Pact Boon
As you progress, your otherworldly patron bestows a gift upon you for your loyal service. The following Boons can be added to your list of possible choices.
Pact of the Mantle
Your patron grants you a cloak called the Cloak of Preservation. While you don this cloak, you and a number of creatures of your choice equal to your proficiency bonus within 10 ft. of you gain a +1 to their AC.
If you lose your Cloak of Preservation, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous cloak. The cloak turns to ash when you die.
Pact of the Rune
Your patron grants you a rune called the Purs Rune. When you gain this feature, you can use your action to restrict the movements of one creature you can see within 30 ft. of you. While restricted, the creatures movement is halfed, with the rune appearing on their forehead.
You can only have one creature under the effects of the Purs Rune at a time.
Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
The following Invocation can be added to your list of possible choices.
Blade of Ild
Prerequisite: 7th level, Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Ild rune onto a melee weapon. The weapon gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage, as well as bonus damage equal to your spell slot level.
These effects last for 24 hours or until you use this property again.
Bow of Vind
Prerequisite: 7th level, Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Vind rune onto a ranged weapon. The weapon gains a ghostly blue aura and has its normal and maximum range doubled. The weapon’s attacks do not suffer disadvantage due to range.
Additionally, your attacks deal bonus damage equal to your spell slot level.
These effects last for 24 hours or until you use this property again.
Brands of Ild and Kalt
Prerequisite: 5th level, Pact of the Rune feature
Whenever you target a creature with your Purs Rune feature, the creature makes a Wisdom saving throw against your spell save DC. Upon a failure, the creature take 1d8 damage of your choice of fire or cold damage.
Bulwark Brand
Prerequisite: 9th level, Pact of the Rune feature
You Learn of a rune that grants you additional protection. You gain a +1 bonus to your AC.
Dagger of Kalt
Prerequisite: 7th level, Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Kalt rune onto a melee weapon. The weapon gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage, as well as bonus damage equal to your spell slot level.
These effects last for 24 hours or until you use this property again.
Defensive One
Prerequisite: 7th level, Pact of the Mantle feature
You learn to alter the properties of your Cloak of Preservation. Whenever you or a friendly creature within you cloaks radius must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (minimum 1) while you are conscious.
Eldritch Enhancement
You gain proficiency in the Acrobatics and Athletics skills.
Eldritch Mobility
Your walking speed increases by 10 feet.
Eye of the Beast
Prerequisite: Pact of the Chain feature
While you're familiar is summoned with you Pact of the Chain feature, you can use a free action to see through your familiar’s eyes and hear what it hears, gaining the benefits of any special senses that the familiar has, without deafening and blinding your own senses.
Far Watch
Prerequisite: 7th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
You can cast the locate creature spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. When you do so, a map of the area around you appears in your tome, with a mark showing the creatures position.
As an action, you can magically erase a name on the page by touching it.
Fearless One
Prerequisite: 12th level, Pact of the Mantle feature
You learn to alter the properties of your Cloak of Preservation. You and friendly creatures within you cloaks radius can not be frightened while you are conscious.
Hammer of Stein
Prerequisite: 7th level, Pact of the Rune feature
You can expend a warlock spell slot to inscribe the Stein rune onto a weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon’s damage die or dice, the target of your attack is knocked prone if it is a creature.
Additionally, your attacks deal bonus damage equal to your spell slot level.
These effects last for 24 hours or until you use this property again.
Improved Pact Link
Prerequisite: Pact of the Link feature
You can use your summoned chain as a spellcasting focus for your warlock spells.
In addition, the chain gains a +1 bonus to its attack and damage rolls.
Mantle of the Veil
Prerequisite: 12th level, Pact of the Mantle feature
While wearing your Cloak of Preservation, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 10 minutes. After 1 hour of use, the cloak's invisibility ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 5 minutes of duration.
Reaching Aid
Prerequisite: Pact of the Mantle feature
You learn to alter the properties of your Cloak of Preservation. The range of your features is doubled from 10 ft. to 20 ft.
Restraining Rune
Prerequisite: 12th level, Pact of the Rune
Whenever you use target a creature with your Purs Rune feature, the creature must make a Strength saving throw against your spell save DC. Upon failure, the creature is restrained for one minute.
The creature can make a Strength saving throw at the end of its turn to end the effect early.
Rune Casting
Prerequisite: Pact of the Rune
Whenever you use your Purs Rune feature, you can target a number of creatures equal to 1/2 you charisma modifier rounded down (minimum 1).
Swarm of Locusts
Prerequisite: 9th level
You can cast insect plague once using a warlock spell slot. You can't do so again until you finish a long rest.
Otherworldly Patrons
The beings that serve as Patrons for warlocks are mighty inhabitants of Other Planes of existence—not gods, but almost godlike in their power. Various Patrons give their warlocks access to different powers and invocations, and expect significant favors in return. The following Patron can be added to your list of options.
The Harbinger
Your patron is an acolyte of the four Horsemen, a being of the end times, who are the living manifestations of the apocalypse. These beings desire nothing but the day they will ride, granting people a portion of their power in hopes that their acolytes will bring forth that day. As a harbinger warlock, you become a proxie of the apocalypse, and with every soul you consume, your patron horseman grows in strength. Beings of this sort include the Horseman of Death; the Horseman of War; the Horseman of Pestilence; the Horseman of Famine; and Acolytes of their will.
Expanded Spell List
The harbinger lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | false life, ray of sickness |
2nd | blindness/deafness, pass without trace |
3rd | animate dead, bestow curse |
4th | giant insect, locate creature |
5th | cloudkill, dominate person |
Apocalyptic Vow
Starting at 1st level, you must select one of the Four Horsemen to swear an apocalyptic vow to. These horsemen are Famine, Death, Pestilence, and War. Once you have made your vow, you cannot switch it to another horseman.
This vow grants you a +3 bonus on life or death saving throws. When you die, the entity to which you swore your vow claims your soul. A character attempting to resurrect a slain harbinger warlock must succeed a DC 10 + the harbinger warlock’s character level or the spell fails. Upon failure, that character cannot attempt to resurrect the warlock again until 24 hours have passed, though other characters can still attempt to do so.
Soul Pool
Also starting at 1st level, you gain a pool of soul points, stolen life energy with which you can use to accomplish unnatural feats. The number of soul points in the pool begins at 0 and only increases when you collect the soul remnants of a recently deceased monster. As an action, you can collect the soul remnants of a dead creature within 15 ft. of you, that has not been dead for over 1 minute. This collection counts as 1 soul point.
Creatures that do not have a soul, such as a construct or an undead, are immune to the Soul Pool feature. You can store a number of soul points equal to 1/2 you warlock level plus your Charisma modifier (minimum 0). Note that soul points are fragments of souls and do not prevent a slain creature from being raised.
A harbinger warlock can use soul points for the following:
- Raise Soul. You can return a portion of you soul remnants to a nearby corpse to have it serve your will. As an action, you can expend 3 soul points to cast the animate dead spell at 3rd level. You can only cast this spell once per day using the Raise Soul feature.
- Recover Spell Slot. As an action, you can expend a number of soul points equal to twice the level of your spell slots in order to regain one warlock spellslot.
- Soul Deflect. When in danger, you can use your soul remnants to protect yourself. As a reaction, when a creature targets you and makes an attack roll against you, you can expend 1 soul point to increase your AC by 1d6 for that attack.
- Soul Possess. You can use you soul remnants to temporarily take uover teh will of a creature you can see. As an action, you can expend 5 soul points to cast the dominate person spell.
- Syphon Life. You can pull health from your soul pool to reinvigorate yourself. As a bonus action, you can sacrifice 1 soul point to regain 1d6 hit points.
Additionally, when you reach 10th level, you can expend soul points to perform one of the following features, so long as you have the required pact.
- Gripping Chain. If you are a Pact of the Link warlock, you can infuse your chains with the gripping inevitability of the end. As an action you can sacrifice 10 soul points to chain's grapple save a +3 bonus for 1 hour. Once you have done so, your chains cannot be infused again in this way for 7 days.
- Return Familiar. If you are a Pact of the Chain warlock, you can re-summon a recently killed familiar. As an action you can sacrifice 10 soul points to recast the find familiar spell with a casting time of 1 action. Once you have done so, your familiar cannot be summon again in this way for 7 days.
- Return Star. If you are a Pact of the Star Chain warlock, you can re-summon a recently lost chain. As an action you can sacrifice 10 soul points to re-summon your pact chain. Once you have done so, your chain cannot be summon again in this way for 7 days.
- Return Talisman. If you are a Pact of the Talisman warlock, you can re-summon a recently lost talisman. As an action you can sacrifice 10 soul points to re-summon your pact talisman. Once you have done so, your talisman cannot be summon again in this way for 7 days.
- Return Tome. If you are a Pact of the Tome warlock, you can re-summon a recently lost tome. As an action you can sacrifice 10 soul points to re-summon your pact tome. Once you have done so, your tome cannot be summon again in this way for 7 days.
- Violent Blade. If you are a Pact of the Blade warlock, you can infuse your blade with immense apocalyptic energy. As an action you can sacrifice 10 soul points to grant your pact of the blade weapon a +3 bonus to all Attack and Damage rolls made with it for 1 hour. Once you have done so, your pact weapon cannot be infused again in this way for 7 days.
Steeds of the End Times
Starting at 6th level, you can summon an avatar of your Riders Steed as a mount for you to ride into combat. You an expend 4 soul points to summon one of the steeds below, as dictated by your Apocalyptic Vow. The summoning takes 10
minutes. You control the steed in combat. While the steed is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the steed. The steed disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Using the Steeds of the End Times feature again re—summons the steed, with all its hit points restored and any conditions removed. your steed counts towards any mounts bonded by the find steed or find greater steed spell. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Horseman | Steed |
---|---|
Death | Avatar of Despair |
Famine | Avatar of Fear |
Pestilence | Avatar of Conquest |
War | Avatar of Ruin |
Manifestations of the Apocalypse
Starting at 10th level, you gain the ability to resist some of the harshest of ailments. The vow you made grants you one of the following features.
Horseman | Vow's Benefit |
---|---|
Death | Immune to aging effects and Constitution penalties. |
Famine | Immune to the poisoned condition, you no longer need to eat or drink. |
Pestilence | Immune to disease, including supernatural and magical disease. |
War | Immunity to fear condition and Strength penalties. |
Harbingers Wish
Starting at 14th level, your connection to a harbinger of the end times grants you an additional way to utilize your soul remnants. You can expend 3 soul points to cast the enervation spell.
Additionally, you Apocalyptic Vow grants you an additional spell that you can cast for 3 soul points.
Horseman | Vow's Benefit |
---|---|
Death | You can cast the negative energy flood spell. |
Famine | You can cast the insect plague spell. |
Pestilence | You can cast the contagion spell. |
War | You can cast the conjure volley spell. |
Avatar of Conquest
Large fiend, neutral evil
- Armor Class 13 (natural armor)
- Hit Points 68 (8d10+24)
- Speed 60 ft., fly 90 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
- Saving Throws Dex +4, Wis +3, Cha +4
- Skills Perception +6
- Damage Immunities Acid
- Senses passive Perception 16
- Languages Knows all languages, but can't speak
- Challenge 3 (700 XP)
Confer Acid Resistance. The Avatar of Conquest can grant resistance to acid damage to anyone riding it.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) acid damage.
Ethereal Stride. The Avatar of Conquest and up to three willing creatures within 5 feet of it magically enter the Plane of Abaddon from the Material Plane, or vice versa.
Avatar of Despair
Large fiend, neutral evil
- Armor Class 13 (natural armor)
- Hit Points 68 (8d10+24)
- Speed 60 ft., fly 90 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
- Saving Throws Dex +4, Wis +3, Cha +4
- Skills Perception +6
- Damage Immunities Necrotic
- Senses passive Perception 16
- Languages Knows all languages, but can't speak
- Challenge 3 (700 XP)
Confer Necrotic Resistance. The Avatar of Despair can grant resistance to necrotic damage to anyone riding it.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.
Ethereal Stride. The Avatar of Conquest and up to three willing creatures within 5 feet of it magically enter the Plane of Abaddon from the Material Plane, or vice versa.
Avatar of Fear
Large fiend, neutral evil
- Armor Class 13 (natural armor)
- Hit Points 68 (8d10+24)
- Speed 60 ft., fly 90 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
- Saving Throws Dex +4, Wis +3, Cha +4
- Skills Perception +6
- Damage Immunities Poison
- Senses passive Perception 16
- Languages Knows all languages, but can't speak
- Challenge 3 (700 XP)
Confer Poison Resistance. The Avatar of Fear can grant resistance to poison damage to anyone riding it.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) poison damage.
Ethereal Stride. The Avatar of Conquest and up to three willing creatures within 5 feet of it magically enter the Plane of Abaddon from the Material Plane, or vice versa.
Avatar of Ruin
Large fiend, neutral evil
- Armor Class 13 (natural armor)
- Hit Points 68 (8d10+24)
- Speed 60 ft., fly 90 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
- Saving Throws Dex +4, Wis +3, Cha +4
- Skills Perception +6
- Damage Immunities Fire
- Senses passive Perception 16
- Languages Knows all languages, but can't speak
- Challenge 3 (700 XP)
Confer Fire Resistance. The Avatar of Fear can grant resistance to fire damage to anyone riding it.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Ethereal Stride. The Avatar of Conquest and up to three willing creatures within 5 feet of it magically enter the Plane of Abaddon from the Material Plane, or vice versa.
Credits
Created by Nicholas H.
Contributors: David D.D., Jory C.
Proofreaders/Balancers: David D.D., /u/lidanma,References
This content was inspired and based off of the Souldrinker prestige class created by Paizo for use within the Pathfinder system.
Art in Order of Appearance
"Ars Goetia - Kimaris" by Daniel Kamarudin
"The Four Horsemen" by Daniel Kamarudin
"Glory" by Daniel Kamarudin
"Despair" by Daniel Kamarudin