Base Class: Warlock
Usually when a warlock seeks power, they entreat a patron to grant them power, be it fiend, fey or aberration. But you? Your case is inverted. Your magical prowess and potential was strong enough to impress a lesser creature, and now it has entreated you to be their patron. A bond unseen by most. Whether you use this control for good or evil is your choosing, but now the one chained to you has no choice but to comply.
Expanded Spell List
The Pactbearer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
|
Spell Level |
Spells |
|
1 |
Find Familiar, Fog Cloud |
|
2 |
Find Steed, Summon Beasts |
|
3 |
Spirit Guardians, Conjure Animals |
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4 |
Find Greater Steed, Faithful Hound |
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5 |
Conjure Elemental, Insect Plague |
Note: Due to dndbeyond's homebrew system, these spells won't be added to your spell list. If you wish to add them, use the command !sb add "spellname" in Avrae.
Call a Favour
1st level Pactbearer feature
You've lent your power to a lesser creature, and now you can call them to help you out in times of need. As an action you can spend one of your pact slots to summon a creature: your pact familiar.
It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Pact Familiar stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the familiar shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the familiar can take any action of its choice, not just Dodge.
If it reaches 0 hit points, it immediately turns to dust. You can expend another pact slot as an action to summon it again, fully restored. If you already have a familiar from this feature, you cannot summon another pact familiar till the one summoned reaches 0 HP. The pact familiar regains all its hit points and resources on a short rest or long rest.
You can change the creature type of the Pact Familiar every time you gain a level in this subclass.
https://critterdb.com:443/#/creature/view/6464f1d8b5e79797494e281b
Stronger Bonds
6th level Pactbearer feature
You have spent time with your familiar, cultivating a deeper understanding between you. Your Pact Familiar grows and becomes Large. Whenever you make a saving throw that affects both you and the familiar, you can choose either your or your familiar's saving throw bonus for both your saves.
Perfect Synchronization
10th level Pactbearer feature
You can now issue verbal commands to your Pact Familiar without the use of an action. Additionally, you and the familiar share any resistances or immunities either one of you have. Also when you use your Call a Favour feature, you can expend an additional pact slot to summon a second familiar having the same creature type as the first.
Reversed Influence
14th level Pactbearer feature
Just as you influence your familiar, your familiar leaves an indelible imprint on you. Depending on the type of familiar you choose at this level, you gain certain benefits.
Once you make this choice, your familiar's creature type becomes permanent and cannot be changed on levelling up.
Aberration
Whenever you or your Pact Familiar is hit by an attack and you are within 30 ft. of each other, you can use your reaction to teleport and switch positions with each other. The creature that is now in the position being attacked takes the damage.
Fey
You have advantage on saving throws made to avoid or end charms, and you can use your reaction to force the creature that originally targeted you with the charm effect to make a Charisma saving throw against your spellcasting DC. On a failure, the effect is turned and applied on them. This reaction can only be used if you, your Pact Familiar, or both are the sole targets of the effect.
Fiend
Whenever you or your familiar reduce a creature's hit points to 0, you and your familiar gain temporary hit points equal to 1d8 + your Constitution modifier.
Undead
When you hit 0 hit points, you can use your reaction to make a Charisma saving throw with a DC equal to 5 + the damage that reduced you to 0. On a success, you stay at 1 hit point. You can use this feature once per short or long rest.
Previous Versions
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5/19/2023 5:45:48 AM
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5/22/2023 6:18:28 AM
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5/22/2023 12:03:12 PM
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