Additional Pact Boons

At 3rd level, when you gain the Pact Boon feature, you may select one of the following options.

Pact of the Catalyst

Your patron grants you a crystal infused with their otherworldly energy. You can choose the type of gemstone you recieve. You can use this crystal as a spellcasting focus. Additionally, when you cast a spell using this gemstone as a spellcasting focus, when you roll damage for that spell, you may reroll any die with a result of one. You must use the new roll. You may use this feature a number of times equal to your charisma modifier (minimum one), and regain all uses after completing a long rest. If the gemstone is lost or destroyed, you can perform a ceremony during a long rest to recieve a replacement. The previous stone is destroyed at the end of this ritual.

Pact of the Chalice

Your patron bequeaths an ornate chalice unto you. At the end of each short or long rest you take, the chalice fills with a common liquid of your choice. Examples include holy water, blood, acid, wine, and a single dose of potion of healing. If the chalice is lost or destroyed, you can perform a one hour ritual during a long or short rest to recieve a replacement. If you die or recieve a replacement chalice, the old chalice melts.

Pact of the Flesh

Your patron modifies your physical form to be more similar to its own. You gain one of the following permanent physical alterations, and can switch which alteration you have during a short or long rest.

Physical Alterations

Name Effect Resistance Your form becomes tougher, perhaps growing scales, secreting a thin layer of mucus, or being surrounded by protective motes of light. You gain resistance to one damage type, chosen when you gain this alteration Aggression Your body forms natural weapons, such as fangs, claws, or horns. Your unarmed attacks deal 1d6 bludgeoning, piercing, or slashing damage, depending on the form of the weapon. Mobility Your flesh warps into a swifter configuration, perhaps with legs lengthening, your lower half becoming quadrupedal, or gaining small wings to push your forward. Your movement speed increases by 10 feet. Adaptation You gain features that allow you to function in almost any environment. You gain a climbing or swimming speed equal to your movement speed, and can breathe in any environment, Vigor You flesh knits together at incredible speed. At the end of each short or long rest you take, you gain temporary hit points equal to twice your charisma modifier (minimum one).

Pact of the Mirror

You learn the Silent Image spell. The spell doesn't count against your number of spells known.

When you cast the spell, if the illusion takes the form of a humanoid you're familiar with, you may have the illusion automatically act in the same manner as the humanoid it share's its appearance with. This acting includes information that you aren't personally aware of.

Pact of the Needle

You learn the Cure Wounds spell. The spell doesn't count against your number of spells known.

Additionally, when you heal someone with your Cure Wounds spell, you may have the target make a constitution saving throw against your spell save DC. On a failure, the target is infected with your patron's essence, and is frightened or charmed (your choice) by you for the next 1d4 hours.

Pact of the Sigil

You learn the Sanctuary spell. The spell doesn't count against your number of spells known.

Additionally, during a short or long rest, you can call on your patron to grant you a gift in the form of a magical inscription. The inscription can be written on anything you can maintain contact with for the hour the ritual takes place. The inscription is clearly visible, and can cast one of your warlock spells as if you had casted it using a warlock spell slot when a trigger condition set during the ritual is met. The inscription disappears after the trigger is met, if another incription is created, or after 24 hours.

Pact of the Spirit

Your patron suffuses your very soul with its essence, entwining itself with your very being. As an action, you can unleash this otherwordly essence, increasing your charisma by 5 until the end of your next turn. When you use this feature, you can't use it again until you finish a long rest.

Pact of the Torch

Your patron grants you a light source infused with eldritch energy, such as a torch, a candle, a lantern, or a firefly in a jar. When activated, the light source gives bright light out to 30 feet, and dim light to 60. While the light source is shining, you have advantage on perception and investigation rolls made in the lit area, and can see through the light source. If the gift is lost, you can perform a one hour ritual during a long or short rest to recieve a replacement. The light is consumed in flame if you recieve a replacement or die.

Additional Eldritch Invocations

Overwhelming Catalyst

Prerequisite: Pact of the Catalyst feature

Whenever you use your Pact of the Catalyst feature to reroll a spell's damage, you may reroll any die with the result 1 or 2 and take the highest result instead.

Sacrificial Catalyst

Prerequisite: Pact of the Castalyst Feature

When you cast a spell using your catalyst as a spellcasting focus, you may have catalyst be destroyed by the spell's strength. If you do, maximize the spell's damage.