Base Class: Warlock
Pact of the Shield
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You may gain the following feature, available for any patron, instead of the standard pact of the blade, chain, or tomb.
NOTE: This is a new pact, not a new patron. In order to be able to publish, it had to be formatted as a new patron :/ So you won't be able to use this for on-site character creation. But you can certainly take the info and plug it in manually. :)
Three new invocations are all listed under the (mandatory) level 6, 10, and 14 features. Those are not the correct level requirements--they just have to be 6/10/14 for sharing here. See below for the actual descriptions and the prerequisites.
Pact of the Shield Description
You can use your action to create a suit of armor around your body. You can choose the type of armor created (leather, chain, plate, etc.) and you are proficient with that armor while you are wearing it. You may also elect to create a shield, which appears on an available hand/arm of your choice. This armor counts as magical for purposes of resisting attacks and damage.
The armor disappears if it is more than 5 feet from your body for more than 1 minute, or if you use this feature again, if you dismiss the armor, or if you die.
You can transform a magical suit of armor or a shield into your pact armor via the same method described in the rules for pact of the blade weapons. All restrictions applying to turning magical weapons into pact weapons apply to turning magical armor into pact armor, including the inability to change the type of the armor when it is summoned.
Optional Flavor: the armor you summon will vary in appearance depending on your patron. Armor gifted to you by a Fey might appear light, almost lace-like, regardless of the protection in confers. Armor from a Fiend patron may look as threatening as any sword, and might even be warm to the touch. Armor from a Great Old One might have (non-functioning) blinking eyes set into the surface, or perhaps scales.
Invocation: Improved Pact Armor
Note: There is no actual level prerequisite for this invocation. It is listed as level 6 simply because the website forces a level 6 feature to exist in order to share this pact.
Improved Pact Armor
Prerequisite: Pact of the Shield
- You can use your pact armor as a spellcasting focus for your warlock spells.
- The armor confers a +1 bonus to AC, unless the armor is magical and already conferred this bonus.
- Once per short rest, you may impose disadvantage on a single attack. You may declare this after the initial attack roll, but before the damage dice have been rolled.
Invocation: Warding Might
Note: The level prerequisite for this invocation is level 5. It has to be listed as level 10 in order to meet formatting requirements to share this pact on this site.
Warding Might
Prerequisite: 5th level, Pact of the Shield
- When you summon your pact armor, choose a damage type. You have resistance to this damage type while wearing the armor.
- Summoned heavy armor is treated as medium armor, medium armor is treated as light armor, and light armor is treated as being unarmored for purposes of dexterity bonuses to AC and stealth checks.
Invocation: Shield of Wrath
Note: The actual prerequisite for this invocation is level 7. It has to be listed as level 14 in order to meet formatting requirements for sharing on this site.
Shield of Wrath
Prerequisite: 7th level, Pact of the Shield
- When you summon a shield using your pact feature (not a suit a armor), select a damage type from the following: bludgeoning, piercing, or slashing.
- You are considered proficient with your pact shield as a weapon, and you may attack with it, causing 1d6 damage plus proficiency bonus and either your strength or charisma bonus. The attack causes the damage type you selected when summoning the shield (and the shield will appear in a shape suitable to cause that damage--spiked or bladed for piercing or slashing damage).
- You may attack with your shield using two-weapon fighting, even if the weapon in your other hand is not light.
- You still gain the normal AC bonus from carrying the shield.
very much in line with what I'm designing. good to know I'm not the only person thinking of this.
I had thought about this too and I think it could be usable if you were to restrict it to light armor. A warlock as a tank isn't really the best idea, and if someone were to do so, it seems a little bit too powerful for them to do so without expending even a single spell slot with no cooldown.
If you weren't to bond with an armor in order to gain its magical capabilities, you would instead be just switching from light armor while scouting or moving to heavy armor in order to maximize your AC. If you were to bond with an armor, technically you would be able to become proficient with any type of armor, taking a big shit on the armor proficiency feats.
This is largely a port over from Pact of the Blade, if you couldn't tell :) But the idea of Warlock as tank seemed like a good one, and magically summoning snazzy looking armor is cool flavor too. Hit me with some opinions :)