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Pact of the Sage

The Sage

Y
our patron is a being that has attained godlike Higher Structure
power and complete mastery of the body. They
may be a powerful monk that has surpassed Starting at 10th level, you gain immunity to disease and the
their mortal limitations, or perhaps a warrior poisoned condition. Additionally, you can add your Charisma
spirit who seeks you as their successor, but modifier to Constitution saves made to maintain
consider yourself lucky that they are willing to concentration on spells.
share their power with you, for not many can say
the same. Shed Body
Expanded Spell List Starting at 14th level, you can temporarily transcend the
The following spells are added to the warlock spell list for you. limitations of your body. As a bonus action, you become
incorporeal for one minute. You gain resistance to all damage
Spell Level Spells except force and psychic damage. Additionally, you can move
through creatures and objects as if they were difficult terrain.
1st compelled duel, zephyr strike If you end your turn occupying the same space as an object or
2nd enhance ability, spiritual weapon another creature, you take 1d10 force damage and are moved
3rd haste, water walk
to the nearest unoccupied space.
You can use this feature once and regain the ability to do so
4th death ward, greater invisibility after a long rest.
5th destructive wave, steel wind strike
Eldritch Invocations
Mystic Stance Mystic Wraps
Starting at 1st level, you call upon your arcane powers to grant Prerequisite: Pact of the Blade feature, Sage patron
you enhanced martial ability. As a bonus action you enter your You can create hand wraps using your Pact of the Blade
Mystic Stance, gaining the following benefits: feature. While wrapped around your hands, your Mystic
You can use your Charisma modifier, instead of Strength Stance die increase (d4 to d6, d6 to d8, d8 to d10, d10 to d12).
or Dexterity, for attack rolls, damage rolls, ability checks, Additionally, when you hit a creature with an unarmed strike,
and saving throws you can expend a spell slot to deal an additional 2d6 necrotic
You can roll a d4 in place of the normal damage of your damage and the target must make a Strength saving throw or
unarmed strike, simple weapons, or shortswords. This die be pushed up to 15 feet away from you.
increases to a d6 at level 5, a d8 at level 11, and a d10 at
level 17. Collect Self
When you use the Attack action with an unarmed strike, Prerequisite: Sage patron
simple weapon, or shortsword, you can make an unarmed You can use an action to meditate. You regain a warlock
strike as a bonus action. spell slot and gain temporary hit points equal to your warlock
Your movement speed increases by 10 feet. level. You can use this feature once and regain the ability to do
This stance lasts for one minute, until you fall unconscious, so after a long rest.
or until you dismiss it (no action required). You can enter your
Mystic Stance once per short or long rest. Arcane Parry
Prerequisite: Sage patron, 5th level
Unarmored Defense You can cast counterspell once without using a warlock
Starting at 1st level, while you are wearing no armor and are spell slot. You can use this feature once and regain the ability
not wearing a shield, your AC equals 10 + your Dexterity to do so after a long rest.
modifier + your Charisma modifier.
Mystic Trespass
Soul Crush Prerequisite: Sage patron, 15th level
Starting at 6th level, as an action you can make an unarmed When you use your Shed Body feature and you end your
strike. On a hit, the target takes 3d8 necrotic damage and turn occupying the same space as another creature, you can
must make a Constitution saving throw. On a failed save, the use your reaction to prematurely end Shed Body and attempt
target is stunned. The target may repeat the saving throw at to burst out of their body. Both you and your opponent must
the end of each of their turns to remove the effect. make a Constitution save or take 4d10 force damage.
You can use this feature once and regain the ability to do so After using Mystic Trespass you still take 1d10 force
after a short or long rest. damage and are still forced into the nearest unoccupied
space.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Credit
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Cover art by Hung Nguyen.

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  This document was lovingly created
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