Warlock Pact Boons (5e)

**Pact of the Aegis**

You can use your action to create a pact aegis in your empty hand, which manifests as a shield. You are proficient with it while you wield it. The shield counts as a magical shield.

Your pact aegis 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 aegis (no action required), or if you die.

You can transform one magic shield into your pact aegis by performing a special ritual while you hold it. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the aegis, shunting it into an extradimensional space, and it appears whenever you create your pact aegis thereafter. You can’t affect an artifact or a sentient item in this way. The shield ceases being your pact aegis if you die, if you perform the 1-hour ritual on a different item, or if you use a 1-hour ritual to break your bond to it. The aegis appears at your feet if it is in the extradimensional space when the bond breaks.

**Pact of the Alchemist**

Your patron lends you a modified potion brewing kit that combines the alchemist tools with the herbalism kit. The kit is covered in runic scripture and runes. You gain proficiency in Herbalism kits and Alchemist's tools, and double your proficiency bonus with any checks you make using these. The kit is treated as one or the other, and you decide which when choosing this Pact Boon. The kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Any creation of potions take half as long compared to a regular herbalism kit. You can create any potion using this kit. If you have never made a specific potion before, you can attempt to create it, but you only add your proficiency bonus once to the creation process. If you succeed, you add your proficiency bonus twice to any future rolls made to create that potion. If you lose your kit, 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 kit. The kit turns to ash when you die.

**Pact of the Arm**

You gain a special spell focus that fuses to your one of or both of your arms: A magical gauntlet, a pair of palm-mounted focusing crystals, an arm-mounted crossbow, whatever it may be. Whichever form it takes, its function is to focus your spell attacks, granting them additional power. Any time you make a ranged spell attack, it gains a +2 to attack roll. Your Arm focus does not inhibit your normal use of that hand or arm, but that hand must be free in order to use your focus. Additionally, you gain one cantrip that uses a ranged spell attack from any class list.

**Pact of the Barbs**

As an action on your turn, you can cause the armor you are wearing or a shield you are wielding to grow barbs, thorns, nettles, or some other manner of spikes until you take a short or long rest. If you use this ability again, the previous instance disappears. You gain proficiency with light spiked armor. If you have proficiency with medium armor, heavy armor, or shields, you are also proficient with their spiked variants. When wearing spiked armor or using a spiked shield a proficient creature can use it to make a melee weapon attack dealing 1d8 piercing damage. A creature that is not proficient in spiked armor who wears it suffers piercing damage for every 5 feet they move in the armor. This damage is 1 for light armor, 2 for medium armor, and 3 for heavy armor. When worn by a proficient creature, any creature that touches the wearer (including grappling or being grappled) or hits them with a melee attack while within 5 feet, they suffer 1 piercing damage.

**Pact of the Beast**

You can use your action to shapeshift into one beast of CR 1 or lower. This beast, once chosen, is the same each time you use this feature. If the creature has a swimming speed, you do not gain that particular feature until 4th level, and if it has a flying speed, you do not gain that particular feature until 8th level. When you shapeshift, it lasts for one hour or until you drop to 0 HP in that form, at which point you revert back to yourself. Once you use this ability, you cannot use it again until you complete a short or long rest.

**Pact of the Blood**

Your patron has gifted you a taste of perfection, blessing your blood with purity. You can control the flow of your blood, allowing you to strike back when you are wounded. When you take damage from a melee attack, you can use your reaction to deal your Charisma modifier (minimum 1) acid damage to the target that hit you. In addition, You gain resistance to poison damage and you are immune to disease.

**Pact of the Body**

(Original by Blackbando, as are any related Invocations)

Your patron has altered your muscles, making you more agile in hand to hand combat. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity, use a d6 as their damage die, and you may use your Charisma instead of Strength for their attack and damage rolls. Also, when you take the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

**Pact of the Bone**

Your patron has granted you authority over undeath. You can cast *animate dead* without expending a spell slot or spell components to animate 1 corpse or reassert control over 1 undead creature. Undead animated using this effect have half the maximum hit points normal of a normal undead of their type. After using this ability, you may not use it again until you finish a long rest.

**Pact of the Brand**

When you select this boon, your patron marks you with a brand representing them. This is a symbol displayed on the hand, forehead, or other easily visible surface. While on your skin and visible, you can use the brand as an arcane focus without needing a free hand. The brand allows you to store magical energy to expend later. When you cast a warlock spell using a spell slot, you gain a charge as the brand absorbs some of the arcane power of the spell. The stored power is lost if not used, and your charges reset after a short or long rest. Once per turn when you deal damage to a creature with a warlock spell, you can expend a charge to deal extra force damage equal to twice your proficiency bonus to one creature of your choice that took damage from the spell.

**Pact of the Charm**

You have 1 luck point. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours. If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice. You regain your luck point when you finish a long rest.

**Pact of the Crown**

Your patron gives you a crown with elegant styling. When worn, the crown empowers your voice, giving you commanding strength over those near you. At the end of a long rest, you can choose Deception, Intimidation, Performance or Persuasion. You gain proficiency in that skill until your next long rest. If you already are proficient in the chosen skill, you double your proficiency bonus with the skill. As a reaction taken when a creature makes an ability check or attack roll, you can cause the creature to have disadvantage on the roll. This feature can only be used half your Charisma modifier (rounded up, minimum 1) times. You regain all expended uses of this feature on a short rest. If you lose your crown, 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 crown. The crown turns to ash when you die.

**Pact of the Eye**

Your patron has blessed one of your eyes with magical energy. The eye changes colour to match your patron, and may have a particular change in iris. The changes are recognizable to those talking to you, but they may not know why. You gain proficiency with Wisdom (Perception) checks that rely on sight, and you double your proficiency bonus with this skill. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Dim light doesn't impose disadvantage on your Wisdom (Perception) checks. In addition, you become more attentive to your surroundings. You add your +5 to your Passive Perception.

**Pact of the Hat**

You can use an action to conjure a magical hat, cap, or helmet, which can take any form you choose; you can only have one such hat in existence at a time. The opening of any hat summoned with this ability leads to a unique extradimensional space, allowing the hat to act as a *bag of holding*; items stored within this space remain there even if the hat is destroyed, and can be retrieved from any other hat summoned with this ability. You can dismiss the hat as an action. If a hat summoned by this ability is placed inside of another extradimensional space (such as a *bag of holding* or *portable hole*), no gate is created; the hat simply ceases to exist.

**Pact of the Hourglass**

(Original by middle finger of Vecna, all can be found here)

You age at half the normal rate, becoming 1 day older for each two days that pass, and you can accurately recall anything you have ever seen or heard. Additionally, you can sometimes recall events that have not yet occurred. You can gain advantage on an attack roll, an ability check, or a saving throw. After doing so, you can't use this ability again until you complete a long rest.

**Pact of the Irons**

When you choose this pact boon, heavy iron manacles and shackles with lengths of chain appear on your wrists and ankles. These have a combined weight of 10 lbs. So long as you bear the shackles, you count as one size category larger for determining your carrying capacity and the weight you can drag, push, or lift. In addition, you can attack a creature with the shackles, dealing 1d4+your strength modifier bludgeoning damage. You can also use the lengths of chain as a Whip. The shackles count as Cold Iron for purposes of damage resistances, and they can only be removed with Remove Curse, reappearing at the next dawn.

**Pact of the Key**

You patron has opened the doors of reality to you. As an action on your turn, you can teleport a distance up to half your movement speed. If you teleport into a space that is already occupied by an object or creature, you both take force damage equal to the number of feet traveled and are shunted to the nearest unoccupied location.

**Pact of Knowledge**

Your patron has allowed you access to its vast repository of knowledge. You gain proficiency in three skills of your choice, which can also be tool proficiencies. Whenever you gain a level in this class, you can choose to change one of the proficiencies gained from this feature with another.

**Pact of the Mask**

Your patron lends you an illusory mask. The mask can be donned or doffed as a bonus action. When you wear this mask, you gain proficiency in Charisma (Deception) and Charisma (Persuasion). If you already have proficiency in these skills, you double your proficiency bonus with them. Whilst wearing this mask, your real identity is disguised from others. You have two additional fictional identities stored in the mask. These identities must be of the same body type as you. They have names, documentation to support them, and most importantly, a different face. Instead of appearing as your pact mask, your mask can create an illusion to trick people into believing they see the face of one of these identities when they look at the mask. Creatures with an Intelligence of 8 + your Charisma modifier or lower fail to see past the disguise. A creature with an Intelligence higher than this score can make an Intelligence (Investigation) check to determine if you are wearing the mask. The DC for this check is equal to 8 + your Proficiency bonus + your Charisma modifier. On a success, the creature sees past this illusion. Creatures with true sight automatically succeed this check, even if their Intelligence is below the threshold. You can designate creatures to see past this effect. As an action, you can change the mask to show another identity stored in the mask. Any creature watching you as you take this action must make a Wisdom (Perception) check, where the DC is your Warlock spell save DC. Any creature directly interacting with you or you designate automatically succeeds this check. You can perform a special ritual over the course of 1 hour, which can be done over a short or long rest. When you perform this ritual, you can convert a magic mask into your pact mask. When you perform this ritual, you can change the appearance of the mask. If you lose your mask, you can perform this ritual to receive a replacement from your patron. You can offer gold equal to 5 times your Warlock level to alter the identities you have from this feature, and any documentation you have supporting them from this feature is altered to support the new or changed identity. It destroys the previous mask. The mask turns to ash when you die.

**Pact of the Mind**

Your patron unlocks the untapped potential of your mind, giving you the following benefits:

* You learn the *mage hand* cantrip, which doesn’t count against the number of warlock cantrips you know. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it.
* As a bonus action, choose one creature you can see within 60 feet of you. You can speak to it telepathically for 1 minute while within this range. You must share a language for the creature to understand you; this doesn't give the creature the ability to respond to you telepathically. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain expended uses when you finish a long rest.

**Pact of the Orb**

Your patron gives you a crystal ball enchanted with magical energy. The orb acts as a spellcasting focus for your Warlock spells. It floats no more than 5 feet from you, and you can control its location as a free action on your turns. It cannot move more than 5 feet away from you or else it becomes a mundane object until it is returned within 5 feet of you. The orb has a number of charges equal to your Charisma modifier. As a bonus action on your turn, you can expend any number of charges from the Orb to gain a bonus to a single spell attack equal to the charges spent. In addition, you can expend any number of charges from the Orb to increase a single spell's save DC on a spell you cast by half the number of charges expended (rounded down). You regain all expended uses of this feature on a short rest. As a bonus action on your turn, you can recall an orb that is more than 5 feet away from you or stored in your extradimensional space, to teleport into your hand. The orb cannot be used to damage a creature or object and deals no damage when attempting to do so. It disappears if you use this feature again, if you dismiss the orb (no action required), or if you die. You can transform one magical orb into your pact orb by performing a special ritual while you hold the orb. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the orb, shunting it into an extradimensional space, and it appears whenever you create your pact orb thereafter. You can’t affect an artifact or a sentient orb in this way. The orb ceases being your pact orb if you die, if you perform the 1-hour ritual on a different orb, or if you use a 1-hour ritual to break your bond to it. The orb appears at your feet if it is in the extradimensional space when the bond breaks.

**Pact of the Pipe**

Your patron gives you an everlasting cigarette, cigar, or pipe, hereafter known as the Smoking Pipe. A non-smoking character might receive an everlasting sage bundle, censer, incense burner, or piping hot tea. It can be used as an arcane focus for your warlock spells. You learn the fog cloud spell, it counts as a warlock spell for you and doesn't count against the total number of warlock spells you can learn. Your vision and breathing are not impeded by fog, smoke, precipitation, embers, and other airborne phenomena, natural or magical.

**Pact of the Quill**

A rare gift, your patron gifts you a quill with a unique and recognisable design. The quill can be used as a writing implement, and the quality of your handwriting with it is always flawless. You can channel your energy through your quill as you write on a surface, infusing the spell in your ink to be cast at a later time. Choose a spell of or lower than a level that you can cast, with a casting time of one action. You cast that spell as part of this feature, expending a Warlock Spell Slot, any material components along with it, and fine ink worth 25 times the spell level in gp, but the spell doesn't come into effect. Instead, it takes effect when you activate the ink, requiring an action to do so. If the spell infused into the ink is a concentration spell, you must concentrate on it when you activate it. The spell takes effect when you activate it in this manner. If the ink has not been activated, but the ink is tampered with or the surface it is on is destroyed, the effect ends. The ink remains for 1 week, after which it becomes non-magical ink and an unused spell stored this way is lost. You can have a maximum number of infused spells equal to half your Proficiency bonus. If you try and use this feature again but the maximum amount is in use, the oldest infused ink becomes non-magical. The magical writing is written in the language of your patron, and a successful DC 14 Intelligence (Arcana) check made by another creature can determine the spell stored in the ink. Ink that is used or expires in some method fade away of the course of a day. If you lose your quill, you can perform a 1-hour Ceremony to receive a replacement from your patron. This can be performed during a short or Long Rest, and it destroys the previous quill. The quill turns to ash when you die.

**Pact of the Shroud**

Your patron gifts you a shroud from its plane, an ancient garment woven with otherworldly skill, to aid your efforts by concealing your intentions and presence.

You can wear this gifted cloak with the hood up or down, and the effects change based on how it is worn. Putting the hood up or down takes an action, just as it does with other magical cloaks.

When the cloak’s hood is down, it appears nonmagical, as though under the effects of Nystul’s Magic Aura. You also gain proficiency in the Deception skill, and add an additional half your proficiency (rounded down) to any deception check you make while wearing the cloak.

When the hood is up, your outline becomes blurry and displaced, granting you proficiency in the Stealth skill, and allowing you to add an additional half your proficiency (rounded down) to any stealth checks you make while wearing the cloak. You also gain the benefits of half cover while in dim light or darkness.

As an action, you can summon the cloak from its plane. When it appears, you are wearing it and do not need to take further action to put it on. You may also dismiss the cloak (no action required) into its home plane. The cloak disappears if it is further than five feet from you for one minute.

If you find a magical cloak or cape in your travels, you may entreat your patron to imbue the properties of the shroud into the new cloak by performing a 1- hour ritual. Upon completing the ritual, the new cloak has the benefits of this feature, in addition to whatever benefit it normally confers. Any cloak previously affected in this way loses its Shroud properties upon completion of the ritual.

**Pact of the Skin**

You give yourself over completely to your patron, taking on greater aspects of your benefactor in exchange for more power. Your skin changes to reflect this, changing form and becoming more resistant to damage. When you take bludgeoning, piercing, or slashing damage from a nonmagical weapon that isn’t silvered, you can subtract your warlock level from the damage you take.

**Pact of the Vestments**

(Original by ColorfulExpletives on Reddit, see Psychopomp Patron)

Your patron bestows upon you a set of vestments that when worn immediately identifies you as one of their vassals. This article of clothing bestows the wearer with a small piece of its patrons power and influence. Choose one skill from each of the below lists, you gain proficiency in both skills if you do not otherwise have it, if you are already proficient you gain expertise with that skill.

Power: Athletics, Acrobatics, Sleight of Hand, Stealth.

Influence: Insight, Deception, Intimidate, Persuasion.

You can use an action to summon your vestments, each time you do so, you may choose their appearance and functionality. You may summon any type of clothing, armor, or shield you wish. However, no matter what form the vestments take, while you are wearing them you will always be identifiable as a vassal of your patron. If you summon your vestments in the form of armor or a shield, it appears fully equipped. You may summon armor or a shield that you are not proficient with, but do not gain proficiency with it.

You can transform one magic set of armor, robes, or shield into your pact vestments by performing a ritual. Over the course of an hour you transform the appearance of the garb so that it represents your connection with your patron. You may perform this ritual during a short rest. You can shunt the vestments into or out of an extra dimensional space with an action. You can not affect an artifact or sentient item in this way. The vestments revert to their original form if you die, or if you perform the bonding ritual on another target. If your vestments where in the extra dimensional space when you perform the ritual on a new target, the previous set of vestments appear in their original form at your feet when the bond breaks.

**Pact of the Watch**

Your patron has given you an artifact which has limited power over time. When you gain this feature, you gain a pool of d6's equal to your Charisma modifier. When you fail an ability check, attack roll or saving throw, you can expend one of these d6's to add the result to the roll, possibly turning the result into a success. Only one d6 can be used at a time and this feature can only be used once per round. You must have the watch in your possession to use this feature. You regain all expended uses of these dice on a long rest. If you lose your watch, you can perform a 1-hour Ceremony to receive a replacement from your patron. This can be performed during a short or Long Rest, and it destroys the previous watch. The watch turns to ash when you die.

**Pact of the Wing**

You have been blessed with the gift of flight from your patron. You have the ability to manifest a pair of incorporeal wings as an action, giving you a flying speed equal to your walking speed. These wings last until you dismiss them as a free action. You can fly only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. To use this speed, you can’t be wearing medium or heavy armour. All wings you create through this feature do not damage the armour you wear. If they are incorporeal, they do not interact with other forms of matter and only allow you to touch them. You choose the appearance they have when you gain this feature.