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Pact Boons

  • 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. You may conjure any weapon this way (including exotic) as long as it does not have the heavy or 2H properties.
  • 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.
  • (Empowered) whenever you conjure your pact weapon, you may conjure an companion shadowy weapon as well, this functions as an additional pact weapon and follows all of the prior rules. The companion weapon must have the light property, and floats within 5 ft of you not requiring a free hand to use. Whenever you take the attack action with your pact weapon, you may make an additional attack with the companion weapon (no action required), you are proficient in whatever form it takes, but it does not add your ability modifier to the damage. If the companion weapon has the parry property, and you use the Parry property of your main pact weapon, the bonus to your ac functions as you wielding 2 parry weapons (Even if the "secondary" weapon is not in one of your hands).
  • 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. Alternatively you may choose one of the spell masteries for the find familiar spell when you take this pact to use.
  • Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
  • (Empowered) you no longer need to forgo one of your own attacks to allow your familiar to make an attack, you may instead do so as a free action
  • Pact of the Tome
  • Your patron gives you a grimoire called a Book of Shadows. Which you are proficient in as a spell foci. 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.
  • Choose 2 spell masteries, these masteries must be for any of the cantrips granted to you by your book of shadows. You may replace one of the spell masteries known over the course of a short rest.
  • 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.
  • (Empowered) you may choose a spell of 3rd level or lower from any spell list, this counts as a warlock spell for you, is one of your spells known without counting against the maximum you may know, and you may cast this spell without using a spell slot once per long rest.
    Additionally the tome now grants you pb spell masteries that you can have known at once (They must still be applied cantrips granted by the book).
  • Pact of the Talisman
  • Your patron gives you an amulet, a talisman that can aid the wearer when the need is great.
  • The Wearer adds a d4 to any ability check they make that they are proficient in.
  • When the wearer fails an ability check they are not proficient in, 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 short or 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.
  • (Empowered) the dice that is added is now a d8, any invocation which had charges "regained" on a long rest are now also regained on a short rest.
  • Pact of the Cloak
  • Your Patron gives gives you cloak, a sheet of pattern less cloth, woven with shadow and magic, worn over the shoulders that can range from floor-length and to mid-back in length. You decide if it has a hood and can change the size, texture, color of your cloak when you finish a long rest.
  • When attempting to Hide, you do not need concealment to perform your Hide action.
  • Additionally, a number of times per long rest equal to your proficiency bonus, when you take the Hide action, you may become invisible. Your invisibility ends when you cast a spell, make an attack, or at the start of your next turn.
  • If you lose the cloak, 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 cloak. The cloak turns into mundane threads that unweave and blow away when you die.
  • (Empowered) your cloak surrounds you further, whenever you are targeted with an attack roll, you may roll a d4 and increase your ac by the number rolled.
  • Pact of the Loadstone
  • Your patron grants you an item that shows you the optimal path: your lodestone.
  • You can use a bonus action to name a structure or landmark. If it is within 1 mile of you, you learn its direction from you, but no other information, until you use this feature again. While moving towards the target you named, you can't become lost except by magical means.
  • Additionally, opportunity attacks against you have disadvantage, and you automatically detect the presence of traps that are magically invisible.
  • If your lodestone is lost or destroyed, you can perform a 1-hour ceremony to receive a replacement from your patron. The ceremony can be performed during a short or long rest, and it destroys the previous one if it still existed. The lodestone dissolves into motes of light when you die.
  • (Empowered) You may now choose a creature which you know of well, or know the true name of, they are eligible landmarks for this boons feature.


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