You can use your action to create and don a set of pact armour. You can choose the form that this armour takes each time you create it. You are proficient with it while you wear it. This weapon counts as magical for the purpose of calculating Resistance and Immunity to nonmagical attacks and damage.
Your pact armour disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the armour (no action required), or if you die.
You can transform one set of magic armour into your pact armour by performing a special ritual while you hold the armour. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the armour, shunting it into an extradimensional space, and it appears whenever you create your pact armour thereafter. You can’t affect an artifact or a sentient armour in this way. The armour ceases being your pact armour if you die, if you perform the 1-hour ritual on a different set of armour, or if you use a 1-hour ritual to break your bond to it. The armour appears at your feet if it is in the extradimensional space when the bond breaks.
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Posted Oct 26, 2021Hello everyone, I'm the OP for this Pact I'll be adding some Invocations as Feats here soon to fully flesh out this Pact as if it were one by WotC, as I felt like while there is a variety of different Pacts available to flavor your Warlocks, there isn't really one that covers characters like Venom/Symbiotes, Blue Beetle, Tokusatsu characters like Power Rangers and Kamen Rider, Guyver, Kai’sa from League of Legends, the Witchblade in both comic and anime forms, the Susanoo unit from Blazblue, as either Hakumen or Susanoo, and even Kill La Kill’s variety of uniforms.
Future InvoFeats will be named as such for ease of location if you choose to use them on one of your characters.
- You do not suffer disadvantage on Eldritch Blast when casting it within 5 feet of a hostile creature.
- You gain proficiency in the Deception and Intimidation skills.
- You can cast “Shield of Faith” on yourself at will, without expending a spell slot or material components.
- You can use any armour you summon with your Pact of the Armour feature as a spellcasting focus for your warlock spells. In addition, the armour counts as a set of magic armor with a +1 bonus to its Armor Class, unless it is already a set of magic armour that you transformed into your pact armour.
- You can cast “Thunderwave” at will as a 1st-level spell, without expending a spell slot or material components.
- You can cast “Longstrider” on yourself at will, without expending a spell slot or material components.
- You can cast “Haste” once using a warlock spell slot. You can't do so again until you finish a long rest.
- As an action, you can touch a weapon that isn’t being worn or carried by anyone and instantly wield it, provided you have an open hand to wield it already. You are proficient with this weapon until it is removed from your grasp.