Pact

* HD: 1d10
* Bonus Skill Points: None
* Spellcasting: Moderate

* ***Angelic - Mending Warmth***: Your Soul oozes a warmth that reinvigorates your allies. You gain a number of d6s equal to 1 + your level picks of [*Pact*]. You can heal other creatures by spending a bonus action and dice from your pool. You roll the dice, add it together, and restore that many hit points. You can only spend a number of dice equal to your Presence modifier (minimum of 1) on your turn. You regain all your spent dice when you complete a long rest.
* ***Explorer - Energy Field***: Once per short or long rest, a swirling field of energy surrounds you. As a bonus action, you gain resistance against all damage and you deal radiant damage equal to your [Pact] + your Intelligence modifier to all hostile creatures who end their turn within 2 m of you until the end of your next turn.
* ***Fey - Beguiling Aura***: Once per short or long rest you may frighten or charm (your choice) all creatures in a 2 m cube originating from you as an action. The creatures in the area make an Int/Cun saving throw against your spell save DC. On a failed save, the creature suffers the condition until the end of your next turn.
* ***Fiend - Violent Nourishment***: When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Presence modifier + your level picks in [*Pact*] (minimum of 1).
* ***Lurker - Jinx***: Once per short or long rest, you can curse one creature that you can see within 6 m of you as a bonus action. The curse lasts for 10 rounds or until you or the creature becomes incapacitated. As long as the curse is in effect you gain these benefits:
	+ A bonus to your damage from both spell attacks and weapon attacks equal to your proficiency bonus.
	+ Your critical range increases to 19 against the cursed target.
	+ If the target dies whilst it is cursed, you recover hit points equal to your level picks in [*Pact*] plus your Manipulation modifier.
* ***Psychic - Ascension***: As long as a creature knows one language and is within 6 m of you, you can telepathically communicate with it and the creature will understand you. The creature cannot reply.
* ***Undead - Deceased Familiarity***: Any undead must first succeed a resolve saving throw against your spell DC before targeting you directly with an attack or spell that deals damage, or be forced to target somebody else, potentially forfeiting the attack or spell. The undead creature becomes immune to this ability for 24 hours if it succeeds the saving throw and if you target the undead with an attack or a spell that deals damage. In addition, you learn the Spare the Dying cantrip as Soul Mastery and you receive advantage to all saving throws against disease.

##### **Secondary Selection**

General Upgrade [***Pact***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

##### **Primary Selection**

Absorbed Soul Aspect [***Pact***]

When you pick this ability you gain two Absorbed Soul Aspects. For every third level of [*Pact*] you possess you may learn another Absorbed Soul Aspect. If you picked this ability at level 2 you receive another Absorbed Soul Aspect at 4th, 7th, 10th, 13th, 16th, and 19th pick of [*Pact*] to a maximum of 8 Aspects. Additionally, when you pick a level of [*Pact*], you can choose one of the Aspects you know and replace it with another Aspect that you could learn at that level.

##### **Secondary Selection**

General Upgrade [***Pact***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

##### **Primary Selection**

Pact Boon **[*Pact*]**

* ***Blade***: As an action, you can create a melee [*Pact*] weapon of your choice in your hand. These rules apply to your [*Pact*] weapon:
	+ ***Proficient***: You are proficient with it while you wield it.
	+ ***Magical***: This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
	+ ***Duration***: Your [*Pact*] weapon disappears if it is more than 1 m away from you for 10 rounds or more. It also disappears if you use this ability again, if you dismiss the weapon (no action required), or if you die. You can dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your [*Pact*] weapon thereafter.
	+ ***Transform***: You can transform one magic weapon into your [*Pact*] weapon by performing a special ritual while you hold the weapon. You perform the ritual for over 1 hour, which can be done during a short rest. 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.
* ***Bond***: You learn the Find Familiar spell and can cast it as a ritual and Soul Mastery.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, or Sprite.

Additionally, when you take the attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.

* ***Tome***: Your patron gives you a spellbook. When you gain this ability, choose three cantrips from the spell 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 you lose your spellbook, 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.

* ***Stellar Bond***: If you have chosen Explorer as your patron you can select this Pact Boon. This Pact Boon grants your character a chain forged in starlight and whilst this chain is on your person you gain two benefits:
	+ Once per short or long rest, you gain advantage to one Intelligence check or a skill check including Intelligence.
	+ You can cast the Augury spell as Soul Mastery but only as a ritual.

   The chain disappears if you would die. Once per short or long rest, you can perform

   a 1-hour ritual to replace your star chain if it is lost.

##### **Secondary Selection**

General Upgrade [***Pact***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

#### **Level 4**

Ability Score Improvement or Feat [***Pact***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 5**

Improved Magical Upgrade [***Pact***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

* +1 to an ability score of your choice
* Pick an additional feat from the feat list

#### **Level 6**

Patron [***Pact***]

* ***Angelic - Heart of Gold***: Whenever you cast a spell that deals fire or radiant damage to one target, you add your Presence modifier to the damage. In addition, you gain resistance to radiant damage.
* ***Explorer - Star Step***: Once per long rest, you can temporarily teleport into the Stellar Expanse as an action. You return at the end of your turn and then your turn ends, but before then you can cast two spells that target yourself. This movement does not trigger an attack of opportunity.
* ***Fey - Fade Out***: Once per short or long rest, you become invisible and teleport up to 12 m to an unoccupied space you can see if you take combat damage. You remain invisible until the end of your next turn or until you take a hostile action.
* ***Fiend - Fiendish Luck***: When you make an ability check or a saving throw, you can use this ability to add 1d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this ability, you can't use it again until you finish a short or long rest.
* ***Lurker - Ghost Caller***: Once per long rest, you can cause a Soul to rise as a ghost from a humanoid creature you killed this turn. The Soul that rises has the statistics of a *specter* but with a few differences:
	+ It gains a bonus to its attack roll equal to your Manipulation modifier.
	+ It gains temporary hit points equal to half your total level.

The specter obeys your commands and rolls its own initiative. The Soul returns to the world after you finish a long rest.

* ***Psychic - Mind Over Matter***: Once per short or long rest, you can spend a reaction to give an enemy attacking you disadvantage to the attack roll. Before the end of your next turn, you may make your next attack roll with advantage if you caused the attack to miss this way.
* ***Undead - Escape Fate***: Once per long rest, when you stabilize a creature with the Spare the Dying cantrip, you can heal them for 1d8 + your Vitality modifier. Alternatively, when you succeed on a death saving throw, you can heal yourself for 1d8+ your Vitality modifier (minimum 1).

#### **Level 7**

General Upgrade [***Pact***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

#### **Level 8**

Ability Score Improvement or Feat [***Pact***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 9**

General Upgrade [***Pact***]

Gain one of your choices:

* One point to use in the Accomplishment section or to store for later purchase in the same section

* 10 Potential

#### **Level 10**

Patron [***Pact***]

* ***Angelic - Radiant Fortitude***: When you finish a short or long rest, you and up to ten allies are filled with celestial fortitude. You gain temporary hit points equal to your total level plus your Presence modifier. Your allies receive temporary hit points equal to half your level picks in [*Pact]* plus your Presence modifier.
* ***Explorer - Resilient Voyager***: You gain resistance to both fire and cold damage, and you no longer need to breathe.
* ***Fey - Iron Will***: When another creature attempts to charm you they must succeed a Composure saving throw against your spell save DC or be charmed by you instead of for 10 rounds or until the creature takes damage from an hostile action. In addition, you are immune to the charm condition.
* ***Fiend - Fiendish Resilience***: You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this ability. Damage from magical weapons or silver weapons ignores this resistance.
* ***Lurker - Jinx Aegis***: You can roll a d6 as a reaction. If the result is 4 or higher the creature afflicted by your Jinx ability that hits you with a successful attack roll misses their attack instead.
* ***Psychic - Telepathic Wall***: Whenever you are dealt psychic damage from another creature, that creature suffers as much psychic damage you do. Your thoughts cannot be read unless you allow it. In addition, you gain resistance against psychic damage.
* ***Undead - Eternal Existence***: Every ten years your body only ages 1 year and you are immune against magical age effects. You do not require food, water, or breathing. You still receive the benefits of a short or a long rest and you must rest to remove the exhaustion condition.

#### **Level 11**

Absorb Innate Spellcasting [***Pact***]

Choose one 6th-level spell that is not Soul Consumption. You can cast this spell as Soul Mastery once per long rest.

#### **Level 12**

Ability Score Improvement or Feat [***Pact***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 13**

Absorb Innate Spellcasting [***Pact***]

Choose one 7th-level spell that is not Soul Consumption. You can cast this spell as Soul Mastery once per long rest.

#### **Level 14**

Patron [***Pact***]

* ***Angelic - Blazing Dedication***: Once per long rest, when you make a death saving throw you may instantly stabilize, gain hit points equal to your half your hit point maximum and stand up. All creatures of your choice within 6 m of you take radiant damage equal to your Presence damage plus 2d8 and are blinded until the end of your next turn.
* ***Explorer - Isolated in the Expanse***: Once per long rest, you may transport yourself and up to ten willing creatures into the Stellar Expanse by performing a 5-minute ritual. You can stay in the Stellar Expanse for the duration of a short rest. If a creature uses this time to take the rest action, they regain the full value of any spent hit dice and they gain advantage on one skill check, saving throw, or attack roll of their choosing. The advantage must be used within 4 hours after the rest is complete. You can apply the advantage after you have rolled the check but before the GM declares a success or a fail. When the duration is over, all creatures are returned to their original location.
* ***Fey - Sinister Hallucinations***: Once per short or long rest, you can target one creature within 12 m of you and cause them to hallucinate. The target hallucinates that they are in an empty, misty realm where they can only hear themselves and you, but not see anything else. The target suffers these effects for 10 rounds or until your concentration is broken (as if you were concentrating on a spell) if they fail a Resolve saving throw or a Composure saving throw (your choice) against your spell save DC.
* ***Fiend - Hurl Through Hell***: Once per short rest, when you hit a creature with an attack, you can use this ability to instantly make the target hallucinate about long gone realms once home to fiends. The creature disappears to the Stellar Expanse and in their mind falls through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
* ***Lurker - Jinx Savant***: As long as you are not incapacitated, you can transfer your Jinx to another target within 6 m of you after your currently Jinxed target dies as a bonus action. You can transfer your Jinx like this three times per short rest.
* ***Psychic - Instant Slave***: You can charm an incapacitated humanoid by simply touching them and spending an action. You can communicate telepathically with the charmed creatures as long as the both of you are within the same Realm. The charm condition persists until you use this ability again or by a Remove Curse spell.
* ***Undead - Everlasting Soul***: If you regain hit points from any source you can reattach body parts. Once per short or long rest, you may spend a bonus action and regain hit points equal to 1d8 + your total level.

#### **Level 15**

Absorb Innate Spellcasting [***Pact***]

Choose one 8th-level spell that is not Soul Consumption. You can cast this spell as Soul Mastery once per long rest.

#### **Level 16**

Ability Score Improvement or Feat [***Pact***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 17**

Absorb Innate Spellcasting [***Pact***]

Choose one 9th-level spell that is not Soul Consumption. You can cast this spell as Soul Mastery once per long rest.

#### **Level 18**

General Upgrade [***Pact***]

Gain one of your choices:

* Two points to use in the Accomplishment section or to store for later purchase in the same section

* 20 Potential

#### **Level 19**

Ability Score Improvement or Feat [***Pact***]

You can increase one ability score of your choice by 2, or two by one. Or gain a feat of your choice, you must meet the prerequisites of it.

#### **Level 20**

Sibling Soul [***Pact***]

You can spend 10 rounds entreating your patron for aid to regain either all your spell slots that recover after a long rest, or all your spell slots that recover after a short rest. Once you regain spell slots with this ability, you must finish a long rest before you can do so again.

#### **Absorb Soul Aspect [*Pact*]**

Your connection to your patron allows you to glimpse aspects of power from your patron’s Soul, and then, with time, embody them yourself. When you gain a level in [*Pact*], you can choose one of the Soul aspects you know and replace it with another Soul aspect that you could learn at that level. If an aspect has prerequisites, you must meet them to learn it. You can learn the Soul aspect at the same time that you meet its prerequisites.

##### No Level Requirement

###### *Agonizing Blast*

Prerequisite: Ranged spell attack cantrip

When you cast a ranged spell attack cantrip of your choice, add your Cunning or Manipulation modifier of your choice (choose once) to the damage it deals on a hit.

###### *Arcane Sight*

You can cast Detect Magic as Soul Mastery.

###### *Beast Speech*

You can cast Speak With Animals as Soul Mastery.

###### *Beguiling Influence*

You gain 2 skill points in the Deception and Persuasion skills and you may gain rank 5 with those skills.

###### *Book of Ancient Rituals*

Prerequisite: Pact of the Tome ability

You can now inscribe magical rituals in your spellbook. Choose two 1st-level spells that have the ritual tag. The spells appear in the book and don't count against the number of spells you know. With your spellbook in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals unless you've learned them by some other means. You can also cast your normal spells you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your spellbook. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your [*Pact*] level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs Soul points equal to the level of the spell inscribed, those Soul points are consumed.

###### *Bountiful Recovery*

Prerequisite: Pact of the Bond ability

Whilst your familiar is within 30 m of you, whenever you are targeted with a spell or ability that rolls dice to regain hit points, you regain hit points equal to the maximum value of those dice instead of rolling.

###### *Embrace of Dithore*

Prerequisite: A ranged spell attack cantrip

You can move one target you have hit with a ranged spell attack cantrip of your choice 2 m towards you in a straight line. You can only use this Soul Aspect once per turn.

###### *Enhanced Pact Weapon*

Prerequisite: Pact of the Blade ability

As long as your [*Pact*] weapon does not have a +1 bonus to attack rolls and damage rolls already, it receives a +1 bonus to attack and damage rolls. Additionally, the [*Pact*] weapon you conjure can be a short bow, longbow, light crossbow, or heavy crossbow.

###### *Eyes of An’her*

You can see normally in darkness, both magical and nonmagical, up to a distance of 24 m.

###### *Force Spear*

Prerequisite: Ranged spell attack cantrip

If you cast a ranged spell attack cantrip of your choice, its range is 60 m.

###### *Gaze of Two Minds*

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is within the same Realm as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

###### *Jinx of Imenta*

Once per long rest, you can cast Bane as Soul Mastery.

###### *Lunar Trance*

Prerequisite: Pact of the Tome

You cannot fall asleep anymore, not even by magical means. You can still gain the benefits of a long rest but you must spend it only doing light activity.

###### *Mask of Many Faces*

You can cast Disguise Self as Soul Mastery.

###### *Misty Visions*

You can cast Silent Image as Soul Mastery.

###### *Repelling Blast*

Prerequisite: Ranged spell attack cantrip

When you hit a creature with a ranged spell attack cantrip of your choice, you can push the creature up to 2 m away from you in a straight line.

###### *Spear of Torpor*

Prerequisite: Ranged spell attack cantrip

You can reduce the speed of one target you have hit with a ranged spell attack cantrip of your choice by 2 m until the end of your next turn. You can only use this Soul Aspect once per turn.

###### *Vigor of Labda*

You can cast Armor of Life as 1st level spell on yourself as Soul Mastery.

###### *Voice of the Master*

Prerequisite: Pact of the Bond ability

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are within the same Realm. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

###### *Aggravating Jinx*

Prerequisite: 5 level picks in [*Pact*], Hex spell or, any spell or ability that curses

You can deal psychic damage with a bonus action against a creature you have cursed by a spell or ability you possess. The damage also afflicts all creatures within 1 m of it and equals your Cunning or Manipulation modifier of your choice (choose once, minimum 1).

###### *Coffin of Khei*

Prerequisite: 5 level picks in [*Pact*]

Once per short or long rest, when you suffer damage in combat you may entomb yourself in an icy coffin. Whilst in this icy coffin you gain a number of effects:

* You gain 10 temporary hit points per total level you possess. These temporary hit points soak up as much as possible of the damage you took before triggering this ability.
* Your speed is reduced to 0.
* You are incapacitated.
* You suffer vulnerability to fire damage.

This icy coffin melts at the end of your next turn and all effects, including the temporary hit points, ends.

###### *Favor of the Waves*

Prerequisite: 5 level picks in [*Pact*]

Once per long rest, you can cast Water Breathing as Soul Mastery. In addition, you gain a swimming speed equal to your walking speed and you can breathe underwater.

###### *Menacing Aura*

Prerequisite: 5 level picks in [*Pact*]

Once per short or long rest, you may spend a bonus action and gain a menacing and poisonous aura. The form your aura takes is up to you (buzzing flies, sickly green water, black tendrils of shadows, etc). The radius of your aura is 1-m radius but it cannot go through total cover. Your aura gives you two benefits:

* Creatures who start their turn in your aura suffer poison damage equal to Cunning or Manipulation (minimum of 1) your choice (choose once).
* You gain advantage on any intimidation attempts you make with Persuasion or Deception skill checks. All other social checks you make have disadvantage.

###### *Mire the Mind*

Prerequisite: 5 level picks in [*Pact*]

Once per long rest, you can cast Slow as Soul Mastery.

###### *One with Shadows*

Prerequisite: 5 level picks in [*Pact*]

When you are in an area of dim light or darkness, you can use your action to become invisible until you move, take an action, or a reaction.

###### *Sign of Ill Omen*

Prerequisite: 5th level picks in [*Pact*]

Once per long rest, you can cast Bestow Curse as Soul Mastery.

###### *Thirsting Blade*

Prerequisite: 5 level picks in [*Pact*], Pact of the Blade ability

You can attack with your [*Pact*] weapon twice, instead of once, whenever you take the attack action on your turn.

###### *Bewitching Whispers*

Prerequisite: 7 level picks in [*Pact*]

Once per long rest, you can cast Compulsion as Soul Mastery.

###### *Dreadful Word*

Prerequisite: 7th [*Pact*] level

Once per long rest, you can cast Confusion as Soul Mastery.

###### *Inexorable Jinx*

Prerequisite: 7 level picks in [*Pact*], Hex spell or, any spell or ability that curses

Against a target you have cursed through a spell or an ability you possess, you can teleport within 1 m of them as a bonus action. You can only teleport this way as long as you can see them and they are within 6 m of you.

###### *Phantom Vision*

Prerequisite: 7 level picks in [*Pact*]

Once per short or long rest, for 10 rounds you gain the ability to see through objects. This vision has a range of 6 m and within that range, you also gain darkvision.

###### *Sculptor of Flesh*

Prerequisite: 7 level picks in [*Pact*]

Once per long rest, you can cast Polymorph as Soul Mastery.

###### *Tactical Retreat*

Prerequisite: 7 level picks in [*Pact*]

Once per long rest, you can cast Freedom of Movement as Soul Mastery.

###### *Ascendant Step*

Prerequisite: 9 level picks in [*Pact*]

You can cast Levitate on yourself as Soul Mastery.

###### *Exceptional Pact Weapon*

Prerequisite: 9 level picks in [*Pact*], Pact of the Blade ability

As long as your [*Pact*] weapon does not have a +2 bonus to attack rolls and damage rolls already, it receives a +2 bonus to attack and damage rolls. Additionally, the [*Pact*] weapon you conjure can be a short bow, longbow, light crossbow, or heavy crossbow.

###### *Minions of the Primordials*

Prerequisite: 9 level picks in [*Pact*]

Once per long rest, you can cast Conjure Elemental as Soul Mastery.

###### *Otherworldly Leap*

Prerequisite: 9 level picks in [*Pact*]

You can cast Jump as Soul Mastery.

###### *Whispers of the Grave*

Prerequisite: 9 level picks in [*Pact*]

You can cast Speak With Dead as Soul Mastery.

###### *Wrath of the Taskmaster*

Prerequisite: 9 level picks in [*Pact*], Pact of the Bond ability

Spend your bonus action and you can command your familiar to make an attack.

###### *Affliction of Galene*

Prerequisite: 12 level picks in [*Pact*], Pact of the Blade ability

When you hit a creature with your [*Pact*] weapon, the creature takes extra lightning damage equal to your Cunning or Manipulation modifier (your choice, choose once, minimum 1).

###### *Chains of Amaknuphis*

Prerequisite: 15th [*Pact*] level, Pact of the Bond ability

You can cast Hold Monster as Soul Mastery but you can only target a celestial, fiend, or elemental. You must finish a long rest before you can cast Hold Monster like this against the same creature again.

###### *Cloak of Darkness*

Prerequisite: 15 level picks in [*Pact*]

Once per long rest, you can cast Invisibility as Soul Mastery.

###### *Master of Myriad Forms*

Prerequisite: 15 level picks in [*Pact*]

You can cast Alter Self as Soul Mastery.

###### *Transcendent Pact Weapon*

Prerequisite: 15 level picks in [*Pact*], Pact of the Blade ability

As long as your [*Pact*] weapon does not have a +3 bonus to attack rolls and damage rolls already, it receives a +3 bonus to attack and damage rolls. Additionally, the [*Pact*] weapon you conjure can be a short bow, longbow, light crossbow, or heavy crossbow.

###### *Visions of Distant Realms*

Prerequisite: 15 level picks in [*Pact*]

You can cast Arcane Eye as Soul Mastery.

###### *Witch Sight*

Prerequisite: 15 level picks in [*Pact*]

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 6 m of you and within line of sight.