Base Class: Warlock
Whether because of the will of your God, your own insanity, or your desire for power, you have made it your goal to make a pact with as many entities as possible. Your many patrons will beg you for many things, but they may not beg for you to leave any other pact. Because you have made so many pacts, your magic may be unstable and chaotic, and tends to warp your form in bizarre ways.
Many Pacts
First, two spells are added to your spell list based on your first pact. Next, two spells are added to your spell list based on your pact boon. Then, you gain two spells based on the first-level patrons you didn't choose. After that, two spells are added based on your second patron. Finally, spells are added based on your final patron. These do not count against your spells known.
Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
If you chose Celestial: cure wounds, guiding bolt, If you chose Hexblade: shield, wrathful smite, If you chose Fiend: burning hands, command |
|
2nd |
If Pact of Blade: flame blade, spiritual weapon, If Pact of Chain: flock of familiars, find steed, If Pact of Tome: moonbeam, phantasmal force, If Pact of Talisman: fortune's favor, locate object |
|
3rd |
When not Pact of Fiend: fireball, When not Pact of Celestial: revivify, When not Hexblade: elemental weapon |
|
4th |
If you chose Fathomless: control water, summon elemental, If you chose Genie: phantasmal killer, Spell based on type of genie: Fire=fire shield, Earth=stone shape, Water=control water, Air=greater invisibility, If you chose Great Old One: dominate beast, black tentacles |
|
5th |
If you chose Undead: antilife shell, cloudkill, If you chose Archfey: dominate person, seeming |
First Pact
You make your first pact, and with it, you gain your first power.
Fiend-You have made a pact with a fiend. The fiend might be suspicious of your intentions, but accept your deal nonetheless, or be the one encouraging you to make deals with all these entities. Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). In appearance, you gain demonic horns and a reddish tinge to your skin once you make this deal. You may gain scaly patches on your body, too.
Celestial-You have made a pact with a Celestial. This could be the first step in your deity's plan for you, the celestial could have accepted to help you on another quest, or you could have tricked the celestial for your own gain. At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest. In terms of appearance, from level one onwards you now have a powerful radiant glow about you, and may even have a halo above your head.
Hexblade-You have made a deal with an entity from the Shadowfell, whether due to your deity's request or your own desire for this power. At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type. Appearance-wise, parts of you become shadowy and metallic.
Second Pact
One wasn't enough, so you went ahead and made a pact with ANOTHER entity for whatever reason.
Genie-You have made a pact with a Dao, a Djinni, an Efreeti, or a Marid. Whichever genie it is, it is likely confused at you making a pact with it when you've already made a pact with something else. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. From this level onwards, your skin is now the color of your genie of choice, and wings made of its element are on your back(Water wings for a Marid, Fire wings for an efreeti, air wings for a djinni, and rock wings for a dao).
Fathomless-You have made a deal with a powerful aquatic entity, who probably doesn't care about your other pacts. You now feel at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs. Physically, you now have a number of blue watery tentacles on your back.
Great Old One-In your pursuit of eldritch knowledge, you have made a pact with, or just gained power from, an eldritch being. Because of the incomprehensible nature of this being, they probably don't care who you are. At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. You now also have two massive tentacles extruding from your shoulders, which function just like extra arms except you have disadvantage with dexterity skills done using them.
Final Pact
At 9th level, you make your final pact.
Archfey-You have made a deal with an archfey, who is no doubt amused at what you are doing. Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. Your body now takes on a multitude of Fey traits of your choosing, to go with the traits gained from previous pacts.
Undead-You have made a deal with an undead, who is likely either confused or fascinated at what you are doing. Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. In addition, when you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests. You are now skeletal in nature, and any effects that would apply to your skin now affect your bones.
Chaotic Amalgam
At 14th level, your very being has been warped by a chaotic amalgam of magics. You are no longer considered your former creature type. Instead, choose one of these:
Fey-Prerequisite: Fey Final Pact
Undead-Prerequisite: Undead Final Pact or Hexblade First Pact
Aberration-Prerequisite: Great Old One or Fathomless Second Pact.
Fiend-Prerequisite: Fiend First Pact, or Tiefling race.
Celestial-Prerequisite: Celestial First Pact, or Aasimar race
Elemental-Prerequisite: Genie or Fathomless Second Pact, or Genasi race.
In addition, your hit dice are replaced with d12s, and 2 is added to your charisma, surpassing 20 if necessary.
Comments