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The Mystical Talisman

This document provides information on a Mystical Talisman patron for warlocks, including its abilities and features. It summarizes that inheritors of a mystical talisman rarely know the power they possess and are expected to uphold the ideals of past wielders. It then lists the abilities gained at various levels, including transforming into a fantastical form that masks identity, re-rolling checks/saves/attacks, gaining resistance to a chosen damage type, and gaining flight and an ultimate attack at higher levels. It also provides new eldritch invocations and pact boons options related to the talisman.

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Stefan Costa
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0% found this document useful (0 votes)
568 views3 pages

The Mystical Talisman

This document provides information on a Mystical Talisman patron for warlocks, including its abilities and features. It summarizes that inheritors of a mystical talisman rarely know the power they possess and are expected to uphold the ideals of past wielders. It then lists the abilities gained at various levels, including transforming into a fantastical form that masks identity, re-rolling checks/saves/attacks, gaining resistance to a chosen damage type, and gaining flight and an ultimate attack at higher levels. It also provides new eldritch invocations and pact boons options related to the talisman.

Uploaded by

Stefan Costa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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 Your AC equals 10 + your Dexterity modifier + your

Otherworldly Patrons Charisma modifier


The beings that serve as patrons for warlocks are mighty  Your unarmed strikes deal 1d4 damage, you can use
inhabitants of other planes of existence—not gods, but your Dexterity modifier instead of your Strength
almost godlike in their power. Various patrons give their modifier for attack and damage rolls for your unarmed
warlocks access to different powers and invocations, and strikes, and when you use the attack action to make an
expect significant favors in return. Some patrons collect unarmed strike you may use your bonus action to make
warlocks, doling out mystic knowledge relatively freely or an additional unarmed strike.
boasting of their ability to bind mortals to their will. Other  You cannot be recognized as your true identity, except
patrons bestow their power only grudgingly, and might by truesight, your patron, or any creature that watches
make a pact with only one warlock. Warlocks who serve you transform.
the same patron might view each other as allies, siblings, or  Select one of the following damage types: acid, cold,
rivals. fire, lightning, necrotic, radiant, or thunder damage.
Spells and abilities that you use which would deal one
The Mystical Talisman of those damage types instead deal damage of the
For the large majority of warlocks, the Pact is something
selected type. Additionally, you may deal this type of
that is either sought out personally or offered in a moment
damage with your eldritch blast rather than force
of weakness or desperation. Owners of a mystical talisman,
damage.
by contrast, rarely know what kind of power they have
 You have disadvantage on Dexterity (Stealth) checks.
undertaken. They are inheritors of great strength and
 You have disadvantage on Charisma (Deception)
power, and are expected to uphold the ideals of those who
checks.
held that power before.
In most cases, those who become warlocks of the  You cannot gain the benefits of rest or sleep.
Talisman inherit their talisman from a family member or
teacher: they join a long line of heroes or villains who have
wielded that power in the name of some greater idea.
Others are plucked from the masses by powerful entities,
chosen for specific traits or characteristics. A small few
simply stumble into their power, finding their talisman
amidst a pile of rubble. Regardless of the cause, what a
Talisman warlock chooses to do with their power is
ultimately up to them.

Mystical Talisman Bonus Spells


Spell Level Spells
1st bless, expeditious retreat
2nd enhance ability, scorching ray
3rd fireball, phantom steed
4th dimension door, fire shield
5th cone of cold, wall of force

Mystical Transformation
Starting at 1st level, you can use your action to undergo a
fantastic transformation. The exact nature of the
transformation varies from talisman to talisman, but it
always confers similar changes: an utterly fantastical outfit
(suit of armor, brightly colored clothes, symbiotic battle
suit, etc.), which completely masks your identity and
confers an exaggerated, bombastic manner of speech.
While transformed:
Once transformed, you can maintain your transformed being your pact rod if you die, if you perform the 1-hour
state indefinitely. The effect ends immediately if you are ritual on a different item, or if you use a 1-hour ritual to
unconscious or if you use an action to dismiss it. Once you break your bond to it. The item appears at your feet if it is
use this ability, you must take a long rest before you can do in the extradimensional space when the bond breaks.
so again.
Pact of the Skin
Mystical Luck You give themselves over completely to your patron,
At 6th level, while transformed, you can re-roll an ability taking on greater aspects of your benefactor in exchange
check, saving throw, or attack roll. You can choose to do so for more power. Your skin changes to reflect this, changing
after you make the roll but before you know the outcome. form and becoming more resistant to damage. When you
Once you use this ability, you must take a short or long take bludgeoning, piercing, or slashing damage from a
rest before you can do so again. nonmagical weapon that isn’t silvered, you can subtract 3
from the damage taken.
Mystical Barrier
At 10th level, while transformed, you gain resistance to
your chosen damage type. Additionally, when you
New Eldritch Invocations
The following pact boons are available to all warlocks.
transform, you gain a number of temporary HP equal to
your warlock level + your Charisma modifier. Fell Flight
Prerequisite: 15th level, Pact of the Skin feature
Super Mystical Transformation Your patron grants you the power to fly: this manifests as a
Starting at 14th level, while transformed, you gain a flight
pair of wings (of varying designs), a dark aura, or some
speed equal to your movement speed.
other sign appropriate to your patron. You gain a fly speed
Additionally, you can unleash an ultimate attack: when
equal to your walking speed.
you hit a creature with an attack, you can deal that creature
an additional 10d10 points of your chosen damage type. Fell Force
Once you use this ability, you must take a long rest before Prerequisite: 7th level, Pact of the Skin feature
you can do so again. You learn to channel your patron's power into your eldritch
blast. You can now cause your eldritch blast to deal
New Pact Boons psychic damage instead of force damage.
The following pact boons are available to all warlocks.
Elemental Blast
Pact of the Rod Prerequisite: 7th level, Pact of the Rod feature, eldritch
As an action, you can summon a rod to your hand, which blast cantrip
acts as a spell focus. You gain a +1 bonus to spell attack
You can channel an element though your eldritch blast.
rolls of spells cast through your rod. Additionally, you can
When you cast eldritch blast, you can choose for it to deal
wield your Rod as a mace, which is magical for the
acid, cold, fire, or force damage.
purposes of overcoming magical resistance and immunity,
and you can use your Charisma modifier instead of your Eldritch Channel
strength modifier for the attack and damage rolls of melee Prerequisite: 5th level, Pact of the Rod feature
attacks made with it. As an action, you can contact your patron with your rod,
Your pact rod disappears if it is more than 5 feet away restoring one expended pact magic spell slot. Once you use
from you for 1 minute or more. It also disappears if you use this ability, you must take a long rest before you can do so
this feature again, if you dismiss the weapon (no action again.
required), or if you die.
You can bond with one magic mace, club, rod, or staff, Legion Blades
Prerequisite: 4th level, Pact of the Blade feature
turning it into your pact rod. You do so by performing a
special ritual while you hold the item. You perform the You can create second pact blade and/or bind a second
ritual over the course of 1 hour, which can be done during a weapon as your pact weapon, and can summon both as a
short rest. You can then dismiss the item, shunting it into single action. When you engage in two-weapon fighting
an extradimensional space, and it appears whenever you with these weapons, you can add your ability modifier to
summon your pact rod thereafter. You can’t affect an the damage of the second attack.
artifact or a sentient weapon in this way. The item ceases
Monstrous Carapace Shield of Atropus
Prerequisite: 11th level, Pact of the Skin feature Prerequisite: 4th level, Pact of the Blade feature
Your already tough form becomes almost impenetrable. You can create and/or bind a Pact Shield in addition to your
You now take 3 + your Charisma modifier fewer points of Pact Blade. You are proficient with this shield, and you can
bludgeoning, piercing, or slashing damage from non- summon both your shield and your blade as a single action.
magical sources. Silver weapons ignore this damage Your pact shield does not benefit from other invocations
reduction. that benefit your pact blade.

Monstrous Claws Vampiric Blade


Prerequisite: 5th level, Pact of the Skin feature Prerequisite: 15th level, Pact of the Blade feature
You can grow a pair of wickedly sharp claws. The damage Whenever you strike with your pact blade, you gain a
die of your unarmed strikes increases to 1d6, you can number of temporary hit points equal to your Charisma
choose to deal either bludgeoning, piercing, or slashing modifier. Temporary HP gained from this feature stacks
damage with your unarmed strikes. Your unarmed strikes with other sources of temporary HP, up to a maximum of
are considered magical for the purposes of overcoming twice your Warlock level.
damage resistance or immunity.
Additionally, when you use the Attack action to make
an unarmed strike, you can attack twice instead of once.

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