Pactmaker - Alternative Warlock - GM Binder
Pactmaker - Alternative Warlock - GM Binder
Pactmaker
A
s flames spring to life in her hands, a Once a pact is made, a Pactmaker's thirst for knowledge
wizened human whispers the secret name and power can't be slaked with mere study and research.
of her demonic patron, infusing her spell No one makes a pact with such a mighty patron if he or she
with fiendish magic. doesn't intend to use the power thus gained. Rather, the
Shifting his gaze between a battered tome vast majority of Pactmakers spend their days in active
and the odd alignment of the stars pursuit of their goals, which typically means some kind of
overhead, a wild-eyed tiefling chants the adventuring. Furthermore, the demands of their patrons
mystic ritual that will open a doorway to a distant world. drive Pactmakers toward adventure.
Pactmakers are seekers of the knowledge that lies
hidden in the fabric of the multiverse. Through pacts made Creating a Pactmaker
with mysterious beings of supernatural power, Pactmakers
As you make your Pactmaker character, spend some time
unlock magical effects both subtle and spectacular.
thinking about your patron and the obligations that your
Drawing on the ancient knowledge of beings such as fey
nobles, demons, devils, hags, and alien entities of the Far pact imposes upon you. What led you to make the pact,
and how did you make contact with your patron? Were you
Realm, Pactmakers piece together arcane secrets to
bolster their own power. seduced into summoning a devil, or did you seek out the
ritual that would allow you to make contact with an alien
Sworn and Beholden elder god? Did you search for your patron, or did your
patron find and choose you? Do you chafe under the
A Pactmaker is defined by a pact with an otherworldly obligations of your pact or serve joyfully in anticipation of
being. Sometimes the relationship between Pactmaker and the rewards promised to you?
patron is like that of a cleric and a deity, though the beings Work with your DM to determine how big a part your
that serve as patrons for Pactmakers are not gods. A pact will play in your character's adventuring career. Your
Pactmaker might lead a cult dedicated to a demon prince, patron's demands might drive you into adventures, or they
an archdevil, or an utterly alien entity—beings not typically might consist entirely of small favors you can do between
served by clerics. More often, though, the arrangement is adventures.
similar to that between a master and an apprentice. The What kind of relationship do you have with your patron?
Pactmaker learns and grows in power, at the cost of Is it friendly, antagonistic, uneasy, or romantic? How
occasional services performed on the patron's behalf. important does your patron consider you to be? What part
The magic bestowed on a Pactmaker ranges from minor do you play in your patron's plans? Do you know other
but lasting alterations to the Pactmaker's being (such as servants of your patron?
the ability to see in darkness or to read any language) to How does your patron communicate with you? If you
access to powerful spells. Unlike bookish wizards, have a familiar, it might occasionally speak with your
Pactmakers supplement their magic with some facility at patron's voice. Some Pactmakers find messages from their
hand-to-hand combat. They are comfortable in light armor patrons etched on trees, mingled among tea leaves, or
and know how to use simple weapons. adrift in the clouds—messages that only the Pactmaker
can see. Other Pactmakers converse with their patrons in
Delvers into Secrets dreams or waking visions, or deal only with intermediaries.
2
Pactmaker
Proficiency Cantrips Invocations Max Spell's
Level Bonus Features Known Known Level
1st +2 Pact Magic, Otherworldly Patron, Eldritch Power 2 — 1st
2nd +2 Eldritch Invocations 2 2 1st
3rd +2 Pact Boon 2 2 2nd
4th +2 Ability Score Improvement 3 2 2nd
5th +3 Eldritch Power improvement 3 3 3rd
6th +3 Otherworldly Patron feature 3 3 3rd
7th +3 ─ 3 4 4th
8th +3 Ability Score Improvement 3 4 4th
9th +4 Eldritch Power improvement 3 5 5th
10th +4 Otherworldly Patron feature 4 5 5th
11th +4 Mystic Arcanum (6th level) 4 5 5th
12th +4 Ability Score Improvement 4 6 5th
Mystic Arcanum (7th level), Eldritch Power
13th +5 4 6 5th
improvement
14th +5 ─ 4 6 5th
15th +5 Mystic Arcanum (8th level) 4 7 5th
16th +5 Ability Score Improvement 4 7 5th
Mystic Arcanum (9th level), Eldritch Power
17th +6 4 7 5th
improvement
18th +6 ─ 4 8 5th
19th +6 Ability Score Improvement 4 8 5th
20th +6 Patron's Intervention 4 8 5th
Equipment
Class Features You start with the following equipment, in addition to the
As a Pactmaker, you gain the following class features: equipment granted by your background:
Hit Points (a) a light crossbow and 20 bolts or (b) any simple
weapon
Hit Dice: 1d8 per Pactmaker level
Hit Points at 1st Level: 8 + your Constitution modifier
(a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) a dungeoneer's pack
Hit Points at Higher Levels: 1d8 (or 5) + your
Leather armor, any simple weapon, and two daggers
Constitution modifier per Pactmaker level after 1st
Alternatively, you may start with 4d4 × 10 gp to buy your
Proficiencies
own equipment.
Armor: light armor
Weapons: simple weapons
Multiclassing
Tools: none
To qualify for a new class, you must meet the ability score
Saving Throws: Wisdom, Charisma prerequisites for both your current class and your new
Skills: Choose two from Arcana, Deception, History, one.
Intimidation, Investigation, Nature, and Religion. Ability Score Minimum: Charisma Score 13
When you gain a level in a class other than your first, you
gain only some of that class's starting proficiencies:
3
On your adventures, you can add other ritual spells to
Otherworldly Patron your Book of Shadows. When you find such a spell, you can
1st-level Pactmaker feature add it to the book if the spell's level is equal to or less than
half your pactmaker level (rounded up) and if you can
At 1st level, you have struck a bargain with an otherworldly spare the time to transcribe the spell. For each level of the
being chosen from the list of available patrons. Your choice spell, the transcription process takes 2 hours and costs 50
grants you features at 1st level and again at 6th, 10th, and gp for the rare inks needed to inscribe it.
14th level.
Spellcasting Ability
Pact Magic Charisma is your spellcasting ability for your Pactmaker
spells, so you use your Charisma whenever a spell refers
1st-level Pactmaker feature
to your spellcasting ability. In addition, you use your
Your arcane research and the magic bestowed on you by Charisma modifier when setting the saving throw DC for a
your patron have given you facility with spells. See chapter Pactmaker spell you cast and when making an attack roll
10 for the general rules of spellcasting. You can find list of with one.
Pactmaker spells available to cast within each patron
feature descriptions.
Spell Save DC = 8 + your proficiency bonus +
Cantrip Master your Charisma modifier
You know two cantrips of your choice from any class's spell
list. The cantrips do not need to be from the same spell list. Spell attack modifier = your proficiency bonus +
They are considered Pactmaker cantrips for you You learn your Charisma modifier
additional cantrips of your choice at higher levels, as
shown in the Cantrips Known column of the Pactmaker Spellcasting Focus
table. You can use an arcane focus (found in chapter 5 of PHB) as
a spellcasting focus for your Pactmaker spells.
Whenever you reach new character level, you can
replace any amount of pactmaker cantrip you know with
another cantrips from the any class's spell lists. Eldritch Power
1st-level Pactmaker feature
Borrowed Magic
As a result of forming a pact with your Patron, they provide You Patron bestows you powers that will aid you against
you with their eldritch powers in order for you to fulfill the those who dare to oppose.
terms of the contract. You learn Eldrith Blast cantrip. It is Pactmaker cantrip for
You learn spells that are listed in chosen Patron you and it does not caount against total number of cantrips
archetype option. Those spells are considered as known.
Pactmaker spells for you. You can cast those spells at-will When you cast Eldritch Blast, add your Charisma
at their base level, without spending spell slots. modifier to the damage it deals on a hit.
4
Pact Boon Ability Score Improvement
3rd-level Pactmaker feature When you reach 4th level, and again at 8th, 12th, 16th, and
At 3rd level, your otherworldly patron bestows a gift upon 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
you for your loyal service. You gain one of the following
features of your choice. choice by 1. As normal, you can't increase an ability score
above 20 using this feature.
Pact of the Blade If your DM allows the use of feats, you may instead take
You can use your action to create a pact weapon in your a feat.
empty hand. You can choose the form that this melee
weapon takes each time you create it (see chapter 5 for Eldritch Power Improvement
weapon options). You are proficient with it while you wield
5th-level Pactmaker feature
it. This weapon counts as magical for the purpose of
overcoming resistance and immunity to nonmagical You learn how to better manipulate eldritch powers that
attacks and damage. where given to you, shaping it in new forms.
Your pact weapon disappears if it is more than 5 feet Choose 1 option below. You can choose 1 extra option
away from you for 1 minute or more. It also disappears if upon reaching 9th level, 13th level, and 17th levels up to
you use this feature again, if you dismiss the weapon (no total of 4 options.
action required), or if you die.
You can transform one magic weapon into your pact Eldritch Spear
weapon by performing a special ritual while you hold the When you cast eldritch blast, its range is 300 feet.
weapon. You perform the ritual over the course of 1 hour,
which can be done during a short rest. You can then
Grasp of Hadar
Once on each of your turns when you hit a creature with
dismiss the weapon, shunting it into an extradimensional
space, and it appears whenever you create your pact your eldritch blast, you can move that creature in a straight
weapon thereafter. You can't affect an artifact or a line 10 feet closer to you.
sentient weapon in this way. The weapon ceases being
your pact weapon if you die, if you perform the 1-hour
Lance of Lethargy
Once on each of your turns when you hit a creature with
ritual on a different weapon, or if you use a 1-hour ritual to
your eldritch blast, you can reduce that creature's speed
break your bond to it. The weapon appears at your feet if it
by 10 feet until the end of your next turn.
is in the extradimensional space when the bond breaks.
6
The Celestial Celestial Resilience
Starting at 10th level, you gain temporary hit points
Your patron is a powerful being of the Upper Planes. You whenever you finish a short or long rest. These temporary
have bound yourself to an ancient empyrean, solar, ki-rin, hit points equal your Pactmaker level + your Charisma
unicorn, or other entity that resides in the planes of modifier. Additionally, choose up to five creatures you can
everlasting bliss. Your pact with that being allows you to see at the end of the rest. Those creatures each gain
experience the barest touch of the holy light that temporary hit points equal to half your Pactmaker level +
illuminates the multiverse. your Charisma modifier.
Being connected to such power can cause changes in
your behavior and beliefs. You might find yourself driven to Searing Vengeance
annihilate the undead, to defeat fiends, and to protect the Starting at 14th level, the radiant energy you channel
innocent. At times, your heart might also be filled with a allows you to resist death. When you have to make a death
longing for the celestial realm of your patron, and a desire saving throw at the start of your turn, you can instead
to wander that paradise for the rest of your days. But you spring back to your feet with a burst of radiant energy. You
know that your mission is among mortals for now, and that regain hit points equal to half your hit point maximum, and
your pact binds you to bring light to the dark places of the then you stand up if you so choose. Each creature of your
world. choice that is within 30 feet of you takes radiant damage
equal to 2d8 + your Charisma modifier, and it is blinded
Patron Spell List until the end of the current turn.
The Celestial provides you with a list of spells when you Once you use this feature, you can't use it again until you
choose this patron. finish a long rest.
Bonus Cantrips
At 1st level, you learn the Sacred Flame and Light cantrips.
They count as Pactmaker cantrips for you, but they don't
count against your number of cantrips known.
Healing Light
At 1st level, you gain the ability to channel celestial energy
to heal wounds. You have a pool of d6s that you spend to
fuel this healing. The number of dice in the pool equals
Proficiency modifier + your Pactmaker level.
As a bonus action, you can heal one creature you can
see within 60 feet of you, spending dice from the pool. The
maximum number of dice you can spend at once equals
your Charisma modifier (minimum of one die). Roll the dice
you spend, add them together, and restore a number of hit
points equal to the total.
Your pool regains all expended dice when you finish a
long rest.
Radiant Soul
Starting at 6th level, your link to the Celestial allows you to
serve as a conduit for radiant energy. You have resistance
to radiant damage, and when you cast a spell that deals
radiant damage, you can add your Charisma modifier to
one radiant or fire damage roll of that spell against one of
its targets.
Hurl Through Hell You can now telepathically communicate with amount
Starting at 14th level, when you hit a creature with an of creatures up to your
Charisma modifier at the same
attack, you can use this feature to instantly transport the time.
target through the lower planes. The creature disappears The range of your telepathic link increased to 60ft.
and hurtles through a nightmare landscape. As an action, you can attempt to perceive through
At the end of your next turn, the target returns to the telepathically connected creature's senses. If creature
space it previously occupied, or the nearest unoccupied is unwilling to share them, target must succeed Wisdom
saving throw against your Pactmaker spell save DC.
space. If the target is not a fiend, it takes 10d10 psychic
damage as it reels from its horrific experience. creature, so long as they are on the same plane as you.
While perceiving through creatures senses you are
Once you use this feature, you can't use it again until you
gaining the benefits of any special senses that the
finish a long rest.
craeture has. During this time, you are deaf and blind
with regard to your own senses. You must spend action
on your subsequent turns to keep perceving through
creature's senses.
8
You gain a bonus to damage rolls against the cursed
Thought Shield
target. The bonus equals your proficiency bonus.
Any
Starting at 10th level, your thoughts can't be read by
attack roll you make against the cursed target is a critical
telepathy or other means unless you allow it. You also have
hit on a roll of 19 or 20 on the d20.
If the cursed target dies,
resistance to psychic damage, and whenever a creature
you regain hit points equal to your Pactmaker level + your
deals psychic damage to you, that creature takes the same
Charisma modifier (minimum of 1 hit point).
You can't use
amount of damage that you do.
this feature again until you finish a short or long rest.
Create Thrall Hex Warrior
At 14th level, you gain the ability to infect a humanoid's
At 1st level, you acquire the training necessary to
mind with the alien magic of your patron. You can use your
effectively arm yourself for battle. You gain proficiency
action to touch an incapacitated humanoid. That creature
with medium armor, shields, and martial weapons.
is then charmed by you until a remove curse spell is cast
The influence of your patron also allows you to mystically
on it, the charmed condition is removed from it, or you use
channel your will through a particular weapon. Whenever
this feature again.
you finish a long rest, you can touch one weapon that you
You can communicate telepathically with the charmed
are proficient with and that lacks the two-handed property.
creature as long as the two of you are on the same plane
When you attack with that weapon, you can use your
of existence.
Charisma modifier, instead of Strength or Dexterity, for the
attack and damage rolls. This benefit lasts until you finish a
The Hexblade long rest. If you later gain the Pact of the Blade feature,
You have made your pact with a mysterious entity from the this benefit extends to every pact weapon you conjure with
Shadowfell — a force that manifests in sentient magic that feature, no matter the weapon's type.
weapons carved from the stuff of shadow. The mighty
sword Blackrazor is the most notable of these weapons, Accursed Specter
which have been spread across the multiverse over the Starting at 6th level, you can curse the soul of a person you
ages. The shadowy force behind these weapons can offer slay, temporarily binding it to your service. When you slay a
power to Pactmakers who form pacts with it. Many humanoid, you can cause its spirit to rise from its corpse
hexblade Pactmakers create weapons that emulate those as a specter, the statistics for which are in the Monster
formed in the Shadowfell. Others forgo such arms, content Manual. When the specter appears, it gains temporary hit
to weave the dark magic of that plane into their points equal to half your Pactmaker level. Roll initiative for
spellcasting. the specter, which has its own turns. It obeys your verbal
commands, and it gains a special bonus to its attack rolls
Because the Raven Queen is known to have forged the
equal to your Charisma modifier (minimum of +0).
first of these weapons, many sages speculate that she and
the force are one and that the weapons, along with The specter remains in your service until the end of your
hexblade Pactmakers, are tools she uses to manipulate next long rest, at which point it vanishes to the afterlife.
events on the Material Plane to her inscrutable ends. Once you bind a specter with this feature, you can't use
the feature again until you finish a long rest.
Patron Spell List
The Hexblade provides you with a list of spells when you Armor of Hexes
choose this patron. At 10th level, your hex grows more powerful. If the target
cursed by your Hexblade's Curse hits you with an attack
Pactmaker roll, you can use your reaction to roll a d6. On a 4 or higher,
Level Spells the attack instead misses you, regardless of its roll.
1st Armor of Agathys, Hex
2nd Blur, Blindness/Deafness Master of Hexes
Starting at 14th level, you can spread your Hexblade's
3rd Summon Shadowspawn, Phantom Steed
Curse from a slain creature to another creature. When the
4th Death Ward, Locate Creature creature cursed by your Hexblade's Curse dies, you can
5th Legend Lore, Antilife Shell apply the curse to a different creature you can see within
30 feet of you, provided you aren't incapacitated. When
Hexblade's Curse you apply the curse in this way, you don't regain hit points
Starting at 1st level, you gain the ability to place a baleful from the death of the previously cursed creature.
curse on someone. As a bonus action, choose one creature
you can see within 30 feet of you. The target is cursed for 1
minute. The curse ends early if the target dies, you die, or
you are incapacitated. Until the curse ends, you gain the
following benefits:
9
Fathomless Guardian Coil
Also at 6th level, your Tentacle of the Deeps can defend
You have plunged into a pact with the deeps. An entity of you and others, interposing itself between them and harm.
the ocean, the Elemental Plane of Water, or another When you or a creature you can see takes damage while
otherworldly sea now allows you to draw on its thalassic within 10 feet of the tentacle, you can use your reaction to
power. Is it merely using you to learn about terrestrial choose one of those creatures and reduce the damage to
realms, or does it want you to open cosmic floodgates and that creature by 1d8. When you reach 10th level in this
drown the world? class, the damage reduced by the tentacle increases to
Perhaps you were born into a generational cult that 2d8.
venerates the Fathomless and its spawn. Or you might
have been shipwrecked and on the brink of drowning when Grasping Tentacles
your patron's grasp offered you a chance at life. Whatever Starting at 10th level, You learn the spell Evard's Black
the reason for your pact, the sea and its unknown depths Tentacles. It counts as a Pactmaker spell for you. You can
call to you. cast it once without a spell slot, and you regain the ability
Entities of the deep that might empower a pactmaker to do so when you finish a short or a long rest.
include krakens, ancient water elementals, godlike Whenever you cast this spell, your patron's magic
hallucinations dreamed into being by kuo-toa, merfolk bolsters you, granting you a number of temporary hit
demigods, and sea hag covens. points equal to your Pactmaker level. Moreover, damage
can't break your concentration on this spell.
Patron Spell List
Fathomless provides you with a list of spells when you Fathomless Plunge
choose this patron. Upon reaching 14th level, you can magically open
temporary conduits to watery destinations. As an action,
Pactmaker you can teleport yourself and up to five other willing
Level Spells creatures that you can see within 30 feet of you. Amid a
1st Create or Destroy Water, Ice Knife whirl of tentacles, you all vanish and then reappear up to 1
2nd Gust of Wind, Silence mile away in a body of water you've seen (pond size or
larger) or within 30 feet of it, each of you appearing in an
3rd Wall of Water, Tidal Wave
unoccupied space within 30 feet of the others.
Control Water, Summon Elemental (Water
4th Once you use this feature, you can't use it again until you
Only)
finish a short or long rest.
5th Control Winds, Maelstrom
Oceanic Soul
Starting at 6th level, you are now even more at home in the
depths. You gain resistance to cold damage. In addition,
when you are fully submerged, any creature that is also
fully submerged can understand your speech, and you can
understand theirs.
Whenever you regain hit points while your familiar is within Mask of Many Faces
100 feet of you, treat any dice rolled to determine the hit You learn Disguise Self spell. It is a Pactmaker spell for you.
points you regain as having rolled their maximum value for you can cast this spell at-will, without expending a spell
you. slot.
11
Eldritch Mind Mire the Mind
You have advantage on Constitution saving throws that you You can cast Slow spell without using a spell slot. Once you
make to maintain your concentration on a spell. cast this spell, you can't do so again until you finish a long
rest.
Investment of the Chain Master
Prerequisites: Pact of Chain
The familiar gains either a flying speed or a swimming Sign of Ill Omen
speed (your choice) of 40 feet. You can cast Bestow Curse spell without using a spell slot
As a bonus action, you can command the familiar to at Spell level, equal to the current possible level shown in
take the Attack action. Max Spell's Level column of your Pactmaker class. Once
The familiar's weapon attacks are considered magical you do so, you can't cast it in this way again until you finish
for the purpose of overcoming immunity and resistance a long rest.
to nonmagical attacks.
If the familiar forces a creature to make a saving throw, Thirsting Blade
it uses your spell save DC. Prerequisites: Pact of Blade
When the familiar takes damage, you can use your You can attack with your pact weapon twice, instead of
reaction to grant it resistance against that damage. once, whenever you take the Attack action on your turn.
12
Eldritch Smite Trickster's Escape
Prerequisites:Pact of the Blade
13
12th Level or Higher Master of Myriad Forms
You learn Alter Self It is a Pactmaker spell for you. you can
Lifedrinker cast this spell at-will, without expending a spell slot.
Prerequisites:Pact of Blade
When you hit a creature with your pact weapon, the Shroud of Shadow
creature takes extra necrotic damage equal to your You learn Invisibility It is a Pactmaker spell for you. you can
Charisma modifier (minimum of 1). cast this spell at-will, without expending a spell slot.
Wings of Icarus
You gain magical flying speed, equal to your movement
speed. You can not fly higher than 15 feet above the
surface. Whenever you enter anti-magical zones, such as
created by Antimagic Field spell or you are targeted by
dispelling effects, such as from Dispel Magic spell, you can
not use this invocation until you will finish a short or a long
rest.