CC:Pact Boons


Playtest Material

This version of the warlock (v3.0) is currently being reviewed and it is subject to change before it’s final release.

Pact Boon

3rd-level warlock feature
Your daedric patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. Though a pact may seem to infer only warlocks of a certain spheres can gain these pacts, they need't be so constrained to fixed pacts to certain patrons.

Pact of the Chain

Your patron (typical of Molag Bal or Clavicus Vile) grants you the service of one of their Daedric minions. 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, banekin, daedrat, pocket watcher, or fiendroth.

Additionally, when you take the attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. As well as you gain access to powerful invocations that allow your superior command of your familiar.

Pact of the Hunt

Your patron (typical of Hircine) blesses you with their bestial blood or essence. You manifest a more bestial nature than before, which is often revolting to the common folk. These changes can include excess hair or fur, elongated canine teeth, smelling of wet dog, or a number of other bestial mutations. Your creature type becomes a shapeshifter and can be subjected to game effects that target shapeshifters.

As an action, you transform yourself into a lycantrope of your choosing: werewolf, wreboar, werebear, werelion, or werecrocodile. You assume the game stats of the Lycan Form stat block below for one hour, or until you use your action to revert back into your normal form. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. Additionally, you gain access to invocations that can further empower your lycan form.

You can transform twice per long rest. You regain all expended uses when you finish a long rest. At 9th level, you gain an additional transformation, and again at 15th level.

Lycan Form
Medium humanoid (your race, shapechanger)

Armor Class 13 + PB
Hit Points 1d12 per warlock level (or 7) + your Endurance modifier per warlock level + 2 per warlock level
Speed 40 ft., climb 40 ft.

12 + PB 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +3 + PB
Damage Immunities Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons
Senses passive darkvision 60 ft., passive Perception 13 + PB
Languages Yours
Challenge         Proficiency Bonus equals your bonus

Keen Hearing and Smell. You have advantage on Willpower (Perception) checks that rely on hearing or smell.


Bite. Melee Weapon Attack: +STR + PB to hit, reach 5 ft., one creature. Hit: (2d4 + STR) piercing damage.
Claw. Melee Weapon Attack: +STR + PB to hit, reach 5 ft., one creature. Hit: (2d4 + STR) slashing damage.

Found In: Community Creations

Pact of the Oddity

Your patron (typical of Sheogorath or Clavicus Vile), bestows an oddity unto you. This oddity, be it mundane or exotic, or even so much as a seeming ordinary wedge of cheese, is nonetheless a magical vessel.

This boon acts as a spellcasting focus for you, and whenever you cast a warlock spell of 1st level or higher, roll on the Oddity Effects table below. The oddity turns to ash when you die.

If you lose the oddity, 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 oddity. The oddity turns to ash when you die.

Oddity Effects
d100 Effect
01-10 Magical fireworks spark from your hands or your arcane focus.
11-15 You give off a putrid odor of old cheese for the next ten minutes and begin to attract Small or smaller beasts.
16-25 You produce the dancing lights spell without requiring concentration.
26-27 A creature of the GM's choosing that is within 30 feet of you is shunted 15 feet away from you and falls prone.
28 You produce the control weather spell at its 4th stage, centered on you, but the spell produces cheese wheels instead of rain.
29-35 You are knocked prone.
36-40 You produce the fog cloud spell, centered on you, without requiring concentration.
41-49 You become blinded for the next minute.
50-55 You become deafened for the next minute.
56-59 You receive a message from your patron of upwards of 20 words.
60-65 You vomit and are incapacitated until the end of your next turn.
66-85 You gain 2d6 temporary hit points.
86-90 You produce the thunderwave spell, but the spell also creates a foul odor as well.
91-95 You are afflicted by a short-term madness. Roll on the Short-Term Madness table.
96-98 You regain one expended invocation of your choice that you would regain from a short rest.
99 Your patron appears as if you had cast guardian of faith.
100 You cast the wish spell (1/Month). Rolling this again before one month's time has past does nothing.

Pact of the Plague

Your patron (typical of Peryite or Vaermina) bequeaths certain powers over diseases and pestilence, causing your form to appear skinned. You have immunity to against disease as well as you have resistance to poison damage. As well as you can magically communicate with Small beasts (vermin).

When hit by a melee attack, you can excrete a foul vapor as a reaction. The attacker must make an Endurance saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. At the start of each of its turns, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. If the target succeeds on three of these saves, it is no longer poisoned, and the disease ends.

You can use this feature a number of times equal to your Personality attribute modifier. You regain all expended uses after finishing a long rest.

Pact of the Relic

Your patron (typical of Meridia or Nocturnal) gives you a special trinket, a relic that can aid you, or anyone else who wields it, when the need is great. When the wearer makes an attribute check with a skill in which they lack proficiency, they can add a d4 to the roll.

If you lose the relic, 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 relic. The relic turns to ash when you die.

Pact of the Scroll

Your patron gives you an artifact of great power, an elder scroll. Granting you insight into this artifact, you can glimpse into the probability of several future outcomes and even manipulate the outcome of events let to occur.

When you finish a long rest, you attempt to glimpse into the future through the elder scroll. You must make an Endurance saving throw DC 12. On a failed save, you must roll on the Short-Term Madness table. Success or fail, you gain two d20s. The dice can be used to reroll any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these dice. You choose to do so before your roll, and you can only replace a roll in this way only once per turn.

Each foretelling reroll can only be used once. When you finish a long rest, you lose any unused rolls.

The scroll itself is unusable by anyone other than you. Any creature that attempts to read the contents therein is blinded for 1d10 minutes. If you lose the scroll, 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 scroll. The scroll turns to ash when you die.

Pact of the Tome

Your patron (typical of Hermaeus Mora) gives you a grimoire called a Black Book. 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. Additionally, your tome grants you access to powerful invocations that further the limits of this boon.

If you lose your Black Book, 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.

Pact of the Vampire

Your patron (typical of Molag Bol, Sanguine, or Clavicus Vile) gives you the dark gift of undeath, and cursing you as a child of the night. You gain the following traits:

  • Hybrid Nature. You have two creature types: humanoid and undead (shapechanger). You can be affected by a game effect if it works on either of your creature types. As such, you cannot receive healing from magical effects or spells if it specifies that the magical effect or spell does not heal undead creatures.
  • Sunlight Sensitivity. While in sunlight, you disadvantage on attack rolls, as well as on Willpower (Perception) checks that rely on sight.
  • Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike, plus 1d4 necrotic damage.
  • Hunter's Sight. You gain darkvision out to a range of 60 feet.
  • You being to gain stage of vampirism table as outlined in Blessings and Curses page 45.
  • You no longer require air, food, drink, or sleep, and magic can’t put you to sleep. To gain the benefits of a long rest, you can spend at least 6 hours doing light activity.
  • You become vulnerable to radiant damage.
  • You become immune to disease, poison damage, and the poisoned condition.
  • When you die, your body turns to ash and you can only be resurrected by the wish spell.

Pact of the Weapon

Your patron (typical of Boethiah, Malacath, Mehrunes Dagon, or Meridia) gives you a dark gift of the accursed (or a beaming blessing of righteous), which takes the form of a powerful weapon. You can use your action to create a pact weapon in your empty hand. You can choose the form that this weapon takes each time you create it. 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 Oblivion, 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.

Additionally, your pact boon grants you access to special invocations that empower your pact weapon.