Base Class: Warlock
You have betrayed a mighty otherworldly patron. Perhaps you stole magic from an Archfey, or broke a Fiendish contract. Maybe your family serves an Undead lich or an Aberration from beyond the stars, but you refuse to do its bidding.
Regardless of what caused the rift between you and your patron, you now specialize in evading and slaying the mighty otherworldly being that you once served.
Expanded Spell List
As a Pactbreaker, you gain your magical power by stealing or uncovering the secrets of your former patron, rather than gaining such knowledge through gifts. The following spells are added to the Warlock spell list for you.
Pactbreaker Spells
| Spell Level | Spells |
| 1st | Detect Evil and Good, Heroism |
| 2nd | Pass Without Trace, See Invisibility |
| 3rd | Nondetection, Protection from Energy |
| 4th | Freedom of Movement, Private Sanctum |
| 5th | Mislead, Dispel Evil and Good |
Otherworldly Nemesis
At 1st level, you have broken your pact with an otherworldly patron.
Choose a creature type to represent your patron from the following list. You have advantage on Intelligence checks you make to recall information about creatures of the type you choose, and you learn one language spoken by them.
In addition, once on each of your turns when you deal damage to the chosen type of creature, you can deal extra damage of the same type equal to 1d6 + half your Warlock level.
Aberration
Your patron was an Aberration - you know Deep Speech from them.
Celestial
Your patron was a Celestial - you know the Celestial language from them.
Elemental
Your patron was an Elemental - you know Primordial from them, and can speak each of its dialects.
Fey
Your patron was a powerful Fey - you know Sylvan from them.
Fiend
Your patron was a Fiend - you know Infernal from them.
Undead
Your patron was a powerful Undead - you know Undercommon from them.
Breaker of Chains
Also at 1st level, you know how to shatter supernatural bonds.
You can use your action to touch a creature and end one effect causing it to be Charmed, Frightened, Possessed, or Restrained by magic. When you reach 6th level in this class, you can also use this feature to end one curse afflicting a creature, or its attunement to a cursed item.
Once you use this feature, you cannot use it again until you finish a long rest.
Reverse Fate
At 6th level, you can turn the tables against mighty enemies.
When a creature forces you to make a saving throw, you can use your reaction to gain advantage on the roll. If you succeed, that creature has disadvantage on the next saving throw it makes before the end of your next turn.
Once you use this feature, you cannot use it again until you finish a short or long rest.
Untraceable Passage
By 10th level, more than just your actions have been hidden from your former patron - your thoughts have as well.
Your thoughts cannot be read by magic, and you cannot be targeted by Divination spells against your will. If a creature targets you with such a spell, you can force it to make an Intelligence saving throw against your Spell Save DC - on a failure, the spell reveals false information of your choice that the creature believes to be true. On a success, the spell is wasted.
You also gain resistance to one or more damage types commonly dealt by creatures of your ex-patron's type, as shown below.
Aberration
You're resistant to Psychic damage.
Celestial
You're resistant to Radiant damage.
Elemental
You're resistant to Cold, Fire, and Lightning damage.
Fey
You're resistant to Poison damage.
Fiend
You're resistant to Acid, Cold, and Fire damage.
Undead
You're resistant to Necrotic damage.
Escape Artist
At 14th level, you know how to pull yourself and your allies out of dire straits.
You learn the Word of Recall spell, which counts as a Warlock spell for you. You can cast it once without expending a spell slot. This spell is special - instead of a sanctuary linked to a deity or otherworldly being, the spell transports you and up to five willing creatures within 5 ft. of you to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails, but is not wasted.
You can cast this spell once before you must finish a long rest.
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