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What are some of your own homebrew Warlock pacts?
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<blockquote data-quote="DEFCON 1" data-source="post: 6558448" data-attributes="member: 7006"><p>I had a 4E warlock player that was using the Dark Pact for his pact with Mourne, the master lich leader of the Shades of Darkness in the Shadowfell. So when he moved over to my 5E game I had to recreate it. Since it was a Shadowfell pact I basically mirrored the Feywild's Archfey pact with a bit of Fiend/GOO mirroring as well to make sure it was pretty balanced.</p><p></p><p><strong>THE SHADOWLORD</strong></p><p></p><p>EXPANDED SPELL LIST</p><p>The Shadowlord 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.</p><p></p><p><em>Shadowlord Expanded Spells</em></p><p></p><p>Spell Level Spells</p><p>1st bane, false life</p><p>2nd blindness/deafness, pass without trace</p><p>3rd animate dead, nondetection</p><p>4th death ward, evard’s black tentacles </p><p>5th contagion, dispel evil and good</p><p></p><p><strong>SPITEFUL GLAMOR</strong></p><p>Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the shadow. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.</p><p></p><p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p><p></p><p><strong>SHADOWY ESCAPE</strong></p><p>Starting at 6th level, you can vanish into the shadows in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.</p><p></p><p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p><p></p><p><strong>ENERGY SHIELD</strong></p><p>Beginning at 10th level, you are more resistant to the life draining forces of many creatures. You have resistance to necrotic damage, and you cannot have your maximum hit point lowered due to any attack that dealt necrotic damage.</p><p></p><p><strong>DARKSPIRAL AURA</strong></p><p>Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target down a well of impenetrable darkness. The creature disappears and plunges down an inky black vortex through the Shadowfell.</p><p> At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not an undead, it takes 10d10 necrotic damage as it reels from its decaying experience.</p><p></p><p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6558448, member: 7006"] I had a 4E warlock player that was using the Dark Pact for his pact with Mourne, the master lich leader of the Shades of Darkness in the Shadowfell. So when he moved over to my 5E game I had to recreate it. Since it was a Shadowfell pact I basically mirrored the Feywild's Archfey pact with a bit of Fiend/GOO mirroring as well to make sure it was pretty balanced. [b]THE SHADOWLORD[/b] EXPANDED SPELL LIST The Shadowlord 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. [i]Shadowlord Expanded Spells[/i] Spell Level Spells 1st bane, false life 2nd blindness/deafness, pass without trace 3rd animate dead, nondetection 4th death ward, evard’s black tentacles 5th contagion, dispel evil and good [b]SPITEFUL GLAMOR[/b] Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the shadow. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until 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. [b]SHADOWY ESCAPE[/b] Starting at 6th level, you can vanish into the shadows in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can’t use it again until you finish a short or long rest. [b]ENERGY SHIELD[/b] Beginning at 10th level, you are more resistant to the life draining forces of many creatures. You have resistance to necrotic damage, and you cannot have your maximum hit point lowered due to any attack that dealt necrotic damage. [b]DARKSPIRAL AURA[/b] Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target down a well of impenetrable darkness. The creature disappears and plunges down an inky black vortex through the Shadowfell. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not an undead, it takes 10d10 necrotic damage as it reels from its decaying experience. Once you use this feature, you can’t use it again until you finish a short or long rest. [/QUOTE]
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What are some of your own homebrew Warlock pacts?
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