Spectre9000
2016-03-15, 04:36 PM
Pact Sworn
The archetypal Pact Sworn combines powerful eldritch knowledge gained through a pact with some otherwordly patron, with masterful martial prowess that all fighters possess, channeling his powers into his eldritch weapon to devastating and terrible effect.
Pact Sworn
Fighter Level
Feature
Cantrips Known
Spells Known
Spell Slots
Level
Spell Slots
3rd Pact Magic, Pact Patron, Eldritch Weapon 2 2 1 2
4th - 2 2 1 2
5th - 2 2 1 2
6th - 2 3 1 2
7th Eldritch Channeling 2 3 2 2
8th - 2 3 2 2
9th - 2 4 2 2
10th Shroud of Agathys 2 4 2 2
11th - 3 4 2 3
12th - 3 4 2 3
13th - 3 5 3 3
14th - 3 5 3 3
15th Eldritch Fury 3 5 3 3
16th - 3 5 3 3
17th - 3 6 3 3
18th Tainted Blood 3 6 3 3
19th - 3 6 4 3
20th - 3 7 4 3
Features
At Fighter Level 3, when you choose the Pact Sworn Martial Archetype, your arcane research and the magic bestowed on you by your patron have given you facility with spells. In the Player's Handbook, see chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn one additional warlock cantrip of your choice at 10th level, as shown in the Cantrips Known column of the Pact Sworn table.
Spell Slots
The Pact Sworn table shows how many spell slots you have to cast your spells of 1st level and higher. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level or Higher
At 3rd level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Pact Sworn table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your Pact Sworn level. When you reach 8th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have Pact Sworn spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
Upon taking the Pact Sworn Archetype at 3rd level, you choose one Warlock Patron to be your Pact Patron. You may learn spells from that Patrons Expanded Spells list.
Starting at 3rd level when you choose the Pact Sworn Archetype, you can use your action to create an eldritch weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your eldritch weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature more than twice, if you dismiss the weapon (no action required), or if you die.
You can transform a magic weapon into your eldritch weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a third weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
At Fighter Level 7, after having chosen the Pact Sworn Martial Archetype, you gain the ability to channel otherwordly energy into your eldritch weapon. As an action on your turn, you make a melee weapon attack and as part of that attack you can channel a cantrip into your eldritch weapon, allowing you to cast it as if from the weapon. This cantrip has a range of touch, if it didn't already, and makes melee spell attacks in place of ranged spell attacks. As a Bonus Action, if you have a second, different eldritch weapon, you may make an attack with it as if you had taken the Attack Action as per the two-weapon fighting rules.
At Fighter level 10, after having chosen the Pact Sworn Martial Archetype, your patron bestows upon you the ability to manifest magical ice that coats and protects you. While you have temporary hit points, you gain resistance to non-magical bludgeoning, piercing, and slashing damage, as well as resistance to cold. Additionally spells and effects which grant temporary hit points now grant additional temporary hit point equal to your dexterity ability modifier plus your charisma ability modifier, up to double the initial temporary hit points granted by the spell or effect. Additionally, your footsteps leave a thin layer of magical ice that dissipate after exactly 1 minute regardless of weather and climate.
At Fighter level 15, after having chosen the Pact Sworn Martial Archetype, you learn to momentarily absorb the life force of your enemies. When you use an Action Surge, every melee attack that hits heals you for an amount equal to your charisma ability modifier.
At Fighter level 18, after having chosen the Pact Sworn Martial Archetype, otherworldy energies writhe within you, altering your physical being in unfathomable ways. Every time you are hit by a melee weapon attack, you deal psychic damage to the attacker equal to your constitution ability modifier. Additionally, when you choose to use Eldritch Channeling, as part of that same action you can choose to lose a number of your current hit points equal to your constitution modifier. Doing so causes your life force to unnaturally seep out from you enveloping your weapon and dealing psychic damage equal to your constitution modifier on each hit it or the channeled cantrip makes. You also take this damage directly to your health bypassing temporary hit points and any other effects. You also ignore any damage resistances the creature had when calculating how much damage you take.
Additionally, the creature hit must make a Wisdom Save against your spellcasting DC or be feared for 3 rounds, or until it takes damage. The creature may attempt to make another Wisdom saving throw at the end of each of its subsequent turns. Upon making the save, taking damage, or at the end of this effect the creature becomes immune to this for 24 hours.
The archetypal Pact Sworn combines powerful eldritch knowledge gained through a pact with some otherwordly patron, with masterful martial prowess that all fighters possess, channeling his powers into his eldritch weapon to devastating and terrible effect.
Pact Sworn
Fighter Level
Feature
Cantrips Known
Spells Known
Spell Slots
Level
Spell Slots
3rd Pact Magic, Pact Patron, Eldritch Weapon 2 2 1 2
4th - 2 2 1 2
5th - 2 2 1 2
6th - 2 3 1 2
7th Eldritch Channeling 2 3 2 2
8th - 2 3 2 2
9th - 2 4 2 2
10th Shroud of Agathys 2 4 2 2
11th - 3 4 2 3
12th - 3 4 2 3
13th - 3 5 3 3
14th - 3 5 3 3
15th Eldritch Fury 3 5 3 3
16th - 3 5 3 3
17th - 3 6 3 3
18th Tainted Blood 3 6 3 3
19th - 3 6 4 3
20th - 3 7 4 3
Features
At Fighter Level 3, when you choose the Pact Sworn Martial Archetype, your arcane research and the magic bestowed on you by your patron have given you facility with spells. In the Player's Handbook, see chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn one additional warlock cantrip of your choice at 10th level, as shown in the Cantrips Known column of the Pact Sworn table.
Spell Slots
The Pact Sworn table shows how many spell slots you have to cast your spells of 1st level and higher. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level or Higher
At 3rd level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Pact Sworn table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your Pact Sworn level. When you reach 8th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have Pact Sworn spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
Upon taking the Pact Sworn Archetype at 3rd level, you choose one Warlock Patron to be your Pact Patron. You may learn spells from that Patrons Expanded Spells list.
Starting at 3rd level when you choose the Pact Sworn Archetype, you can use your action to create an eldritch weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your eldritch weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature more than twice, if you dismiss the weapon (no action required), or if you die.
You can transform a magic weapon into your eldritch weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a third weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
At Fighter Level 7, after having chosen the Pact Sworn Martial Archetype, you gain the ability to channel otherwordly energy into your eldritch weapon. As an action on your turn, you make a melee weapon attack and as part of that attack you can channel a cantrip into your eldritch weapon, allowing you to cast it as if from the weapon. This cantrip has a range of touch, if it didn't already, and makes melee spell attacks in place of ranged spell attacks. As a Bonus Action, if you have a second, different eldritch weapon, you may make an attack with it as if you had taken the Attack Action as per the two-weapon fighting rules.
At Fighter level 10, after having chosen the Pact Sworn Martial Archetype, your patron bestows upon you the ability to manifest magical ice that coats and protects you. While you have temporary hit points, you gain resistance to non-magical bludgeoning, piercing, and slashing damage, as well as resistance to cold. Additionally spells and effects which grant temporary hit points now grant additional temporary hit point equal to your dexterity ability modifier plus your charisma ability modifier, up to double the initial temporary hit points granted by the spell or effect. Additionally, your footsteps leave a thin layer of magical ice that dissipate after exactly 1 minute regardless of weather and climate.
At Fighter level 15, after having chosen the Pact Sworn Martial Archetype, you learn to momentarily absorb the life force of your enemies. When you use an Action Surge, every melee attack that hits heals you for an amount equal to your charisma ability modifier.
At Fighter level 18, after having chosen the Pact Sworn Martial Archetype, otherworldy energies writhe within you, altering your physical being in unfathomable ways. Every time you are hit by a melee weapon attack, you deal psychic damage to the attacker equal to your constitution ability modifier. Additionally, when you choose to use Eldritch Channeling, as part of that same action you can choose to lose a number of your current hit points equal to your constitution modifier. Doing so causes your life force to unnaturally seep out from you enveloping your weapon and dealing psychic damage equal to your constitution modifier on each hit it or the channeled cantrip makes. You also take this damage directly to your health bypassing temporary hit points and any other effects. You also ignore any damage resistances the creature had when calculating how much damage you take.
Additionally, the creature hit must make a Wisdom Save against your spellcasting DC or be feared for 3 rounds, or until it takes damage. The creature may attempt to make another Wisdom saving throw at the end of each of its subsequent turns. Upon making the save, taking damage, or at the end of this effect the creature becomes immune to this for 24 hours.