Archetype - Chosen

## Great Power from Beings Beyond Comprehension

The Chosen Archetype represents Characters in fiction who are granted magical powers from vastly powerful beings whose capabilities are beyond the imagination and comprehension of mere mortals. These beings have recognized the Chosen as a suitable vassal to carry out their will in the world and spread their influence, be it for the greater good, or the greater evil. In return for their services, the Chosen may call upon a small fraction of these beings magical power to carry out their own goals, which may or may not be aligned with those they are indebted to.

### Features

The journey of a Chosen begins with the discovery of an Object of Power from which they derive their power over the Arcane, but as they grow in their powers they discover more and more about the vast magical beings they draw this power from. The Theme of a Chosen typically reflects their discovery of their Patron, whom grants them powers unique to their domain of influence. As the Chosen grows further in this Archetype they uncover more and more powers from their Patron, such as their Eldritch Invocations.

### Recommended Ability Bonuses

* High Charisma, Intelligence or Focus
* Good Dexterity and/or Endurance.

### Alternate Names

* Historic and High Fantasy Settings: Warlock
* Modern and Futuristic Settings: Chosen

## Level 0

In addition to the features your Character gains at Level 1, they gain the following for starting their adventure as a Chosen.

### Weapon and Armor Training

* Trained in Simple Weapons.
* Trained in Light Armor.

### Saving Throw Skills

* Skilled in Charisma Saving Throws
* Skilled in Focus Saving Throws

### Cantrip

* You learn one Cantrip of your choice from the Arcane Spell List.
* You may choose Intelligence, Charisma or Focus as your Spellcasting Ability for this Spell (your choice)

## Level 1

### Increased Damage Limit

* Your Damage Limit increases by 5 for each level of this Archetype you have.

### Eldritch Blast

* At Level 1 you are able to channel raw magical force from another power.
* You learn a Cantrip unique to Chosen: Eldritch Blast
	+ Learning this Spell does not count against your Total Number of Known Cantrips.
* At Level 3 when you choose your Theme, you may gain the ability to change the Damage Type of your Eldritch Blast to match that of a Damage type associated with that Theme.
* At Level 5, 11 and 17, the Improved Eldritch Blast feature allows you to Cast the Eldritch Blast Cantrip multiple times during your Turn.
* Additionally many Invocations available to Chosen confer additional benefits to your Eldritch Blast Spell (see Invocations).

#### Eldritch Blast Spell Description

* **Availability:** Chosen Only
* **Level:** Cantrip
* **Casting Time:** 1 Action
* **Range/Area:** 120ft
* **Components:** S, M (Your Object of Power)
* **Duration:** Instantaneous
* **School:** Evocation
* **Attack/Save:** Attack
* **Damage and Effect:** Force Damage, or a Damage Type Dependent on your Theme. DR 1/2 Magic Die Max Value.
* **Description:** While holding or touching your Object of Power, Choose one Target you can see within 120ft of you and make a Ranged Spell Attack against them.
	+ The DR of this Attack is equal to half your Magic Die's Maximum Value (2, 3, 4, 5 and 6 for a d4, d6, d8, d10 and d12 respectively). The Damage Type is Force, although your Theme may allow you to change the Damage Type to one associated with that Theme.
	+ As you gain Levels as a Chosen, you may make additional Ranged Spell Attacks during your Turn when you Cast this Spell. You may move and take other Actions and Reactions between each of these Spell Attacks.

### Object of Power

* At Level 1 you have come across an object of immense magical power, or perhaps it found you.
* This Object both represents the source of your Magic and your beginning down the path to discovering your Patron. Choose one of the following Objects of Power: Weapon of Power, Seal of Power, Tome of Power, Artefact of Power
* Your Object of Power functions as a Spellcasting Focus (see Spellcasting).
* Your choice of Object of Power determines the appearance of the Object.
* If you lose this object or it is destroyed you may perform a 10 minute ritual to recover or restore the Object. You may perform this Ritual as part of a Short Rest.
* You may change your chosen Object whenever you Level Up, losing the benefits of the previous Object.
	+ If any other Chosen features (e.g. Invocations) depended upon this choice of Object, you must change those features for other ones which you do qualify for. The Object you previously had transforms it's appearance to that described by your new choice.
* You gain additional improvements from your Object of Power at Level 5 and 18.

#### Weapon of Power

* Your Object of Power takes the form of a Weapon available in your setting. The monetary cost of this Object cannot exceed 100 credits.
* Choosing this Object grants you the Weapon Bond Feat. You are Bonded to your Object of Power and you may not change the Weapon. (Described at the end of this Archetype)
	+ Changing the Object you are Bonded to by this Feat transfers all the properties of your Object of Power to the newly chosen Weapon.
	+ If you already have this Feat you instead gain the benefits of the Minor Improvement feature.
* When you Hit a Target with a Bonded Weapon, you may choose to deal one of the Damage Types available to your Eldritch Blast Spell instead of the Weapon's usual Damage.

#### Seal of Power

* Your Object of Power takes the form of a Trinket which can be easily held in one hand or worn, such as a ring or gemstone. The monetary cost of this Object cannot exceed 100gp.
* You gain the Familiar Feat (described at the end of this Archetype).
	+ If you already have this Feat you instead gain the benefits of the Minor Improvement feature.
* When your Familiar is in it's Dormant Form, instead of becoming an Object it Teleports to the location of your Object of Power and becomes stored within it. When it is in it's Beast form, the familiar emerges from the Object of Power, which remains unchanged.
* Your Familiar has resistance to Physical Forms of Damage (Bludgeoning, Slashing and Piercing Damage)
* When you reach Level 3 in this Theme, your Familiar gains Immunity to the Damage Type associated with your Theme.

#### Tome of Power

* Your Object of Power takes the form of a book, grimoire or some other repository of knowledge which can be easily held in one hand. The monetary cost of this Object cannot exceed 100gp.
* Choose one Cantrip and one Spell of 1st Level or Less. Each of these may be from any Tradition of Magic.
	+ You may change the Spells chosen with this feature when you gain a New Level.
* These Spells do not count against the number of Spells you may learn.
* You may Cast the 1st Level Spell granted by this feature once without expending Mana or Pact Power, and you must finish a Long Rest before you may Cast it again in this way.

#### Artefact of Power

* Your Object of Power takes the form of any Object or Trinket which can be easily held in one hand. The monetary cost of this Trinket cannot exceed 100gp.
* You may draw power from your Artefact of Power in order to cast Spells.
* Your Artefact of Power has a number of Charges equal to half your Chosen Level rounded up.
	+ For example, a Character with 5 levels of Chosen would have an Artefact which holds up to 3 Charges.
* You may Cast a Spell you know of 5th Level or less by expending a number of Charges equal to the Spell's level instead of expending Mana or Pact Power. Your Artefact of Power regains all expended charges when you finish a Long Rest.

### Magic die

* At Level 1 your Magic Die is a d4. This die represents your Character's ability to exert greater control over magical forces in the world.
* At levels 5, 9, 13 and 17 of Chosen, the Improved Magic Die feature increases the size of your Magic Die to a d6, a d8, a d10 and a d12 respectively.
* If you gain the Improved Magic Die feature from another source (such as the Scholar or Gifted Archetypes), increase the Magic die by one size category, upto a maximum die size of a d12.

### Spellcasting: Arcane Pact

You have learned to call upon and channel the vast magical power of entities beyond your understanding, granting you the ability to Cast Spell from the Arcane Tradition of Magic

All Spells you learn through this Archetype, or the Themes granted by this Archetype may be referred to as Chosen Spells.

#### Cantrips

* Cantrips are a subset of Spells which you may cast without expending Mana or Pact Power..
* You learn one Cantrip of your choice from the Arcane Spell List.
* You learn additional Arcane Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Chosen Archetype Features Table.
* You may replace one Cantrip of your choice with another from the Arcane Tradition of Magic whenever you Level Up.

#### **Pact Magic**

The Chosen Archetype benefits from a special form of Spellcasting called Pact Magic, which represents how their magic is derived from a source outside of themselves.

* Gaining this feature grants you a special resource called Pact Power.
* You begin with two uses of Pact Power when you gain this feature.
	+ When you gain the Additional Pact Power feature from this Archetype, another Archetype or another Feature, your uses of Pact Power increase by one. You cannot have more than 4 Pact Power.
* The number times you may use Pact Power before you must regain uses increases as you gain levels in this Archetype.
* You regain all expended uses of Pact Power when you finish a Long or Short Rest.
	+ You may only gain the benefits of a Short Rest twice, after which you must take a Long Rest to gain further benefits from a Short Rest.
* You may expend a use of Pact Power to Cast a 1st Level Spell without expending Mana.
* When you gain the Improved Pact Power feature, the level of Spell you may Cast using Pact Power increases, as shown by the Pact Power Level column of the Chosen Archetype features Table.
	+ Spells of lower Level Cast using Pact Power are Upcast to match the Level of your Pact Power.
	+ Expending Pact Power also allows you to forgo spending Mana on features other than Spellcasting which require Mana. The amount of Mana you may forgo expending on such features is equal to the Pact Power Level.
	+ Your Pact Power Level cannot be increased beyond 5.

#### **Spells Known of 1st Level and Higher**

* You may know up to two Spells at a time, and you may choose these Spells from the Arcane Spell list.
* The number of Spells you may know at any time increases as you gain levels in this Archetype.
* Whenever you gain the Additional Spell Known feature from this Archetype or another Archetype or feature, you may learn an additional Spell, and you may choose this Spell from the Arcane Spell List.
	+ For New Players, we recommend that whenever you may learn an additional Spell, you learn a Spell of the highest Spell Level available to you (see Additional Spellcasting Rules for Chosen).

#### Spellcasting Ability: Flexible

* You may choose your Spellcasting Ability from the following options: Intelligence, Charisma or Focus.
* Your magic comes from your either your understanding, your force of will over, or your attunement to other otherworldly powers and the magic they offer.
* You use the chosen Ability's Bonus whenever a Chosen Spell refers to your Spellcasting Ability.
* In addition, you use this Ability Bonus when setting the Saving Throw DC for a Chosen Spell you Cast and when making an Attack roll for such a Spell.
	+ **Spell Save DC** = 8 + your Skill Bonus + your Intelligence, Charisma or Focus Bonus
	+ **Spell Attack Bonus** = your Skill Bonus + your Intelligence, Charisma or Focus Bonus
* You may change your choice of Spellcasting Ability when you Level Up.

#### Ritual Casting

You can cast any Spell you have learned as a Ritual if that Spell has the ritual tag.

* The duration to cast a Ritual is the Spell's usual casting time plus 10 minutes.
* When you Cast a Spell as a Ritual you do not expend Mana or Pact Power..
	+ Casting a Spell as a Ritual requires you maintain Concentration on the Spell throughout performing the Ritual.

#### Additional Spellcasting Rules for Chosen

##### Maximum Spell Level

* The maximum level of a Spell you may learn through this Archetype is equal to half your Spellcasting level rounded up, up to a maximum of 5th level, with the exception of Spells granted to you by the Mystic Arcanum feature.

##### Changing Spells Known

* Whenever you level up, you may change any number of Spells learned through this Archetype for other Spells you may learn from the Arcane Spell List.
* These Arcane Spells may be of any Spell Level available to you through this Archetype, but we recommend having a balanced number of Spells from each Level.

##### Spellcasting Focus: Object of Power

* You may use a Spellcasting Focus whenever a costless material component is required to perform a Chosen Spell.
* Chosen may use their Object of Power as a Spellcasting focus (see Object of Power).

##### Invocation Magic

All Chosen Spells and Features require a Verbal Component, even if the Spell does not usually require this.

## Level 2

### Curse

* As a Minor Action, you may expend a use of Pact Power to invoke a dreadful Curse.
	+ Maintaining this effect requires your Character's Concentration.
	+ Damage and Environmental effects do not provoke Concentration Checks to maintain this effect however effects which would otherwise end your Concentration, such as the Incapacitated Condition or Casting a Spell which requires Concentration, will end your Concentration and this effect.
* Choose one Character you can see within 60ft of you. For one hour, or until your Concentration on the effect ends, or until an effect such as that caused by the Remove Curse Spell ends the effect, the following detriments are applied to the Target:
	+ Whenever you or a Character you Command Hit the Target with an Attack, they take additional Damage.
	+ For a 1st Level Pact Power use the Additional Damage is equal to one roll of your Magic Die. For every two Pact Power Levels greater than 1st Level the Pact Power is, increase the Damage caused by an additional roll of your Magic Die.
		- The Damage Type of this effect is Force or a Damage Type associated with your Patron (choose which when you invoke this Curse).
		- If the Attack triggering this Additional Damage was a Critical Hit, double the total number of Magic Dice rolled.
	+ Additionally, choose one Ability (Strength, Dexterity, Endurance, Focus, Charisma, Intelligence or Luck. Whenever a Character affected by this Curse makes a Skill Check using that Ability (or a Luck Check if choosing Luck) you may subtract one Roll of your Magic Die from the Result.
* While the Curse is in effect, you may as a Minor Action transfer the effects of this Curse to another Character you can see within 60ft of you.

### Eldritch Invocations

* You've come into possession of Eldritch Invocations. These may either represent gifts granted to you by the Patron you will discover at Level 3, or they may be pieces of forbidden knowledge you have acquired from other sources of power.
* Invocations are presented at the end of this Archetype.
* You gain two Eldritch Invocations of your choice. When you gain levels in this Archetype, you will gain additional Invocations of your choice, as shown in the Invocations Known column of the Chosen Archetype Features Table.
* A level prerequisite for an Invocation refers to your Level in this Archetype, and some Invocations require other prerequisites.
* When you gain a level in this Archetype, you can choose any number of Invocations you know and replace them with other Invocations which you could learn at that Level.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 3

### Theme

* At Level 3 you may choose a Theme compatible with this Archetype, such as the Elementalist Theme.
* At Levels 6, 10 and 14 the Theme Improvement feature unlocks additional benefits from this Theme.
* Chosen Specific Themes may grant you a specific Patron who represents the source of much of your magic.
* Optional Rules concerning Patrons are presented at the end of this Archetype.

### Improved Pact Power

* The Level of your Pact Power increases by one

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 4

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Cantrip and Spell Known

* You learn one additional Cantrip from the Arcane Spell List.
* The number of Spells you may know at a time increases by one.

## Level 5

### Improved Magic Die

* Your Magic Die increases from a d4 to a d6.

### Improved Pact Power

* The Level of your Pact Power increases by one

### Additional Invocation and Spell Known

* You learn an additional Eldritch Invocation
* The number of Spells you may know at a time increases by one.

### Improved Eldritch Blast

* When you Cast the Eldritch Blast Spell, you may make up to two separate Ranged Spell Attacks during your Turn.

### Improved Object of Power

* Your Chosen Object of Power grants additional benefits.
* If you change your chosen Object of Power, you lose these additional benefits and gain the benefits of the new Object of Power.

#### Weapon of Power

* When you take the Attack Action, you may make up to two separate Attacks during your Turn.

#### Seal of Power

* You may as a Minor Action Command your Familiar to Cast the Eldritch Blast Spell at a Target you can see.
* Treat the Spell as having been Cast by yourself for the purposes of determining the Spell Attack Bonus, Damage Type and additional effects caused by the Spell (such as those granted by Invocations or Theme).
* Your Familiar may only make one Spell Attack when it Casts this Spell.

#### Tome of Power

* Choose one Spell of 2nd Level or Less from any Tradition of Magic.
* This Spell does not count against the number of Spells you may learn.
	+ You may change the Spell chosen with this feature when you gain a New Level.
* You may Cast this Spell once without expending Mana or Pact Power, and you must finish a Long Rest before you may Cast it again in this way.

#### Artefact of Power

* As a Minor Action you may expend Charges from your Artefact of Power to restore an equal amount of Mana to a Character within 30ft of you (including potentially yourself).
* Alternatively you may expend a number of Charges equal to a Character's Pact Power Level to allow them to regain one use of Pact Power.

## Level 6

### Theme Improvement

* You unlock the 6th Level Features of a Theme you gained from this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 7

### Improved Pact Power

* The Level of your Pact Power increases by one

### Additional Pact Power, Invocation and Spell Known

* Your maximum uses of Pact Power increases by one.
* You learn an additional Eldritch Invocation
* The number of Spells you may know at a time increases by one.

## Level 8

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Cantrip and Spell Known

* You learn one additional Cantrip from the Arcane Spell List.
* The number of Spells you may know at a time increases by one.

## Level 9

### Improved Magic Die

* Your Magic Die increases from a d6 to a d8.

### Improved Pact Power

* The Level of your Pact Power increases by one

### Additional Invocation and Spell Known

* You learn an additional Eldritch Invocation
* The number of Spells you may know at a time increases by one.

## Level 10

### Theme Improvement

* You unlock the 10th Level Features of a Theme you gained from this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 11

### Improved Eldritch Blast

* When you Cast the Eldritch Blast Spell, you may make up to three separate Ranged Spell Attacks during your Turn.

### Additional Invocation

* You learn an additional Eldritch Invocation

### Mystic Arcanum (6th Level Spell)

* You learn one 6th Level Spell from the Arcane Spell list of your Choice. You may Cast this Spell once, and you regain the ability to do this again when you complete a Long Rest.
	+ You may change the Spell chosen with this feature when you gain a New Level.

## Level 12

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 13

### Improved Magic Die

* Your Magic Die increases from a d8 to a d10.

### Mystic Arcanum (7th Level Spell)

* You learn one 7th Level Spell from the Arcane Spell list of your Choice. You may Cast this Spell once, and you regain the ability to do this again when you complete a Long Rest.
	+ You may change the Spell chosen with this feature when you gain a New Level.

## Level 14

### Theme Improvement

* You unlock the 10th Level Features of a Theme you gained from this Archetype.

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

## Level 15

### Additional Invocation

* You learn an additional Eldritch Invocation
* Your maximum uses of Pact Power increases by one.

### Mystic Arcanum (8th Level Spell)

* You learn one 8th Level Spell from the Arcane Spell list of your Choice. You may Cast this Spell once, and you regain the ability to do this again when you complete a Long Rest.
	+ You may change the Spell chosen with this feature when you gain a New Level.

## Level 16

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

### Additional Cantrip and Spell Known

* You learn one additional Cantrip from the Arcane Spell List.
* The number of Spells you may know at a time increases by one.

## Level 17

### Improved Magic Die

* Your Magic Die increases from a d10 to a d12.

### Improved Eldritch Blast

* When you Cast the Eldritch Blast Spell, you may make up to four separate Ranged Spell Attacks during your Turn.

### Mystic Arcanum (9th Level Spell)

* You learn one 9th Level Spell from the Arcane Spell list of your Choice. You may Cast this Spell once, and you regain the ability to do this again when you complete a Long Rest.
	+ You may change the Spell chosen with this feature when you gain a New Level.

## Level 18

### Additional Spell Known

* The number of Spells you may know at a time increases by one.

### Improved Object of Power

* Your Chosen Object of Power grants additional benefits.
* If you change your chosen Object of Power, you lose these additional benefits and gain the benefits of the new Object of Power.

#### Weapon of Power

* When you take the Attack Action, you may make up to three separate Attacks during your Turn.

#### Seal of Power

* As a Minor Action you can Teleport to a position within 5ft of your Familiar, provided it is within the range of your Telepathic Link.

#### Tome of Power

* Once per Long Rest, you are able to Cast one Spell of 5th Level or less of your choice from any Tradition of Magic without expending Mana or Pact Power.

#### Artefact of Power

* As an Action, you may take 80 Damage to immediately restore all the Charges within your Artefact.
	+ This Damage cannot be reduced in any way.
* You may use this feature once, and regain the ability to use this feature after completing a Long Rest.

## Level 19

### Additional Invocation

* You learn an additional Eldritch Invocation

### Major Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Advanced Feat
	+ You cannot increase an Ability Bonus to higher than +5 at this level.

## Level 20

### Pact Power Recharge

* As an Action, you may restore all your expended uses of Pact Power.
* You may use this feature once, and you regain the ability to use this feature after finishing a Long Rest.

### Epic Improvement

* You may either: Increase an Ability Bonus by 1; Train Two Abilities; Train One Ability and Gain a Basic Feat; or Choose one Epic Feat

## Invocations

Below we present the Invocations available to Chosen as part of the Eldritch Invocations feature. These are presented in order of the prerequisites required.

### Available to all Chosen

#### Curse of Weakness

* When a Character's Strength is Targeted by your Curse effect, you gain the following Reaction:
* When this Character is within 30ft of you and they cause Damage using a Weapon Attack, you may as a Reaction reduce the Damage caused by one Roll of your Magic Die.

#### Curse of Clumsiness

* When a Character's Dexterity is Targeted by your Curse effect, you gain the following Reaction:
* When you see this Character Move within 30ft of you, Damage using a Weapon Attack, you may as a Reaction cause them to make a Dexterity Saving Throw against your Chosen Spell Save DC. On a Failed Saving Throw they Fall Prone.

#### Curse of Lethargy

* When a Character's Endurance is Targeted by your Curse effect, you gain the following Reaction:
* When you see this Character Hit a Target within 30ft of you with an Attack, you may as a Reaction reduce the Result of the Check by one Roll of your Magic Die, potentially turning the Hit into a Miss.

#### Curse of Terror

* When a Character's Focus is Targeted by your Curse effect, you gain the following Reaction:
* When you see this Character Start's it's Turn within 10ft of yourself or another Character you can see within 30ft of you, you may as a Reaction cause them to make an Focus Saving Throw against your Chosen Spell Save DC. On a Failed Saving Throw they are Frightened by yourself or the other Character they were within 10ft of until the Start of your Next Turn.

#### Curse of Amour

* When a Character's Charisma is Targeted by your Curse effect, you gain the following Reaction:
* When you see this Character Start's it's Turn within 10ft of yourself or another Character you can see within 60ft of you, you may as a Reaction cause them to make a Charisma Saving Throw against your Chosen Spell Save DC. On a Failed Saving Throw they are Charmed by yourself or the other Character they were within 10ft of until the Start of your Next Turn.

#### Curse of Forgetfulness

* When a Character's Intelligence is Targeted by your Curse effect, you gain the following Reaction:
* When you see this Character Start's it's Turn within 10ft of you, you may as a Reaction cause them to make an Intelligence Saving Throw against your Chosen Spell Save DC. On a Failed Saving Throw they are unable to use Minor Actions or Reactions until the Start of your Next Turn.

#### Curse of Misfortune

* When a Character's Luck is Targeted by your Curse effect you gain the following Reaction:
* When your see this Character perform a Skill Check and they are within 30ft of you, you may as a Reaction subtract a Roll of your Magic Die from the Check's Result.

#### Curse of Finding

* When a Character is Targeted by your Curse effect, you always know the Direction towards them as well as their Speed and Direction of Travel if they are Moving, provided they are on the same Plane of Existence as you.
* Additionally, while the Curse remains in effect and the Character is on the same Plane of Existence as you, you may as a Minor Action attempt to perceive through that Character's senses. The Target may make a Charisma Saving Throw against your Chosen Spell Save DC to prevent this effect. If they Succeed, the Curse ends. If the Character is willing and aware of the Curse placed upon them, they may choose to Fail this Saving Throw.

#### Curse of Pursuit (Prerequisite: 7th Level)

* When a Character within 30ft of you is Targeted by your Curse effect, you may as a Minor Action Teleport to a position within 5ft of them.

#### Curse of Undeath

* When a Character is Targeted by your Curse effect and exceeds their Damage Limit, you may as a Reaction reduce their Damage to an amount equal to their Damage Limit.
* When you use this effect you may choose for the Target to become Unconscious as part of this effect.

#### Eldritch Touch

* When you Cast Eldritch Blast, you may make either a Melee Spell Attack or a Ranged Spell Attack to deliver the effects of this Spell.

#### Ethereal Sight (Prerequisite: 7th Level)

* You have Ethereal Sight upto 15ft. Within this range you may see well in Dim Light and poorly in Darkness. Additionally you are able to see through Obscurements and Objects which are not made of lead. This vision does not allow you to see Invisible objects or through Illusions.

#### Eldritch Transformation (Prerequisite: 5th Level)

* You learn the Alter Self Spell.
	+ Learning this Spell does not count against your Total Number of Known Spells.
* You may Cast the Alter Self Spell without expending Mana or Pact Power and without providing Verbal, Somatic or Material Components.

#### Mask of Many Faces

* You learn the Disguise Self Spell.
	+ Learning this Spell does not count against your Total Number of Known Spells.
* You may Cast the Disguise Self Spell without expending Mana or Pact Power and without providing Verbal, Somatic or Material Components.

#### Eldritch Vitality

* Whenever an effect reduces your Damage taken, you may add one roll of your Magic Die to the total amount of Damage reduced.

#### Precise Blast

* When you Cast Eldritch Blast, it's Range increases to 300ft.
* Additionally, you may ignore the effects of Half or Three-Quarters cover when you Cast this Spell.

#### Eldritch Understanding

* You are able to understand all written languages.
* Additionally, you may add your Magic Die to any Skill Check to understand language which is disguised in some way, such as coded messages, riddles, culturally specific turns of phrase or allegorical language.

#### Telekinetic Blast

* When you Cast Eldritch Blast, you may use the force of this Blast to move Targets in a direction of your choice.
* When you hit a Character which is Large Size Category or smaller, they are moved 5ft in a direction of your choice. Characters may only be moved horizontally, unless they were already airborne when you Cast this Spell.

#### Improved Telekinetic Blast (Prerequisite: Telekinetic Blast Invocation, 9th Level)

* You may move Character's upto 10ft when they are moved by the Telekinetic Blast feature.
* Additionally you may move Characters of any Size Category using the Telekinetic Blast feature.

#### Devil's Sight

* You gain Darkvision of 120ft. Within this range you have the ability to see well in Dim Light and poorly in Darkness.
* Additionally you may ignore the effects of Magical Darkness.

#### Telekinetic Flight (Prerequisite: 9th Level)

* You gain a Hover Speed equal to half your Movement Speed.

#### Curse of Restlessness

* You no longer require sleep to gain the benefits of a Long Rest.
* Additionally you may gain the benefits of a Long Rest with only a period of 4 hours of inactivity.

#### Beast Speech

* Your words are always understood by Animals, and may be used to communicate simple ideas with them using nouns, verbs and adjectives that would be encountered in the Natural World.

#### Drain Essence

* You gain the Student of the Dark Arts feat.

#### Patron's Protection

* You gain the Protective Enchantments feat.

#### Find Object (Prerequisite: 5th Level)

* You always know the Direction in which your Object of Power lies, provided it is on the same Plane of Existence as you.
* While your Object of Power is on the Same Plane of Existence as you, you may as a Minor Action expend a use of Pact Power to Teleport to a location with 5ft of it.

#### Patron's Gaze (Prerequisite: 15th Level)

* You learn the Hold Monster Spell.
	+ Learning this Spell does not count against your Total Number of Known Levelled Spells.
* You may Cast this Spell at a Target without expending Mana or Pact Power.
	+ When you Cast the Spell in this way you do not need to provide Verbal or Somatic Components.
	+ You must finish a Long Rest before you may Cast the Spell in this way on the same Target again.

#### Patron's Will

* You have Advantage on Saving Throws to maintain your Concentration on Magical effects.

#### Magic Sight

* You are able to perceive the presence of magical effects or Spells.
* Additionally, if the Magical Effect was produced by a Spell, you are able to determine the School of Magic which caused the effect.

#### True Sight (Prerequisite: 15th Level)

* You gain 60ft Truesight.
* You are able to see any Object or Character which is Invisible within this Range. Additionally you ignore the effects of Illusions and magical forms of disguising an Object or Characters' appearance within this distance.

#### Shadow Step (Prerequisite: 3rd Level)

* You learn the Invisibility Spell.
	+ Learning this Spell does not count against your Total Number of Known Levelled Spells.
* When you are In Dim Light or Darkness, you may as an Action become Invisible. This effect lasts until you Move, or take an Action or Reaction.

### Available to Chosen with the Tome of Power

#### Dark Rituals (Prerequisite: Tome of Power)

* You gain the Spellbook feat.
* Your Object of Power is also your Spellbook.

#### Forbidden Knowledge (Cantrips) (Prerequisite: Tome of Power)

* You gain the benefits of the Cantrip Student feat.

#### Forbidden Knowledge (3rd Level Spell) (Prerequisite: Tome of Power, 7th Level)

* Choose one Spell of 3rd Level or Less from any Tradition of Magic.
* This Spell does not count against the number of Spells you may learn.
* You may Cast this Spell once without expending Mana or Pact Power, and must finish a Long Rest before you may Cast it again in this way.

#### Forbidden Knowledge (4th Level Spell) (Prerequisite: Tome of Power, 9th Level)

* Choose one Spell of 4th Level or Less from any Tradition of Magic.
* This Spell does not count against the number of Spells you may learn.
* You may Cast this Spell once without expending Mana or Pact Power, and must finish a Long Rest before you may Cast it again in this way.

#### Forbidden Knowledge (5th Level Spell) (Prerequisite: Tome of Power, 11th Level)

* Choose one Spell of 5th Level or Less from any Tradition of Magic.
* This Spell does not count against the number of Spells you may learn.
* You may Cast this Spell once without expending Mana or Pact Power, and must finish a Long Rest before you may Cast it again in this way.

#### Improved Mystic Arcanum (Prerequisite: Tome of Power, 11th Level)

* You may choose a Spell from any Tradition of Magic when choosing the Spells to learn as part of the Mystic Arcanum feature.

### Available to Chosen with the Weapon of Power

#### Patron's Blade (Prerequisite: Weapon of Power, 7th Level)

* Whenever you Hit a Target with your Weapon of Power, it deals Additional Damage equal to one roll of your Magic Die. The Damage Type of this Additional Damage is either Force or the Damage Type associated with your Patron.

#### Empowered Weapon (Prerequisite: Weapon of Power, 5th Level)

* Your Weapon of Power has a +1 Bonus to it's Damage Rating.
* When you reach Level 9 in this Archetype, this Bonus increases to a +2 Bonus, and at Level 18 it increases to a +3 Bonus.
	+ A Weapon which already has a numerical Bonus to Damage Rating does not gain the benefits of this Invocation.

#### Eldritch Strike (Prerequisite: Weapon of Power)

* Once per Turn, when you Hit a Target with your Weapon of Power, you may expend a use of Pact Power to add additional Damage to the Weapon's Attack.
* For a 1st Level use of Pact Power you deal additional Damage to the Target equal to two rolls of your Magic Die. For each level higher than 1st the expended Pact Power is, roll an additional Magic Dice and add it to the Damage dealt.
* The Damage type is Force or the Damage type associated with you Patron (your choice).
* If the Attack was a Critical Hit, double the total number of Magic Dice rolled.

#### Whispers of the Blade (Prerequisite: Weapon of Power)

* You gain one Basic Martial feat from the Basic Martial feats list, such as the Weapon Techniques feat.

#### Transmuting Weapon (Prerequisite: Weapon of Power)

* As a Minor Action, or in place of an Attack, you can transform your Weapon of Power into any other Weapon of your choice available within your Setting, provided it costs no more than 100 Credits and it may be carried in one or two hands.
* Any benefits the Weapon may have previously had in additional to it's usual properties (e.g. Inventor Upgrades or Magical Properties) are suppressed while it is transformed.
* This transformation lasts for 1 Hour or until you use a Minor Action to revert the Weapon back to it's original form.
* Additionally, you may as a Minor Action dismiss your Object of Power to a demiplane, and you may summon it from that plane to your hand as a Minor Action.

### Available to Chosen with the Seal of Power

#### Distant Connection (Prerequisite: Seal of Power)

* You may maintain your Telepathic Link with your familiar at any Distance, provided they remain within the same plane of existence.

#### Invisible Familiar (Prerequisite: Seal of Power, 5th Level)

* As a Minor Action your Familiar can turn Invisible. This Invisibility lasts until the familiar makes an Attack or causes another Character to make a Saving Throw against a Spell (including those chanelled through them) or against an effect it causes.

#### Celestial Familiar (Prerequisite: Seal of Power, 5th Level)

* When you complete a Long Rest, you may change your Familiar's Creature Type to that of a Celestial. While your Familiar has this Creature Type, it gains the following benefits:
	+ It may choose to cause Radiant Damage when it Hits a Target with the Eldritch Blast Spell.
	+ When a Character takes Radiant Damage in this way, the Next Attack made against them before the End of your Next Turn has Advantage.

#### Fiendish Familiar (Prerequisite: Seal of Power, 5th Level)

* When you complete a Long Rest, you may change your Familiar's Creature Type to that of a Fiend. While your Familiar has this Creature Type, it gains the following benefits:
	+ It may choose to cause Necrotic Damage when it Hits a Target with the Eldritch Blast Spell.
	+ When a Character takes Necrotic Damage in this way, it must make an Endurance Saving Throw. On a Failed Saving Throw the Target is Poisoned until the End of your Next Turn.

#### Aberrant Familiar (Prerequisite: Seal of Power, 5th Level)

* When you complete a Long Rest, you may change your Familiar's Creature Type to that of an Aberration. While your Familiar has this Creature Type, it gains the following benefits:
	+ It may choose to cause Psychic Damage when it Hits a Target with the Eldritch Blast Spell.
	+ When a Character takes Psychic Damage in this way, the Next Attack it makes before the End of your Next Turn has Disadvantage.

#### Undead Familiar (Prerequisite: Seal of Power, 5th Level)

* When you complete a Long Rest, you may change your Familiar's Creature Type to that of an Undead. While your Familiar has this Creature Type, it gains the following benefits:
	+ It may choose to cause Necrotic Damage when it Hits a Target with the Eldritch Blast Spell.
	+ When a Character takes Necrotic Damage in this way, it must make an Focus Saving Throw. On a Failed Saving Throw the Target is Frightened of the Familiar until the End of your Next Turn.

#### Fey Familiar (Prerequisite: Seal of Power, 5th Level)

* When you complete a Long Rest, you may change your Familiar's Creature Type to that of a Fey. While your Familiar has this Creature Type, it gains the following benefits:
	+ It may choose to cause Psychic Damage when it Hits a Target with the Eldritch Blast Spell.
	+ When a Character takes Psychic Damage in this way, it must make a Charisma Saving Throw. On a Failed Saving Throw the Target is Charmed by you and your Familiar until the End of your Next Turn.

#### Draconic Familiar (Prerequisite: Seal of Power, 5th Level)

* When you complete a Long Rest, you may change your Familiar's Creature Type to that of a Dragon.
* Additionally, when you use this Feature choose an Elemental Damage Type (Acid Cold Fire Lightning Thunder or Poison).
* While your Familiar has this Creature Type, it gains the following benefits:
	+ It may choose to cause Damage of the chosen Elemental Damage Type when it Hits a Target with the Eldritch Blast Spell.
	+ When a Target within 10ft of it takes Damage of the Chosen Elemental Damage Type, it may as a Reaction deal an additional Magic Die of Damage of the chosen Damage Type against that Target.
	+ It has Immunity to Damage of the chosen Elemental Damage Type.

#### Ooze Familiar (Prerequisite: Seal of Power, 5th Level)

* When you complete a Long Rest, you may change your Familiar's Creature Type to that of an Ooze. While your Familiar has this Creature Type, it gains the following benefits:
	+ It may choose to cause Acid Damage when it Hits a Target with the Eldritch Blast Spell.
	+ Your familiar may squeeze through narrow gaps as small as 1 inch in diameter.
	+ Your Familiar's Movement does not Provoke Attacks of Opportunity from Characters it can see.

### Available to Chosen with the Artefact of Power

#### Twist Fate

* When you make a Skill Check, you may expend one Charge from your Artefact of Power to add a Roll of your Magic Die to the Result of the Check.

#### Magical Influence (Prerequisite: Artefact of Power)

* You learn one Metamagic option available to the Gifted Class.
* You may expend Charges from your Artefact in place of Metamagic Points whenever a Metamagic option would require this.
	+ If you have Metamagic Points, you may expend a combination of both Metamagic and Charges from your Artefact when using a Metamagic option.
* You may take this Invocation multiple times, choosing a different Metamagic Option each time.

#### Empower Spell (Prerequisite: Artefact of Power)

* When a Character within 30ft of you Casts a Spell (including potentially yourself) you may as a Reaction expend one Charge of your Artefact of Power to increase the Spell's level by one.

#### Absorb Magic (Prerequisite: Artefact of Power, 5th Level)

* You learn the Counterspell and Dispel Magic Spells.
	+ These Spells do not count against your Total Number of Known Levelled Spells.
* When you Successfully prevent or end the effects of a Levelled Spell with either of these Spells, the Artefact of Power regains one Charge.

## Weapon Bond Feat

* Choose one Weapon in your possession to create a magical bond with.

* You become Skilled with this Weapon while you are Bonded with it.
* **Y**ou may use a Bonded Weapon as a Spellcasting Focus.
* While you are within 120ft of your Weapon, you may use a Minor Action teleport it directly into your hand.
* Additionally, if the Weapon has the Thrown Property and is Thrown, it returns to your hand immediately after the effects of the Attack have occurred.
* **Y**ou may use either your Intelligence, Awareness or Charisma Bonus for the Attack and Damage Bonuses of Attacks you make with a Weapon you are Bonded to. Choose which Ability to use when you bond to the Weapon.
* A Bonded Weapon ignores a Target's Resistances to Physical Damage (Piercing, Slashing and Bludgeoning Damage).
* You may Change the Weapon you are Bonded with when you complete a Long Rest.

## Familiar Feat

* You are bonded to a tiny magical creature called a Familiar. This may be a creature which represents an extension of yourself, or it may be an entirely separate magical creature which is bonded to you.
* The Familiar takes on the form of a tiny creature of your choosing. It also has one primary feature and one secondary feature of your choice from the below options. You may change the selected features and the form the familiar takes when you level up. Irrespective of the form it takes, it has the following base stats:
	+ AC: 10 (8 + Dexterity Bonus)
	+ Creature Type: Beast
	+ Size Category: Tiny
	+ Damage Limit: 2 times your Character Level.
	+ Stats: Str: -4, Dex: +2, End: -1, Foc: +1, Int: -4, Char: -2, Luck: Yours, Skill: Yours
	+ Movement Speed: 30ft
	+ Darkvision: 60ft.
	+ Primary Feature Options:
		- Flying: It has a Fly Speed equal to twice it's Movement Speed
		- Climbing: It has a Climb Speed equal to it's Movement Speed. Additionally it can move across vertical walls and upside down on ceilings without falling.
		- Swimming: It has a Swim Speed equal to twice it's Movement Speed and it can breathe underwater.
	+ Secondary Features Option:
		- Skilled: It may add your Skill Bonus to Focus and Dexterity Skill Checks it makes.
		- Blindsight: It gains 10ft of Blindsight
		- Nightsight: It's Darkvision range is 120ft.
* Dormant Form
	+ When the Familiar is taking a Long Rest, it reverts to it's Dormant Form. The Dormant Form of a Familiar is a tiny, non-magical object of your choosing which costs 50 credits or less, such as a small trinket, an item of clothing or a Spellbook.
	+ As a Minor Action, you may command the Familiar Transform from the Beast Form to it's Dormant Form, or vice versa. You may change the Dormant Form your Familiar takes when you level up.
	+ While in this form, the Familiar retains the use of it's senses, and is regarded as an Uncommon Magical Object for the purposes of being damaged. If it's Dormant Form is Damaged or Destroyed, you may perform a ten minute ritual to restore the Trinket, which you may perform as part of a Short Rest.
	+ If the Character the Familiar is bonded to dies, the Familiar reverts to it's Dormant Form.
	+ If the Familiar is reduced to 0HP while in it's Beast Form, it immediately reverts to it's Dormant Form. It must remain in it's Dormant Form for 8 hours before it can take on it's Beast Form again.
* Telepathic Link
	+ While the Familiar is in Beast Form you are able to communicate simple ideas to it via Telepathy. It can alert you through telepathy if it perceives an obvious threat, but it is unable to communicate beyond this. The range of this telepathic link is limited to 100ft.
	+ As an Action, you can teleport the Familiar to your hand or a position within 5ft of you provided it is within the range of your telepathic link. You may do this whether it's in it's Beast Form or Dormant Form. If the Familiar has been completely destroyed, it reforms at the end of your next Long Rest within 5ft of you.
	+ While your Familiar is within the range of your Telepathic link, you may use a Minor Action to see through it's eyes. You benefit from any special senses it has, such as Darkvision or Blindsight while looking through it's eyes, and become Blinded to your own senses while you maintain this benefit. You may end this effect as a Minor Action.
	+ While your Familiar is within the range of your Telepathic link, you can choose to have any Spell you Cast whose Range is Touch originate from the Familiar instead.
* You Familiar is obedient to you and shares your Turn during a Conflict. You may take your respective Movement and Actions in any order you wish. As a Minor Action, you can Command the Familiar to use a particular Action. However it is incapable of the Attack or Use an Object Actions, and if you do not provide it with an Action it automatically takes the Dodge Action and moves to a position of your Choice..

## Patrons (Optional Rule)

* You have made a bargain with a powerful entity, allowing you to strike a Pact with them. You draw power from this Patron, who grants you additional Spells known and powerful additional Features. Your choice of Patron may be represented by a Theme gained through the Chosen Archetype.
* Your Patron may communicate with you Telepathically at any time of the GM's choosing. You may also attempt to contact your Patron Telepathically at any time, but the GM determines whether or not they are listening or will answer.

### Punishments and Rewards

The features presented for the Chosen Archetype are presented with the assumption that the GM, through the acts of the Patron, will not restrict access to the features they gain in any way if the Character acts contrary to their wishes.

We recommend GMs and Players using a Character with the Chosen Archetype discuss the nature of the Pact made between the Character and their Patron, and together they may choose to implement the Patron Rewards and Punishments Optional Rule. Note we recommend that this decision have the agreement of both parties, and either the GM or Player may choose to opt out of the rule if they find it is leading to unfun gameplay.

This rule consists of a number of recommendations for how a Patron may either reward *or* punish a Character based upon their Actions. The intent is that the Player may both benefit or be hindered by this rule, depending upon their actions, such that the net mechanical impact of this rule should be minimal. If a Character goes to great lengths to further a Patron's goals, they may find themselves gaining Rewards (see Suggested Rewards). If they go to great lengths to oppose a Patron's goals they may find themselves being punished (see Suggested Punishments).

Additionally we suggest a number of Patron Tasks which a Player may accomplish in order to either earn a Reward or end a Punishment. Discuss with your GM what Patron Tasks would be acceptable to earn a Reward or overcome a certain Punishment. We recommend against a GM presenting Patron Tasks which directly effect or oppose the actions of other Player Characters.

#### Suggested Rewards

* One free use of Pact Power
* An additional Spell Known.
* A magical item.
* Monetary rewards.
* Momentum Points.

#### Suggested Punishments

* The Character is cursed with the Doomed Condition, for a set number of days or until they complete a Patron Task.
* The Character cannot gain additional levels of Chosen or make changes to their Spells known or Invocations for a set number of days or until they complete a Patron Task.
* Recover no uses of Pact Power when they finish a Short Rest, for a set number of days or until they complete a Patron Task.

#### Suggested Patron Tasks

* Accomplish a specific Task described by the Patron.
* Perform an act which increases the Patron's influence or is closely aligned with their goals and/or domain.
* Sacrifice a significant monetary sum, a significant object or something else in your possession to your Patron (e.g. a certain set of memories, ownership over property or land, a portion of your soul, your time etc)

## **Navigation**

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## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode