What are some of your own homebrew Warlock pacts?


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I also did a quick-and-dirty genie pact for my game:

Warlocks can form pacts with noble genies, most commonly a djinn or efreet. The djinn pact is similar to the Archfey pact in the PH, and the Efreet pact is similar to the Fiend pact.

Djinn pact:

Expanded spell list
1st level: Thunderwave, Faerie Fire
2nd level: Calm Emotions, Phantasmal Force
3rd level: Levitate, Lightning Bolt
4th level: Fabricate, Greater Invisibility
5th level: Planar Binding, Seeming

Efreet pact:
No change to expanded spell list or pact abilities.

Pact of the Chain:
The warlock can summon a mephit (djinni: smoke or dust; efreet: magma or steam) instead of an animal familiar. You can change the form of your familiar by performing the ritual again.

New Invocations:

In the Name of the One
Prerequisite: 11th level
You can cast Planar Binding or Planar Ally using a warlock spell slot. If you bind a genie of your patron's kind, you risk angering your patron. For example, a warlock with the efreeti pact should use Planar Ally instead of Planar Binding on an efreeti, unless they know that the efreeti in question is a renegade or criminal. After you have used this power, you cannot use it again until you have taken a long rest.

Prison of Solbek
Prerequisite: 15th level
You can cast Imprisonment on any genie using a warlock spell slot, imprisoning it in a lamp, ring, or other prison that you previously prepared costing 500 gp/HD of the target. Anyone can free the genie from the prison by a means you define, and the genie is bound to perform a service for the person who frees it.
 

Warlock Patron: Celestial
Warlock Patron: Sentai
Warlock Patron: The Beacon (Green Lantern)
Warlock Patron: Elemental

More self promotion.

Lawful/Good patrons certainly aren't out of the question: Out of the 4, The Beacon, Sentai, and celestial are all ostensibly good. Think of the warlock more like a classic superhero: the normal, every day kid/commoner who makes a deal with something far more powerful than himself in exchange for increased might; Ghost Rider pretty much fits this trope, though i think i'd just stat him up as a Fiendlock. Couple others that fit the trope: Captain Marvel/Shazam, Green lantern, Silver Surfer, Thor(to an extent. As long as you can pick up the hammer, you're Thor, but you're not Odinson), anyone who ever made a deal with Mephisto/Necron.
 

I like the idea of variant patrons. For instance, warlocks sworn to Old Testament angels --who are scary as all get-out. The traditional way to swear an angel-pact, BTW, is to attempt to wrestle an angel to the ground. If you win, the angel dislocates your hip and tells you a secret. The secret is the angel's name. The angel's name is it's bond. Presto, you are now a warlock! (and you get to append -el to your name, and forevermore walk with a limp).

That's not altogether different than my current patron. He's a Solar. All angel's names end with el. His name is Kal.

Kal-el.

My patron is Angel Superman.
 

I don't have anything yet, but in our old cooperative homebrew campaign setting, demigods-level deities did not grant divine spells and as such did not techically have Clerics. But they had Priests, which was not a class but a mere 'profession' (no mechanical association here), so a Priest was just a character of any class dedicated to the worship of a demigod, and in turn the demigod often granted knowledge, including possibly spells (although typically you needed to already have the ability to cast spells from your class or feats). Everything was handled via roleplay and story, and was different for each character. I think this fits kind of well with 5e Warlocks. It doesn't actually matter to explain whether the ability to cast spells comes from the patron or from the character (indeed, it doesn't even matter for Clerics...).

With this in mind, I actually look forward to sometimes use totally ad-hoc pacts, defined around a single (N)PC, rather than "pact patron types", although those will still work fine.
 

This is one I started for a friend of mine, but gave up after the game fell apart. I never got to think up an Expanded Spell List or a 10th Level feature, nor playtest it for balance. If I were to have another request for something like this, though, I'll probably just link this one from this thread.

The Shadow

Level 1: Expanded Spell List
The Shadow 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.

1st Level:
2nd Level:
3rd Level:
4th Level:
5th Level:

Level 1:Shadow-whisperer
You lose the ability to speak above a whisper, however, you may communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Level 6: Staring into the Abyss
Starting at 6th level, you can demonstrate the folly of attacking shadows. When targeted with an attack you may use your reaction to cast the fear spell without using a spell slot.

Level 10: ?

Level 14: Shadow Mimicry
Choose one creature you can see within 120 feet. That creature must make a Wisdom saving throw against your warlock saving DC. If the target succeeds, he takes 5d10 psychic damage from the assault. If he fails, he takes no damage, but the creature's shadow becomes animate, under your control, for one hour. You use a bonus action on your turn to give commands to the shadow. If the shadow kills the creature, the shadow becomes the creature, freeing itself from your control, although it still considers you an ally. The Shadow-mimic has identical statistics to the creature which it mimicked, however.
 


I have got a pretty weird one in my campaign.

My Notes said:
NEW WARLOCK PATRON: THE INFORMATIONAL ENTITY

Your patron is a being of pure information. Rather than being confined to a body, many such entities are formless, and some are able to take over certain types of clockwork constructs. Others are powerful psionic entities such as illithid elder brains or the vestiges of once-mighty powers of knowledge that were destroyed. The motivations of such an entity are as varied as the entities themselves, some of which are almost completely undetectable to other creatures and have almost no interaction with the non-informational world, but rarely bode well for civilized folk. Beings of this sort include the aforementioned elder brains, Master Control, Adam, the vestige of Maanzecorian, powerful aboleth circles, etc.
 


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