Many different kinds of adventurers could benefit from taking on the mantle of a patron. Perhaps you lead a cabal of mages seeking the secrets of immortality. Or you are the archdruid of a circle seeking to protect an ancient forest. Whatever the reason, becoming a patron allows you to divest a portion of your power to strengthen your allies and achieve your goals.

By investing a piece of your power in others rather than in yourself, you learn to extert your influence in many places and over many schemes at once, potentially spreading your power to the farthest reaches of the known universe.

Over your career, you have amassed a considerable wealth of power and are ready for your next step towards greatness. Some would simply continue to advance in their studies or mindlessly seek to further heighten their skill. But you see the advantages of instead, widening your reach.

Craft Pact

At 1st level, you uncover the ancient secrets of pact magic, a deceptively simple, yet powerful, arcane tradition which binds the magic of two creatures together. In order to create a pact, you must first carefully craft an object to store the details of your agreement. This object may take the form of your choice, but common pact objects include lengthy contracts signed in blood, rods or totems carved from the living roots of ancient trees, or psychic crystals containing forgotten lore.

This pact object has 100 hp and an AC of 10. If it is damaged, you can spend 1 minute and 1 gp to restore 1 hit point to it. If it is destroyed, any pact-bearers bound to you are immediately freed of your influence and lose all boons and features granted by you. You must spend 30 days and 5000 gold pieces to craft a new pact object.

For you to use a feature related to your pact-bearers or their boons which requires an action or bonus action, you must be holding your pact object. If you drop, throw, or otherwise lose hold of your pact object, it is transported to a hidden location on the Ethereal plane that only you can access. You can recall the item to your grasp from its hidden location as a bonus action.

Bind Pact

When both you and a willing creature touch your pact object, you can complete a 1 minute ritual to establish a pact bond with that creature. It becomes one of your pact-bearers. You can have a maximum number of pact-bearers sworn to you as given in the Max Pact-Bearers column of the Patron table.

Your pact-bearers know two cantrips of your choice from either your known list of cantrips or the list of warlock cantrips. They also have a number of special patron spell slots equal to the number given in the Spell Slots column of the Patron table. Spells cast from these slots use your spellcasting save DC and attack modifier. A pact-bearer regains all expended patron spell slots when it finishes a short or long rest.

Deliver Secrets

Your pact-bearers can call upon you to cast spells through them. As an action, your pact-bearers must visualize the spell they wish to cast and expend one of their patron spell slots. When a pact-bearer does this, you can choose a spell you know or a spell from the Warlock spell list of a level less than or equal to your Max Slot Level (as shown in the Patron class table) and grant that creature the knowledge and power required to cast the chosen spell. The chosen spell must have a casting time of 1 action, but it does not have to be the same spell that they requested or even a similar spell.

As part of the action taken by the pact-bearer, they can choose to cast the spell that you have granted or do nothing with it, at which point it is forgotten. They choose targets and follow all other rules of spellcasting as normal although they may ignore components except those that have a gold value.

Grant Boon

Beginning at 2nd level, you learn to craft three kinds of boons for your pact-bearers. Choose one of the following options for each pact-bearer under your influence.

Pact of the Chain

You grant your pact-bearer the boon of a magical familiar. The familiar appears instantly before them, but otherwise follows the rules as given by the find familiar spell. You can choose one of the normal forms for their familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when they take the Attack action, they can forgo one of their own attacks to allow their familiar to make one attack of its own with its reaction.

As an action, you can close your senses to see through those of a familiar under the control of one of your pact-bearers. While doing so, you are blinded and deafened to your own senses and you can whisper a message to your pact-bearer as long as it is within 120 feet of the familiar.

Additionally, If you are within 120 ft of the familiar and seeing through its senses, you can cast spells from its location instead of your own.

Pact of the Blade

You grant your pact-bearer the boon of a magical weapon. It takes the form of any melee weapon of your choice, and you may change its form as an action. Your pact-bearer is proficient with it while wielding it, and it can use an action to teleport the weapon to its hand. When it deals damage with your pact weapon, it deals an additional amount of necrotic damage equal to your spellcasting ability modifier.

If your pact-bearer is within 120 feet of you and reduces a creature to 0 hit points using this pact weapon, both you and the pact-bearer regain hit points equal to 1d10 + your spellcasting ability modifier.

Pact of the Tome

You grant your pact-bearer the boon of a magical ritual book, which can have ritual spells scribed into it in the same way as a Wizard's spellbook can. It contains two ritual spells of your choice that you know or that are available on the warlock spell list of a level less than or equal to your Max Slot Level. Both you and your pact-bearer can cast spells from the book as rituals for as long as your pact-bearer is in possession of it.

If your pact-bearer is within 120 feet of you, as an action, you can choose a spell from the book and cast it immediately at your Max Slot Level (as shown in the Patron class table) without spending a spell slot. Once you use this feature, you must finish a short or long rest before you can use it again.