rest before you can do so again.

Run up a Tab

6th-level Pact Breaker feature

You have a reputation for delaying your problems, physically and metaphorically. When you take damage, you may use your reaction to become immune to all damage until the end of your next turn, including the triggering damage. Keep a running total of all the damage you negate during this time; you suffer an equal amount of necrotic damage at the end of your next turn, and this damage cannot be reduced in any way. Once you have used this feature, you must complete a short or long rest before doing so again.

Remember that sustaining damage that would reduce you to negative your maximum hit points kills you outright.

Cheat the System

14th-level Pact Breaker feature

You are a notorious pact breaker who cannot be trusted to play by the rules. As an action, you may enter a state of magical freedom for one minute or until you are incapacitated. In this state, you gain the following benefits:

  • You ignore difficult terrain and other effects that would reduce your movement speed.
  • You are immune to being grappled, knocked prone, or moved against your will.
  • When you fail a saving throw, you may use your reaction to reroll it.

Once you have used this action, you may not do so again until you have completed a long rest.

Design by Lexi Abbey | Made with GM Binder

Exclusive Invocations

The mark reminds you of the cost of your freedom, allowing you to push yourself beyond mortal limits. Invocations linked to the mark require you to tap into your own life force, but offer power unlike that which is tethered to a patron.

You may add the following Eldritch Invocations to the list of available options for you to choose from.

Bloody Ingenuity

Prerequisite: Mark of the Broken Pact

Choose two Metamagic options from the Sorcerer class when you gain this invocation. You do not initially have any sorcery points to spend on these options. Instead, once per long rest, you may use your action to expend and roll a number of your hit dice up to half your proficiency bonus (rounded up); you gain a total number of sorcery points equal to the roll, which you may spend on these Metamagic options, but any remaining sorcery points are lost when you complete your next long rest.

Desperate Resilience

Prerequisite: Mark of the Broken Pact

As a bonus action, you may expend a number of your hit dice up to your proficiency bonus, rolling them and gaining temporary hit points equal to the total.

Last Hope

Prerequisite: Mark of the Broken Pact

When you use your Self-Reliance feature, you may choose to expend one of your hit dice, rolling it in addition to the d6 and adding both results to the total.

Momentary Reserves

Prerequisite: 5th level, Mark of the Broken Pact

When you finish a short rest, you may recover one of your expended hit dice. Once you have regained a hit die with this feature, you must complete a long rest before doing so again.

Strength of Will

Prerequisite: Mark of the Broken Pact

Once per turn when you deal damage or restore hit points to a creature with a weapon attack or spell, you may expend a number of your hit dice up to your proficiency bonus. Roll any expended hit dice; the target takes additional necrotic damage equal to the total.

Design by Lexi Abbey | Made with GM Binder
 

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