Book of Pacts

You are a deal maker. You have spent your time making contacts with great and powerful beings. These beings for whatever reason have agreed to give you a small portion of power for each pact you make between another being and them. Many warlocks have begun their journey after meeting someone like you and you will continue to shape the world by making deals.

Book of Pacts

While you have this book on your person and are attuned with it you receive the following benefits.

  • You are able to read all languages, though you can not speak or understand spoken words in all languages.
  • You can spend your action to discover what a creature's type is and what its CR rating is as long as they are within 90 ft and you can see them.
  • You can forge pacts and contracts using a ritual detailed further in this document.
  • You are able to summon powerful entities for different benefits.
  • You gain the passive effect of whichever entity you moderated a pact for last.

Contracts & Pacts

Successfully making a contract or pact grants you Points that you spend on active abilities.

  • Each contract or pact earns you a number of points.
  • A contract is defined as an agreement between 2 or more parties that has a definitive end. An example would be a contract for hiring someone to craft a weapon. When the weapon is crafted the contract has ended.
  • A pact is described as an agreement between 2 or more parties that does not have a definitive end, short of the death of one of the parties. An example of this would be someone being given magical power from a powerful entity. The pact cannot be severed by anything short of the death of one of the parties involved including antimagic fields and dispel magic.
  • If you make multiple pacts in a row with the same entity you gain an additional point.
  • If the contract or pact is agreed to without revisions an additional point is earned.
  • You can only have a number of points equal to your proficiency modifier at any one time.
  • Points are retained until used.

Active Effects

All abilities with an active effect listed take an action to use. If the effect has a duration standard concentration rules are in effect. You can activate any ability that you have points to use, however you can only use one per long rest.


Entities within the book

You can make contracts in the name of the creatures within this book using the Ritual of Binding. These contracts must take place between willing creatures and cannot be broken unless both parties agree to it or one of the parties dies.

Imix the fire lord

Elemental Lord

  • Active Effect: 1 pt - gain resistance to 1 elemental damage type for 1 hour once per long rest.
  • Passive Effect: Immune to the effects of extreme heat.

Azazel

Celestial

  • Active Effect: 1 pt – As a reaction on a failed saving throw roll 2d4 and add to result. If you still fail by 5 or more the point used is not expended.
  • Passive Effect: Ignore 1 failed death saving throw.

Scorpio the Desert King

Beast

  • Active Effect: 2 Pts - Summons 2 claws as if by the Spiritual Weapon spell. The spell is cast at 3rd level and +1 level for each point spent above the first two. Each claw gets its own attack.
  • Passive Effect: Resistance to poison damage and advantage vs poisoned condition.

Balagos the Ancient Red Dragon

Dragon

  • Active Effect: 2 pts - Flame breath - 30 ft cone - Dexterity save or 3d6 fire damage. Half on save.
  • Passive Effect: You have advantage on saving throws vs. Breath Weapons.

Raven Queen

Celestial

  • Active Effect: 1 pt - Summon Raven Familiar - 1 minute, summons Pact of the Chain Raven.
  • Passive Effect: You can sense undead within 15 ft of you.

Additional Entities

Additional entities can be added if they are of sufficient power and a contract or pact between whoever owns the book and the entity itself. You can only have a number of entities equal to your proficiency modifier plus your charisma modifier.

Ritual of Binding

For a contract or pact to be valid and for you to gain points this ritual must take place, the specifics are listed below.

  • The ritual takes 1 hour and must be restarted if interrupted for any reason. If interrupted all involved parties must succeed on a DC 20 Constitution saving throw or will fall unconscious for 1d4 hours.
  • While the ritual is taking place a Zone of Truth is in effect centered upon the Book of Pacts. The save DC for the Zone of Truth is 25.
  • To call up an entity within your book of pacts you must be within a space large enough to fit their spectral forms.
  • Contract and pact specifics are determined by a conversation between the DM and the player.

Contract Search Tables

There are several ways to attempt to find people to make contracts with. This can be done by inquiring in Inn, Taverns, and other similar establishments where people gather or attempting to scout people out on your own with a stall or similar set up like a merchant. To see if a person can be found, roll on the appropriate table below. A search for people can be done once per long rest or up to 3 times for each downtime day expended.

Heavily populated areas would be major towns. Lightly populated areas would be small villages and hamlets. Roads would be along a well-traveled road. Wilderness would be all other areas.

Heavily Populated Area
Roll Effect
1 - 30 No one is interested
31-50 DC 20 Persuasion Check to find person
51-70 DC 15 Persuasion Check to find person
71-98 1 interested person
99-100 2 interested persons
Sparsely Populated Area
Roll Effect
1 - 75 No one is interested
76-80 DC 20 Persuasion Check to find person
81-90 DC 15 Persuasion Check to find person
91-100 1 interested person
Along the Road
Roll Effect
1 - 80 No one is interested
81-90 DC 20 Persuasion Check to find person
91-100 DC 15 Persuasion Check to find person
Wilderness
Roll Effect
1 - 90 No one is interested
91-100 DC 20 Persuasion Check to find person