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PACT BOONS

 

These are additional Warlock Pact Boon options available in Entrellia.

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PACT OF THE CURSE

 

Your patron has granted you both a blessing and a blight of power that resides within you, taking the form of a phsyical curse. One of your arms may take the appearance of a monsterous, fleshy limb. Or a more subtle form of this curse may merely change the colour of one of your eyes. The appearance and ailments of your curse can be discussed with your DM to decide what is best befitting for your character and patron.

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A Remove Curse spell only subdues the effects of this Pact Curse, rather than ending the curse entirely. The effects of the curse are suppressed for a duration of hours equal to the level of which the spell was cast.

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While your Pact Curse is present, you gain the following benefits;

  • You have advantage on Charisma (Intimidation) checks.

  • You can use your Charisma modifier in place of any Strength saving throws or Strength (Athletics) checks.

  • Your curse can manifest into outbursts of power. Attacks made with your Curse Outburst are considered magical unarmed strikes, with which you are considered proficient and uses your Charisma modifier when determining attack rolls. On a hit, the Curse Outburst deals 1d4 + your Charisma modifier necrotic damage.

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PACT OF THE GARMENT

 

A single mundane item of clothing, for example; a hooded cloak, a pair of silk shoes, a stylized mask or a tattered cape becomes a gift from your patron for you to adorn, known as your Pact Garment. The appearance and design of the item can be up to you or your DM when receiving the garment, but it must be of your size and suitable for you to wear. The garment is also considered magical and grants benefits to the wearer. It ceases to be magical if you die or if you perform a 1 hour ritual to break your bond with it. You can also transfer your Pact Garment to another item of clothing of your choice in your possession by performing a 1 hour ritual.

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While you or a creature of your choice is wearing the Pact Garment, they gain the following benefits:

  • A bonus to any Dexterity (Stealth) checks equal to your Charisma modifier (minimum of 1).

  • Any attempts to magically scry on the wearer automatically fail.

  • The wearer ignores the effects of Extreme Weather Conditions, which can be found in the "Weather" section of the DMG.

  • The wearer can cast the Disguise Self spell at will, without requiring material components or expending a spellslot, using your spellcasting ability modifiers.

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PACT OF THE MAKER

 

Your patron grants you a supernatural crafting talent in exchange for your bargained services. You gain proficiency in one set of Artisan's Tools of your choice and gain the Mending cantrip if you don't already know it. This cantrip doesn’t count against the number of Warlock cantrips you know.

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As an action, you can conjure a Pact Tool in your hand, which takes the form of an Artisan's Tool of which you are proficient in of your choice. You can dismiss the Pact Tool as a free action. It is also dismissed if it is more than 5 feet away from you for 1 hour or more, or if you conjure another Pact Tool.

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While holding your Pact Tool, you gain the following benefits;

  • The Pact Tool can be used as a spellcasting focus for your Warlock spells.

  • Your proficiency modifier is doubled for any ability tool checks made using your Pact Tool.

  • You can cast the Tiny Servant spell once without material components or expending a spellslot. You can't do so again until you finish a long rest.

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In addition, you can imbue mundane items with a tap of your Pact Tool. As an action, you can present your Pact Tool and magically modify a non-magical tiny object of your choice that is within 5 feet of you which you can see. For the next hour, the object is considered magical and produces one of the effects of your choice from the table below. Alternatively, you can roll a D6 to choose the effect at random. The effect ends early if you dismiss it (no action required), if you use this feature again, or if the object is targeted by a Remove Curse spell.

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     D6                  Effect

      1                    The object sheds bright light in a 5-foot radius and dim light for an aditional 5 feet.

      2                    The object sheds inky darkness, lightly obscuring the space around it in a 10-foot radius.

      3                    The object emits a small sound, such as a hum, buzz or whistle that can be heard from up to 60 feet away.

      4                    The object floats weightlessly a few inches above any surface.

      5                    The objects weight is doubled.

      6                    The objects form is altered, gaining a pattern, illusory engravings or other minor visual tweaks of your choosing.

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PACT OF THE WAGER

 

You receive a pack of cards, a tarot deck, a large coin, a set of dice or one other non-magical trinket that has an even but random chance of multiple outcomes. This item is considered your Wager Item and has a unique appearance or design of your choosing, but it must still be recognisable. You are considered proficient with your Wager Item and can use it to perform interesting tricks or manipulate outcomes.

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As an action, you can conjure your Wager Item in your hand. You can dismiss the Wager Item as a free action. It is also dismissed if it is more than 5 feet away from you for 1 hour or more, or if you summon your Wager Item again with your action.

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While holding your Wager Item, you gain the following benefits;

  • The Wager Item can be used as a spellcasting focus for your Warlock spells.

  • Your proficiency modifier is doubled for any ability tool checks made using your Wager Item.

  • When using your Wager Item to generate a random outcome, before revealing the result, you can make a Charisma (Deception) or Dexterity (Sleight of Hand) check (your choice) to infulence the result and produce the reading you desire. Opposing creatures can then make Wisdom (Insight) checks against your roll to see through the deception. On a fail, they believe the result to be legitimate. On a pass, they suspect the foul play and may lose trust in you and react accordingly.

  • You can cast the Augury spell once without material components or expending a spellslot. You can't do so again until you finish a long rest.

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ELDRITCH INVOCATIONS

 

These are additional Warlock Eldritch Invocations available in Entrellia.

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BOOK OF HIDDEN SECRETS

Prerequisite: 12th-level, Pact of the Tome

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You learn two extra spells of your choice from the Warlock spell list or your expanded patron spell list. These spells must be of a level you can cast with a Warlock spell slot. The chosen spells do not count against the number of warlock spells you know.

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CRAFTMAN'S TOUCH

Prerequisite: 12th-level, Pact of the Maker

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You can cast the Animate Objects spell once using a Warlock spell slot. You regain the ability to do so when you finish a long rest.

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DIVINE GIFT

Prerequisite: The Celestial Patron

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When your Pact Magic feature allows you to learn a Warlock spell of 1st level or higher, you can instead choose to learn the new spell from the Cleric spell list. If you expend a Warlock spell slot to cast a Cleric spell chosen from this feature, you cannot regain that Warlock spell slot again until you finish a long rest.

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ELDRITCH CREATION

Prerequisite: 9th-level, Pact of the Maker

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You can cast the Fabricate spell once using a Warlock spell slot. You regain the ability to do so when you finish a long rest.

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ELEMENTAL BLAST

Prerequisite: Eldritch Blast cantrip

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You twist and weave your eldritch magic into different elements of power. When you gain this invocation, choose one damage type from acid, cold, fire, lightning, poison, or thunder. You can select this invocation multiple times and each time you do so, you must choose a different damage type.
 

Thereafter, when you cast Eldrich Blast, you can modify its damage type to one of the chosen types you have selected with this invocation (no action required).

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EMPOWERED CHAIN

Prerequisite: Pact of the Chain

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Your Pact of the Chain familiar's hit dice total increases by yourWarlock level and adds half your proficiency bonus, rounded down, to any attack rolls, skill checks, or saving throws it is already proficient in.

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FATE TWISTER

Prerequisite: 12th-level, Pact of the Wager

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You can cast the Modify Memory spell once using a Warlock spell slot. You can't do so again until you finish a long rest.

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FOOL'S GAMBIT

Prerequisite: 9th-level, Pact of the Wager

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Your attack rolls score a critical hit on a roll of 19 or 20.

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GOLDEN DRAW

Prerequisite: 9th-level, Pact of the Wager

 

Whenever you make a tool check using your Wager Item, you can treat a d20 roll of 9 or lower as a 10.

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GOLDEN TOOL

Prerequisite: 9th-level, Pact of the Maker

 

Whenever you make a tool check using your Pact Tool, you can treat a d20 roll of 9 or lower as a 10.

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KNOWER OF SECRETS

Prerequisite: 9th-level

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You can cast the Legend Lore spell once using a Warlock spell slot. You can’t do so again until you finish a long rest.

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MYSTERIOUS INTUITION

Prerequisite: 5th-level, Pact of the Garment

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While wearing the Pact Garment, the creature adorning the garment can cast the Zone of Truth spell as an action using the Warlock's spellcasting modifiers and spellslot. The owner of the Pact Garment must be willing, conscious and on the same plane as the wearer.

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POCKET CHARMS

Prerequisite: Pact of the Garment

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While wearing the Pact Garment, the creature adorning the garment can cast the Friends cantrip as an action using the Warlock's spellcasting modifiers. 

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RISK OF THE TRICKSTER

Prerequisite: Pact of the Wager


Whenever you expend a Warlock spellslot to cast a spell in the Enchantment school that targets a single creature while you are out of combat, the creature has disadvantage on their saving throw to resist it. In addition, if the target still succeeds on the saving throw, they remain unaware that you attempted to cast the spell, regardless of if the spells description says otherwise.

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SHADOW WORK

Prerequisite: Pact of the Garment

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You gain proficiency in the Sleight of Hand and Stealth skills.

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SMOKE AND MIRRORS

Prerequisite: 5th-level, Pact of the Garment

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While wearing the Pact Garment, the creature adorning the garment can cast the Misty Step spell as a bonus action using the Warlock's spellcasting modifiers and spellslot. The owner of the Pact Garment must be willing, conscious and on the same plane as the wearer.

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TIDAL CALL

Prerequisite: 5th-level, The Fathomless Patron


You can cast the Tidal Wave spell once using a Warlock spell slot. You can’t do so again until you finish a long rest.

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TRUE BOUND SERVICE

Prerequisite: 9th-level, Pact of the Chain

 

When you cast a spell, your familiar can deliver the spell as if it had cast it. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll or saving throw, you use your spell attack modifier or spell save DC.

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Additionally, if you cast a spell that targets yourself, your familiar also gains the benefits of the spell.

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UNTAMED SILHOUETTE

Prerequisite: 5th-level, Pact of the Garment

 

As an action, you can cause darkness to wreath your body for 1 minute. For the duration, you have resistance to necrotic damage and can use your bonus action to hide. Once you use this feature, you can’t use it again until you finish a short or long rest.

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WEBBED ATTIRE

Prerequisite: 9th-level, Pact of the Garment

 

The for as long as the creature is wearing the Pact Garment, they have a climbing speed equal to their walking speed.

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WILL OF THE PHOENIX

Prerequisite: 9th-level, The Mythical Beast patron

 

You can cast the Reincarnate spell once using a Warlock spell slot. You can’t do so again until you finish a long rest.

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WILLFUL WARDROBE

Prerequisite: 9th-level, Pact of the Garment

 

You can cast the Seeming spell once using a Warlock spell slot. You can’t do so again until you finish a long rest.

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