Manipulated Pact Image
Prerequisite: Pact Magic feature and Char 18
 
  •  +1 to an attribute of your choice.
  • Your pact weapon gains the following qualities:
  • - You can summon your weapon into your hands as a bonus action.
  • - You can throw your weapon up to 30 feet (using your charisma to hit and damage) if you miss the blow the weapon returns like a boomerang allowing you to perform a new attack with disadvantage.
  • - You can increase the range of your weapon by 10 feet as a bonus action for that round.
  • As a reaction, you can spend 1 spell slot and gain RD 20 (Total Damage Reduction) against the next attack. When you do this, your weapon turns into a protective shield until the end of the next hit.
  • If you have Eldritch Armor you gain the following qualities:
  • - Instead of touching an armor and becoming proficient in it, you can invoke it as an action (choosing between the standard armor models) and with 1 hour of ritual you can take any magical armor and turn it into your new Eldritch Armor, once done. In the ritual you can use it even if you don't have the requirements and without penalties.
  • - 1 time per long rest: you can make your armor extend across your body up to a number of turns equal to a d4 or if you pass a Will DC disadvantage test (Charisma Mod + prof + 1/2 level).
  • You enter a state of unconsciousness, where for that round your body will attack any enemy creature without your control. You gain the following features:
  • - Advantage in your attacks
  • - Temporary hp equal to your mod.charisma + warlock level.
  • - About the stem effect, without concentration.
  • - If you have a pact weapon and it is a large two-handed weapon, you duplicate your weapon in another hand and become proficient and can use it even if it is not light in your off-hand.
Manipulated Pact Image

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