Pact Boon | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Pact Boon

Pact of the Aegis

You may use your action to create a set of pact armor this armor appears on your person, fitted perfectly for you. Any armor you were wearing is magically removed and appears at your feet. You are proficient with your pact armor. It always appears as a full-body suit of armor made of some alien material. Your pact armor and its parts disappear if it is more than 5 feet from for 1 minute or more. You may summon part of your armor instead of all of it (like without the helmet, or just the gauntlets), gaining the protective benefits as reasonable. You can create one of three different versions of your pact armor chosen each time you create your pact armor.
  • A set of light armor with a base AC = 11 + your Dexterity Modifier.
  • A set of medium armor with a base AC = 14 + your Dexterity Modifier (maximum 2).
  • A set of heavy armor with a base AC = 16.
  • You can transform one set of magic armor into your pact armor by performing a special ritual while you hold or wear the armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor as a bonus action, shunting it into an extra-dimensional space, and it appears whenever you create your pact armor thereafter. You can’t affect an artifact or sentient set in this way. The armor ceases being your pact armor if you die, if you perform the 1-hour ritual on a different armor, or if you use a 1-hour ritual to break your bond to the set. The armor appears at your feet if it is in the extra-dimensional space when the bond breaks. Your pact armor can be summoned using its selected base AC or the integrated armor AC and you can ignore all Strength requirements and encumbered penalties related to your pact armor.    

    Pact of the Atavist

    Your patron has given you access to a lesser form of Blood Magic, allowing you to further your Pact Magic powers through your own energies. When you have consumed all of your Spell Slots, you can invoke this Blood Magic to consume 5 Hit Points and regain 1 Spell Slot. You can use this feature an amount of times equal to your constitution modifier (minimum of 1), and you regain all of your uses of this feature after a Long Rest.    

    Pact of the Beast

    Your patron grants you the ability to take on the shapes of animals. You can use your action to assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. This feature functions as the wild shape class feature of the Druid class, using your Warlock levels in place of your druid levels for the purpose of using this feature.    

    Pact of the Blade

    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. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 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. 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.    

    Pact of the Chain

    You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack with its reaction.    

    Pact of the Claw

    One of your hands turns into a claw of pure magical energy. This claw can act as your arcane focus. It can be used for a magical unarmed strike, which uses your Charisma modifier for its attack and damage rolls. The claw deals 1d6 force damage. This claw can also extend up to 15 feet. Through this feature, you can use your attack to cast any spell, invocation, or patron ability with a range of 5 feet or touch at any creature within 15 feet, and you can add the claw's damage to those effects. If you already have claws, then the 1d6 force damage adds onto your claws.    

    Pact of the Crown

    Your patron sends you a magical servant to both obey your commands and slowly influence you to your patron’s way of thinking. Choose one of the following three roles for your servant: Guard, Scout or Consort. Your choice will determine your servant’s abilities. Your servant has the following statistics:
    It is a medium size creature with half as many HD as you (round down, uses d8s and always takes average), and a walk speed of 30 ft. and its type depends on your otherworldly patron. All its ability scores are 13 and it has the same proficiency bonus as you at all times. It has 12 base AC. Your servant always acts on your Initiative and costs you a bonus action to command it. Its appearance is tailored specifically to whatever you would find most appealing.
  • Guard: The servant’s Strength and Constitution scores become 17 instead of 13 and gains proficiency on Athletics and Strength and Constitution saves. Additionally, it adds its proficiency bonus to AC and gains a Strength-based natural melee attack fitting to its form that deals 2d6 damage. At Warlock level 11, the damage increases to 3d6, and then to 4d6 at Warlock level 19.
  • Scout: The servant’s Dexterity and Wisdom scores become 17 instead of 13 and gains proficiency on Acrobatics, Sleight of Hand, Stealth, Perception, Insight and Survival, as well as Dexterity and Wisdom saves. Its speed increases to 40 ft and it gains the ability to become invisible (as per the Invisibility spell) once per short rest. The Scout cannot make attacks.
  • Consort: The servant’s Intelligence and Charisma scores become 17 instead of 13 and gains proficiency on Arcana, Religion, Investigation, Deception, Intimidation, Performance and Persuasion, as well as Intelligence and Charisma saves. It gains the ability to cast Charm Person, Enthrall and Command once each per short rest. The Consort cannot make attacks.
  • Your magical servant cannot be equipped with items or armor, or wield weaponry, and can only hold 100 pounds of physical objects any more weight and before they phase through its magical flesh. Furthermore, it is unable to leave an area of 1000 feet from you and is automatically brought along if you are moved great distances or shifted to another plane. Attempts to move the magical servant outside of the zone (including a different plane from yours) automatically fail, but deal 6d6 force damage to it. You can use your action to perceive through its senses as Find Familiar spell and can communicate telepathically as long as it is on the same plane as you. Should your magical servant be slain, its essence immediately enters your body and remains there for at least 24 hours regaining its strength. You may attempt to resummon it after that time has passed and you have had a long rest. When it is summoned, you can re-spec your servant at your choice. The summoning ritual takes 1 hour to complete.    

    Pact of the Elements

    Choose one of the following elements, granting you use of the associated cantrip as a warlock cantrip: Air — Gust, Earth — Mold Earth, Fire — Control Flame, or Water — Shape Water. After taking a short or long rest, you can select a different element to be associated with. You also gain a minor physical mark on your body relating to the first element you selected upon gaining this pact. Examples include a kiss of flame on your cheek, a frostbitten toe, skin with a stone-like texture, or a light breeze that always seems to be blowing through your hair.    

    Pact of the Glove

    You may use your action to create a arcane glove on your hand. The appearance of the glove follows the same rule of the Pact of the Blade. If you were wearing a glove, it transforms into your pact glove, while still conferring the same AC. While wearing the glove, you have a +1 bonus to the AC, you learned Mage Hand and an extra cantrip, needn't be from Warlock class, with a range of 5 or touch and you can use mage hand with the range of 60 feet, your mage hand now has the same weight limits as you , it can be used to attack, cast cantrips or spells with a range of 5 or touch and activate magic items. If you stop wearing the gloves, it disappears.    

    Pact of the Invocation

    Your patron has allowed you to use more of their Eldritch Invocations than normal. You can learn 2 more Eldritch Invocations of your choice, granted you meet the prerequisites.    

    Pact of the Mantle

    You may use your action to create a radiant crown on your head. The appearance of the crown is completely up to you. If you were wearing a helmet, it transforms into a crown, while still conferring the same AC. While wearing the crown, you and up to four other creatures within 10 feet of you have a +1 bonus to damage rolls and saving throws. If you stop wearing the mantle, it disappears.    

    Pact of the Maw

    Your patron grants you a hungering maw somewhere on your body, this mouth can be used in ordinary ways such as for eating or delivering vocal spell components and can also be used as an arcane focus. As an action your maw can consume an object and store it in an extra-dimensional space that can hold up to 500 pounds, not exceeding a volume of 100 cubic feet. As an action you can regurgitate one or more objects. You can also attempt to consume a creature of your size or smaller within 5 feet as an action, an unwilling creature must make a Dexterity saving throw or be sucked into the maw, to escape the creature can make a DC 10 Strength check, on a successful check, the creature forces its way out and appears within 5 feet of the maw. Additionally, you can use your maw to perform bite attacks, your maw counts as a one-handed light finesse weapon and deals 1d6 magical bludgeoning, piercing, or slashing damage. This pact boon additionally counts as the Pact of the Blade for the purposes of fulfilling the prerequisites of eldritch invocations, feats, or other features which require the Pact of the Blade.    

    Pact of the Necklace

    You may use your action to summon a necklace with a empty potion on your neck. The appearance of the necklace follows the same rule of the Pact of the Blade. If you were wearing a necklace, it transforms into your pact necklace, while still conferring the same AC. While wearing the necklace, you can spend a spell slot to fill the potion with a magic fluid, the fluid last for 1 minute after the creation, choose one of the following effects:
  • As an action you can drink it and recover 2D6 + your Charisma modifier.
  • You learn for the duration a cantrip of you choose, it can be of any class.
  • You can use your action to enter in a rage, while in this form your gain the same benefits and disadvantage of a barbarian in rage at level 1.
  • For the time you gain 30fts of true-sight.
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    Pact of the Palemaster

    Your patron has granted you with a powerful but cursed hand which appears rotten or completely skeletal. Granting you control over necrotic energies. As an action, you may suck the life out of a creature you can see within 30 feet of you. The target must make a Constitution saving throw against your warlock spell save DC. A creature takes 1d4 + your Charisma modifier + your warlock level necrotic damage on a failed save, or half as much damage on a successful one and you are healed for the same amount same amount of hit points. Once you use this feature, you cannot use it again until you finish a long rest.    

    Pact of the Ring

    You may use your bonus action to create a ring on one of your fingers, fitted perfectly for you. It always appears as a ring made of some alien material and covered by runes. Your pact ring disappears if it is more than 5 feet from for 1 minute or more. You can transform a ring into your pact ring by performing a special ritual while you hold or wear the ring. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the ring as a bonus action, shunting it into an extra-dimensional space, and it appears whenever you create your pact ring thereafter. You can’t affect an artifact or sentient set in this way. The ring ceases being your pact ring if you die, if you perform the 1-hour ritual on a different ring, or if you use a 1-hour ritual to break your bond to the ring. The ring appears at your feet if it is in the extra-dimensional space when the bond breaks. While you have your pact ring equipped, your proficiency bonus is increased by 1.    

    Pact of the Rune

    You may use your action to summon runes all over your body. Any armor you were wearing is magically removed and appears at your feet. The symbol's color and format depend on your patron. While the runes are active you gain unarmored defense equals to your 10 + Constitution modifier + Charisma modifier.    

    Pact of the Shroud

    Your patron has bestowed upon you a magical shroud that protects you from harm, particularly magic. Your pact shroud can take a myriad of different forms, such as a cloak, cowl, or cape. You can use your action to summon your pact shroud, which automatically wears itself on your body. While wearing your pact shroud, you gain a +1 bonus to AC and a +1 to spell saves made to avoid or resist the effect of spells. It remains on you until you die, dismiss it (no action required), or if it is more than 5 feet away from you for more than 1 minute. You can transform one magic cloak, cowl, cape, or other similar garment into your shroud by performing a special ritual while you hold or wear the armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the shroud as a bonus action, shunting it into an extradimensional space, and it appears whenever you create your shroud thereafter. You can’t affect an artifact or sentient item in this way. The garment ceases being your pact shroud if you die, if you perform the 1-hour ritual on a different garment, or if you use a 1-hour ritual to break your bond to it. The garment appears at your feet if it is in the extradimensional space when the bond breaks. If the item conferred any bonuses before being transformed, such as with a Cloak of Protection, the effects stack with those given by the pact shroud.    

    Pact of the Supporter

    When you finish a short or long rest, you can designate one ally as your bonded ally. You can only have one bonded ally at a time using this feature. You may change your bonded ally when you finish a short or long rest. While you are within 1 mile of your bonded ally, you gain the following benefits:
  • When either your bonded ally or you are affected by a positive effect, the other receives the same benefits.
  • Your bonded ally counts as you for the purpose of triggering spells from you with a casting time of reaction.
  • You may use your bonus action to grant your bonded ally advantage on his next ability check or attack roll.
  • You can expend 10 minutes casting a ritual to teleport up to 30 feet from your bonded ally or you can perform the ritual to teleport him up to 30 feet of you.
  • As an action you can see through you bonded ally eyes and hear what he does. During this time, you are blind and deaf with regard to your own senses.
  • While your bonded ally is within 100 feet of you, you can telepathically communicate with him.
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    Pact of the Tome

    Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, 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.    

    Pact of the Talisman

    Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. If you lose the talisman, 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 amulet. The talisman turns to ash when you die.    

    Pact of the Wand

    You can use your action to create a wand in your empty hand. The appearance of your pact wand is at your discretion, and like an ordinary wand, it can be used as an arcane focus for a warlock spell you cast. While you are holding your pact wand, you gain a +1 bonus to your warlock spell save DC, and a +1 bonus to any attack rolls you make when casting a spell that requires an attack roll. Your pact wand 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 wand (no action required), or if you die. You can transform one magic wand, such as wand of magic missiles, into your pact wand by performing a special ritual while you hold the wand. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the wand, shunting it into an extra-dimensional space, and it appears whenever you create your pact wand thereafter. You can’t affect an artifact or a sentient wand in this way. The wand ceases being your pact wand if you die, if you perform the 1-hour ritual on a different wand, or if you use a 1-hour ritual to break your bond to it. The wand appears at your feet if it is in the extradimensional space when the bond breaks.


    Created by

    Lord Mcberry.

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    Feat

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