Alternate level 3 warlock pact boons Wants and needs Every creature has wants and needs. Pact boons provide warlocks with a method of striving to reach their ultimate goals, while also subtly strengthening their patrons hold over them. The following boons allow warlocks of varying wants and needs to achieve their purpose. Pact of the armoury Though many make deals with their patrons for a sense of power, some choose to create a sense of safety. You are gifted a set of amour of a type that you currently have proficiency in and you add your charisma modifier in place of your dexterity modifier. You can use your action to summon this set of pact armour on or off your body. The armour gifted to you has an appearance befitting your patron. Your pact armour disappears if it is more than 60 feet away from you for 1 minute or more, if you dismiss the armour (1 action required), or if you die. You can transform one magic armour into your pact armour by performing a special ritual while you wear the armour, as long as it is a type you are proficient in. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armour, shunting it into an extra dimensional space, and it appears whenever you summon your pact armour thereafter. You can’t affect an artifact or a sentient armour in this way. The armour ceases being your pact armour if you die, if you perform the 1-hour ritual on a different armour, or if you use a 1-hour ritual to break your bond to it. The armour appears at your feet if it is in the extra dimensional space when the bond breaks. Pact of the Collector Those who choose the pact of the collector want more. Not only power, but material wealth, too. When you select the Pact of the Collector you are given a special bag of holding. Only you can access the contents of the bag unless you give permission to someone else. It follows the normal conditions of a bag of holding, but has infinite space. You always know where your bag of holding is located. If it is on a different plane of existence, you only know which plane it is on. If it is on the same plane as you, you know which cardinal direction it is. You never know what is around your bag, but you can feel if it is moving. Pact of the Gauntlet Your patron has gifted you a pair of gloves to improve your work efforts . These can have any appearance you want such as white duelling gloves, tough worked leather mitts or metal gauntlets. When you select this pact boon you gain proficiency in the slight of hand skill and 1 of the following tools while you are wearing your pact gloves. Disguise kit, Forgery kit, Herbalism kit, Navigator’s Tools, Poisoner’s Kit, Thieves’ Tools or any artisan's tools. You can replace your gloves with another pair my preforming a 1 hour ritual , which can also be cast if your current glove are lost or destroyed. Pact of the Goblet Some people just want to have fun. Live life loud, those are the type of people who take the pact of the goblet. You can make any liquid within the goblet alcoholic, which you determine how strong the drink is. In addition while you have the poisoned condition due to alcohol you have resistance to bludgeoning, piercing, slashing and poison damage and the eldritch blast cantrip can be cast without disadvantage while poisoned (except within melee range). If your goblet is destroyed or lost you can spend 1 hour preforming a ritual to re-summon it. Pact of Restoration Some make pacts with their patron to help others. The pact of the restoration reflects that and helps you help those in need. You gain a medical kit with unlimited uses and the healer feat as described in the players hand book. In addition, whenever you use your medical kit you can gain your level in temporary hit points. If your medical kit is lost or destroyed you can spend an hour to re-summon it by preforming a ritual. Pact of Slumber You gain something that helps you sleep peacefully either so you can serve your patron the best you can, or maybe to help you rest while something heavy rains on your conscience. This can be a bedroll, a pillow, a blanket or something similar if your DM allows it. You can dismiss the item into an interdimensional space and call it back as an action. If lost or damage you can re-summon it with an hour ritual. When using the item during a long rest you do not suffer any hindrance from location, environment or condition, if you are able to complete a long rest you gain +1 to all constitution saving throws until the next long rest.

Expanded invocations The following are additional invocations for the additional pact boons, as well as some new invocations for other boons and the warlock class in general. Absolute authority Prerequisite: Level 5 The spells friends, command and suggestion are added to your spell list and not counted within your spells known and count as warlock spells for you. Accuracy pledge When you make a weapon attack or a spell attack that requires an attack roll, you may spend a pact magic slot to increase the attack roll by the level of the pact magic slot. When this invocation is used on the eldritch blast cantrip, the modifier is applied to each beam. Anytime anywhere Prerequisite: Level 9 pact of the goblet Any liquid placed in you pact goblet is purified and safe to drink. You can also cast purify food and drink without using a pact magic slot, which can be done once per long rest. Arcane artillery Prerequisite: Level 7 Magic missile, Melf's acid arrow and Lightning bolt are added to your spell list and not counted within your spells known and count as warlock spells for you. Arcana Lore Prerequisite: Pact of tome, level 12 You learn 1 spell from another class spell list up to a level of your pact magic and counts as a warlock spell for you. You learn a second spell (which can be from a different class to the first spell) at level 16 provided you still have this invocation. If you swap or loose this invocation, the spell from the other class spell list is forgotten. This spell can not be swapped as part of the catalogue casting invocation. Bag of feeding Prerequisite: Pact of the collector Once per day you can summon a meal and a drink, appropriate to your patron, from your bag of holding. When eaten the user gains hp equal to the maximum of one hit die and they feel full and nourished for 1 day. Only one creature can benefit from this meal per summon. Banishing blast Prerequisite: Eldritch Blast cantrip, Level 7 You learn the spell banishment. When you hit a target with eldritch blast you can use a pact magic slot to cast banishment on the target as a bonus action. Beauty sleep Prerequisite: Pact of slumber, level 5 You can not be aged magically, and you age significantly slower at 1 year for every 50. Best forgotten Prerequisite: Pact of the goblet, level 9 You learn the Modify Memory spell which doesn't count against your spells known. Blooded blade Prerequisite: Pact of the blade, Level 5 When at half health and bellow you gain +1 to attack rolls and attack damage. Cantrip Clash Prerequisite: Pact of the Gauntlet You become proficient in unarmed strikes and can use your charisma mod in place of strength or dexterity. As a bonus action you can make 1 unarmed strike after casting a cantrip. Catalogue casting Prerequisite: Level 12 You can swap 1 spell from your spells known per long rest. Chain bridle Prerequisite: Pact of the chain, Level 9 You can cast Find Steed with a warlock spell slot. Claimed Soul Prerequisite: Level 3 Gain +1 to AC Conversationalist Prerequisite: Level 9 You can cast Tongues on yourself at will Commune with nature Prerequisite: Level 5 The spells Speak with Animals, Locate Animals or Plants and Speak with Plants are added to your spell list which don't count against your spells known Cunning grasp Prerequisite: Pact of the Gauntlet When you make a grapple attack, you can use your charisma in place of strength. Deadly Defiance When you drop to 0 hit points you can spend a pact magic slot to instead drop to 1 hit point plus the pact magic level. Deep slumber Prerequisite: Pact of slumber If you sleep during a short rest, any hit die you spend are considered to be rolled at their maximum, you also add your constitution mod twice per dice used.

Deft hands Prerequisite: Pact of the Gauntlet, level 5 While both hands are free, while wearing your pact gloves gain AC equal to your proficiency bonus. Defensive caster Prerequisite: Level 12 If you are able to you can cast any of the following spells either with pact magic slots or via warlock invocations you can do so as a bonus action. Spells: Alter self, Armour of Agathys, Blink, Blur, Disguise Self, False Life, Fire Shield, Jump, Mage Amour, Mirror Image, Tongues, Shadow of Moil, Levitate*. Defensive stance Prerequisite: Pact of the armoury, level 12 Can take dodge as a bonus action Dispelling blast Prerequisite: Eldritch Blast cantrip, Level 5 You learn the spell Dispel Magic. When you hit a target with eldritch blast you can use a pact magic slot to cast dispel magic on the target as a bonus action. Do no harm Prerequisite: Pact of restoration, level 5 If you use your action to stabilize with your health kit or heal via spells, warlock feature or item and not attempted an attack on anyone/thing during your turn gain AC equal to your charisma mod until the start of your next turn or until you use your reaction to attempt to cause damage. Eldritch Cocktail Prerequisite: Pact of the goblet, Eldritch Blast Cantrip, level 8 While under the poisoned conditioned due to alcohol you can change the damage type of your eldritch blast to one of the following types as a bonus action: acid, cold, fire, force lightning,necrotic, poison, psychic, radiant and thunder. Eldritch Bolt Prerequisite: level 5 Can dash as a bonus action Eldritch Eruption Prerequisite: Eldritch Blast cantrip, Level 5 When casting the eldritch blast cantrip instead of making an attack roll select a point within range of your eldritch blast. Every creature within a 20 foot radius must make a dexterity saving throw or take eldritch blast damage equal to the amount of beams available and any invocation effects. On a save half damage and no invocation effects. You can use this feature equal to your proficiency modifier and all uses refresh on after a long rest. Eldritch Fountain When casting the eldritch blast cantrip instead of making an attack roll you can fire a 15ft cone. Each creature within the cone must make a dexterity saving throw or take full damage from the cantrip and any invocation effects, on a save they take half damage and no invocation effects. You can use this feature equal to your proficiency modifier and all uses refresh after a long rest. Eldritch Panic You learn the Hellish Rebuke spell and does not count against your number of spells known. You can cast this spell at its lowest level without using a pact magic slot a number of times equal to your charisma modifier per long rest. Eldritch Strike Prerequisite: Eldritch Blast cantrip, Pact of the Gauntlet While wearing your pact gloves you can cast the eldritch blast cantrip as a melee spell attack on a single target, making attacks rolls equal to the amount of beams made by the cantrip. Your pact gloves can also be used as an arcane focus. Elemental mastery Prerequisite: Level 7 You learn the spells Create/Destroy Water , Earth Tremor, Heat Metal , Ice Knife, Thunderwave, and they do not count against your number of spells known. Eternal Servitude Prerequisite: Pact of the chain, level 12 You can cast Animate Dead with a pact magic slot. Expanded book of shadows Prerequisite: Pact of the tome, level 6 You can select 3 more cantrips from other classes, which do not count against your number of spells known. Fearful blast Prerequisite*: Eldritch Blast cantrip, Level 5 You learn the spell cause fear. When you hit a target with eldritch blast you can use a pact magic slot to cast cause fear on the target as a bonus action. Free pour Prerequisite: Pact of the Goblet,Eldritch Blast* cantrip When you miss with an eldritch blast beam you can use your reaction to redirect a single beam and make another attack at a different target in range. Force Amour Prerequisite: Pact of the armoury, level 9 The first time you summon your pact amour after a short rest, you automaticity cast Armour of Agathys at level 3 without using a pat magic slot. If you dismiss your pact amour the spell is also dismissed. You can not use this feature until you finish a short rest.

Force of habit Prerequisite: Pact of slumber, level 12 While prone, you do not grant advantage on melee attacks Garnish Prerequisite: Pact of the goblet, level 12 When you fail a saving throw you can re-roll and pick the highest. You can do this equal to your cha mod per long rest. Giving gift Prerequisite: Pact of restoration, level 5 You can now learn spells from the cleric spell list Hex dedication Prerequisite: Level 7, the Hex spell Hex still requires concentration, but a second spell can also be contradicted on as well. 1 concentration check would be made for both spells when needed. High stakes You gain advantage when using any gaming sets. Heightened Senses Prerequisite: Level 7 You gain immunity to the deafened condition and gain blindsight of a range equal to your regular sight. Hoarder sense Prerequisite: Pact of the collector, level 5 Can cast Locate Object at will. Hold the line Prerequisite: Level 5 When you cast a spell of level 1 or higher with a warlock pact magic slot you regain hit points equal to the spell level times your charisma modifier. Hungering blade Prerequisite: Pact of the Blade, Level 10 You can attack with your pact weapon 3 times, instead of once, whenever you take the Attack action on your turn. Idol Hands Prerequisite: Level 9, Pact of the Gauntlet Can cast the Unseen Servant spell at will. Improved Eldritch Strike Prerequisite: Eldritch Blast cantrip, Pact of the Gauntlet, level 9 While wearing your pact gloves you can cast the Eldritch Blast cantrip as a melee spell attacks equal to the amount of beams made by the cantrip. Your pact gloves can also be used as an arcane focus. When you cast the eldritch blast cantrip as a melee spell attack you can attack different targets with your attacks. You are able to move in between attacks but if you do not attempt an attack each “beam” that is not used can not be used next turn. Intimate gamble Prerequisite Eldritch blast cantrip The range of your eldritch blast beams are reduced to 10 feet, but you gain an extra beam when fired as a range attack. The range of your eldritch blast can not be improved by any feat, invocation, item or other class features e.g. meta magic. Interpreter of the eldritch You learn to read, write and speak 2 common languages and one exotic language. If you loose this invocation you loose the ability to comprehend these languages. Intoxicating presence Prerequisite: Level 12, pact of the goblet While you are poisoned due to alcohol, when you cast the spell hex or use the hex blade curse feature the target needs to make a charisma saving throw or also become poisoned until the spell/feature used is disabled. Instinct improved You gain proficiency in the perception and survival skills. Leached companions Prerequisite: Pact of the chain, Level 5 You can cast Conjure Animals with a warlock spell slot. They take on an appearance relevant to your patron. Liquid confidence Prerequisite: Level 12, pact of the goblet When you drink enough alcohol to give you the poisoned condition you gain double proficiency in any dexterity or charisma skills you have proficiency in. This lasts until you are no longer poisoned, you can not benefit from double proficiency from this invocation if it is granted by another feature. Liquid courage Prerequisite: Pact of the goblet You have advantage on saving throws ageist fear. If you are under the poisoned condition from alcohol you gain immunity from the fear condition. Lucid Dreamer Prerequisite: Pact of slumber, level 15 If you sleep during a short rest you can regain 1 use of your Mystic Arcanum feature. You must finish a long rest before you can use this feature again.

Medical lore Prerequisite: Pact of restoration Gain proficiency in the medicine skill, you can add your charisma mod to any medicine skill check. Mental Defences Prerequisite: Pact of the armoury While wearing your pact amour, gain +1 AC while concentrating on a spell Militant magic Prerequisite: Level 10 On your turn you can take one additional action on top of your regular action and a possible Bonus Action after you have all ready taken these actions once. You can do this once per short rest. Musically Inclined You gain proficiency in the performance skill and one musical instrument. Mysterious Ways You gain proficiency in the Arcana and Religion skills. Natural fit Prerequisite: Pact of the armoury While you wear your pact amour you are always comfortable no mater the environment. You are not effected by extreme heat or cold, the amour dries instantly etc. Neutral existence You can re-roll any natural 1 and must take the second roll. You must re-roll any natural 20 and take the second roll. Outsider's Agility You gain proficiency in the Acrobatics and Athletics skills. Penance casting You can sacrifice hp to regain a pact magic slot. 10hp multiplied by your pact magic level. This is a bonus action to do, and only 1 pact magic slot can be reigned at a time. Preventive medicine Prerequisite: Pact of restoration, level 9 You gain immunity to disease and the poisoned condition Physical defences Prerequisite: Pact of the armoury Your hit point maximum increases by 1 and increases by 1 each time you gain a level. You also gain hp points for past levels where you did not have this invocation. If this invocation is replaced or lost you loose the hit points gained. Piercing blast Prerequisite: Eldritch blast cantrip, level 12 Your eldritch blast beams can be fired as one large combined shot. Each creature in a line must make a dexterity saving throw, on a fail they recessive your eldritch blast damage as well as any invocation effects. On a pass they take no damage and no effects. You can use this feature equal to your proficiency modifier and all uses refresh on after a long rest. Portable vendor Prerequisite: Pact of the collector, level 5 You speak an item that you desire into your pact bag and a portion of currency or item you are willing to trade. The DM will determine the likelihood of success of getting the desired item. If successful up to 7 days later the item will sprout from your pact bag. If the item is not brought the item or currency is returned to you. You have to wait 7 days before using this feature again. Power nap Prerequisite: Pact of slumber, level 7 If you spend 1 round without moving or taking actions you regain 1 pact magic slot. You can not use this feature again until you complete a long rest. Rest for the weary Prerequisite: Pact of restoration, level 9 You can spend a pact magic slot to remove a level of exhaustion equal to or less than your pact magic slot. Self care Prerequisite: Pact of restoration When you fall unconscious you automatically stabilise. You will still roll death saving throws but can not fail, but have a chance of rolling a natural 20. Shield summon Prerequisite: Pact of the armoury, level 10 When you summon your pact armour you also summon a shield, which you have proficiency in. This shield also acts as a arcane focus for you. You may preform a ritual similar to your pact armour to gain a new pact shield. Shared Burden Prerequisite: Level 5 You gain an extra attunement slot. Silent as the grave Prerequisite: Pact of slumber, level 5 You can cast the spells Gentile Repose and Fien Death at will. In addition if you ever have to make a deception/performance check to pretend to be dead or unconscious you do so with advantage.

Skill mastery Select 2 skills you have proficiency in. You may add your proficiency modifier to these skills twice unless another feature has already doubled the proficiency bonus of those skills. Skill mastery continued Prerequisite: Skill mastery invocation, level 10 Select another 2 skills you have proficiency in. You may add your proficiency modifier to these skills twice unless another feature has already doubled the proficiency bonus of those skills. Spell Forgery Prerequisite: Pact of tome, level 12 When casting a spell when using a scroll, you can use the scroll twice before it is destroyed. Spell storage Prerequisite: Pact of the collector You can cast a spell using your pact magic slot, into your bag. The spell will stay there indefinitely until used. Only 1 spell may be stored this way at a time. Sleep Walking Prerequisite: Pact of slumber As long as you don't do anything apart from walking/riding you can take a short or long rest while travelling. Slumber party Prerequisite: Pact of slumber, level 5 You learn the spells Catnap and Sleep and they do not count against your number of spells known. You also learn the spell Leomund's Tiny Hut which you can cast as a ritual. Stash sanctuary Prerequisite: Pact of the collector level 5 You learn the Magic Rope spell and can cast it with a pact magic slot and does not count against your number of spells known. In addition, when you cast this spell all items left in the space remain there as long as it is not alive. Strength of many You can cast the enlarge effect of the spell Enlarge/Reduce once without expending a warlock spell slot. You must complete a long rest before this spell can be used again. Tactical retreat Prerequisite: Level 5 Can disengage as a bonus action Temporary haven When you take damage, you can use your reaction to trigger this invocation. You use your reaction to reduce the damage to 0, in addition to any other damage you take until the start of your next turn. The total damage is then applied at the start of your next turn twice. You can not reduce this damage in anyway. You must complete a long rest before you can use this feature again. Thief’s confidence Prerequisite: Pact of the collector, level 9 When under the effects of spells that determine if you are lying, you always appear to be telling the truth. Tough negotiations Gain proficiency in the intimidation skill and insight skill. Twin blades Prerequisite: pact of the blade, Level 5 You can bind a second pact weapon. This weapon follows the same conditions as your first pact weapon. If both weapons are 1 handed they can be summoned at the same time. If you loose this invocation the oldest weapon is lost. Unity over division Prerequisite: Level 5 Gain +1 to spell attack rolls and damage rolls if with 5ft of an friendly character. Walk the world Prerequisite: Level 5 You walking speed is increased by 20 foot War proficiency Prerequisite: Pact of the armoury, level 9 Your pact amour can be of any type, and once it becomes pact amour you are proficient in it. If the amour has a strength requirement you can instated use your charisma stat in its place. Well equipped Prerequisite: Pact of the armoury, level 5 You can bind a second set of amour to use as your pact amour and can swap between them as an action. If your amours do not already benefit from +1 AC it gains it while you have this invocation. They follow all other rules of pact amour. At level 12 you can bind a third set of amour and at level 16 you can bind a forth. If you loose this invocation, the oldest sets of pact amour are lost.