Pact Boon - Pact of the Brand

by SabotageThis

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Pact of the Brand

Your patron marks your body with a symbol or feature indicative of their influence, called a Pact Mark, a vestige of their influence used to store and channel arcane power. Your mark is a symbol, like a tattoo or a blemish, or a physical feature, such as a unique eye or a wound, and cannot be removed unless the body part it is on is also removed. Your mark, and by extension your body, counts as an arcane focus for your warlock spells.

Whenever you expend a warlock spell slot, your mark gains a charge, to a maximum amount equal to your warlock spell slot level. You can expend all of the charges in your mark to cast a spell you know, at a level equal to the charges spent. When you do so, your mark can't gain more charges until you finish a long rest. Your mark loses any stored charges when you finish a long rest.

If you lose your mark, you can perform a 1-hour ritual to entreat your patron to give you another in a new location. This ritual can be performed during a short or long rest, and it destroys the previous mark.

Eldritch Invocations

At 2nd level, the warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player's Handbook.

If an Eldritch Invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Contingent Reserve

Prerequisite: Pact of the Brand feature, 12th level
You can cast a spell of 1st-level or higher into your pact mark, expending the spell slot accordingly. The spell has no effect, and you can set a trigger for the spell, such as when a creature hits you with a weapon attack. When the trigger is met, you can use your reaction to cast the spell without expending a spell slot. This spell is lost when you complete a short or long rest, removing it from your mark.

Covenant of the Pact Keeper

Prerequisite: Pact of the Brand feature
You can perform a 1-hour ritual, which can be done during a short or long rest, to absorb a magic item you hold into your pact mark. The item can't be a weapon, suit of armor, artifact, sentient, or an item that grants a special speed. Your pact mark then functions as the absorbed item, granting you its effects as if you were wearing or holding it. A detect magic spell will reveal that your mark is a magic item. If the item required attunement, you must attune to your pact mark to gain its effects. Performing the ritual again, performing the ritual on a different item, losing your pact mark, or dying, causes the absorbed item to reappear at your feet.

Shared Arcana

Prerequisite: Pact of the Brand feature, 9th level
A creature that touches your pact mark when casting a spell can choose for it to be stored within the pact mark, provided it is on the sorcerer, warlock or wizard spell list. The spell has no effect and the slot is still consumed. Until you or the creature completes a long rest, you can expend charges from the mark to cast the spell as if it were a warlock spell.

Spell Eater

Prerequisite: Pact of the Brand feature, 5th Level
When a creature you can see within 60 feet of you casts a spell, you can use your reaction to consume any leftover magical energy, gaining charges equal to half the spell's level (rounded up). If you cast counterspell, you can use this feature with the same reaction. You can use this feature once, and regain the ability to do so when you complete a short or long rest.

 

Credits

The pact of the brand is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 
Style Credit:
Content created using GMBinder.

 
Artist Credit:
Fan Art: Daud by Manilyn Toledana.

Homebrew by /u/SabotageThis on Reddit

 

Your Pact Boon

Your pact with your patron may influence the appearance of your pact mark. Some forms your pact mark could take may include:

The Archfey. Your pact mark may be an embarrassing tattoo in a peculiar place, a scorch mark where you were kissed by summer fire, or an area of skin that is perpetually frostbitten.

The Celestial. You may have an elegant coiled horn growing from your forehead, a halo floating above your head, or a set of flightless feathered wings.

The Fiend. You may have a fiendish horn growing from your head, or perhaps you have a gash in your side that won't stitch closed, or maybe you have a brand burned into your skin.

The Great Old One. Your pact mark may be one of your eyes, which is black and unblinking. Perhaps it is an extremity that, upon closer inspection, appears to be made of hundreds of wriggling worms.

The Hexblade. Your pact mark may be a finger that has been replaced with a small blade, a tattoo of you or your patron's favored weapon, or the magical remains of a curse placed upon you.

The Undying. Your pact mark may be an area of necrotic flesh, a jeweled phylactery embedded into your body, or a wound or tattoo symbolic of your patron's method of eternal life.

 

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