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 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 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 are proficient in. 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 could be an elegant white leather made from a rare creature adorned with golden leaves or maybe a twisted black metal forged in the circles of hell. 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 just power but material wealth, either for themselves or for others. When you select the pact of the collector you are given a special bag of holding. Only you can access the contents unless you give permission it follows the normal conditions of a bag of holding but has infinite space. You can send your bag of holding into an extra dimensional space and re-summon you must complete a 1 minute ritual. If the bag is lost or destroyed you can spend an hour to re-summon it and all its previous contents will remain unharmed. Pact of restoration Some make pacts with their patron to help overs. 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 temp 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 server 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 or a blanket. 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. 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 positioned 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.

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. 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. You learn a second spell (which can be from a different class to the first spell) at level 16. 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 hit die amount 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. Blooded blade Prerequisite: Pact of the blade, Level 5 When at half health and bellow you gain +1 to attack rolls and attack damage. Catalogue casting Prerequisite: Level 10 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. Conversationalist Prerequisite: Level 9 You can cast tongues on yourself at will Cunning grasp Prerequisite: Pact of the Gauntlet When you make a grapple attack, you can use your charisma in place of strength. 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 +2 AC. 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. 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 cha mod until the start of your next turn or until you use your reaction to attempt to cause damage. Eldritch Blend Prerequisite: Pact of the goblet, level 5 Regardless of your condition you can change the damage type of your eldritch blast. 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 dex 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 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 earth tremor, ice knife, thunderwave, create/destroy water and heat metal 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. 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 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 long rest, you automaticity cast armour of agathys at your pact magic level 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 long 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. Guarded Ability Prerequisite: Pact of the armoury, level 17 While wearing your pact armour can cast enhance ability on yourself at will. 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. Hoarder sense Prerequisite: Pact of the collector level 5 Can cast locate object at will 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, Eldritch Strike invocation, level 9 When you cast the eldritch blast cantrip as a melee spell attack you can now 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. Intoxicating presence Prerequisite: Level 12, pact of the goblet While you a poisoned due to alcohol, when you cast the spell hex or 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. 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 dex or cha skill you have proficiency in. This lasts until you are no longer poisoned.

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. Live to fight another day Prerequisite: Level 5 Can disengage as a bonus action 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, if you all ready have proficiency you may double your proficiency for it. 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. You can do this once per short rest. 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. Outsider's Agility You gain proficiency in the Acrobatics and Athletics skills. Preventive medicine Prerequisite: Pact of restoration, level 9 You gain immunity to disease and the poisoned condition Piercing blast Prerequisite: Eldritch blast cantrip, level 12 Your eldritch blasts can be fired as one large combined beam. 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. 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 5 If you spend 1 round without moving or or taking actions you can spend up to half of your warlock hit die at the start of your next turn as a free action. 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 Shield summon Prerequisite: Pact of the armoury, level 12 When you summon your pact armour you also summon a shield. This shield acts as a arcane focus for you. You may preform a ritual similar to your pact armour to gain a new pact shield. Silent as the grave Prerequisite: Pact of slumber, level 5 You can cast 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.