When you make a pact with a patron, you are rewarded with a boon—a special artifact that symbolizes the eldritch bargain that has been struck.
This chapter introduces four pact boons for you to choose from—blade, chain, tome, and wand.
Choose your pact from one of the following options:
Your pact boon artifact bears the unmistakable mark of your patron—fiendish red veins, fey vines and flowers, aberrant runes and etchings, etc. You may decide how your artifact is branded by your patron.
You gain your pact boon artifact once you seal your pact—traditionally by means of making a promise or sacrifice to your patron. Choose one of the following, or define your own sealing ritual:
I made a promise: You have sworn to perform a particular service in the name of your patron. Your promise should be (a) achievable and (b) narrow enough in scope so that it can be reasonably addressed during gameplay.
I made a sacrifice: You sacrificed something of great value to your patron.
Describe how you sealed your pact with your patron, or pick a random suggestion (if appropriate) from the Promises and Sacrifices tables.
If you lose your pact boon artifact, you can spend one point of eldritch favor and perform a 1-hour ceremony to receive a replacement artifact from your patron.
This ceremony can be performed during a short or long rest, and it destroys the previous boon item.
Depending on the circumstances in which you lost your artifact, your patron may demand that you renew your pact with a fresh seal. This may require you to make a new promise or sacrifice.
| d100 | I will... |
|---|---|
| 01-06 | Kill an ancient silver dragon and eat its heart. |
| 07-12 | Convert the high priest of Emerset to betray his deity and serve you. |
| 13-18 | Visit the realm of Nazirun and burn the sacred Book of Ascension. |
| 19-24 | Obey every demand and serve you without question for the next 10 years. |
| 25-30 | Serve you forever in death. |
| 31-36 | Capture the souls of 1,000 people. |
| 37-42 | Get the Queen of Rendeburg to pose for a portrait that I paint. |
| 43-48 | Make 1,000 people all sing your name during the Winter Festival. |
| 49-54 | Free the Dream Stalker from the depths of the Feywitch Prison. |
| 55-60 | Build a temple to you in the capital city. |
| 61-66 | Find a way to summon you into this world. |
| 67-72 | Let you take possession of my body during the night of the full moon. |
| 73-78 | Find and complete the secret puzzle box of Lamenchard's Lament. |
| 79-84 | Kill the archon of the cult that opposes you. |
| 85-90 | Recruit 1,000 new people into your service. |
| 91-96 | Create a new festival in your name that is celebrated in all Seven Kingdoms of Thendrae. |
| d100 | I give you... |
|---|---|
| 01-05 | My family's vast wealth. |
| 06-10 | The memories of my childhood. |
| 11-15 | 20 years of my remaining lifespan. |
| 16-20 | One of my eyes. |
| 21-25 | The life of my precious pet. |
| 26-30 | The life of an innocent. |
| 31-35 | My ability to paint. |
| 36-40 | My ability to laugh. |
| 41-45 | Two of my fingers. |
| 46-50 | My soul. |
| 51-55 | My sanity. |
| 56-60 | My sense of taste. |
| 61-65 | My sense of aesthetics. |
| 66-70 | This last copy of a rare, precious book. |
| 71-75 | The beating heart of a unicorn. |
| 76-80 | My fingernails. |
| 81-85 | My ability to write. |
| 86-90 | My ability to feel strong emotions. |
| 91-95 | My blood (1 pint per day). |
| 96-00 | My sense of smell. |
To create your own Pact Boon (or to convert an existing boon from other sources), follow these steps:
Pick a Clear Theme: Summarize your pact request in one word (if possible). For example: curse, destroy, protect, infiltrate, corrupt, control, art, music, immortality, passion, anger, pain, fear, aggression, watercolors, etc.
Use the examples listed in the Boon Requests table below as a guide.
Create a Pact Artifact: Every pact has one significant item attributed with it—a weapon, a necklace, a book, etc. Choose something that is (a) flavorful and (b) hard to keep concealed all the time.
And that's it, your new pact boon is complete!
| d100 | I want... |
|---|---|
| 01-06 | To be immortal. |
| 07-12 | To be a musical genius. |
| 13-18 | To be a renowned artist. |
| 19-24 | To my enemies to suffer. |
| 25-30 | To obliterate my enemies. |
| 31-36 | To protect my friends. |
| 37-42 | To be remembered forever. |
| 43-48 | Vengeance against those who wronged me. |
| 49-54 | To inspire passion. |
| 55-60 | To spread terror and fear. |
| 61-66 | To hurt people. |
| 67-72 | To make the world a better place. |
| 73-78 | To know everything there is to know. |
| 79-84 | To tell when people are lying. |
| 85-90 | To sow chaos and watch the world burn. |
| 91-96 | To speak all languages. |
You ask your patron for physical power, and you are rewarded with an eldritch weapon.
You gain a unique, eldritch weapon from your patron. This weapon is honed and shaped by your own mind—the stronger your intellect, the sharper your blade.
In addition, you gain proficiency with medium armor, shields, and martial weapons.
You can spend one action to summon your pact weapon into your empty hand. You can choose the form that this weapon takes each time you summon it—a dagger, a sword, a bow, etc—though it must be a form of weapon that you are proficient with.
Your weapon bears the unmistakable mark of your eldritch patron—fiendish red veins, fey vines and flowers, aberrant runes and etchings, etc.
You can transform a magic weapon into your pact weapon by performing a special, eldritch ritual.
The ritual takes 1 hour, during which you must be holding the weapon. You can then dismiss the weapon, shunting it into an extradimensional space—the weapon appears whenever you summon your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way.
Breaking the Bond: The weapon ceases to be your pact weapon if either (a) you die, (b) you assimilate a different weapon, or (c) you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
You are able to mark a creature with your Eldritch Brand.
When you hit a creature with your pact weapon, you may choose to brand the creature and deal an extra 1d6 force damage per your spell slot level.
While the creature is branded, attacks with your pact weapon deal extra force damage to that creature equal to your Intelligence modifier (minimum of 1). The creature also can't benefit from the Invisible condition until the mark expires.
You may use this feature a number of times equal to your intelligence modifier, and you recover expended uses when you finish a long rest.
If your pact weapon is within 300 feet of you, you can spend a bonus action to teleport to its location—or to the nearest unoccupied space if that location is occupied.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain expended uses when you finish a long rest.
You are able to Banish a creature to the realm of your patron. You can use this feature once, and you regain expended uses when you finish a long rest.
When you hit a creature with your pact weapon, you deal an extra 5d10 force damage to the creature. If the creature is reduced to 50 hit points or fewer, it is banished to a demiplane controlled by your patron.
While it is banished, the creature must make a Charisma saving throw at the end of each of its turns. If it succeeds—or the duration expires—the creature reappears in the space it left (or in the nearest unoccupied space if that space is occupied). If it fails, the creature instead suffers 1d10 force damage.
If the creature is reduced to 0 hit points while it is banished, it does not return and you regain 1 expended spell slot.
You ask your patron for the ability to control others, and are rewarded with a bound familiar.
You gain a special trinket from your patron which allows you to summon a familiar and bind it to your will.
An eldritch trinket—such as a ring, bracelet, earring, or a diadem. While you are wearing this trinket, you can cast the Find Familiar spell as a ritual without spending material components.
Your trinket bears the unmistakable mark of your patron—fiendish red veins, fey vines and flowers, aberrant runes and etchings, etc.
Your familiar is shaped by your eldritch whims. At 1st-level, choose one of the Favored Familiar options. Your familiar may take the form of any tiny creature that has (a) your chosen creature type and (b) a maximum CR of 1/8. As you gain warlock levels, your familiar can take on more substantial—and powerful—forms.
| Level | Max. Size | Max. CR |
|---|---|---|
| 1st | Tiny | 1/8 |
| 3rd | Small | 1/4 |
| 5th | Small | 1/2 |
| 7th | Medium | 1 |
| 9th | Medium | 2 |
| — | — | — |
Whenever you summon your familiar, you may choose one of the following mutations:
Your familiar does not need to breathe.
Whenever your familiar is reduced to 0 hit points, you can spend one hit die to reduce your familiar to 1 hit point instead.
Your familiar gains a flying speed of 40 feet.
If your familiar forces a creature to make a saving throw, it uses your spell save DC.
Your familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
Your familiar gains a swimming speed of 40 feet.
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence.
While perceiving through your familiar's senses, you can speak through your familiar in your own voice—even if your familiar is normally incapable of speech.
Whenever you summon your familiar, you can choose two mutations to apply to it.
You can spend your bonus action to command your familiar to make one attack.
You ask your patron for forbidden knowledge, and are rewarded with a tome of eldritch secrets.
You gain a book of forbidden knowledge from your patron, granting you more power over the arcane.
Adding Rituals: When you find a ritual spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up).
For each level of the spell, you must spend 2 hours and 50 gp for the rare inks needed to inscribe it.
An eldritch book of forbidden knowledge. While you are holding your Book of Shadows, you can cast your warlock spells as a ritual if they have the ritual tag.
Your book bears the unmistakable mark of your patron—fiendish red veins, fey vines and flowers, aberrant runes and etchings, etc.
Add two additional cantrips and one additional 1st-level spell that has the ritual tag to your Book of Shadows. These spells can be from any class spell list (and needn't be from the same list).
A new page appears in your Book of Shadows—a page of eldritch power. Choose a power from the options below.
Adding Names: A creature may spend an action to write its true name on the page. The page can contain a number of names equal to your Intelligence modifier (minimum of 1)—additional names (or false names) written on the page will fade after one minute.
Removing Names: When you finish a long rest, you may touch one page of power from your Book of Shadows and magically erase any names of your choice.
Destroying the Page: The page naturally heals any damage to it. If the page is torn out of the book, that page turns to ash and a new one appears in the book—exactly as it was.
You can cast the Sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and—if the target replies—their message appears on the page rather than in your mind. The writing disappears after 1 minute.
The Patron Knows All: Your patron is fully aware of any message sent or received by your Book of Shadows.
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead.
Once this magic is triggered, no creature can benefit from it until you finish a long rest.
The Patron's Price: If a creature dies while their name is written on the page, their soul is claimed by your patron and you regain one expended spell slot.
While you are holding your Book of Shadows, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Your Book of Shadows gains another page of eldritch power. Choose a power—you may take the same option multiple times if you wish.
You ask your patron for the power to destroy, and are rewarded with an eldritch wand of devastation.
You gain a sinister wand from your patron through which you can harness their limitless, destructive power.
While you are holding your pact wand, you can cast the Eldritch Blast cantrip at will.
A wand of eldritch power. This wand crackles with strange energy and is unmistakably otherworldly in origin, bearing all the hallmarks of your patron—fiendish red veins, fey vines and flowers, aberrant runes and etchings, etc.
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
Choose one of the following wand powers. Whenever you finish a long rest, you may change your wand powers.
Once per turn, when you hit a creature with eldritch blast, you can chill it. That creature's speed is reduced by 10 feet (to a minimum of 5 feet) until the end of its next turn.
Once per turn, when you hit a creature with eldritch blast, you can leave a lingering decay. That creature can't regain hit points until the end of your next turn.
Once per turn, when you hit a creature with eldritch blast, you can pull the creature 10 feet towards you in a straight line.
Once per turn, when you hit a creature with eldritch blast, you can mark it with glowing energy. Until the end of your next turn, that creature can't benefit from the invisible condition.
Once per turn, when you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Once per turn, when you attack a creature with eldritch blast, you can ignore the effects of half and three-quarters cover.
Once per turn, when you hit a creature with eldritch blast, you can shock it. That creature can't take reactions until the end of its next turn.
Choose one additional wand power.
While you are holding the wand, you can spend an action to cast Destruction as a 5th-level spell.
You can use this feature once, and you regain expended uses when you finish a long rest.
Scattering beams of destructive force erupt from your wand. Each creature in a 60 foot cone must make a Dexterity saving throw. A creature takes 8d6 force damage on a failed save, or half as much damage on a successful one.
Any creature that is reduced to 0 hit points by this spell is disintegrated.
While you are holding the wand, you can spend an action to cast Disintegrate as a 6th-level spell.
You can use this feature once, and you regain expended uses when you finish a long rest.