Base Class: Warlock
Warlocks who wish to hone the power of the blade may wish to make this pact. Great powers come from promising ones soul to a construct devoid of one. If you accept this pact, your life essence is sworn to a divinely constructed being of godlike power and mystery. Nothing will stop your metal master from taking its due. Your soul will be the conduit for its life and its metamorphosis to flesh. this pact promises enlightenment and a supreme connection to the steel divine.
Boon of the Conduit
Accepting this pact at 1st level promises power in weaponry, with your patron guiding your every strike and imbuing your attacks with stunning new abilities.
Pact Weapon
- You can transform one weapon into your pact 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 the extra-dimensional plane of your patron. it appears in your hand or a space you can see within 10 feet of you whenever you call upon it. The weapon ceases being your pact weapon if you die,. if you perform the 1-hour ritual on a different 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 extra-dimensional space when the bond breaks.
Pact Infusions
Starting at 3rd level, You gain the ability to imbue simple weapons with certain magical infusions, turning those objects into magic weapons. You also gain the ability to bind your infused items to you as your pact weapon.
Infusing Weapons
Whenever you finish a long rest, you can touch a non-magical weapon (granted it is bound to you as your pact weapon) and imbue it with one of your pact infusions, turning it into a magic weapon. Your infusion remains in a weapon indefinitely, but when you die, the infusion vanishes after a number of days equal to your Charisma modifier (minimum of 1 day). The infusion also vanishes if you infuse a new weapon, or bind a new weapon as your pact weapon.
You cannot infuse more than one weapon at a time. Moreover, no weapon can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
Infusions
As long as a weapon is bound to you as a pact weapon you can infuse it with one of these 3 infusion.
Enhanced Weapon: Item: A simple or martial weapon This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class
Featherweight Weapon: Item: A heavy, or two handed weapon (requires attunement) This magic weapon no longer has either the heavy or two-handed property (your choice upon infusion).
At 10th level this weapon grants a +1 bonus to attack and damage rolls. This bonus becomes +2 at 14th level in this class.
Enhanced Arcane Focus: Item: A rod, staff or wand (requires attunement) While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when you reach 10th level in this class.
Pact Weapon Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action with your pact weapon on your turn.
Runes of War
At 10th level, your patron grants you the ability to enhance the weapons of your squad, targeting the damage to the weakness of your enemies. As an action, you can activate an aura that extends from you in a 30-foot radius. The aura moves with you, centered on you, and lasts for 1 minute or until your concentration ends (as if you were casting a spell).
When you activate this aura, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Each creature of your choice in the aura deals an extra 1d4 damage of the chosen type when it hits with a weapon attack.
You can use this feature 3 times a day.
Martyrdom
At 14th level your patron tasks you to make the ultimate decision. To sacrifice your life essence to them so they can become whole.
This sacrifice requires you to complete an 8 hour ritual (this can be completed during a long rest). The ritual has a material cost of 1000gp worth of diamonds, one vial of blood from a divine source, one vial of quicksilver and one dagger. This ritual must be done in secret, if anyone interrupts the ritual it will fail. Find the perfect moment and sneak off from your party to some place safe and begin the ritual. (Make sure your DM knows you will be performing the ritual beforehand, as they may want to remove you or your party members from the room while it is performed.)
If you decide to complete this ritual, wondrous benefits will be gifted to you.
The Ritual: the holder of the pact must draw a circle on the ground, place the diamonds around the parameter and sit within. Then they must consume both the vial of blood and the vial of quicksilver. After consuming both vials, you must plunge the dagger through your heart. killing you instantly. You are the Martyr of the Forge. Thus the ritual is complete.
Martyred Conduit
You remain dead for 24 hours and cannot be revived by any means. After this 24 hours is up, you are resurrected as a conduit of patronage. As the conduit of patronage, your dexterity and charisma ability scores are increased by 2 (to a maximum of 20) your spell save DC is increased by 2 and you can make a third attack with your pact weapon.
Construct of patronage
A vestige of your patron in the material realm that appears as a steel construct of a beholder. You are able to summon this powerful ally once every 3 days for the cost of 1 warlock spell slot (See full game stats in the Construct of Patronage stat block).
This construct stays under your control for one hour. After which, it goes into a frenzy, taking one round of attacks against you and any creature within 30 feet of you (this round of attacks is controlled by the DM). The construct then returns to its plane of existence.
You can stop the construct from attacking by expending all of your available warlock spell slots, the construct will still return to its plane of existence afterwards. The construct can be sent back to its plane of existence early for the cost of 1 warlock spell slot.
When the construct enters combat it takes its own initiative roll, gets placed into the lineup, and takes a turn separate from yours. You choose where the construct will move and which actions it will take on its turn.
Comments