Base Class: Warlock
Through force of will, an alternative deal, the death of your patron, or other means of voiding the bounds of your pact, the pact itself or your patron no longer grants you power. Instead, that power comes from within. Once the gate is opened, it can no longer be closed. You are what every patron fears: independent, free. However, you must take caution, as the patron or their allies might come seeking retribution.
Level 3: Pact Remnant
When you deal force damage, you may substitute that damage for the following based on your previously held pact:
- Archfey Pact: Psychic damage
- Celestial Pact: Radiant damage
- Fiend Pact: Fire damage
- Great Old One Pact: Psychic damage
- Undead Pact: Necrotic damage
This may be done in reverse to change your previous pact's predominant damage type to force.
Additionally, you may keep two of the previously broken pact's spells on your spell list when you switch to this subclass (for example: Burning Hands and Command from Fiend Pact). These spells can be re-selected at each level up, discarding the previously selected spells in the process.
Level 3: Pact Breaker Spells
The magic that you have awakened upon breaking your pact ensures you always have certain spells ready; when you reach a Warlock level specified in the Pact Breaker Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Detect Evil and Good, Detect Magic, Protection from Evil and Good, Knock, Spiritual Weapon |
| 5 | Dispel Magic, Blink |
| 7 | Banishment, Freedom of Movement |
| 9 | Dispel Evil and Good, Commune |
Level 6: Inherent Freedom
You can mould your own power directly. When you finish a Long Rest, you may choose one Eldritch Invocation or Warlock Spell that you know and swap it with another. You can use this feature a number of times equal to your Proficiency Bonus (minimum of once) per Long Rest.
Level 10: Powerful Revolt
This power is yours and yours alone. Once per turn, upon dealing force damage, or the damage type associated with your chosen Pact Remnants, you may roll an additional damage die and choose to re-roll one of the damaging dice and take the new number.
Alternatively, when that damage is inflicted upon the predominant monster type of your previously broken pact, you can add another additional damage die. Based on your previous pact, this monster type is:
- Archfey Pact: Fey
- Celestial Pact: Celestials
- Fiend Pact: Demons, Devils, or Yugoloth (dependent on patron)
- Great Old One Pact: Aberration
- Undead Pact: Undead
Level 14: Breaker or Chains
You will never be bound as you were, and you bring undeniable hope to others. You are immune to the Charmed, Paralyzed, Petrified, Restrained, and Stunned conditions.
In addition, upon touching a willing creature you may end a magical effect of your choice, as if using the Wish spell to dispel the magic. Once you use this feature, you can’t use it again until you finish a Long Rest.
Previous Versions
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9/29/2026 12:51:41 AM
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13
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8
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0.5
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Coming Soon
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