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RustyDemiGod
2023-09-24, 09:02 PM
Patrons abound but I wanted to try and make new pact options for warlocks. Full disclosure this is my first crack at warlock homebrew!

Pact of the Eye

-Your Patron gifts you a peculiar eye that can aid you in your arcane pursuits. This eye functions as a spell casting focus.

-Additionally, channeling Cantrips or spells through this focus increases the spell’s range by 30ft.



Pact of the Brand

-Your patron leaves their mark burnt into your flesh. You learn the Control Flames cantrip. This does not count against the number of cantrips that you know.

-You gain the ability to see heat, which grants you Darkvision out to 120ft.



Pact of Chimes

-Your Patron grants you a set of chimes enchanted with motes of elemental wind energy. You gain the Gust and Mage Hand cantrips. They do not count against the number of cantrips that you know, and are considered warlock cantrips for you. While these chimes are on your person you can cast these cantrips at will, and your base movement speed increases by 10ft.

-If you lose your chimes, 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 chimes. The chimes blink out of existence when you die.



Pact of the Vial

-Your patron gifts you with a vial of holy water. This grants you the Shape Water cantrip. This does not count against the number of cantrips that you know, and is considered a warlock cantrip for you.

-While you have your vial on your person you have advantage on death saving throws.

-If you lose your vial, 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 vial. The vial evaporates into the air when you die.



Pact of the Gem

-Your patron marks his favor by embedding a precious gem into your body or onto one of your limbs. This grants you the Mold Earth cantrip. This does not count against the number of cantrips that you know, and is considered a warlock cantrip for you.

-If you are knocked prone you may use your reaction to force the ground beneath you to push you into a standing position.

-If your gem is removed, 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 gem. The gem crumbles to dust when you die.

Vogie
2023-09-25, 01:57 PM
Pact of the Vial

-Your patron gifts you with a vial of holy water. This grants you the Shape Water cantrip. This does not count against the number of cantrips that you know, and is considered a warlock cantrip for you.

-While you have your vial on your person you have advantage on death saving throws.

-If you lose your vial, 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 vial. The vial evaporates into the air when you die.

Pact of the Gem

-Your patron marks his favor by embedding a precious gem into your body or onto one of your limbs. This grants you the Mold Earth cantrip. This does not count against the number of cantrips that you know, and is considered a warlock cantrip for you.

-If you are knocked prone you may use your reaction to force the ground beneath you to push you into a standing position.

-If your gem is removed, 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 gem. The gem crumbles to dust when you die.

These seem like terrible choices. Were you intending on putting more in them?

I could see something like

Pact of the Vial
Your patron gifts you with a vial of holy water. This grants you the Shape Water cantrip and the Ceremony spell. These do not count against the number of cantrip and spells that you know, and are considered a warlock cantrip and spell for you. The vial evaporates into the air when you die. You also have the following features

You can use two actions to draw the water out of the vial and freeze it into the shape of a simple melee weapon of your choice. You are proficient in that weapon. The water stays in that form for 1 hour or until you spend another action to extend the duration for another hour. Once the duration expires, the holy water returns itself to the vial. You can also dismiss it as a bonus action.
Whenever you strike an undead creature with a spell or the weapon made out of your holy water, it takes an additional 1d8 radiant damage. This effect can happen once a turn.
While you have your vial on your person, you have advantage on death saving throws, can breathe underwater and can cast Ceremony as a ritual.
If you lose your vial, 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 vial.


Pact of the Gem
Your patron marks his favor by embedding a precious gem into your body or onto one of your limbs. This grants you the Mold Earth cantrip, and you can cast it as a bonus action. This does not count against the number of cantrips that you know, and is considered a warlock cantrip for you. The gem crumbles to dust when you die. You also have the following features

While the gem is embedded, you can use an action to give yourself Tremorsense (30) for one minute. This requires concentration.
Whenever you use the Dash action without jumping, all of the squares you move through become difficult terrain for every other creature.
When you are subjected to an effect that would move you, knock you prone, or both, you can use your reaction to be neither moved nor knocked prone this turn. You can also use your reaction when you fall to reduce any falling damage you take by an amount equal to four times your warlock level.
Whenever you jump, you can use your bonus action to double your jump distance this turn.
If your gem is removed, 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 gem.

BerzerkerUnit
2023-09-25, 05:54 PM
Pact of the Blight

Your Patron has chosen to afflict you with a supernatural malady, perhaps as punishment, a test, or a twisted display of its affection. Normally this disease is no more debilitating than a mild headache or runny nose, perhaps a palid complexion. In this state it is harmless to those around you, however by force of will you can allow it to ravage your form. It may expand as colonies of fungus across your flesh, horrid pustules that leak ichor, or even shimmering marks of your Patrons claim on your being. In this state it becomes aggressively communicable infecting any creature in range. Though it harms you, its debilitating effects are twice as bad for others it infects.

Your Blight has 6 stages described below. As a bonus action you can allow it to progress 1 or more stages, up to your Proficiency bonus. Spending a bonus action on subsequent turns can move you to later stages as described above. At the beginning of your turn you can decide to allow the Blight to recede 1 Stage or remain as it is. Stages are cumulative but you use only half your proficiency bonus (rounded down) to determine its effects on you.

Living creatures that start their turn within 10 feet of you must succeed on a Constitution save vs your Spell DC or suffer the full effects of your Blight at the current stage. A creature can repeat the saving throw if they end their turn more than 10 feet away from you, ending the effect on a success.

Spells and effects that cure diseases work normally on other creatures but cannot remove your Blight, only reducing it to its baseline state instantly. At the DMs discretion, a Wish may allow an afflicted Warlock to change Pacts.

Stage 1 Aches and Pains. The Afflicted suffer a penalty to ability checks equal to your Proficiency Modifier.

Stage 2 Fever. The Afflicted suffer a deadly fever. At the beginning of their turn they suffer fire damage equal to your proficiency bonus.

Stage 3 Stiff Joints. The Afflicted suffer arthritic pain making movement difficult. Their base movement speeds are reduced by 5 x your proficiency bonus feet.

Stage 4 Muscle Weakness. The Afflicted suffer great fatigue. Damage from the creature’s melee attacks is reduced by your proficiency bonus.

Stage 5 Frailty. The Afflicted’s frame begins to wither, skin growing paper thin and bones becoming brittle. The first time the creature takes damage on a turn it suffers additional damage equal to your Proficiency bonus.

Stage 6 Shock. The Afflicted’s body is on the verge of complete shutdown, and their condition is exacerbated by exertion. The creature suffers Necrotic damage equal to your proficiency bonus each time it takes a Bonus Action, Action, or Reaction as the effort forces blood out of every orifice.


New Invocations
Brainfire
Prerequisites: Pact of the Blight, Great Old One Patron
Your Patron has also infected you with a psychic virus. You can choose to have creatures resist your Blight with an Intelligence Saving throw. If you do, any damage they suffer from Fever or Frailty is Psychic damage. Creatures with Intelligence scores of 3 or less and those Immune to Psychic damage are Immune to this form of your Blight.

Phlegethian and Stygian Flu
Prerequisites: Pact of the Blight, Fiend Patron
Your Patron has also infected you with two strains of Fiendish Flu. You can choose to replace the Fever stage of your Blight with Stygian Chills or Phlegethian Fever. If you do, creatures affected by your Blight and those within 5 feet of them suffer Fire or Cold damage equal to your proficiency instead of the normal Fever effects.

Dreamsickness
Prerequisites: Pact of the Blight, Archfey Patron
Your Patron has also infected you with Dreamsickness. You can choose to replace the effects of Shock with the following: At the beginning of an afflicted creature’s turn it must succeed on a Wisdom Saving throw with a penalty equal to your Proficiency bonus. On a failure the afflicted falls unconscious. While asleep the creature experiences the most exquisite and pleasurable dreams making much of mundane reality a nightmare by comparison. The creature will remain asleep until injured or they succeed on a saving throw to reduce the effect of the Blight.

Special: At the DM’s discretion, creatures predisposed to despair may become Charmed by you after succumbing to this effect.

Volatile Blight
Prerequisites: Pact of the Blight, Level 12
Your Blight makes a grotesque effort to spread from those that die while infected. When a creature infected by your Stage 4 or greater Blight is reduced to 0 hit points, its flesh ruptures and infected blood and tissue sprays out in all directions. Creatures within 10 feet must succeed on a Constitution saving throw against your Spell DC or be infected by the Blight.

Restless Blood
Prerequisites: Pact of the Blight, Hexblade Patron
Your Patron has also infected you with a cursed malady that makes one’s blood desire to escape. You can replace the effects of Stage 5 Frailty with the following: Weapon Attacks against the afflicted creature have advantage.

Sin Eater’s Judgment
Prerequisites: Pact of the Blight, Celestial Patron
Your Patron has marked you with their Judgment and those that scorn you earn their favor.
You can replace Aches and Pains with the following: The first time an afflicted creature is damaged each turn, the attacker is healed for 1d4 hit points.

Malevolent Malady
Prerequisites: Pact of the Blight, Level 7
Your Blight can affect creatures such as undead, constructs, and elementals. Creatures normally immune to disease can be affected normally but gain advantage on their Saving throws to resist or reduce its effects. Lesser Restoration has no effect on your Blight unless cast at a level equal to the Blight’s current stage and a Paladin’s Lay on Hands ability will reduce the Blight by 1 stage per 5 hit points spent.

Elemental Sensitivity
Prerequisites: Pact of the Blight, Genie Patron
Your Genie Lord has added an uncomfortable sensitivity to an element to your Blight. Perhaps to keep you from getting complacent or prevent you from being subverted by a rival. Choose one of the following: Thunder, Bludgeoning, Cold, or Fire. You can replace Fever with the following: a creature affected by your Blight that suffers the chosen damage type becomes Frightened of the source until the end of its next turn.

Lingering Blight
Prerequisites: Pact of the Blight, Level 15
If a creature fails 3 saving throws to end the effect of your Blight, it suffers the effects of its current stage until treated by magic.

Inoculating Presence
Prerequisite: Pact of the Blight, Level 5
At the end of a short rest you can select a number of creatures equal to your Charisma bonus to become immune to your Blight’s effects. These creatures retain this benefit until you use this ability again.

Incarnate Disease
Prerequisite: Pact of the Blight, Level 7
As an action you can expel a mass of infected tissue or viscous fluids which become an Ooze of a type with a CR equal to half your proficiency bonus rounded down. The Ooze is immune to your Blight, Tiny, and can be instantly destroyed by casting Lesser Restoration on it. It otherwise uses the statistics normal for its type. The creature is Charmed by you but considers every other creature it can perceive as food and is always hungry. Creatures affected by the Innoculating Presence Invocation are ignored. You can use this action once and must complete a short rest before doing so again.

Affliction Eater
Prerequisite: Pact of the Blight
Your Blight becomes a greedy force in the bodies of its victims, warring against other diseases, even magical pox like Lycanthropy, Mummy Rot, or Chaos Phage. The effects of all diseases other than your Blight are suspended on an afflicted creature. Further, the other diseases are so diminished, a single casting of Lesser Restoration is enough to purge their effects.