• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D (2024) Warlock brainstorm

Pact of the Chalice​

Your patron gives you a chalice or cup that can aid in the healing of yourself or others.

If you lose, break, or shatter the chalice, you can perform a 1-hour ceremony to reform the chalice in your hands. This ceremony can be performed during a short or long rest, and it destroys the previous chalice. If you shatter the chalice you can not perform this ritual until after completing a long rest. The chalice shatters when you die.

The chalice has two functions:
  • You can fill the chalice as a standard action by spending either one hit die or five hit points from either yourself or another willing or helpless sapient creature. You can fill the chalice a number of times per day equal to your proficiency bonus
  • If the chalice is full it can be drunk either by the holder or an adjacent willing or unconscious creature as a bonus action spent by the holder. When drunk the drinker either recovers hit points equal to twice your warlock level or is affected as by a Lesser Restoration spell.

Chalice Invocations​

The Vessel Breaks
Prerequisite: Pact of the Chalice
You may shatter the chalice in order to cast the spell Revivify with no other components. If you shatter the chalice it is broken and you may not cast the ritual to receive a replacement chalice until after a long rest.

Sympathetic Magic
Prerequisite: Pact of the Chalice, Level 7
You can cast Control Water once without spending a spell slot. You regain the ability to do so after a long rest. In addition you add Control Water to your spells known.

The Cup Runneth Over
Prerequisite: Pact of the Chalice, Level 11
Once per long rest you may cast the spell Soul Cage using the Chalice as your focus. In addition to the normal functions of Soul Cage you may exploit the trapped soul to refill the chalice.
Chalice invocation: Waters of Life,
The healing provided by drinking from the chalice is increased to 3 times your warlock level and lesser restoration is upgraded to greater restoration.
 

log in or register to remove this ad

Chalice invocation: Waters of Life,
The healing provided by drinking from the chalice is increased to 3 times your warlock level and lesser restoration is upgraded to greater restoration.
The only thing I'm not sure about here is whether, given that it has a consumed material cost, Greater Restoration should shatter the chalice or whether the cost should be waived.
 


@Neonchameleon Your Pact of the Body has given me an idea. For some reason my mind went right to "voodoo doll" and wouldn't stop.

PACT OF THE DOLL
Your warlock patron has given you a Voodoo Doll, a small vaguely humanoid effigy about six inches tall. The appearance of this Voodoo Doll can vary greatly: a doll given by one of the Archfey might be made of woven straw and decorated with dried flowers, while the Great Old Ones might give you a doll stitched from fish leather and have tentacles in strange places. Regardless of their origin and construction, they are always somewhat creepy and disturbing to look at--most people would hesitate to touch one, though they couldn't explain why.

While using the Voodoo Doll as an arcane focus, you can cast spells with a range of Touch on creatures that you can see within 60 feet. When you do, you insert a quill or a needle into the doll as part of casting the spell.

If your doll is ever lost or destroyed, you can acquire a new one from your Patron by performing a 1-hour ceremony. This ceremony can be performed during a short or long rest, and it destroys the previous doll. The doll burns away into ash when you die.

NEW INVOCATIONS

Evil Eye

Prerequisite: Pact of the Doll, warlock level 11
You can cast the Eyebite spell once without using a spell slot. Once you use this ability, you cannot use it again until you finish a long rest.

Dark Possession
Prerequisite: Pact of the Doll, warlock level 11
You can cast the Magic Jar spell once without using a spell slot, and without material components (your soul enters your Voodoo Doll, instead of the vessel mentioned in the spell description.) Once you use this ability, you cannot do so again until you finish a long rest.
 

Added a couple more Invocations for my Pact of the Bell, for those still interested.
(Help, I'm trapped in this rabbit-hole.)

Dread Tintinnabulation
Prerequisite: Pact of the Bell
When you cast toll the dead, targets that fail their Wisdom saving throw also gain the Frightened condition until the end of their next turn.

Rolling Doom
Prerequisite: Pact of the Bell
When you kill a creature with your toll the dead cantrip, you can use your Bonus Action to cast toll the dead again on another creature within range. If that creature also dies, you can use your Reaction to cast toll the dead a third time on another creature within range.
 

Seems like there ought to be a pact of the tattoo. Your patron gives you a big ugly tattoo. As long as the tattoo is exposed to the world, if someone makes a melee attack or a touch spell attack against you, you can use your reaction to cause one tentacle of dark energy (exactly like Arms of Hadar, but only 1 tentacle) to emerge from the tattoo and attack the target that was trying to melee attack or touch spell attack you (and if it hits, you can totally run away, because the target can't take any reaction).

Invocations: Traveling Tattoo: You can spend an action to cause your tattoo to slither off you. It becomes a full-sized ochre jelly under your control. You lose your dark tentacle reaction, since the tattoo is no longer on your body.

Whoa, that is Quite the Tattoo (5th level): you can cast hypnotic pattern without using a warlock spell slot as long as your tattoo is on you (in case you took traveling tattoo) and visible to those you would target with hypnotic pattern. You need to complete a long or short rest before you can use this ability again.
 

Into the Woods

Remove ads

Top