Base Class: Wizard
The Pact Maker is the rare wizard that that has a powerful patron fueling the wizards innate quest for knowledge and power. Any wizard from any school is able to sacrafice the knowledge of their schools to their patron to gain the following subclass. What the patron does with this knowledge varies from patron to patron.
Pact magic
When the wizard gains this subclass, and learns new spells and cantrips from now on, they may choose to learn cantrips or spells from the wizard and warlock spell lists.
testing[Additionally, some of the wizards spell slots become pact slots.]
Otherworldly Patron
The wizard chooses or has been chosen by a patron. Below area a few normal suggestions. DM's feel free to have fun.
When you reach 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each detailed in the warlock section of the Player's Handbook, the Undying in the Sword Coast Adventurer’s Guide, or the Celestial or Hexblade in Xanathar’s Guide to Everything. Your choice augments some of your order features.
The Archfey
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
- Gain the following
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Aspect of the Moon
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
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Mask of Many Faces
You can cast Disguise Self at will, without expending a spell slot.
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The Celestial
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
- Gain the following
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Eyes of the Rune Keeper
You can read all writing.
- Gift of the divine
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As an action, you can touch a dying creature and return them to 1 hit point.
The Fiend
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
- Gain the following
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Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
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Dark One's Blessing
When you reduce a being to 0 hp, kill it, or otherwise, you gain temporary hit points equal to you Intelligence modifier + 1/2 your wizard level.
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The Great Old One
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.
- Gain the following
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Awakened Mind
You gain the ability to telepathically speak with a single creature at a time within 30ft. You don't need to share a language with the creature, but the creature must know at least one language.
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Eldritch Sight
You can cast Detect Magic at will, without expending a spell slot or material components.
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A Master of the Shadowfell
You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapon, Item, or being carved from the stuff of shadow. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create items and beings that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
- Gain the following
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Armor of Shadows
You can cast Mage Armor on yourself at will, without expending a spell slot or material components.
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Step of Shadow
Gain proficiency in the Stealth skill (if you don't already have it). If you are already proficient, you gain expertise in it.
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The Undying
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize — like all power — comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
- Gain the following
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Undying Vigor
As a reaction, once per long rest, if the wizard is reduced to 0 hit points, you can instead be reduced to 1.
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Ever-Living
Whenever you regain hit points , treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
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Pact Form
At 6th level, the wizard gains the ability to take on a likeness of their patron. They can do so as an action on their turn, it lasts for up to 10 minutes, or until they die or reach 0 hit points. They can use this twice per long rest.
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The Archfey
- The wizard takes on the otherworldly beauty of their Fey patron. The majesty and fierceness unnerving and commanding all at once. As an action they can assume this form for 10 minutes. The Wizard can end on their turn as a bonus action.
- Gain advantage on all Persuasion checks.
- Creatures have disadvantage on saves against your Enchantment spells.
- As their action, they may cast the Command spell on a creature within 30ft.
- The wizard takes on the otherworldly beauty of their Fey patron. The majesty and fierceness unnerving and commanding all at once. As an action they can assume this form for 10 minutes. The Wizard can end on their turn as a bonus action.
- The Celestial
- The wizard takes on the divine beauty of their patron. Ethereal feathered wings sprout from their back, their skin glow with an inner warm, and their eyes become orbs of pure radiance. As an action they can assume this form for 10 minutes. The Wizard can end on their turn as a bonus action.
- Gain advantage on all Insight checks.
- Gain a flying speed equal to your speed
- Your cantrips (if any), Unarmed, and melee weapon attacks burst and deal bonus radiant damage equal to your proficiency modifier. while in this form.
- The wizard takes on the divine beauty of their patron. Ethereal feathered wings sprout from their back, their skin glow with an inner warm, and their eyes become orbs of pure radiance. As an action they can assume this form for 10 minutes. The Wizard can end on their turn as a bonus action.
- The Fiend
- The wizard takes on the devilish or demonic vissage of their patron. Great batwings sprout from their back, horns from their heads, Clawed hands, etc. As an action they can assume this form for 10 minutes. The Wizard can end on their turn as a bonus action.
- Gain a flying speed equal to your speed
- Gain advantage on Intimidation checks
- Your cantrips (if any), Unarmed, and melee weapon attacks drip and are infused with poison, dealing bonus damage equal to your proficiency modifier. while in this form.
- The wizard takes on the devilish or demonic vissage of their patron. Great batwings sprout from their back, horns from their heads, Clawed hands, etc. As an action they can assume this form for 10 minutes. The Wizard can end on their turn as a bonus action.
- The Great Old One
- The wizard takes on horrific form of their patron. Slimy or chitonous skin. Tentacles, gills, extra limbs eyes. Each transformation is never the same. As an action, they can assume this form for 10 minutes. The Wizard cannot end this ability early.
- Whenever a creatures comes within 60ft of the wizard in this form and can see them, they must make a charisma saving throw against your spellsave DC or be frightened. They may re roll their save at the end of each of their turns. A creature that saves against this ability cannot be affected again by this wizard for 24 hours.
- Immunity to being frightened
- Gain a slam attack. A tentacle or other appendage whips out and slams into your enemy
- Attack bonus equals spell attack
- Instead of dealing damage, can grapple with your spell attack as your athletics check.
- Range is 15ft
- damage 1d12 + Strength modifier
- Attack bonus equals spell attack
- The wizard takes on horrific form of their patron. Slimy or chitonous skin. Tentacles, gills, extra limbs eyes. Each transformation is never the same. As an action, they can assume this form for 10 minutes. The Wizard cannot end this ability early.
- A Master of the Shadowfell
- The wizard takes on the aspect of their patron. The wizard becomes a being of pure shadow and malice. Your shape bends and morphs as you move. As an action they can assume this form for 10 minutes. The Wizard can end on their turn as a bonus action.
- Can occupy the space of another creature.
- Gain advantage on Stealth
- Immune to the grappled condition.
- Creatures have disadvantage on saves against Illusion spells you cast.
- The wizard takes on the aspect of their patron. The wizard becomes a being of pure shadow and malice. Your shape bends and morphs as you move. As an action they can assume this form for 10 minutes. The Wizard can end on their turn as a bonus action.
- The Undying
- The wizard takes on the festering qualities of their dark masters. The form the wizard takes is that of a corpse. Depending on their master this can range from a skeleton, ghoul, or maybe even a vampire. Whatever form they take, the powers are the same. As an action, they can assume this form for 10 minutes. The Wizard cannot end this ability early.
- Your melee weapon, Unarmed attacks, and Cantrips leach some of the life away from their targets.
- On hit, the Undying gains temporary hit points equal to the damage dealt.
- Creatures have disadvantage on saving throws against your Necromancy Spells
- Undying Endurance
- If the wizard is killed or reduced to 0 hit points while this form is up, the form ends, and they remain at 1 hit point.
- Your melee weapon, Unarmed attacks, and Cantrips leach some of the life away from their targets.
- The wizard takes on the festering qualities of their dark masters. The form the wizard takes is that of a corpse. Depending on their master this can range from a skeleton, ghoul, or maybe even a vampire. Whatever form they take, the powers are the same. As an action, they can assume this form for 10 minutes. The Wizard cannot end this ability early.
Patron Secrets
At 10th level, the wizard through study and gifts from their patron. The secrets of the universe are all but within their grasp. they can taste it.
- Eldritch Action: the wizard gains the ability to empower certain abilities a number of times per long rest equal to your Intelligence modifier. These abilities are used alongside abilities and require no action to initiate, unless they specify otherwise.
- [1 use] Gain advantage on a Caster level check
- [1 use] Gain advantage on Arcana checks for 1 hour
- [2 uses] As a reaction, gain resistance to damage, and advantage on saving throws from magical sources until the end of your next turn.
- [3 uses] Maximize the dice of a spell
- Take 1d12 necrotic damage per level for a spell cast using a slot of 1st-3rd, ignores resistances and immunity.
- Take 2d12 necrotic damage per level for a spell cast using a slot of 4th-6th, ignores resistances and immunity.
- Take 3d12 necrotic damage per level for a spell cast using a slot of 7th level and above, ignores resistances and immunity.
In their Image.
When the Wizard reaches 14th level, they improve their pact form
Improved Pact Form: The wizard's Pact form increases in power and gains the following benefits.
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The Archfey
- Gain immunity to charm effects
- Gain resistance to bludgeoning, Piercing, and slashing damage from non cold-iron or magical weapons
- Cold Iron anathema, Vulnerability to damage from weapons of Cold Iron.
- Can cast suggestion once per short or long rest without using a spell slot
- Type becomes Fey
- The Celestial
- Gain immunity to radiant damage
- Gain resistance to necrotic damage
- Increase radiant damage dealt by 1/2 your level.
- Increase fly speed to 60ft.
- Type becomes Celestial.
- The Fiend
- Gain immunity to Poison damage, and condition.
- Gain resistance to cold and fire damage
- Gain vulnerability to Cold Iron and Radiant.
- Your poison ability from your form ignores resistances and immunity.
- Increase fly speed to 60ft
- Type becomes Fiendish.
- The Great Old One
- Gain Immunity to psychic damage
- Can cast Crown of Madness without expending a spell slot.
- Can breathe Air and Water.
- Gain advantage on saving throws versus magic.
- Gain vulnerability to Force and Necrotic damage.
- Type becomes Aberration.
- A Master of the Shadow fell
- Gain immunity Paralyzed, Restrained, Prone.
- Shadow Blend:
- While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.
- Gain vulnerability to Radiant damage, take 5 damage per round while standing in sunlight.
- Shadow step: While in dim light, darkness, or shadow, the wizards movement is teleportation.
- Type becomes Monstrosity
- The Undying
- The wizard is unaffected by exhaustion level effects, but still dies when they reach 6.
- Gain immunity to the stunned condition.
- If the wizard is below their maximum hit points, they regenerate health at the start of their turn equal 1/2 the wizard's level. If the Wizard takes cold iron or radiant damage, this trait doesn’t function at the start of the wizard’s next turn.
- Undead of CR 5 or less ignore the wizard, unless the wizard takes control of them, or attacks them.Vampire spawns and Revenants are an exception to this rule.
- Gain vulnerability to Cold-Iron, and Radiant damage.
- Type becomes Undead.
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