Fighter
Base Class: Fighter

First, you prayed to the gods on high. Then, you pleaded, begged, and wept. Finally, you stopped looking up, and turned somewhere darker for salvation.

The Pactknight is a fighter subclass which takes the skeleton of the eldritch knight but adds a distinct warlock flavor, from a patron to invocations and pact magic. Are you a ruthless warrior who wanted more power, an arrogant commander in over their head, or a desperate soul whose blades were not enough? With the pactknight you find an interesting intersection of two classes that were written to let you go all out in nearly every combat, letting you enjoy the freedom from impulse control which led your character astray.

Pactknight Table

Fighter Level Cantrips Known Spells Known  Spell Slots Slot Level Invocations Known Class Features
3rd 2 2 1 1 1 Otherworldly Patron, Eldritch Invocations
4th 2 3 2 1 1 -
5th 2 3 2 1 1 -
6th 2 3 2 1 1 -
7th 2 4 2 2 2 Pact Boon
8th 2 4 2 2 2  -
9th 2 4 2 2 2 -
10th 3 5 2 2 3 Alter the Pact
11th 3 5 2 2 3 -
12th 3 5 2 2 3 -
13th 3 6 2 3 3 -
14th 3 6 2 3 3 -
15th 3 6 2 3 4 Lesser Patronage
16th 3 7 2 3 4 -
17th 3 7 2 3 4 -
18th 3 7 2 3 5 Relentless Power
19th 3 8 2 4 5 -
20th 3 8 2 4 5 -

Otherworldly Patron

When you choose this archetype at 3rd level, you make or reveal a pact with a supernatural patron. Choose one of the patrons available to warlocks as your patron. Now, this patron imbues you with magical power. Your Pact magic is granted by this being, as well as the expanded spell list feature described under the various patron’s descriptions.

Spellcasting

When you reach 3rd level, your patron grants you the ability to cast spells from the warlock spell list. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips. You learn two cantrips from the warlock spell list.

Spell Slots. The pactknight table shows how many spell slots you have. The table also shows what the level of those slots is, all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Pactknight table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the Pactknight table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier.

Spell attack modifier = your proficiency bonus + your Charisma modifier.

Spellcasting Focus. You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability:

At 3rd level, you gain an eldritch invocation of your choice. Your invocation options are detailed at the end of various warlock class chapters. You gain further invocations at 7th, 10th, 15th, and 18th level, as shown in the Pactknight table.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite will be treated as reffering to your level in this class, not the warlock class. The exceptions are invocations which grant spells: To gain these, you must not only fulfill all requirements, but the  slot level granted to you by your pact magic must be equal, or higher than the level of the spell you would gain access to.

You can never learn the Devil’s sight invocation from this feature.

Pact Boon

At 7th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Your pact boon’s appearance reflects the nature of your patron.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon 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 weapon (no action required), or if you die.

You can transform one magic 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 an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. 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 extradimensional space when the bond breaks.

Greater Blade Bond

Your inherent martial prowess makes your bond to your pact weapon stronger than any warlock could ever hope to achieve. You gain the following additional benefits:

  • Instead of a single pact weapon, you can be bonded to two pact weapons. Invocations that affect your pact weapon now affect both.
  • Your pact weapon counts as a spellcasting focus for your warlock spells.
  • When you use your action surge, you can summon one or both of your pact weapons to your hand instantly. You can do so before or after the additional action.
Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Alter the Pact

At 10th level, you gain the ability to cast Contact other plane, but only as a ritual. If you use this to contact your patron, they can answer at greater length, entirely superseding the answer restrictions in the spell description as well as the spell’s duration. However, truthfulness, completeness and usefulness of their answers will depend on their current disposition towards you.

To gain the special benefits of contacting your patron, you must remind GM that you are reminding your patron of your existence and obligations at your own peril.

Lesser Patronage

At 15th level, you yourself can offer patronage to others. In exchange for minor services, you can use an action to grant access to a single warlock invocation that does not have any prerequisites to a creature you touch. You can only grant access to one invocation in this way. If you have currently granted such power to one creature and grant it to another, the power is revoked from the previous creature. You can also revoke the power at any time, for any reason if you choose to with nothing but a thought.

At the Crossroads

At 18th level, you are presented with the following options. Choose one:

  • Seek redemption: You are far gone, but you will make things right as much as you can. Exchange your Fighter levels for Paladin levels. Your oath is the Oath of Redemption. You retain one invocation that does not have any prerequisites. If you currently have no such invocations, choose one.
  • Seek independence: You have been granted great power, and you have a firm enough hold on it to finally make it yours. You lose access to the expanded spells granted by your patron. Your patron loses all power over you. Beware, though. You probably weren’t their only pawn, and they might not be pleased with this.
  • Continue your service: Nothing needs to change, so nothing will.
  • Dedicate yourself to your Patron: You want more power. You need more power. Exchange all your Fighter levels for Warlock levels. Your Pact Boon and Patron remain the same. You retain all Armor, Shields and Weapon proficiencies you currently have.

Relentless Power

The well of eldritch power you hold within never ceases. At 18th level, when you roll initiative and have no Pactknight Spell slots remaining, you regain 1 Pactknight Spell slot.

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