ALRIGHT so I sat down and actually tried to write up what this pact could actually look like and I’d love some feedback! My homebrewing for 5e has been limited to magic items and monsters, never really done a class achetype before so I have no idea if its too weak, too strong, or what have you….
The Boy in Green lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Tasha’s Hideous Laughter + Sleep
Calm Emotions + Alter Self
Greater Invisibility + Confusion
Dominate Person + Passwall
(This list is mostly like the Fey’s list, makes sense, in my homebrew setting Pan is an archfey entity but with a different flavour)
The Boy in Green, infamous for his ability to separate his shadow from his body (for the two are often of different minds) has taught you a similar ability. As an action you are able to separate your shadow from your body. Your shadow acts like an illusory clone from the Cleric 'Invoke Duplicity’ ability. However, when communicating with the Shadow telepathically to tell it to move you must make a Charisma (Persuassion) ((Or Deception depending on the nature of your intent)) to convince the Shadow to do what you want, the DC for this is 8+half your warlock level as a more powerful shadow is more prone to resist your intention. When you lose control or fail to convince the shadow to do what you want control of it for the turn is passed to the DM.
(I thought this would be a fun take on the shadow abilities of Pan, while playing up his trickster fey nature)
At level six you are able to use a bonus action to utter three words of power (I do believe). Activating this ability makes you feel weightless and your feet detach from the ground at will. This ability gives you a fly speed of 40 until it is deactivated, or you lose concentration. While flying above a target of an attack by at least five feet you deal an additional 1d6 of bludgeoning damage with any attack you make.
If this ability ends due to an attack that makes you lose concentration it can not be used again until after your next short rest.
(Pan -does- fly and he does have…fey creatures with him that resemble Fairies (though they are actually fastlings because 99.9987% of the population of Fairies is dead or missing) and I thought this would be a fun way to incorporate flight and very Pan elements into the pact).
At 10th level you gain better control of your shadow. If you become the target of a successful attack you can use your reaction to swap places with your shadow avoiding the damage. The enemy that makes the attack provides advantage to you until the end of your next turn in confusion.
This ability can be used a number of times per day equal to your Charisma modifier +1.
(This is just cool af and cool things should exist imo)
Starting at 14th level, as an action, you can release a powerful crow filled with fey magic. Each ally within 60 ft of you may, for the next minute, apply half of your Charisma modifier (Min 1) to saving throws and skill checks, as well they gain a D6 of inspiration. At any point any player may role their D6 of inspiration to add the resulting number to a roll they make (attack, save, damage, ect…). They may choose to do this after rolling, but before declaring the number.
Any ally who does use this inspiration no longer benefits from your charisma modifier at the start of their next turn.
For each ally connected to you with this ability you feel your magic surge. You gain a bonus to damage on all cantrips equal to 1 x the number of allies effected by your crow.
You must finish a long rest before you can use this ability again.
(I…don’t know. I have literally no idea if this does too much, too little, is too strong, too spread out. I love the idea of Pan’s crow being the final pact ability and it giving a strong boosts to teammates while also self buffing but…feedback would be appreciated)