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D&D 5E 5e warlock homebrew: Patron, pacts, and invocations

AchwardSilence

First Post
I've been working on some homebrew warlock material for an upcoming campaign, and could use some critiquing.

Specifically, I'm looking for your opinions on 1) general flavor, 2) general balance/power level, and perhaps most importantly, 3) suggested perquisites for the invocations (particularly level prerequisites).

I know I need to work on some formatting, and I'm sure there are some typos I'll need to fix. It's not on the Homebrewery because my computer doesn't play nice with that site.

The link is to a Google Doc. If you'd rather not click it, here's the text:

[sblock]NEW PATRON:

The Celestial:
You patron is a greater celestial from the Upper Planes, perhaps even a deity of light. Though celestials are typically regarded as “good,” their agendas are as inscrutable by mortals as those of any extraplanar entity. They demand complete devotion from their warlocks to the paths they set before them. Warlocks who deal with celestials often, ironically, find themselves in the dark regarding their patron’s motivations and find themselves tasked with duties as morally dubious as those from any other patron. Nonetheless, warlocks who pledge themselves to celestial patrons are often called to lives of protection, healing, and defending the weak against otherworldly and unnatural threats.

Expanded Spell List
Your connection to the Upper Planes lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Celestial Expanded Spells:
Level Spells
1st bless, detect evil and good
2nd moonbeam, darkvision
3rd daylight, spirit guardians
4th aura of life, death ward
5th greater restoration, geas

Radiant Soul
Starting at 1st level, you are resistant to radiant damage, and whenever you roll a critical hit on a weapon or spell attack, you deal an amount of radiant damage equal to your Charisma modifier (minimum of 1) in addition to the attack’s regular damage.

Blind Faith
Starting at 6th level, when you take damage that would reduce you to less than half your maximum hit points, you may use your reaction to emit a flash of radiant energy. All hostile creatures within 5 feet of you must make a Constitution saving throw against your spell save DC. Any creature that succeeds is momentarily dazed and has disadvantage on all Wisdom (Perception) checks relying on sight and cannot use its reaction until the end of your next turn. Any creature that fails its saving throw is blinded and cannot use its reaction until the end of your next turn.
Furthermore, you may choose to heal any creatures other than yourself that are within 10 feet of you when you use this ability. You can heal a number of hit points equal to the damage you took that triggered this ability plus your Charisma modifier (minimum of 1). The total is a pool of hit points that you must distribute between any creatures you choose to heal.
Once you use this ability, you must finish a short or long rest before you can use it again.

Succor
Starting at 10th level whenever you finish a short or long rest you gain a number of temporary hit points equal to your warlock level, and up to five creatures of your choice each gain a number of temporary hit points equal to your Charisma modifier (minimum of 1) and can regain one hit die up to their maximum number of hit dice.

Judgement from Beyond
Starting at 14th level you know the sanctuary spell and can cast it as a warlock spell without using a spell slot.
If you take damage from a creature while your sanctuary spell is active, you can use your reaction to call down a shaft of brilliant light from the heavens. The light surrounds the creature that harmed you, and the target is transported to the Upper Planes where it is held in judgement and is forced to relive its most wicked deeds from the perspective of those who were most harmed by them. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The target takes 5d10 psychic damage from the ordeal and, if it is not a celestial, it also takes 5d10 radiant damage from its exposure to the Upper Planes.
Once you use this reaction you must finish a long rest before you can do so again, though you retain the ability to cast sanctuary.



NEW PACTS:

Pact Boon: Pact of the Masque
Your patron grants you an arcane focus in the form of a mask. You do not need to handle the mask to use it as an arcane focus if you are wearing it on your face. When you finish a long rest you may subtly alter the mask’s appearance. When you do so, select one skill from Deception, Intimidation, Performance, or Persuasion. You have advantage on Charisma checks using that skill. This effect lasts until you finish your next long rest. Also when you finish a long rest, you can cast one spell you know of 1st level or higher with a casting time of one action, spending a spell slot as normal. The mask will store the spell until you finish your next long rest, even if you recover the spell slot used to cast it. As an action, you may cast a spell stored in the mask at any time without expending an additional spell slot.
If your pact mask is lost or destroyed, you can fashion a new one by performing a one-hour ritual, expending 50 gold pieces worth of material in the process.

Pact Boon: Pact of the Temple
It is said that one’s body is a temple, and your patron has infused yours with arcane energy. If you are wearing light or no armor, you may use your Charisma modifier instead of your Dexterity modifier to calculate your AC, and your unarmed attacks count as magical for the purposes of overcoming resistance and immunity against non-magical attacks. When you select this pact at third level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.



NEW ELDRITCH INVOCATIONS:

Battering Will
When you use magic to attempt to charm or frighten a creature, you ignore advantage against either condition and you treat immunity against either condition as advantage.

Bound Blast
Prerequisites: Eldritch blast cantrip
You bind your eldritch blast to any point in space that you can see within 10 feet of you. I glowing ball of crackling energy appears in the space and lasts a number of turn including the one during which it was cast equal to your Charisma modifier (minimum of one turn). If a creature other than yourself enters within 30 feet of the effect, it will automatically discharge your eldritch blast as if you had cast it at that moment (you will roll to hit withe the spell as normal), and the effect will immediately end. The effect can target only one creature.

Delayed Blast
Prerequisites: Eldritch blast cantrip
When you cast eldritch blast, you may delay its effects. You hold the spell in your hand in the form of a glowing ball of crackling energy. At any time until the start of your next turn you may target a single creature with it as a reaction.

Eldritch Archery
Prerequisites: Eldritch blast cantrip
When you use the Attack action with a ranged weapon that has the ammunition property, you may use the same weapon as a focus to cast a single beam of your eldritch blast as a bonus action. Roll to strike with the weapon instead of with your spell attack modifier.

Eldritch Missile
Prerequisites: Eldritch blast cantrip
You may spend a spell slot when casting eldritch blast. If you do so, the spell hits its target(s) automatically.

Eldritch Strike
Prerequisites: Eldritch blast cantrip
You may cast eldritch blast with a range of touch against a single creature . To do so, make an unarmed strike against the creature as a somatic element of casting the spell. If the unarmed strike is successful, add the damage and any other effects of your eldritch blast to your unarmed strike damage.

Elemental Blast
Prerequisites: Eldritch blast cantrip
When you cast eldritch blast, you can choose for it to deal cold, fire, lightning, or thunder damage instead of force damage. The spell cannot benefit from this and any other eldritch invocations at the same time.

Empowered Blast
Prerequisites: Eldritch blast cantrip
You may spend a spell slot when casting eldritch blast. If you do so and your spell attack is successful, you do not not need to roll for damage, instead inflicting the maximum possible damage.

Frequent Flyer
Prerequisites: Pact of the Blade
If your pact weapon has the thrown property, it returns to your hand at the end of your turn if you make a ranged attack with it.

Funerary Mask
Perquisites: Undying patron, Pact of the Masque
While you are wearing your pact mask, you can fall into a death-like trance as a bonus action, or as a reaction to taking damage. While in this trance, you are incapacitated and you fall prone if you are not already. While in this trance you do not breathe and your heart ceases to beat, but you remain aware of your surroundings. You have advantage against being charmed, frightened, or magically put to sleep, and you are resistant to poison damage. You can end the trance on your turn as a bonus action. The trance also ends of your pact mask is removed.

In Thine Own Eyes
Prerequisites: Pact of the Masque
While you are wearing your pact mask, you may select one creature that you can see and force it to make a Wisdom saving throw against your spell save DC. If the target fails the saving throw it will not realize you are wearing a mask and will consider you a member of its race. This feature does not alter the way the creature behaves toward you aside from this effect. This effect lasts for a number of minutes equal to your Charisma modifier (minimum of 1). On a successful save, there is no effect and the target is unaware of what you attempted.
The target creature must be no more or less than one size category different than you.

Kiss of Death
Prerequisites: Booming blade or green-flame blade cantrip
When you cast either the booming blade or green-flame blade cantrip, you may make a single melee attack as a bonus action.

Living Weapon
Prerequisites: Pact of the Temple
You unarmed strike damage increases to 1d6.
If you have this eldritch invocation selected, you may also select the thirsting blade and life drinker invocations, applying their effects to your unarmed strikes rather than to a pact weapon, as long as you have enough invocations available to do so and you meet the level requirements.

Mask of the Living Shadow
Prerequisites: Pact of the Masque
While you are wearing your pact mask, creatures gain no benefit from darkvision when attempting to detect you in dark and dim conditions.

Mask of the Daylight
Perquisites: Celestial patron, Pact of the Masque
You know the light cantrip of you do not already, but can only cast it on your pact mask.
While you wear your pact mask, you have darkvision to a range of 60 feet, or +30 feet if you already have darkvision.

Mask of the Feykind
Prerequisites: Archfey patron, Pact of the Masque
While you are wearing your pact mask, you may attempt to hide in natural elements even if you are only lightly obscured by them.

Mask of the Fiendling
Perquisites: Fiend patron, Pact of the Masque
While you are wearing your pact mask, when you successfully take the Hide action, you may turn invisible as a bonus action. You remain invisible until you move or take any action.

Mask of the Unknowable
Perquisites: Great Old One patron, Pact of the Masque
While you are wearing your pact mask, other creatures have disadvantage on Wisdom (Insight) checks made against you.

Mystic Whisperings
You can select one cantrip from the spell list of any class. It functions as a warlock spell for you. You may select this invocation multiple times, up to your Charisma modifier (minimum of once).

One with the Crowd
Prerequisites: Pact of the Masque
While you are wearing your pact mask, you can attempt to hide when surrounded by other creatures. You do not need to be obscured to do so. You receive a +1 bonus to your Dexterity (Stealth) check for each creature that is not hostile toward you that is within 10 feet of you (maximum of +5).

Otherworldly Alacrity
You gain +10 feet to your walking speed. You may select this invocation multiple times, gaining an addition +5 feet to your walking movement for each time you select it after the first.

Otherworldly Awareness
Prerequisites: Great Old One patron or Pact of the Chain
When you are not surprised you can add your Charisma modifier to your initiative. When you are surprised, you can still act normally on your first turn in combat.

Otherworldly Visage
Prerequisites: Pact of the Masque
While you are wearing your pact mask, you can cast charm person once without using a spell slot. Upon reaching 7th level in this class you can use this feature to cast fear once without using a spell slot. Once you cast either spell using this feature, you must finish a long rest before you can do so again.

Patron’s Fury
Upon taking damage, you can use your reaction to call upon the fury of your patron. Starting at the end of this turn, you gain resistance to piercing, slashing, and bludgeoning damage for one minute. The effect ends early if you are knocked unconscious or if your turn ends and you have not taken any damage since your last turn. You can still cast spells, but only if they do not require concentration. If you are concentrating on a spell when you activate this ability, that spell immediately ends.
Once you use this feature, you must finish a short or long rest before you can do so again.

Potent Poison
Prerequisites: Poison spray cantrip
When you cast the poison spray cantrip, add your Charisma modifier to the damage.

Power of Personality
Prerequisites: Proficiency in at least one Charisma skill
Select one Charisma skill (Deception, Intimidation, Performance, or Persuasion) with which you are proficient. You can add your proficiency bonus to Charisma checks using that skill twice instead of once.

Precision Blast
Prerequisites: Eldritch blast cantrip
You may add your Dexterity modifier to your ranged spell attack when casting eldritch blast.

Protean Blade
Prerequisites: Pact of the Blade
When you dismiss your pact weapon on your turn, you may resummon it on the same turn as a bonus action. If your pact weapon is not a magical weapon transformed into your pact weapon via this pact’s ritual, you may select its form as normal when you resummon it.

Psychic Blast
Prerequisites: Eldritch blast cantrip
When you cast eldritch blast you may do so without using verbal components and it will deal psychic damage instead of force damage. There will be no visible element to the spell if cast in this way. The spell may not benefit from this and any other eldritch invocations at the same time. You may target only one creature using this feature unless your patron is the Great Old One.

Reach of the Reaper
Prerequisites: Pact of the Blade
Your pact weapon may be a ranged weapon. This feature does not provide ammunition, but ammunition used with your pact weapon is considered magical for the purpose overcoming resistance and immunity to non-magical damage.

Spell Skirmisher
When you cast a spell that has a casting time of 1 action and a duration of instant, you may take the Dash, Disengage, or Hide action as a bonus action.

Subtle Mask
Prerequisites: Pact of the Masque
While you are wearing your pact mask, any creature that can see you must make a successful Wisdom saving throw against your spell save DC or it will not realize you are wearing a mask. This feature does not affect creatures that are immune to being charmed or that cannot be affected by illusions.

Sustained Blast
Prerequisites: Eldritch blast cantrip
You can force a single creature that you successfully hit with eldritch blast to make a Dexterity saving throw against your spell save DC. If the target fails the save, one beam of your eldritch blast attaches to the target and remains as a crackling beam of energy between you and the target. You may use your action on each of your following turns to maintain the beam, dealing the damage and any other effect of that beam to the target. At the end of each of your turns, the target may reattempt the saving throw. The effect ends if the target succeeds in the saving throw, if any effect removes the target from your range with the spell, or if you choose to end it (no action required).

Tenacious Toxin
Prerequisites: Poison spray cantrip
If a creature you target with the poison spray cantrip fails its Constitution saving throw, if also suffers from the poisoned condition. The condition ends once the target succeeds at a Constitution saving throw, which it may attempt at the end of each of its turns.

Touch of Death
Prerequisites: Chill touch cantrip
When you cast the chill touch cantrip, add your Charisma modifier to the damage.

Touch of the Grave
Prerequisites: Chill touch cantrip
You treat all creatures as undead for the purposes of the effects of the chill touch cantrip.

Unshakable Foundation
Prerequisites: Pact of the Temple
You have advantage on Strength checks and Strength saving throws to avoid being grappled, knocked prone, or moved against your will.

Upon This Rock
Prerequisites: Pact of the Temple
When you aren’t wearing any armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Viscous Venom
Prerequisites: Poison spray cantrip
Your poison spray cantrip manifests as a viscous fluid which clings to the target. The target must succeed on a Constitution saving throw or take the spell’s damage at the start of each of your turns. The effect ends if the target succeeds at the saving throw, spends an action wiping the poison off of itself, or takes damage from it a number of times equal to your Charisma modifier (minimum of one time).[/sblock]
 
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Antonlowe

First Post
Thanks for sharing your home brew materiel. I am Leary of clicking on a link from a poster without a longer history. Do you think you could put the materiel in the thread?
 


Antonlowe

First Post
I like alot of the stuff you have posted.

The idea of a celestial patron is a good one. However i find the 1st ability a little weak. The 2nd ability is ok, but a little wordy... could you simplify it a little?

Pact of the mask is a great idea. I love the idea of getting advantage on a chosen charisma check. The second ability seem to be a bit wordy again...

what if it just gave you an extra spell slot? or maybe some type of disguise ability. Resistance to physic damage?

Most of the invocations seem good, and a few a really neat.

Patron's Fury seems like a misnomer.
Psychic blast might be OP in certain situations.
Mask of the fiendling is confusing. What if I hide from one enemy but not another? Do I still turn invisible???

JMHO
 

AchwardSilence

First Post
I like alot of the stuff you have posted.
Awesome, thanks!
...i find the 1st ability a little weak.
Honestly, I kind of do, too, but I didn't want to go too big on it. I'm currently paying an Undying Light warlock from UA. While it's first ability isn't the worst thing about it, having +Cha mod to fire/radiant damage AND a radiant damaging saving throw based cantrip turned out to be so useful to almost overshadow EB. I'm open to suggestions on how to boost it without going too far.
The 2nd ability is ok, but a little wordy... could you simplify it a little?
Yeah, probably. I'll work on it.
what if it just gave you an extra spell slot? or maybe some type of disguise ability. Resistance to physic damage?
Some of the feedback I got on my original plan for this was that it should have at least some type of combat versatility (aside from just getting to intimidate people). An extra spell slot could be a huge deal for a warlock. How about something like "When you finish a long rest you may exspend one spell slot. That spell slot is stored in your pact mask. You may use it at any time as you would any spell slot. It remains stored in your pact mask until you use it or finish your next long rest, even if you regain all of your expended spell slots."?
Patron's Fury seems like a misnomer.
I was kind of trying to imply that it's a warlock-y kind of rage.
Psychic blast might be OP in certain situations.
Yeah, I can see that. I'll try to see if I can think of something to do with it.
Mask of the fiendling is confusing. What if I hide from one enemy but not another? Do I still turn invisible???
That is kind of confusing. I'll see if I can bring it more in line with something like the firbolg's hidden step ability.

Thank you for all the input. I really appreciate it.
 

Antonlowe

First Post
I still have a problem with the name of patrons fury sense it only gives a defensive ability. It does not seem furious. Maybe change the name to Patron's Protection?
 


doctorbadwolf

Heretic of The Seventh Circle
I've been working on some homebrew warlock material for an upcoming campaign, and could use some critiquing.

Specifically, I'm looking for your opinions on 1) general flavor, 2) general balance/power level, and perhaps most importantly, 3) suggested perquisites for the invocations (particularly level prerequisites).

I know I need to work on some formatting, and I'm sure there are some typos I'll need to fix. It's not on the Homebrewery because my computer doesn't play nice with that site.

The link is to a Google Doc. If you'd rather not click it, here's the text:

[sblock]NEW PATRON:

The Celestial:
You patron is a greater celestial from the Upper Planes, perhaps even a deity of light. Though celestials are typically regarded as “good,” their agendas are as inscrutable by mortals as those of any extraplanar entity. They demand complete devotion from their warlocks to the paths they set before them. Warlocks who deal with celestials often, ironically, find themselves in the dark regarding their patron’s motivations and find themselves tasked with duties as morally dubious as those from any other patron. Nonetheless, warlocks who pledge themselves to celestial patrons are often called to lives of protection, healing, and defending the weak against otherworldly and unnatural threats.

Expanded Spell List
Your connection to the Upper Planes lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Celestial Expanded Spells:
Level Spells
1st bless, detect evil and good
2nd moonbeam, darkvision
3rd daylight, spirit guardians
4th aura of life, death ward
5th greater restoration, geas

Radiant Soul
Starting at 1st level, you are resistant to radiant damage, and whenever you roll a critical hit on a weapon or spell attack, you deal an amount of radiant damage equal to your Charisma modifier (minimum of 1) in addition to the attack’s regular damage.

Blind Faith
Starting at 6th level, when you take damage that would reduce you to less than half your maximum hit points, you may use your reaction to emit a flash of radiant energy. All hostile creatures within 5 feet of you must make a Constitution saving throw against your spell save DC. Any creature that succeeds is momentarily dazed and has disadvantage on all Wisdom (Perception) checks relying on sight and cannot use its reaction until the end of your next turn. Any creature that fails its saving throw is blinded and cannot use its reaction until the end of your next turn.
Furthermore, you may choose to heal any creatures other than yourself that are within 10 feet of you when you use this ability. You can heal a number of hit points equal to the damage you took that triggered this ability plus your Charisma modifier (minimum of 1). The total is a pool of hit points that you must distribute between any creatures you choose to heal.
Once you use this ability, you must finish a short or long rest before you can use it again.

Succor
Starting at 10th level whenever you finish a short or long rest you gain a number of temporary hit points equal to your warlock level, and up to five creatures of your choice each gain a number of temporary hit points equal to your Charisma modifier (minimum of 1) and can regain one hit die up to their maximum number of hit dice.

Judgement from Beyond
Starting at 14th level you know the sanctuary spell and can cast it as a warlock spell without using a spell slot.
If you take damage from a creature while your sanctuary spell is active, you can use your reaction to call down a shaft of brilliant light from the heavens. The light surrounds the creature that harmed you, and the target is transported to the Upper Planes where it is held in judgement and is forced to relive its most wicked deeds from the perspective of those who were most harmed by them. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. The target takes 5d10 psychic damage from the ordeal and, if it is not a celestial, it also takes 5d10 radiant damage from its exposure to the Upper Planes.
Once you use this reaction you must finish a long rest before you can do so again, though you retain the ability to cast sanctuary.



NEW PACTS:

Pact Boon: Pact of the Masque
Your patron grants you an arcane focus in the form of a mask. You do not need to handle the mask to use it as an arcane focus if you are wearing it on your face. When you finish a long rest you may subtly alter the mask’s appearance. When you do so, select one skill from Deception, Intimidation, Performance, or Persuasion. You have advantage on Charisma checks using that skill. This effect lasts until you finish your next long rest. Also when you finish a long rest, you can cast one spell you know of 1st level or higher with a casting time of one action, spending a spell slot as normal. The mask will store the spell until you finish your next long rest, even if you recover the spell slot used to cast it. As an action, you may cast a spell stored in the mask at any time without expending an additional spell slot.
If your pact mask is lost or destroyed, you can fashion a new one by performing a one-hour ritual, expending 50 gold pieces worth of material in the process.

Pact Boon: Pact of the Temple
It is said that one’s body is a temple, and your patron has infused yours with arcane energy. If you are wearing light or no armor, you may use your Charisma modifier instead of your Dexterity modifier to calculate your AC, and your unarmed attacks count as magical for the purposes of overcoming resistance and immunity against non-magical attacks. When you select this pact at third level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.



NEW ELDRITCH INVOCATIONS:

Battering Will
When you use magic to attempt to charm or frighten a creature, you ignore advantage against either condition and you treat immunity against either condition as advantage.

Bound Blast
Prerequisites: Eldritch blast cantrip
You bind your eldritch blast to any point in space that you can see within 10 feet of you. I glowing ball of crackling energy appears in the space and lasts a number of turn including the one during which it was cast equal to your Charisma modifier (minimum of one turn). If a creature other than yourself enters within 30 feet of the effect, it will automatically discharge your eldritch blast as if you had cast it at that moment (you will roll to hit withe the spell as normal), and the effect will immediately end. The effect can target only one creature.

Delayed Blast
Prerequisites: Eldritch blast cantrip
When you cast eldritch blast, you may delay its effects. You hold the spell in your hand in the form of a glowing ball of crackling energy. At any time until the start of your next turn you may target a single creature with it as a reaction.

Eldritch Archery
Prerequisites: Eldritch blast cantrip
When you use the Attack action with a ranged weapon that has the ammunition property, you may use the same weapon as a focus to cast a single beam of your eldritch blast as a bonus action. Roll to strike with the weapon instead of with your spell attack modifier.

Eldritch Missile
Prerequisites: Eldritch blast cantrip
You may spend a spell slot when casting eldritch blast. If you do so, the spell hits its target(s) automatically.

Eldritch Strike
Prerequisites: Eldritch blast cantrip
You may cast eldritch blast with a range of touch against a single creature . To do so, make an unarmed strike against the creature as a somatic element of casting the spell. If the unarmed strike is successful, add the damage and any other effects of your eldritch blast to your unarmed strike damage.

Elemental Blast
Prerequisites: Eldritch blast cantrip
When you cast eldritch blast, you can choose for it to deal cold, fire, lightning, or thunder damage instead of force damage. The spell cannot benefit from this and any other eldritch invocations at the same time.

Empowered Blast
Prerequisites: Eldritch blast cantrip
You may spend a spell slot when casting eldritch blast. If you do so and your spell attack is successful, you do not not need to roll for damage, instead inflicting the maximum possible damage.

Frequent Flyer
Prerequisites: Pact of the Blade
If your pact weapon has the thrown property, it returns to your hand at the end of your turn if you make a ranged attack with it.

Funerary Mask
Perquisites: Undying patron, Pact of the Masque
While you are wearing your pact mask, you can fall into a death-like trance as a bonus action, or as a reaction to taking damage. While in this trance, you are incapacitated and you fall prone if you are not already. While in this trance you do not breathe and your heart ceases to beat, but you remain aware of your surroundings. You have advantage against being charmed, frightened, or magically put to sleep, and you are resistant to poison damage. You can end the trance on your turn as a bonus action. The trance also ends of your pact mask is removed.

In Thine Own Eyes
Prerequisites: Pact of the Masque
While you are wearing your pact mask, you may select one creature that you can see and force it to make a Wisdom saving throw against your spell save DC. If the target fails the saving throw it will not realize you are wearing a mask and will consider you a member of its race. This feature does not alter the way the creature behaves toward you aside from this effect. This effect lasts for a number of minutes equal to your Charisma modifier (minimum of 1). On a successful save, there is no effect and the target is unaware of what you attempted.
The target creature must be no more or less than one size category different than you.

Kiss of Death
Prerequisites: Booming blade or green-flame blade cantrip
When you cast either the booming blade or green-flame blade cantrip, you may make a single melee attack as a bonus action.

Living Weapon
Prerequisites: Pact of the Temple
You unarmed strike damage increases to 1d6.
If you have this eldritch invocation selected, you may also select the thirsting blade and life drinker invocations, applying their effects to your unarmed strikes rather than to a pact weapon, as long as you have enough invocations available to do so and you meet the level requirements.

Mask of the Living Shadow
Prerequisites: Pact of the Masque
While you are wearing your pact mask, creatures gain no benefit from darkvision when attempting to detect you in dark and dim conditions.

Mask of the Daylight
Perquisites: Celestial patron, Pact of the Masque
You know the light cantrip of you do not already, but can only cast it on your pact mask.
While you wear your pact mask, you have darkvision to a range of 60 feet, or +30 feet if you already have darkvision.

Mask of the Feykind
Prerequisites: Archfey patron, Pact of the Masque
While you are wearing your pact mask, you may attempt to hide in natural elements even if you are only lightly obscured by them.

Mask of the Fiendling
Perquisites: Fiend patron, Pact of the Masque
While you are wearing your pact mask, when you successfully take the Hide action, you may turn invisible as a bonus action. You remain invisible until you move or take any action.

Mask of the Unknowable
Perquisites: Great Old One patron, Pact of the Masque
While you are wearing your pact mask, other creatures have disadvantage on Wisdom (Insight) checks made against you.

Mystic Whisperings
You can select one cantrip from the spell list of any class. It functions as a warlock spell for you. You may select this invocation multiple times, up to your Charisma modifier (minimum of once).

One with the Crowd
Prerequisites: Pact of the Masque
While you are wearing your pact mask, you can attempt to hide when surrounded by other creatures. You do not need to be obscured to do so. You receive a +1 bonus to your Dexterity (Stealth) check for each creature that is not hostile toward you that is within 10 feet of you (maximum of +5).

Otherworldly Alacrity
You gain +10 feet to your walking speed. You may select this invocation multiple times, gaining an addition +5 feet to your walking movement for each time you select it after the first.

Otherworldly Awareness
Prerequisites: Great Old One patron or Pact of the Chain
When you are not surprised you can add your Charisma modifier to your initiative. When you are surprised, you can still act normally on your first turn in combat.

Otherworldly Visage
Prerequisites: Pact of the Masque
While you are wearing your pact mask, you can cast charm person once without using a spell slot. Upon reaching 7th level in this class you can use this feature to cast fear once without using a spell slot. Once you cast either spell using this feature, you must finish a long rest before you can do so again.

Patron’s Fury
Upon taking damage, you can use your reaction to call upon the fury of your patron. Starting at the end of this turn, you gain resistance to piercing, slashing, and bludgeoning damage for one minute. The effect ends early if you are knocked unconscious or if your turn ends and you have not taken any damage since your last turn. You can still cast spells, but only if they do not require concentration. If you are concentrating on a spell when you activate this ability, that spell immediately ends.
Once you use this feature, you must finish a short or long rest before you can do so again.

Potent Poison
Prerequisites: Poison spray cantrip
When you cast the poison spray cantrip, add your Charisma modifier to the damage.

Power of Personality
Prerequisites: Proficiency in at least one Charisma skill
Select one Charisma skill (Deception, Intimidation, Performance, or Persuasion) with which you are proficient. You can add your proficiency bonus to Charisma checks using that skill twice instead of once.

Precision Blast
Prerequisites: Eldritch blast cantrip
You may add your Dexterity modifier to your ranged spell attack when casting eldritch blast.

Protean Blade
Prerequisites: Pact of the Blade
When you dismiss your pact weapon on your turn, you may resummon it on the same turn as a bonus action. If your pact weapon is not a magical weapon transformed into your pact weapon via this pact’s ritual, you may select its form as normal when you resummon it.

Psychic Blast
Prerequisites: Eldritch blast cantrip
When you cast eldritch blast you may do so without using verbal components and it will deal psychic damage instead of force damage. There will be no visible element to the spell if cast in this way. The spell may not benefit from this and any other eldritch invocations at the same time. You may target only one creature using this feature unless your patron is the Great Old One.

Reach of the Reaper
Prerequisites: Pact of the Blade
Your pact weapon may be a ranged weapon. This feature does not provide ammunition, but ammunition used with your pact weapon is considered magical for the purpose overcoming resistance and immunity to non-magical damage.

Spell Skirmisher
When you cast a spell that has a casting time of 1 action and a duration of instant, you may take the Dash, Disengage, or Hide action as a bonus action.

Subtle Mask
Prerequisites: Pact of the Masque
While you are wearing your pact mask, any creature that can see you must make a successful Wisdom saving throw against your spell save DC or it will not realize you are wearing a mask. This feature does not affect creatures that are immune to being charmed or that cannot be affected by illusions.

Sustained Blast
Prerequisites: Eldritch blast cantrip
You can force a single creature that you successfully hit with eldritch blast to make a Dexterity saving throw against your spell save DC. If the target fails the save, one beam of your eldritch blast attaches to the target and remains as a crackling beam of energy between you and the target. You may use your action on each of your following turns to maintain the beam, dealing the damage and any other effect of that beam to the target. At the end of each of your turns, the target may reattempt the saving throw. The effect ends if the target succeeds in the saving throw, if any effect removes the target from your range with the spell, or if you choose to end it (no action required).

Tenacious Toxin
Prerequisites: Poison spray cantrip
If a creature you target with the poison spray cantrip fails its Constitution saving throw, if also suffers from the poisoned condition. The condition ends once the target succeeds at a Constitution saving throw, which it may attempt at the end of each of its turns.

Touch of Death
Prerequisites: Chill touch cantrip
When you cast the chill touch cantrip, add your Charisma modifier to the damage.

Touch of the Grave
Prerequisites: Chill touch cantrip
You treat all creatures as undead for the purposes of the effects of the chill touch cantrip.

Unshakable Foundation
Prerequisites: Pact of the Temple
You have advantage on Strength checks and Strength saving throws to avoid being grappled, knocked prone, or moved against your will.

Upon This Rock
Prerequisites: Pact of the Temple
When you aren’t wearing any armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Viscous Venom
Prerequisites: Poison spray cantrip
Your poison spray cantrip manifests as a viscous fluid which clings to the target. The target must succeed on a Constitution saving throw or take the spell’s damage at the start of each of your turns. The effect ends if the target succeeds at the saving throw, spends an action wiping the poison off of itself, or takes damage from it a number of times equal to your Charisma modifier (minimum of one time).[/sblock]

I don't have time to read all of it right now, but I love the new Pact Boons.
 

AchwardSilence

First Post
I don't have time to read all of it right now, but I love the new Pact Boons.

Thanks. One thing that was mentioned in another forum was that maybe Pact of the Temple should start with a damage increase to unarmed attacks. I left it out, not wanting to encroach too much on the Monk. If I get enough feedback saying it would be a good idea though, I could always either a) start the pact with 1d4, b) start the pact with 1d4 and move making unarmed attacks magical to the Living Weapon invocation, or c) start the pact with 1d4, move making unarmed attacks magical to the Living Weapon invocation, but allow spending a spell slot to make unarmed attacks magical for a certain amount of time.
 

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