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*Dungeons & Dragons
What are some of your own homebrew Warlock pacts?
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<blockquote data-quote="alwaysdying" data-source="post: 6690377" data-attributes="member: 6676931"><p>Sorry for the necro!</p><p>Trying to get this balanced right. I'd welcome any thoughts. Thanks!</p><p></p><p>Pact Of The Arcane</p><p></p><p>You have made a pact with a being of awesome arcane power, whose very nature</p><p>is permeated with eldritch magicks. The motives of such a being can be as varied</p><p>as the beings themselves, and could involve striving to discover magical</p><p>secrets, uncovering ancient arcane artifacts, or working to acheive a pinnacle</p><p>of arcane might so great that they ascend to seats amongst the gods themselves.</p><p>Arcane beings of power sufficient to forge a pact could include world-shaking</p><p>archmages, immortal and nefarious demi-liches, ancient dragons, or the powerful</p><p>servants of the arcane gods.</p><p></p><p>Expanded Spell List</p><p>The Arcane lets to choose from an expanded list of spells when you learn a warlock</p><p>spell. The following spells are added to the warlock spell list for you.</p><p></p><p>Spell Level: Spells:</p><p>1. Detect Magic, Chromatic Orb</p><p>2. Enlarge/Reduce, Silence</p><p>3. Lightning Bolt, Protection from Energy</p><p>4. Greater Invisibility, Otiluke's Resilient Sphere</p><p>5. Bigby's Hand, Wall of Force</p><p></p><p>Force Ward</p><p>Starting at 1st level, you can weave magical force around yourself for</p><p>protection. You create a magical ward on yourself that lasts until</p><p>you finish a long rest. The ward has hit points equal to twice your</p><p>warlock level + your Charisma modifier. Whenever you take damage, the</p><p>ward takes the damage instead. If this damage reduces the ward to 0</p><p>hit points, you take any remaining damage. While the ward has 0 hit</p><p>points, it can’t absorb damage, but its magic remains. Whenever you</p><p>cast a spell of 1st level or higher, the ward regains a number of hit</p><p>points equal to twice the level of the spell. Once you create the</p><p>ward, you can't create it again until you finish a long rest.</p><p></p><p>Eldritch Resistance</p><p>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.</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>Greater Force Ward</p><p>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. </p><p>As long as your Force Ward ability is in effect, your movement is unaffected by</p><p>difficult terrain, and spells and other magical effects can neither</p><p>reduce your speed nor cause you to be paralyzed or restrained. You</p><p>can also spend 5 feet of movement to automatically escape from</p><p>non-magical restraints, such as manacles or a creature that has you</p><p>grappled.</p><p></p><p>Eldritch Explosion</p><p>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.</p><p>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. </p><p>Once you use this feature, you can't use it again until you finish a long rest.</p></blockquote><p></p>
[QUOTE="alwaysdying, post: 6690377, member: 6676931"] 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. [/QUOTE]
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What are some of your own homebrew Warlock pacts?
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