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Warlock: Pact of the Panoply

You can use your action to create a suit of pact armor around yourself. You can choose the form that this armor takes each time you create it. You are proficient with it while you wear it. This conjured armor can be light, medium, or heavy; and grants resistance to one damage type that you choose when your patron first bestows it upon you. You can request your patron change the resistance by performing a ritual that requires 7 hours and 700 gold pieces of rare offerings. Your pact armor disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the armor (no action required), or if you die. You can transform one suit of Magic Armor into your pact armor by performing a special ritual while you hold the armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor, shunting it into an extradimensional space, and it appears whenever you create your pact armor thereafter. You can’t affect an artifact or soulbound armor this way. The armor ceases being your pact armor if you die, if you perform the 1-hour ritual on a different armor, or if you use a 1-hour ritual to break your bond to it. The armor appears at your feet if it is in the extradimensional space when the bond breaks.
New Warlock Invocations Cloak of Baalzebul  Prerequisite: The Fiend patron As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.         Curse of the Dark Dream You can cast sleep once using a warlock spell slot. You can't do so again until you finish a long rest. Creatures that save against the sleep, suffer from a temporary curse that mimics the mindfire disease rot for 1d10 rounds, during which time they have disadvantage on Intelligence checks and Intelligence saving throws and must roll d10 and consult the confusion chart PHB page 225 to determine their action for the round. Earthen Grasp As an action, choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either. Eldritch Ward Prerequisite: Pact of the Panoply feature You can cast your eldritch blast  on your pact armor, where it sits and waits to discharge until the next time you are attacked or dissipates after a number of rounds equal to your warlock level. The next time a weapon or spell deals damage to you, you can retaliate as a reaction and the blast will automatically strike your attacker. Until then, as long as the eldritch blast sits on your pact armor while you are wearing it you leave no tracks, and shadows cling to your armor obscuring your prescence giving you a +10 bonus to Dexterity (stealth) checks, and you cannot be tracked except by magical means. Entrapping Plate Prerequisite: Pact of the Panoply feature As an action, you can conjure your pact armor as plate armor around another creature, the armor resizes to fit them. They do not gain proficiency with the pact armor, instead it hampers them. The targets speed becomes 0, it can't swim or fly, it suffers disadvantage on Dexterity checks and ranged attack rolls until it manages to remove the armor or you dismiss the pact armor with a bonus action. The target does benefit from your pact armors resistance. Mind Carapace Prerequisite: Pact of the Panoply feature. You can call an aberrant parasite from a Prime Material moon to serve as your pact armor, the parasite takes 1d6 hours to fly to you and once it wraps its tentacles around you, it integrates itself with your physiology, sending tendrils deep into your brain and glandular system. As long as the mind carapace covers you, it shields your mind from fear and insanity. Your pact armor becomes resistant to psychic damage if it wasn't already, you become immune to charm,   fear, telepathy , and reduces the roll on the longterm or short-term madness tables by an amount equal to your warlock level. You no longer need remove your pact armor to benefit from a rest, but you permanently reduce your available hit dice by one to represent the parasite feeding on you and you suffer disadvantage on all Charisma checks except Intimidate unless you are interacting with other aberrations. Soulbound Armor Prerequisite: Pact of the Panoply feature, 10th level You can infuse your pact armor with a sort of half life, by inserting a shard of your soul into it. You can cast animate object on your pact armor without expending a slot and invest up to your Charisma score in hit points which reduces your hit point maximum by the same amount, turning your pact armor into a creature under your control with Strength and Dexterity scores equal to your warlock level + your Charisma modifier, hit points equal to what you invested and all other stats are based on the animate objects spell. Your pact armor only gets one action in combat and it cannot take reactions. Your pact armor can travel an unlimited distance from you once animated , and if you are killed you can transfer your consciousness into your pact armor which persists despite your death, its scores becoming equal to your own, it gains the living construct trait, and a full complement of actions. You are functionally a spirit trapped in your pact armor unless your patron or another otherworldly power is able to reduce your pact armor to 0 hit points, in which case it can capture the final piece of your soul. Unseelie Escape Prerequisite: Pact of the Panoply feature, 6th level Once before a short rest, as a reaction when you fail a save against a spell or get hit from an attack, you can swap places with one of your enemies that you can see or hear, up to 100-feet away, who gets teleported into your pact armor while you get teleported into the space they occupied. The spell or attack affects them instead of affecting you. Your pact armor remains standing, now containing your foe, a minor illusion of you appears around the creature to disguise them as you, and a minor illusion of them appears around you. The illusions last only a single round. .