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Pactmaker - Alternative Warlock - GM Binder

A Pactmaker is a seeker of knowledge who forms pacts with mysterious supernatural beings to gain magical abilities and power. Through these pacts, Pactmakers can perform fiendish magic, open portals to other worlds, and gain abilities like darkvision. Pactmakers are driven to use their powers to pursue knowledge and adventure. Their patrons may also compel them to undertake missions. Pactmakers supplement their magic with combat skills and can wield simple weapons while armored in light armor.
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100% found this document useful (2 votes)
496 views14 pages

Pactmaker - Alternative Warlock - GM Binder

A Pactmaker is a seeker of knowledge who forms pacts with mysterious supernatural beings to gain magical abilities and power. Through these pacts, Pactmakers can perform fiendish magic, open portals to other worlds, and gain abilities like darkvision. Pactmakers are driven to use their powers to pursue knowledge and adventure. Their patrons may also compel them to undertake missions. Pactmakers supplement their magic with combat skills and can wield simple weapons while armored in light armor.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Pactmaker

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.

Pactmakers are driven by an insatiable need for Quick Build


knowledge and power, which compels them into their pacts
and shapes their lives. This thirst drives Pactmakers into You can make a Pactmaker quickly by following these
their pacts and shapes their later careers as well. suggestions. First, Charisma should be your highest ability
Stories of Pactmakers binding themselves to fiends are score, followed by Constitution. Second, choose the
widely known. But many Pactmakers serve patrons that charlatan background. Third, choose the Thaumaturgy and
are not fiendish. Sometimes a traveler in the wilds comes Chill Touch cantrips, along with adding the 1st-level spells
to a strangely beautiful tower, meets its fey lord or lady, Identify and Comprehend Languages into your Tome of
and stumbles into a pact without being fully aware of it. Rituals.
And sometimes, while poring over tomes of forbidden lore,
a brilliant but crazed student's mind is opened to realities
beyond the material world and to the alien beings that
dwell in the outer void.

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:

Armor: light armor

Weapons: simple weapons

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.

Casting Spells at Higher Levels Eldritch Invocations


Whenever you reach certain levels in this class, the level at
which you can cast Pactmaker spells increases according 2nd-level Pactmaker feature
to Max Spell's Level column of Pactmaker table. In your study of occult lore, you have unearthed eldritch
invocations, fragments of forbidden knowledge that imbue
Tome of Rituals you with an abiding magical ability.
You have Tome of Rituals, that allows you to cast known At 2nd level, you gain two eldritch invocations of your
spells that has ritual tag as rituals while it is at your choice. A list of the available options can be found on the
possession. Optional Features page. When you gain certain Pactmaker
At 1st level your tome contains 2 spells with ritual tags levels, you gain additional invocations of your choice.
that you can choose from any class's spell list. These spells Additionally, when you gain a level in this class, you can
do not need to be from the same spell list. Whenever level choose one of the invocations you know and replace it with
at which you can cast Pactmaker spells increases, you can another invocation that you could learn at that level.
add 1 extra spell with ritual tag into your Tome of Rituals. A level prerequisite in an invocation refers to Pactmaker
When your tome is lost or destroyed, you can perform a level, not character level.
1-hour ceremony to receive a replacement from your
patron. This ceremony can be performed during a short or
long rest, and it destroys the previous tome. The tome
turns to ash when you die.

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.

Pact of the Chain Repelling Blast


When you hit a creature with eldritch blast, you can push
You learn the find familiar spell and can cast it as a ritual.
the creature up to 10 feet away from you in a straight line.
The spell doesn't count against your number of spells
known.
Eldritch Claws
When you cast the spell, you can choose one of the
When you cast eldritch blast, Being within 5 feet of a
normal forms for your familiar or one of the following
hostile creature doesn't impose disadvantage on your
special forms: imp, pseudodragon, quasit, or sprite.
attack rolls with this spell.
Additionally, when you take the Attack action, you can
forgo one of your own attacks to allow your familiar to use Siphoning Blast
its reaction to make one attack of its own. When you score a critical hit with eldritch blast, you regain
amount of hit points equal to your proficiency bonus.
At DM's discretion, your Patron may provide
extra familiar options that would fit their
theme, for example Gazer for Great Old One
Patron.

Pact of the Talisman


Your patron gives you an amulet, a talisman that can aid
the wearer when the need is great. When the wearer fails
an ability check, they can add a d4 to the roll, potentially
turning the roll into a success.
If you lose the talisman, you can perform a 1-hour
ceremony to receive a replacement from your patron. This
ceremony can be performed during a short or long rest,
and it destroys the previous amulet. The talisman turns to
ash when you die.

Art - Invisibility effect by Bethesda


5
Mystic Arcanum Patron Spell List
The Archfey provides you with a list of spells when you
11th-level Pactmaker feature choose this patron.
Your patron bestows upon you a magical secret called an
Pactmaker Level Spells
arcanum. Choose one 6th-level spell from from any class's
1st Faerie Fire, Sleep
spell list as this Arcanum.
You can cast your Arcanum spell once without expending 3rd Spike Growth, Nathair's Mischief (FTD)
a spell slot. You must finish a long rest before you can do 5th Summon Fey, Plant Growth
so again. 7th Dominate Beast, Compulsion
At higher levels, you gain more Arcanum spells of your 9th Dream, Seeming
choice that can be cast in this way: one 7th-level spell at
13th level, one 8th-level spell at 15th level, and one 9th-
Fey Presence
level spell at 17th level. The Arcanum spells do not need to
Starting at 1st level, your patron bestows upon you the
be from the same spell list.
ability to project the beguiling and fearsome presence of
You regain all uses of your Mystic Arcanum when you
the fey. As an action, you can cause each creature in a 10-
finish a long rest.
foot cube originating from you to make a Wisdom saving
throw against your Pactmaker spell save DC. The
creatures that fail their saving throws are all charmed or
Warlock Spell List for Mystic Arcanum frightened by you (your choice) until the end of your next
turn.
Warlock Spell list is also applicable for purpose Once you use this feature, you can't use it again until you
of Mystic Arcanum feature, as it contains unique
finish a short or long rest.
to warlock class spells.
Misty Escape
Starting at 6th level, you can vanish in a puff of mist in
Patron's Intervention response to harm. When you take damage, you can use
your reaction to turn invisible and teleport up to 60 feet to
20th-level Pactmaker feature an unoccupied space you can see. You remain invisible
You now able to call upon your patron's interference in a until the start of your next turn or until you attack or cast a
moment of need. spell.
When creature succeeds on saving throw against your Once you use this feature, you can't use it again until you
spell or Pactmaker feature, as a reaction you can force finish a short or long rest.
that creature to fail the saving throw. When target uses
Legendary Resistance against this feature, your patron Beguiling Defenses
Intervenes, forcing it to make a Charisma saving throw Beginning at 10th level, your patron teaches you how to
instead, wasting 1 use of Legendary Resistance on fail. turn the mind-affecting magic of your enemies against
Once you use this feature, you cannot use it again in next them. You are immune to being charmed, and when
1d4 days. another creature attempts to charm you, you can use your
reaction to attempt to turn the charm back on that

Otherworldly Patron creature. The creature must succeed on a Wisdom saving


throw against your Pactmaker spell save DC or be
At 1st level, you have struck a bargain with an otherworldly charmed by you for 1 minute or until the creature takes
being chosen from the list of available patrons. Your choice any damage.
grants you features at 1st level and again at 6th, 10th, and
14th level. Dark Delirium
Starting at 14th level, you can plunge a creature into an
The Archfey illusory realm. As an action, choose a creature that you can
see within 60 feet of you. It must make a Wisdom saving
Your patron is a lord or lady of the fey, a creature of legend throw against your Pactmaker spell save DC. On a failed
who holds secrets that were forgotten before the mortal save, it is charmed or frightened by you (your choice) for 1
races were born. This being's motivations are often minute or until your concentration is broken (as if you are
inscrutable, and sometimes whimsical, and might involve a concentrating on a spell). This effect ends early if the
striving for greater magical power or the settling of age- creature takes any damage.
old grudges. Beings of this sort include the Prince of Frost; Until this illusion ends, the creature thinks it is lost in a
the Queen of Air and Darkness, ruler of the Gloaming misty realm, the appearance of which you choose. The
Court; Titania of the Summer Court; her consort Oberon, creature can see and hear only itself, you, and the illusion.
the Green Lord; Hyrsam, the Prince of Fools; and ancient You must finish a short or long rest before you can use
hags. this feature again.

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.

Pactmaker Level Spells


1st Bless, Guiding Bolt
2nd Augury, Lesser Restoration
3rd Daylight, Revivify
4th Freedom of Movement, Aura of Purity
5th Summon Celestial, Greater Restoration

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.

Art - Jeska Valad by Everfall team


7
The Fiend The Great Old One
You have made a pact with a fiend from the lower planes Your patron is a mysterious entity whose nature is utterly
of existence, a being whose aims are evil, even if you strive foreign to the fabric of reality. It might come from the Far
against those aims. Such beings desire the corruption or Realm, the space beyond reality, or it could be one of the
destruction of all things, ultimately including you. Fiends elder gods known only in legends. Its motives are
powerful enough to forge a pact include demon lords such incomprehensible to mortals, and its knowledge so
as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; immense and ancient that even the greatest libraries pale
archdevils such as Asmodeus, Dispater, Mephistopheles, in comparison to the vast secrets it holds.
and Belial; pit fiends and balors that are especially mighty; The Great Old One might be unaware of your existence
and ultroloths and other lords of the yugoloths. or entirely indifferent to you, but the secrets you have
learned allow you to draw your magic from it. Entities of
Patron Spell List this type include Ghaunadar, called That Which Lurks;
The Fiend provides you with a list of spells when you Tharizdun, the Chained God; Dendar, the Night Serpent;
choose this patron. Zargon, the Returner; Great Cthulhu; and other
unfathomable beings.
Pactmaker
Level Spells
Patron Spell List
1st Detect Good and Evil, Hex
The Great Old One provides you with a list of spells when
Ray of Enfeeblement, Aganazzar's you choose this patron.
2nd
Scorcher
3rd Summon Lesser Demons, Magic Circle Pactmaker
Level Spells
4th Summon Greater Demon, Fire Shield
Dissonant Whispers, Tasha's Hideous
5th Immolation, Infernal Calling 1st
Laughter
2nd Detect Thoughts, Borrowed Knowledge
Dark One's Blessing
3rd Hunger of Hadar, Enemies Abound
Starting at 1st level, when you reduce a hostile creature to
0 hit points, you gain temporary hit points equal to your Summon Aberration, Evard's Black
4th
Tentacles
Charisma modifier + your Pactmaker level (minimum of 1).
5th Dream, Telekinesis
Dark One's Own Luck
Starting at 6th level, you can call on your patron to alter Awakened Mind
fate in your favor. When you make an ability check or a Starting at 1st level, your alien knowledge gives you the
saving throw, you can use this feature to add a d10 to your ability to touch the minds of other creatures. You can
roll. You can do so after seeing the initial roll but before communicate telepathically with any creature you can see
any of the roll's effects occur. within 30 feet of you. You don't need to share a language
Once you use this feature, you can't use it again until you with the creature for it to understand your telepathic
finish a short or long rest. utterances, but the creature must be able to understand at
least one language.
Fiendish Resilience
Starting at 10th level, you can choose one damage type Unchained Thoughts
when you finish a short or long rest. You gain resistance to At 6th level, you learn to magically empower your
that damage type until you choose a different one with this telepathic links. Your telepathic capabilities, granted by
feature. Damage from magical weapons or silver weapons Awakened Mind feature further increases, providing with
ignores this resistance. such benefits:

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

Tentacle of the Deeps


You can magically summon a spectral tentacle that strikes
at your foes. As a bonus action, you create a 10-foot-long
tentacle at a point you can see within 60 feet of you. The
tentacle lasts for 1 minute or until you use this feature to
create another tentacle.
When you create the tentacle, you can make a melee
spell attack against one creature within 10 feet of it. On a
hit, the target takes 1d8 cold damage, and its speed is
reduced by 10 feet until the start of your next turn. When
you reach 10th level in this class, the damage increases to
2d8.
As a bonus action on your turn, you can move the
tentacle up to 30 feet and repeat the attack.
You can summon the tentacle a number of times equal
to your proficiency bonus, and you regain all expended
uses when you finish a long rest.

Gift of the Sea


Also at 1st level you gain a swimming speed of 40 feet, and
you can breathe underwater.

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.

Art - Fathomless Warlock by WotC


10
Voice of the Chain Master
Eldritch Invocations Prerequisites: Pact of Chain

You can communicate telepathically with your familiar and


Any Level perceive through your familiar's senses as long as you are
on the same plane of existence. Additionally, while
Aspect of the Moon
perceiving through your familiar's senses, you can also
You no longer need to sleep and can't be forced to sleep by
speak through your familiar in your own voice, even if your
any means. To gain the benefits of a long rest, you can
familiar is normally incapable of speech.
spend all 8 hours doing light activity, such as reading book
and keeping watch.
Winged Fall
You learn Feather Fall spell. It is a Pactmaker spell for you.
Beguiling Influence
you can cast this spell at-will, without expending a spell
You gain proficiency in the Deception and Persuasion skills.
slot.
Devil's Sight
You can see normally in darkness, both magical and
Sigils of Power

nonmagical, to a distance of 120 feet.


Your Tome of Rituals becomes infused with eldritch sigils
Eyes of the Rune Keeper of your Patron. Whenever you are casting Pactmaker
You can read all writing. spells, you can consider your tome as a spellcasting focus.
Also, you can add Charisma Modifier to damage rolls
Fiendish Vigor made by cantrips that does not already have Charisma
As an action, you can infuse yourself with otherwordly
modifier bonus.
vigor, gaining 1d4 + your Charisma modifier temporary
hitpoints. Armor of Shadows
You learn Mage Armor spell. It is a Pactmaker spell for you.
Gaze of Two Minds you can cast this spell at-will, without expending a spell
You can use your action to touch a willing humanoid and
slot.
perceive through its senses until the end of your next turn.
As long as the creature is on the same plane of existence Beast Speech
as you, you can use your action on subsequent turns to You learn speak with animals spell. It is a Pactmaker spell
maintain this connection, extending the duration until the
for you. you can cast this spell at-will, without expending a
end of your next turn. While perceiving through the other
spell slot.
creature's senses, you benefit from any special senses
possessed by that creature, and you are blinded and Eldritch Sight
deafened to your own surroundings. You learn Detect magic spell. It is a Pactmaker spell for
you. you can cast this spell at-will, without expending a
Gift of the Ever-Living Ones spell slot.
Prerequisites: Pact of Chain

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.

Improved Pact Weapon Misty Visions


Prerequisites: Pact of Blade

You learn Silent Image spell. It is a Pactmaker spell for you.


You can use any weapon you summon with your Pact of the you can cast this spell at-will, without expending a spell
Blade feature as a spellcasting focus for your Pactmaker slot.
spells.
In addition, the weapon gains a +1 bonus to its attack Thief of Five Fates
and damage rolls, unless it is a magic weapon that already You can cast Bane spell without using a spell slot. Once you
has a bonus to those rolls. cast this spell, you can't do so again until you finish a short
Finally, the weapon you conjure can be a shortbow, or a long rest.
longbow, light crossbow, or heavy crossbow.
Master of Hexes
You can cast Hex spell without using a spell slot. Once you
cast this spell, you can't do so again until you finish a short
or a long rest.

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

One with Shadows


When you cast find familiar, you infuse the summoned When you are in an area of dim light or darkness, you can
familiar with a measure of your eldritch power, granting use your action to become invisible until you move or take
the creature the following benefits: an action or a reaction.

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.

Rebuke of the Talisman Tomb of Levistus


Prerequisites: Pact of Talisman

As a reaction when you take damage, you can entomb


When the wearer of your talisman is hit by an attacker you yourself in ice, which melts away at the end of your next
can see within 30 feet of you, you can use your reaction to turn. You gain 10 temporary hit points per Pactmaker level,
deal psychic damage to the attacker equal to your which take as much of the triggering damage as possible.
proficiency bonus and push it up to 10 feet away from the Immediately after you take the damage, you gain
talisman's wearer. vulnerability to fire damage, your speed is reduced to 0,
and you are incapacitated. These effects, including any
5th Level or Higher remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can't use it again until
Cloak of Flies you finish a short or long rest.
As a bonus action, you can surround yourself with a
magical aura that looks like buzzing flies. The aura extends Far Scribe
5 feet from you in every direction, but not through total A new page appears in your Tome of Rituals. With your
cover. It lasts until you're incapacitated or you dismiss it as permission, a creature can use its action to write its name
a bonus action. on that page, which can contain a number of names equal
The aura grants you advantage on Charisma to your proficiency bonus.
(Intimidation) checks but disadvantage on all other You can cast the Sending spell, targeting a creature
Charisma checks. Any other creature that starts its turn in whose name is on the page, without using a spell slot and
the aura takes poison damage equal to your Charisma without using material components. To do so, you must
modifier (minimum of 0 damage). write the message on the page. The target hears the
Once you use this invocation, you can't use it again until message in their mind, and if the target replies, their
you finish a short or long rest. message appears on the page, rather than in your mind.
The writing disappears after 1 minute.
Maddening Hex As an action, you can magically erase a name on the
Prerequisites: Hex spell or a Pactmaker feature that curses page by touching it.
As a bonus action, you cause a psychic disturbance around
the target cursed by your hex spell or by a Pactmaker Undying Servitude
feature of yours, such as Hexblade's Curse or Sign of Ill You can cast Animate Dead spell without using a spell slot
Omen. When you do so, you deal psychic damage to the at Spell level, equal to the current possible level shown in
cursed target and each creature of your choice that you Max Spell's Level column of your Pactmaker class. Once
can see within 5 feet of it. The psychic damage equals your you do so, you can't cast it in this way again until you finish
Charisma modifier (minimum of 1 damage). To use this a long rest.
invocation, you must be able to see the cursed target, and
it must be within 30 feet of you.

12
Eldritch Smite Trickster's Escape
Prerequisites:Pact of the Blade

You can cast Freedom of Movement spell once on yourself


Once per turn when you hit a creature with your pact without expending a spell slot. You regain the ability to do
weapon, you can deal an extra amount of d8 force damage so when you finish a long rest.
to the target equal to your proficiency bonus, and you can
knock the target prone if it is Huge or smaller. Sculptor of Flesh
You can use this invocation twice. You regain all uses You can cast Polymoprh spell once on yourself without
upon finishing a short or a long rest. expending a spell slot. You regain the ability to do so when
you finish a long rest.
Gift of the Depths
You can breathe underwater, and you gain a swimming Protection of the Talisman
speed equal to your walking speed, if you don't have it Prerequisites:Pact of Talisman

already. When the wearer of your talisman fails a saving throw,


You can also cast Water Breathing spell. It is a they can add a d4 to the roll, potentially turning the save
Pactmaker spell for you. you can cast this spell at-will, into a success. This benefit can be used a number of times
without expending a spell slot. equal to your proficiency bonus, and all expended uses are
restored when you finish a long rest.
7th Level or Higher
9th Level
Bewitching Whispers
You can cast Compulsion spell without using a spell slot. Ascendant Step
Once you cast this spell, you can't do so again until you You learn Levitate spell. It is a Pactmaker spell for you. you
finish a long rest. can cast this spell at-will, without expending a spell slot.

Dreadful Word Minions of Chaos


You can cast Confusion spell without using a spell slot at You can cast Conjure Elemental spell without using a spell
Spell level, equal to the current possible level shown in slot. Once you cast this spell, you can't do so again until
Max Spell's Level column of your Pactmaker class. Once you finish a long rest.
you do so, you can't cast it in this way again until you finish
a long rest. Otherworldly Leap
You learn Jump It is a Pactmaker spell for you. you can cast
Ghostly Gaze this spell at-will, without expending a spell slot.
As an action, you gain the ability to see through solid
objects to a range of 30 feet. Within that range, you have
Whispers of the Grave
You learn Speak with Dead It is a Pactmaker spell for you.
darkvision if you don't already have it. This special sight
lasts for 1 minute or until your concentration ends (as if you can cast this spell at-will, without expending a spell
you were concentrating on a spell). During that time, you slot.
perceive objects as ghostly, transparent images.
Once you use this invocation, you can't use it again until
Gift of the Protectors
A new page appears in your Tome of Rituals. With your
you finish a short or long rest.
permission, a creature can use its action to write its name
Relentless Hex on that page, which can contain a number of names equal
to your proficiency bonus.
Prerequisites: Hex spell or a Pactmaker feature that curses
Your curse creates a temporary bond between you and When any creature whose name is on the page is
your target. As a bonus action, you can magically teleport reduced to 0 hit points but not killed outright, the creature
up to 30 feet to an unoccupied space you can see within 5 magically drops to 1 hit point instead. Once this magic is
feet of the target cursed by your hex spell or by a triggered, no creature can benefit from it until you finish a
Pactmaker feature of yours, such as Hexblade's Curse or long rest.
Sign of Ill Omen. To teleport in this way, you must be able As an action, you can magically erase a name on the
to see the cursed target. page by touching it.

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.

Bond of the Talisman Visions of Distant Realms


Prerequisites:Pact of Talisman

You learn Arcane Eye It is a Pactmaker spell for you. you


While someone else is wearing your talisman, you can use can cast this spell at-will, without expending a spell slot.
your action to teleport to the unoccupied space closest to
them, provided the two of you are on the same plane of
Witch Sight
existence. The wearer of your talisman can do the same You can see the true form of any shapechanger or
thing, using their action to teleport to you. The creature concealed by illusion or transmutation magic
teleportation can be used a number of times equal to your while the creature is within 30 feet of you and within line of
proficiency bonus, and all expended uses are restored sight.
when you finish a long rest.

15th Level or Higher


Chains of Carceri
You can cast Hold Monster spell at will, targeting a
celestial, fiend, or elemental—without expending a pact
points or material components. Once creature is targeted
by this invocation, it can not be targeted again in next 24
hours.

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.

Art - Warlock by WotC

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