The Pact-Maker

Pact Magic

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips. You know two cantrips of your choice from the warlock spell list. You learn another warlock cantrip of your choice at 10th level.

Spell Slots. The Pact-Maker spellcasting table shows how many spell slots you have to cast your pact-maker spells of 1st through 4th level. The table also shows what the level of those slots is; all of these spell slots have the same level. To cast one of your pact-maker spells of 1st through 5th level, you must expend a spell slot slot. You regain all expended Pact Mgic spell slots when you finish a short or long rest.

For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st-Level and Higher. You know two 1st-level warlock spells of your choice, one of which you must choose from the enchantment, evocation, and illusion spells on the warlock spell list.

The Spells Known column of the Pact-Maker Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 8th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier.

Pact Initiate

When you reach 3rd level, you create a pact with a powerful being, discuss with your DM how you came into such a pact, and what the being requires of you to maintain the pact. Suitable beings might be, but are not limited to, powerful genies, archmages, or angels. Determine if the being is Good, Evil, or Neutral. Your choice alters a 3rd and 17th level feature.

Altered Sneak Attack

Starting at 3rd level, when you apply sneak attack damage, you may change the damage type of the sneak attack to Radiant if the being chosen in Pact Initiate is Good, Force if the being is Neutral, and Necrotic if the being is evil.

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Pact-Maker Spellcasting

Rogue Level Cantrips Known Spells Known Spell Slots Slot Level 3rd 2 2 1 1 4th 2 3 2 1 5th 2 3 2 1 6th 2 4 2 1 7th 2 4 2 2 8th 2 5 2 2 9th 2 5 2 2 10th 3 6 2 2 11th 3 6 2 2 12th 3 7 2 2 13th 3 7 2 3 14th 3 8 2 3 15th 3 8 2 3 16th 3 9 2 3 17th 3 9 2 3 18th 3 10 2 3 19th 3 11 2 4 20th 3 11 2 4

Otherworldly Knowledge

At 9th level, the being you have made a pact with offers you glimpses into their knowledge. You learn the spell Augury and can cast it as a ritual without requiring material components. You also learn the spell Legend Lore and can cast it without expending a spell slot or requiring material components. Once you cast Legend Lore in this way you can't use this feature again to cast it for 7 days.

Shielded Mind

At 13th level, the being you draw power from guards your mind from mental assaults. You gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence saving throws.

Empowered Strikes

At 17th level, Whenever you attack a creature whose alignment does not match the alignment chosen in Pact Initiate, your Sneak Attack damage against that creature increases by 3d6. Unaligned counts as Neutral for the purpose of this feature.