Pact warriors are fueled by the desire for glory and power. In their search for power, they have been driven into making a pact with a powerful otherworldly being that grants them abilities unattainable through simple study and practice.

At 3rd level, when you choose this archetype, you make a deal with an otherworldly patron of your choice: The Archfey, The Fiend, The Great Old One, Hexblade, The Celestial, or The Undying. Each detailed in the Warlock section of the PHB, XGTE, or SCAG. Your choice dictates your pact advantage and pact spell features.

You can use a weapon you are proficient with as a spellcasting focus for your Pact Warrior spells.

Wisdom is your spellcasting ability for your Pact Warrior spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Pact Warrior spell you cast and when making an Attack roll with one.

Additionally, when you gain a level in this class, you can choose one of the Pact Warrior spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

At 3rd level, you know two 1st-level spells of your choice from the warlock spell list. You learn new Pact Warrior spells of your choice from the warlock spell list as shown on the Pact Warrior Spellcasting table.

The Pact Warrior Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Pact Warrior spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

You know two Cantrips of your choice from the warlock spell list. You learn one additional warlock Cantrip of your choice at 10th level.

The magics bestowed on you by your patron have given you facility with Spells. See chapter 10 in the PHB for the general rules of spellcasting and chapter 11 for the warlock spell list.

Pact Advantage

At 3rd level, you gain a benefit based on your patron.

The Archfey. After you cast a spell using a Pact Warrior spell slot, you can teleport to an unoccupied space you can see within 20 feet of you.

The Celestial. After you cast a spell using a Pact Warrior spell slot, you can restore 1d6 hit points to a creature you can see within 20 feet of you.

The Fiend. When you use your action surge ability, the next attack you hit before the start of your next turn deals an extra 1d10 fire damage.

The Great Old One. After you use your second wind ability, the next attack made against you before the start of your next turn has disadvantage.

Hexblade. When you use your action surge ability, you can deal 1d8 necrotic damage to a creature you can see within 20 feet of you.

The Undying. After you use your second wind ability, you cannot be reduced below 1 hit point until the start of your next turn, except by spells or abilities that would instantly kill you.