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<blockquote data-quote="77IM" data-source="post: 7042934" data-attributes="member: 12377"><p><strong><u>Pact Boon</u></strong></p><p></p><p><strong>Pact of the Cauldron</strong></p><p>Your patron teaches you how to create "infusions" -- small magical objects imbued with a fraction of your power. These may take the form of potions, trinkets, talismans, scrolls, or some other small, light, handheld object; details vary based on the nature of your patron. You can even infuse a dagger if you wish (treat the dagger as a magic weapon while it is infused).</p><p></p><p>Creating an infusion takes an hour, and can be done as part of a short rest. Select a warlock spell that is of a level you can cast, even if you don't know it (spells granted by your patron count, since they count as warlock spells for you). The spell must have a casting time of 1 action or less. You create an infusion containing that spell. If the spell requires any costly material components, you must supply them when you create the infusion; if the components are consumed by the spell, they are consumed when you create the infusion. Once you create an infusion, you can't create another until you finish a long rest.</p><p></p><p>A character holding the infusion can take the Use Magic Item action to activate the infusion. This casts the spell, using your level, spell attack modifier, spell save DC, and spellcasting ability, where applicable. The character activating the infusion chooses the target of the spell and any of its other selectable parameters. Once the infusion is activated, it loses its magic, becoming an ordinary object.</p><p></p><p>You may only have 1 infusion in existence at a time; creating another infusion causes the first one to lose its magic and become an ordinary object. At 9th level, you may have 2 infusions at a time, and at 17th level, you may have 3 infusions at a time. If you have multiple infusions and create an additional infusion, you decide which of your existing infusions loses its magic.</p><p></p><p></p><p></p><p></p><p><u><strong>Otherworldy Patron: Primal Spirits</strong></u></p><p>Your patron is not a single being, but the entire collection of nature spirits that govern the material plane. These spirits are subtle, inhabiting every rock and tree and river and cloud. Some say that they are the same force that grant druids their powers; others say these spirits are servants of the gods, doing divine bidding. To you, though, they are simply the World, and you have agreed to support the natural order in exchange for a portion of their magic.</p><p></p><p>Warlocks with this patron are often called "shamans" and serve primitive communities in a role similar to that of a priest or cleric. In civilized lands, warlocks living on the fringes of society may follow this patron, and are often called "witches" by the locals. Many followers of the Primal Spirits choose the Pact of the Cauldron for its utility and flexibility.</p><p></p><p><strong>Expanded Spell List</strong></p><p>The Primal Spirits let 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.</p><p>1st: <em>bless</em>, <em>speak with animals</em></p><p>3rd: <em>lesser restoration</em>, <em>spiritual weapon</em></p><p>5th: <em>bestow curse</em>, <em>spirit guardians</em></p><p>7th: <em>divination</em>, <em>polymorph</em></p><p>9th: <em>commune with nature</em>, <em>greater restoration</em></p><p></p><p><strong>Sign of Doom</strong></p><p>You can magically disrupt a creature's fate. As a reaction, when you see a creature attack or make a saving throw, you may roll 1d6 and subtract that amount from the creature's d20 roll. You may use this ability after the creature makes their d20 roll, but before the effects of the roll are announced. After you use this ability, you must complete a short or long rest before you can use it again.</p><p></p><p><strong>Spirit Speech</strong></p><p>Starting at 6th level, you can understand the speech of any celestial, elemental, fey, fiend, or undead, and they can understand you, provided they speak at least one language.</p><p></p><p><strong>Sign of Destiny</strong></p><p>At 10th level, you can magically improve a creature's fate. As a reaction, when you see a creature attack or make a saving throw, you may roll 1d6 and add that amount to the creature's d20 roll. You may use this ability after the creature makes their d20 roll, but before the effects of the roll are announced. After you use this ability, you must complete a short or long rest before you can use it again.</p><p></p><p><strong>Conjure Primal Spirit</strong></p><p>At 14th level, you can call a primal spirit into physical form. Doing so takes 1 minute. You summon an elemental or fey creature with a challenge rating of 7 or lower, which appears in an unoccupied space you can see within 30 feet. The summoned creature disappears when it drops to 0 hit points or after 24 hours.</p><p></p><p>The summoned primal creature is friendly towards you and your companions, and obeys your verbal commands to the best of its abilities. In combat, roll initiative for the creature, which has its own turns. If you don't issue any commands to the primal creature, it defends itself and attempts to stay within 30 feet of you, but takes no other actions.</p><p></p><p>The DM has the creature's statistics.</p><p></p><p></p><p></p><p><strong><u>Eldritch Invocations</u></strong></p><p></p><p><strong>Death-Omen</strong></p><p><em>Prerequisite: 8th level, Primal Spirit Patron</em></p><p>When you reduce a creature to 0 hit points, you gain the ability to cast <em>augury</em> once, without any material components. Once you use this ability, you can't use it again until you complete a short or long rest.</p><p></p><p><strong>Extra Infusions</strong></p><p><em>Prerequisites: 5th level, Pact of the Cauldron feature</em></p><p>You may create one additional infusion beyond what you are normally allowed. Starting at 13th level, you may create two additional infusions beyond what you are normally allowed.</p><p></p><p><strong>Greater Athame</strong></p><p><em>Prerequisite: Pact of the Cauldron feature</em></p><p>You can infuse any weapon. The weapon is treated as a magic item until its infusion is activated. If the weapon is infused with a cantrip that deals damage, it can be activated an unlimited number of times without losing its magic; it only loses its magic when you create an infusion beyond your normal limit, and choose to for the infused weapon to lose its magic.</p><p></p><p><strong>Infuse Elixir</strong></p><p><em>Prerequisite: 5th level, Pact of the Cauldron feature</em></p><p>When you create an infusion, you may also select spells from the cleric or wizard spell list, that are of a level you could cast. When the infusion is activated, it can only target the creature activating it, and no other creatures.</p><p></p><p><strong>Life-Omen</strong></p><p><em>Prerequisite: 12th level, Primal Spirits Patron</em></p><p>You can cast <em>commune</em> once, without using a warlock spell slot. All of the questions you ask during this casting must pertain to a single living creature, who must be present during the casting. Once you use this ability, you can't use it again until you finish a long rest.</p><p></p><p><strong>Primal Aid</strong></p><p><em>Prerequisites: 5th level, Primal Spirits Patron</em></p><p>You can cast <em>conjure animals</em> once using a warlock spell slot. You can't do so again until you finish a long rest.</p><p></p><p><strong>Primal Infusion</strong></p><p><em>Prerequisites: Pact of the Cauldron feature, Primal Spirits Patron</em></p><p>When you create an infusion, you may also select spells from the druid spell list, that are of a level you could cast.</p><p></p><p><strong>Soul Blast</strong></p><p><em>Prerequisite: Primal Spirits Patron, </em>eldritch blast<em> cantrip</em></p><p>When you reduce a creature to 0 hit points using <em>eldritch blast</em>, you may instead reduce the creature to 1 hit point. For the next 24 hours, you may use your action to instantly deal force damage to the creature equal to 1d10 + your level, provided you are on the same plane of existence as the target. The affected creature is aware of this effect, and may adjust its actions towards you accordingly in order to preserve its own life.</p></blockquote><p></p>
[QUOTE="77IM, post: 7042934, member: 12377"] [B][U]Pact Boon[/U][/B] [B]Pact of the Cauldron[/B] Your patron teaches you how to create "infusions" -- small magical objects imbued with a fraction of your power. These may take the form of potions, trinkets, talismans, scrolls, or some other small, light, handheld object; details vary based on the nature of your patron. You can even infuse a dagger if you wish (treat the dagger as a magic weapon while it is infused). Creating an infusion takes an hour, and can be done as part of a short rest. Select a warlock spell that is of a level you can cast, even if you don't know it (spells granted by your patron count, since they count as warlock spells for you). The spell must have a casting time of 1 action or less. You create an infusion containing that spell. If the spell requires any costly material components, you must supply them when you create the infusion; if the components are consumed by the spell, they are consumed when you create the infusion. Once you create an infusion, you can't create another until you finish a long rest. A character holding the infusion can take the Use Magic Item action to activate the infusion. This casts the spell, using your level, spell attack modifier, spell save DC, and spellcasting ability, where applicable. The character activating the infusion chooses the target of the spell and any of its other selectable parameters. Once the infusion is activated, it loses its magic, becoming an ordinary object. You may only have 1 infusion in existence at a time; creating another infusion causes the first one to lose its magic and become an ordinary object. At 9th level, you may have 2 infusions at a time, and at 17th level, you may have 3 infusions at a time. If you have multiple infusions and create an additional infusion, you decide which of your existing infusions loses its magic. [U][B]Otherworldy Patron: Primal Spirits[/B][/U] Your patron is not a single being, but the entire collection of nature spirits that govern the material plane. These spirits are subtle, inhabiting every rock and tree and river and cloud. Some say that they are the same force that grant druids their powers; others say these spirits are servants of the gods, doing divine bidding. To you, though, they are simply the World, and you have agreed to support the natural order in exchange for a portion of their magic. Warlocks with this patron are often called "shamans" and serve primitive communities in a role similar to that of a priest or cleric. In civilized lands, warlocks living on the fringes of society may follow this patron, and are often called "witches" by the locals. Many followers of the Primal Spirits choose the Pact of the Cauldron for its utility and flexibility. [B]Expanded Spell List[/B] The Primal Spirits let 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. 1st: [I]bless[/I], [I]speak with animals[/I] 3rd: [I]lesser restoration[/I], [I]spiritual weapon[/I] 5th: [I]bestow curse[/I], [I]spirit guardians[/I] 7th: [I]divination[/I], [I]polymorph[/I] 9th: [I]commune with nature[/I], [I]greater restoration[/I] [B]Sign of Doom[/B] You can magically disrupt a creature's fate. As a reaction, when you see a creature attack or make a saving throw, you may roll 1d6 and subtract that amount from the creature's d20 roll. You may use this ability after the creature makes their d20 roll, but before the effects of the roll are announced. After you use this ability, you must complete a short or long rest before you can use it again. [B]Spirit Speech[/B] Starting at 6th level, you can understand the speech of any celestial, elemental, fey, fiend, or undead, and they can understand you, provided they speak at least one language. [B]Sign of Destiny[/B] At 10th level, you can magically improve a creature's fate. As a reaction, when you see a creature attack or make a saving throw, you may roll 1d6 and add that amount to the creature's d20 roll. You may use this ability after the creature makes their d20 roll, but before the effects of the roll are announced. After you use this ability, you must complete a short or long rest before you can use it again. [B]Conjure Primal Spirit[/B] At 14th level, you can call a primal spirit into physical form. Doing so takes 1 minute. You summon an elemental or fey creature with a challenge rating of 7 or lower, which appears in an unoccupied space you can see within 30 feet. The summoned creature disappears when it drops to 0 hit points or after 24 hours. The summoned primal creature is friendly towards you and your companions, and obeys your verbal commands to the best of its abilities. In combat, roll initiative for the creature, which has its own turns. If you don't issue any commands to the primal creature, it defends itself and attempts to stay within 30 feet of you, but takes no other actions. The DM has the creature's statistics. [B][U]Eldritch Invocations[/U][/B] [B]Death-Omen[/B] [I]Prerequisite: 8th level, Primal Spirit Patron[/I] When you reduce a creature to 0 hit points, you gain the ability to cast [I]augury[/I] once, without any material components. Once you use this ability, you can't use it again until you complete a short or long rest. [B]Extra Infusions[/B] [I]Prerequisites: 5th level, Pact of the Cauldron feature[/I] You may create one additional infusion beyond what you are normally allowed. Starting at 13th level, you may create two additional infusions beyond what you are normally allowed. [B]Greater Athame[/B] [I]Prerequisite: Pact of the Cauldron feature[/I] You can infuse any weapon. The weapon is treated as a magic item until its infusion is activated. If the weapon is infused with a cantrip that deals damage, it can be activated an unlimited number of times without losing its magic; it only loses its magic when you create an infusion beyond your normal limit, and choose to for the infused weapon to lose its magic. [B]Infuse Elixir[/B] [I]Prerequisite: 5th level, Pact of the Cauldron feature[/I] When you create an infusion, you may also select spells from the cleric or wizard spell list, that are of a level you could cast. When the infusion is activated, it can only target the creature activating it, and no other creatures. [B]Life-Omen[/B] [I]Prerequisite: 12th level, Primal Spirits Patron[/I] You can cast [I]commune[/I] once, without using a warlock spell slot. All of the questions you ask during this casting must pertain to a single living creature, who must be present during the casting. Once you use this ability, you can't use it again until you finish a long rest. [B]Primal Aid[/B] [I]Prerequisites: 5th level, Primal Spirits Patron[/I] You can cast [I]conjure animals[/I] once using a warlock spell slot. You can't do so again until you finish a long rest. [B]Primal Infusion[/B] [I]Prerequisites: Pact of the Cauldron feature, Primal Spirits Patron[/I] When you create an infusion, you may also select spells from the druid spell list, that are of a level you could cast. [B]Soul Blast[/B] [I]Prerequisite: Primal Spirits Patron, [/I]eldritch blast[I] cantrip[/I] When you reduce a creature to 0 hit points using [I]eldritch blast[/I], you may instead reduce the creature to 1 hit point. For the next 24 hours, you may use your action to instantly deal force damage to the creature equal to 1d10 + your level, provided you are on the same plane of existence as the target. The affected creature is aware of this effect, and may adjust its actions towards you accordingly in order to preserve its own life. [/QUOTE]
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