Pact Boon
3rd-Level Warlock Feature
Your otherworldly Patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
Pact of the Chain You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, Pseudodragon, Quasit, or Sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack with its Reaction.
Pact of the Blade You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see Weapons for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one Magic Weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Tome Your Patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three Cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock Spells for you.
If you lose your Book of Shadows, you can perform a 1-hour Ceremony to receive a replacement from your Patron. This Ceremony can be performed during a short or Long Rest, and it destroys the previous book. The book turns to ash when you die.
Pact of the Aegis You can use your action to create an eldritch armor that surrounds and protects you. While you are protected by the aegis, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can't activate your pact of the aegis if you are already wearing armor.
The eldritch armor granted by the pact of the aegis can't be removed, but it disappears if you dismiss it (no action required), or if you die.
You can transform one magic armor into your pact aegis by performing a special ritual while you wear the armor. You must be proficient with the chosen armor, and you perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor, 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 armor ceases being your pact aegis if you die, if you perform the 1-hour ritual to a different armor, or if you use a 1-hour ritual to break your bond with it. The armor appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of Concoctions Your patron grants you proficiency with one of your choice among the Alchemist's
Supplies, the Herbalism Kit, and the Poisoner's Kit, as well as the ability to conjure a magical pact cauldron, in which you areproficient, that you can use as either of those tools.
You can perform a 1-hour ritual to create a pact cauldron within 10 feet of you. Your cauldron disappears if it is more than 10 feet away from you for 1 minute or more. It also disappears if you dismiss it (no action required), or if you die.
Furthermore, when you are crafting something using your cauldron, you make progress every hour in 25-gp increments. You must still spend the proper raw material in order to craft the item. If you dismiss the cauldron while still working on a concoction, it remains safely stored into the cauldron until you create it again.
Pact of Contracts Your patron grants you the ability to act as a proxy pact dealer for minor contracts of power. You can use a bonus action to magically propose a verbal covenant to a target creature within 30 feet of you.
Until the start of your next turn, the target can then agree on the contract and gain advantage on a single attack roll, saving
throw, or ability check. Should the target accept your favor, you can use a reaction to inflict necrotic damage to the target equal to your Charisma modifier (minimum 1 necrotic damage furthermore, you regain hit points equal to the damage inflicted to the target.
You can have only one of such contracts active at a time.
Pact of Visions Your patron grants you the ability to behold brief glimpses of the near future. Whenever you finish a short rest, roll one d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with your foretelling roll. You must choose to do so before the roll.
When you finish a short rest, you lose the unused foretelling roll.
Pact of the Talisman Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, 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 amulet. The talisman turns to ash when you die.
Your Pact Boon Each Pact Boon option produces a special creature or an object that reflects your patron’s Nature.
Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your Patron, with sprites and pseudodragons tied to The Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s Nature is Inscrutable, any familiar form is suitable for it.
Pact of the Blade. If your Patron is The Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your Patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye.
Pact of the Tome. Your Book of Shadows might be a fine, gilt-edged tome with Spells of Enchantment and Illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of Conjuration and a Wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of Spells that only your own burgeoning insanity allows you to understand and cast.