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Page 1: €¦ · ejxivs riq mryxi ] syk emrm xm rwxerxp] ] syvi ]iw wpmklxp] ekps[ m 4viviuymwmxi xlp izip 4 egxs jx li8 sqi =syg erg ewx 1shmj]1 iqsv] e x[ mpp [ mxlsyxi \tirhmrke wtippw

 

 

You can cast Skywrite at will, without expending a spell slot.

In addition to being able to form words, you can also form

symbols, glyphs, illustrations, depictions, or the like, though

the area that they occupy cannot be larger than 500 feet in

any direction. You can also somewhat change them as you

see fit throughout the duration of the spell, and a strong wind

that risks dispersing the clouds must succeed on a check

against your spell save DC to do so; a continuous strong wind

does so with advantage.  

 

You can cast Detect Poison and Disease at will, without

expending a spell slot, or verbal, somatic, or material

components.

 

You cannot be tracked except by magical means, and

wherever you go, you leave behind no tracks or any other

physical or sensory traces of your passage. You don’t leave

footprints, make no noise, and leave no scents in your wake.

Boards and doors are less likely to creak when you step on or

open them, and even within the minds of others, something

like a broken branch on the ground where you walked will

never suggest to anyone that you were there, unless the

inspecting person is aided by magic. In addition, many people

will have a hard time recalling your face, voice, or any other

distinguishing features about you unless you will it, even if

they just saw you.

 

Someone without magic can, however, successfully track

your movements if you continue to remain within their line of

sight, and someone who sees you do something can still hold

you accountable for your actions; your features are harder to

physically identify, but you as a whole can still be seen and

pointed out. The more someone loses sight of you, however,

the harder this becomes for them to do, especially if they see

you again around other people.

 

Prerequisite: 3rd level

You can cast Feign Death at will, without expending a spell

slot or material components. When you do this, any poison

affecting the target continues to course through them, though

they still gain resistance to poison damage.

 

Prerequisite: 3rd level

You can cast Barkskin on yourself at will, without expending a

spell slot or material components. The spell is not

concentration for you, and you can cast it once. You regain all

expended uses when you finish a long rest.

 

Prerequisite: 5th level

You can cast Web at will, without expending a spell slot or

material components. You can cast it once, and you regain all

expended uses when you finish a long rest.

 

Prerequisite: 5th level

You can cast Dragon’s Breath on yourself at will, without

expending a spell slot or material components. You can do

this once, and regain all expended uses when you finish a

long rest.

 

_

 

Prerequisite: 3rd level, Pact of the Chain

You can cast Find Steed at will, without expending a spell

slot. You can do this once, and regain all expended uses when

you finish a long rest.

 

Prerequisite: 8th level, Pact of the Chain

Your discoveries in your travels and dealings with your patron

have increased the scope of what forms your spirit familiar

can take. In addition to all previous forms, your familiar can

now take the form of a Scorpion, Giant Centipede, Oblex

Spawn, Pixie, Crawling Claw, Myconid Sprout, Twig Blight,

Young Kruthik, Star Spawn Grue, Chitine, Darkling, or a

Magmin.

 

If you take the Pipes of the Paganist invocation and cast

Flock of Familiars, only 3 of the familiars you summon with

the spell may be from this list, and they all must be the same.

 

1

This 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.

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Prerequisite: 8th level, Pact of the Chain

You can cast Flock of Familiars at the highest level you can at

will, without expending a spell slot. When you do this, in

addition to the options listed in the Find Familiar spell and

your warlock options for what forms your familiars can take,

such as a rat, you can also choose to have your familiars take

the form of a Mastiff, the statistics for which are in the

Monster Manual, or, they can take the form of ghostly

children, the statistics for which are listed below.

 

You can cast this spell once, and you regain all expended uses

when you finish a long rest.

 

 

Prerequisite: 15th level, Pact of the Chain

Your familiar now stretches and strains the boundaries of

what your tireless spirit can even become. Your familiar can

now take the form of a Cockatrice or a Spined Devil. Neither

of these forms can be used as part of the Flock of Familiars

spell if you take the Pipes of the Pagainst invocation.

 

If your familiar takes the form of the Cockatrice, all statistics

are the same except for the following: where a creature

would be petrified for 24 hours from the Bite attack, it is

instead petrified for the following two turns, and if it suffers

this effect, it then becomes immune to it for 24 hours.

Creatures that are Huge or larger cannot be petrified in this

way.

 

Prerequisite: 15th level, Pact of the Chain

You can cast Animal Shapes at will, without expending a spell

slot. When you do this, you can only select up to four willing

creatures to transform, and you can choose to visually shift

the appearance of the beasts into an amalgamation of

different creatures, though their statistics remain the same.

You can also give each transformed beast one additional form

of movement that it does not already have (walking,

swimming, flying, etc.) equal to one of its existing speeds, and

when the beasts make any attack, you can choose to change

the damage type of the attack into slashing, piercing, acid, or

necrotic, if it isn't already.

 

The spell is not concentration, for you, and you can cast it

once. You cannot do so again until the next dusk.

 

_  

 

Prerequisite: Pact of the Tome

You can cast Augury without expending a spell slot but while

still performing the ritual, asking your patron for a bad omen

or a sign of good fortune. You can do this once, and you

regain all expended uses when you finish a long rest.

 

Prerequisite: Pact of the Tome

You can cast Locate Animals or Plants at will, without

expending a spell slot, or verbal, somatic, or material

components.

 

Prerequisite: 3rd level, Pact of the Tome

You can cast True Strike as a bonus action at will, without

expending a spell slot or material components, weakening

the chains that bind a target to their original fated path. The

spell does not require concentration for you, and the benefit

of advantage extends to any creature that makes an attack

against the target on the next turn. You can do this once, and

you regain all expended uses when you finish a long rest.

 

2

This 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.

Small undead, chaotic neutral

Armor Class 13Hit Points 8 (3d4 + 3)Speed 20 ft.

STR DEX CON INT WIS CHA

2 (-5) 15 (+2) 8 (-1) 10 (+0) 12 (+1) 10 (+0)

Skills Deception +6, History +4, Insight -4,Intimidation -8, Performance +6, Stealth +6

Damage Immunities Cold, Poison, NecroticCondition Immunities Charmed, Grappled,

Restrained, Petrified, PoisonedSenses Passive perception 15Languages Understands Common But Has Lost The

Ability To SpeakChallenge 1 (200 XP)

Ethereal Sight. The child can see 30 ft. into theEthereal Plane when they are on the Material Plane,and vice versa.

Incorporeal Movement. The child can move throughother creatures and objects as if they were difficultterrain. They take 8 (2d8) force damage if they endtheir turn inside an object.

ActionsActionsWithering Touch. Melee Weapon Attack: +6 to hit,reach 5 ft., one target. Hit: (1d4 + 2) necroticdamage.

Intangibility. The child uses their action to becomeintangible until the start of their next turn, brieflyshifting into the Ethereal Plane if they are on theMaterial Plane, and vice versa. Each child summonedcan only do this once.

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Prerequisite: 5th level, Pact of the Tome

You can cast Tongues on yourself at will, without expending a

spell slot or material components. You can do this once, and

regain all expended uses when you finish a long rest.

 

Prerequisite: 6th level, Pact of the Tome You can cast

Arcanist’s Magic Aura at will, without expending a spell slot

or material components. You can do this once, and regain all

expended uses when you finish a long rest.

 

Prerequisite: 7th level, Pact of the tome

Unearthing archaic texts, you can now cast Inflict Wounds at

will, without using a spell slot. When you do this, the range is

30ft, and the target makes a Charisma saving throw against

your spell save DC. On a success, they are unaffected. You

can do this once, and regain all expended uses when you

finish a long rest.

 

Prerequisite: 10th level, Pact of the Tome

You can cast Identify at will, without using a spell slot, or

verbal, somatic, or material components. You need but touch

an object or person, and instead of gaining the information

after one minute, you gain it instantly, your eyes slightly

aglow.

 

Prerequisite: 15th level, Pact of the Tome

You can cast Modify Memory at will, without expending a

spell slot or material components. You can do this once, and

regain all expended uses when you finish a long rest.

   

_

 

Prerequisite: Pact of the Blade

You can cast Blade Ward as a bonus action at will, without

expending a spell slot or material components. You can do

this twice, and you regain all expended uses when you finish

a long rest.

This 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.

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