Warlock
Base Class: Warlock

The Pact of One’s Past is not a pact made willingly. Rather it is the result of a previous version of you twisting the magic of the world in order to be reincarnated at a later point. These abusers of magic tend to of the arcane elite, such as a lich or an archmage.The incarnation, now only residing in a vessel, receives all of the physical senses of the warlock, including pain. They also have the ability to speak to the warlock telepathically at any time.

Internal Reflection

At 1st level, you can process over your previous life and possibly gain new insights from it. As a 10 minute ritual you can sit in meditation and seek information beyond you in your previous life. You cannot be interrupted in this meditation unless you fall unconscious, in which the ritual ends. Make a history check. Any roll (except a natural 1) will be successful, but a higher roll will give you more insight/relevant information at the current time. On a successful roll you gain short glimpses into your past, possibly revealing more about your patron at your DMs discretion. After the minute you wake up feeling a new sense of wisdom.. You can only do this once per long rest.

Bonus Proficiencies

Starting at 1st level you gain proficiency in history and an additional cantrip from the warlock spell list.

Expanded Spell List

Your past self lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level Spells

1st

false life, inflict wounds

2nd

blindness/deafness, gentle repose

3rd

animate dead, speak with dead

4th

death ward, dominate beast

5th

raise dead, contagion

True Form

Starting at 1st level, you can draw out your previous incarnation's power for a small amount of time. As a bonus action, you dawn small features of the incarnation while maintaining the overall structure of your own body. These features can be (but are not limited to): glowing eyes, booming voice, ritual markings, phantasmal clothing/crown, and/or phantasmal multiple limbs. When in this form you gain the following benefits:

  • You have resistance to damage from spells
  • Any creature that looks upon you with a divination spell must make a Wisdom Saving throw against your spell save DC or be frightened of you for one minute.
  • Your leveled spells are cast as if you used a spell slot one level higher than what they would normally be cast at.

Upon receiving a Pact Boon, whenever you are in True Form you can direct your incarnation to act through the boon as a bonus action. The type of action is based on the Boon. You may do so time equal to half your warlock level.

Incarnation’s Action: As a bonus action, you can direct your incarnation to use its pact boon. The action is one of the following based on the boon taken:

    • [Pact of the Blade] Strike: The incarnation makes you reach out and grab your currently summoned weapon to make a single attack. 
    • [Pact of the Chain] Command: The incarnation stretches out your hand and forces you to utter an order to your familiar in a language of their choice. The familiar always understands and their eyes reflect the color of your incarnation’s magic as it uses its reaction to attack or use a touch base spell.
    • [Pact of the Tome] Cast: The incarnation forces your hands and voice to perform a cantrip that you know how to cast.
    • [Pact of the Talisman] Guide:  The incarnation grasps the talisman changing it to appear as part of your phantasmal true form. They then gesture at a target of your choice which gains an intangible version of the talisman around their neck. The creature may add 1d4 to attack rolls and saving throws until the start of your next turn.
    • [Any] Speak: The incarnation whispers to a creature within 30ft.The creature makes a Wis Saving throw against you spell DC or be frightened of you until the start of your next turn.

This feature lasts for one minute or until you fall unconscious and can only be used once per short or long rest.

Future Sight

Starting at 6th level, your patron gives you the ability to make brief glances into the future as if it already occurred. Make an Intelligence (History) check as a reaction to an oncoming attack. If the check is greater than the attack roll, then you look into the future and fully dodge the attack.

You can use this feature equal to your charisma bonus per short or long rest.

Incarnation's Invervention

At 10th level, your channeling to your previous incarnation has gotten so powerful that their influence can go beyond you as a vessel and into the physical plane. Imploring your incarnation’s aid requires you to use your action. Describe the assistance you seek, and roll a d20. If you roll a number equal to or lower than your warlock level, your incantation takes physical form for one hour. They appear identical to you, but with the physical additions you gain from True Form and a spectral chain connecting their neck to your hand. The DM chooses the nature of the intervention; taking into account both you and your incarnation's desires. If your incarnation intervenes, you can't use this feature again for 1d6 +1 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required.

Choice of Two Lifetimes

Your connection to your previous incarnation has grown very powerful and your magic is comparable to that of your previous incarnation. Upon reaching 14th level, your patron has the desire to reclaim their place in the world with you being a vessel. You can either accept them or refuse them. 

ACCEPT: Your patron fully engulfs you allowing you to speak to them at will at any time. This gives you the following benefits:

  • You permanently have the effects of True Form
  • You reduce the time of Intervention by 3 days
  • You have one additional spell slot.

REFUSE: You push your incarnation to the recesses of your mind. This gives you the following benefits:

  • True Form no longer makes you look any different
  • You gain +1 to your spell attack bonus and spell save DC
  • You no longer need to abide by a deal to cast spells; however, you can no longer use Intervention.
  • You get bonus to your initiative equal to your Charisma modifier
  • If you die you can choose to be reincarnated, therefore making this character the patron to a future Pact of One’s Past.

Depending on the past incarnation they may try to force you into acceptance. If so, consult with your DM on what would happen. For example, if they are a warrior, there may be combat; if they are a gambler, there may be a game of chance. If no decision is made by the DM, roll an arcana check with advantage. If the roll is greater than 15, you overpower them and may still refuse them.

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