Warlock Patron Long ago, when the world was first created, the creator god Bō fashioned for himself two gauntlets. He breathed life into them, and used them to make all of the material plane. During the Sundering, these gauntlets of creation became weapons of war and helped Bō defeat The Maw. In the final struggle Bō bound The Maw into himself, and sundered himself into many smaller fragments - the gods of today. The Fists of Bō These gauntelts have survived millennia beyond the Etherial Mists, and have now made a pact with you. Eager to consume the fragments of The Maw left in the material plane, they grow stronger as they consume the life of their victims. Expanded Spell List The Fists of Bō let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. The Fists of Bō Expanded Spells Spell Level Spells 1st shield, wrathful smite 2nd blur, enlarge/reduce 3rd blink, elemental weapon 4th phantasmal killer, mordenkainen's faithful hound 5th destructive wave, legend lore Apex Weapons The Fists of Bō do not tolerate the use of other weapons. Starting at 1st level, you gain the following benefits while you are unarmed or wielding only improvised weapons and you aren't wearing armor or wielding a shield. • You are proficient with improvised weapons. • You can roll a d6 in place of the normal damage of your unarmed strike or improvised weapon. • When you use the Attack action with an unarmed strike or an improvised weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a boulder, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn. Zealous Warrior While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. In addition, when attacking unarmed or with an improvised weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. Close The Gap Starting at 2nd level, you have advantage on initiative rolls. Pact Boon At 3rd level, The Fists of Bō bestows a gift upon you for your loyal service. Pact of the Fist The Fists of Bō offers only a single pact to mortals that bargain with it - the Pact of the Fist. This pact counts as the Pact of the Blade for all prerequisites. 1

You can use your action to create a manifestation of The Fists of Bō. These large pact weapons float in front of you and mirror the movements of your hands. You can use them in any way you would use your hands (making unarmed attacks, grappling, picking items up, etc.), but they are not proficient with simple or martial weapons. Additionally, they have a Strength score equal to your Charisma score and a melee reach of 10 feet. They count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapons disappear if either is more than 10 feet away from you for 1 minute or more. They also disappear if you use this feature again, if you dismiss the weapon (no action required), or if you die. Your pact weapons can gain all the properties of a magic 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. Upon completion, the weapon disappears into an extradimensional space, and any previous weapon you've performed this ritual with appears at your feet. You can’t affect an artifact or a sentient weapon in this way. Greater Manifestation Starting at 6th level, increase the size of the damage dice of your unarmed attacks from a d6 to a d8. Additionally, at the start of each of your turns, you gain temporary hit points equal to your Charisma modifier + one third your warlock level if you have at least 1 hit point. You may expend these temporary hit points to use any of the following abilities: Thunderclap (Expend 3 THP) You can use an Action to clap the Fists together. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Fortitude saving throw. On a failed save, a creature takes 2d8 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. Frenzy. You may expend an addtional 2, 4, 6, or 8 temporary hit points to increase the damage by 1d8, 2d8, 3d8, or 4d8 respectively. Dragon's Flame (Expend 3 THP) You can use an Action to slam the Fists in a cross shape, combining their flames into a single jet of fire. Each creature in a 20-foot cone must make a Reflex saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Frenzy. You may expend an addtional 4 or 8 temporary hit points to increase the length of the cone to 30-feet or 40-feet respectively. Ground Slam (Expend 5 THP) You can use an Action to slam both Fists into the ground, causing a tremor in a 10-foot radius. Each creature other than you in that area must make a Reflex saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. Frenzy. You may expend an addtional 2, 4, or 6 temporary hit points to increase the damage by 1d6, 2d6, or 3d6 respectively. 2