What are some of your own homebrew Warlock pacts?

Sorry for the necro!
Trying to get this balanced right. I'd welcome any thoughts. Thanks!

Pact Of The Arcane

You have made a pact with a being of awesome arcane power, whose very nature
is permeated with eldritch magicks. The motives of such a being can be as varied
as the beings themselves, and could involve striving to discover magical
secrets, uncovering ancient arcane artifacts, or working to acheive a pinnacle
of arcane might so great that they ascend to seats amongst the gods themselves.
Arcane beings of power sufficient to forge a pact could include world-shaking
archmages, immortal and nefarious demi-liches, ancient dragons, or the powerful
servants of the arcane gods.

Expanded Spell List
The Arcane lets to 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.

Spell Level: Spells:
1. Detect Magic, Chromatic Orb
2. Enlarge/Reduce, Silence
3. Lightning Bolt, Protection from Energy
4. Greater Invisibility, Otiluke's Resilient Sphere
5. Bigby's Hand, Wall of Force

Force Ward
Starting at 1st level, you can weave magical force around yourself for
protection. You create a magical ward on yourself that lasts until
you finish a long rest. The ward has hit points equal to twice your
warlock level + your Charisma modifier. Whenever you take damage, the
ward takes the damage instead. If this damage reduces the ward to 0
hit points, you take any remaining damage. While the ward has 0 hit
points, it can’t absorb damage, but its magic remains. Whenever you
cast a spell of 1st level or higher, the ward regains a number of hit
points equal to twice the level of the spell. Once you create the
ward, you can't create it again until you finish a long rest.

Eldritch Resistance
At 6th level, your understanding of the mystical forces of magic allows you to dampen the effectiveness of spells used against you and harness the magical energy to your advantage. When you are the target of a spell or effect, as a reaction you may gain advantage on any saving throw to resist it's effects. If your save is successful, the caster of the spell gains disadvantage on it's save to resist the next spell you cast that targets it, so long as you cast the spell by the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.

Greater Force Ward
At 10th level, the sorcerous energies that make up your Force Ward expand their capabilities, steadying your balance, aiding your movement, and allowing you to shrug off attempts to impede your motion.
As long as your Force Ward ability is in effect, your movement is unaffected by
difficult terrain, and spells and other magical effects can neither
reduce your speed nor cause you to be paralyzed or restrained. You
can also spend 5 feet of movement to automatically escape from
non-magical restraints, such as manacles or a creature that has you
grappled.

Eldritch Explosion
At 14th level, you can harness the eldritch power of your patron and focus it into a burst of destructive power. An explosion of green force energy rips outward from your body, rending your foes and blasting them away from you.
As an action, you cause a burst of Force damage to all enemies within a 10' radius centered on you, dealing 8d10 damage. Creatures effected must also make a Dexterity saving throw against your Warlock spell save DC or be thrown 10' back and knocked prone.
Once you use this feature, you can't use it again until you finish a long rest.
 

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Ancestor Pact

Pact Of Ancestors

My attempt to create a spiritual connected shaman.


Expanded Spell List
The Ancestors lets to 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.

Spell Level: Spells:
1. Goodberry , Faerie Fire
2. Arcane Lock, Knock
3. Conjure Animals, Speak with the Dead
4. Death Ward, Divination
5. Greater Restoration, Raise Dead

Guidance of the Ancestors
Starting at 1st level, gain the ability to cast false life and hex at will, without expending spell slot of material components. You also gain proficiency in two skills. Once per short or long rest you may select a skill to gain double proficiency until your next short or long rest.

Spirit Passage
Starting at 6th level gain the ability to cast misty step at will without expending spell slots or material components. Also after teleporting adjacent to a creature you can see, you can use your reaction to impose disadvantage on that creature when the creature makes an attack roll against you. You can use this ability once per short or long rest.

Blessings of the Ancestors
Starting at 10th level when you reduce a hostile creature to 0 hit points, you can ward a number of individuals, within 30 ft of you, up to your Warlock level with THPs equal to 10 + CHA modifier (minimum of 1). You can instead choose to grant one creature advantage on a saving throw until the end of your next turn.

Calling of the Spirit Guide
Starting at 14th level while unconscious your Spirit Guide comes to whatever plane you are on. To all but you the Spirit takes your form and shares your attributes, statistics, and is able to utilize your abilities as if it was you until you are brought back to 1 hit point or higher or dead. This ability can only be used once per long rest.

Eldritch Invocations

Spirit Sight: You are able to cast true seeing on self at-will without expending spell slot of material components.
 
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