Warlock, Pact of the Gauntlet
Look! Something that isn’t a reblog!
Sorry guys, I’ve been a little slow these days. I know, naughty me, breaking my promises :( I’ve actually been DMing again, which is cool! Unfortunately, I have to give up some of my homebrewing time. Also, today’s post was a little outside my comfort zone - which I’m totally proud of, I just needed a little extra time to get the balance right. Hopefully. As always, if it’s wildly broken, let me know! Or not! You can just let me know if you like it!
Homebrewery version coming soon!
Without further a-do-do-do-do-duel:
Pact Magic Option: Pact of the Gauntlet
Sometimes, an otherworldly patron will literally put their power in your hands. Or, more accurately, hand. This “gauntlet” may take any form that fits over your dominant hand; be it a full-on armored gauntlet, a lacy glove, something more plain and unassuming, even a sock puppet.
You can summon this gauntlet upon your hand with an action. No means, mundane or magical short of a wish, can remove the gauntlet from your hand once summoned. The gauntlet disappears into extradimensional space if you drop to 0 hit points or die.
While you’re wearing the gauntlet, you can imbue eldritch blast into an unarmed melee strike. Meaning, your unarmed strike deals 1d10 damage, and counts as magic for the purpose of overcoming resistance and immunity to nonmagic attacks and damage. You gain a number of attacks per turn that equal the number of beams per eldritch blast. You may choose to use either Strength or Charisma for this attack. Any Eldritch Invocations that affect eldritch blast affect this infused strike as well; except any that affect range, such as Eldritch Spear.
You can take this Pact Boon and still gain its benefits without taking eldritch blast as a cantrip; however, until you take the eldritch blast cantrip, you can only use the unarmed strike version.
Prerequisite: Pact of the Gauntlet
On a hit, add your Charisma modifier to the damage of any touch-range spells.
Prerequisite: Pact of the Gauntlet
You can cast shatter at will by pounding the ground with your gauntlet. This requires a solid surface to pound on, and you must have that hand free. For instance, you can’t use this Eldritch Invocation on water or mud, surface tension notwithstanding. You are the point of origin for this shatter, not a point of your choosing.
You also gain the thunderclap cantrip, but you must clap your hands to cast it. Similarly, this means both of your hands must be free at the time of casting.
Prerequisite: Pact of the Gauntlet, 5th level
You can cast bestow curse at will – but it doesn’t grow stronger with your warlock spell level.
Prerequisite: Pact of the Gauntlet, 7th level
You can cast stone shape at will, as long as the item fits in your hand. You can also transmute mud to rock to dirt, etc. – again, as long as these clumps of earth fit in your hand.
Prerequisite: Pact of the Gauntlet, mage hand
Your mage hand appears as a spectral version of your gauntlet. The range of your mage hand is doubled, the duration is indefinite, and it now has half of your carrying capacity. However, you still can’t command your mage hand to attack.
Prerequisite: Pact of the Gauntlet, 7th level
Once per day, you can cast banishment on up to half the creatures you can see within 60 feet. You can banish a maximum number of creatures equal to your Charisma score. Your gauntleted hand must be free so you can snap your fingers.
Prerequisite: Pact of the Gauntlet, mage hand, 9th level
Once per rest, you can turn your mage hand into a Bigby’s hand.
Prerequisite: Pact of the Gauntlet, 9th level
You can cast creation at will, as long as the created objects fit in the palm of your hand.
Prerequisites: Pact of the Gauntlet
Add the following spells to your warlock spell list: elemental weapon, flame arrows, goodberry, inflict wounds, magic weapon, shocking grasp. You must be wearing your gauntlet to cast any of spells gained from this Invocation. You don’t automatically learn these spells. But on the next level where you gain spells or cantrips, you may select one of these spells.
Prerequisite: Pact of the Gauntlet
You can cast hold person at will, but only on one person at a time, provided you are physically gripping that person with your gauntleted hand. Concentration rules apply if you are hit while holding your target.
Prerequisite: Pact of the Gauntlet, 12th level
Once per day, you can use your reaction to catch the soul of any humanoid that dies within 5 feet of you. Your gauntleted hand must be unoccupied to catch this soul. Letting go of the soul is a free action.
While you’ve captured a soul this way, your gauntleted hand must remain clenched. If you take damage while holding onto a soul, see concentration rules to determine if you let go of the soul. If you hold onto the soul unhindered, you can keep your hand clenched for a number of hours equal to your Constitution modifier – after which, your hand seizes up from the effort and the soul is released.
While you still hold on to the soul, you can take 1 of the benefits listed under soul cage. After you receive this benefit, the exhausted soul loses some of its form and slips through your fingers, leaving its intended destination.
Prerequisite: Pact of the Gauntlet, 5th level
You can use your reaction to attempt to catch any spell targeting you that requires a ranged spell attack.
You can only catch spells of a level you can access. For example, a level 5 warlock can’t catch a level 5 spell. Once you reach the appropriate level with Mystic Arcanum, you can attempt to catch a spell of level 6 or above. However, you must finish a short or long rest before using this Eldritch Invocation again.
When you attempt to catch a spell, make a Charisma ability check. The DC equals 10 + the spell’s level. On a failure, you take full damage from the spell with no chance to make a saving throw. On a success, you not only halve the damage taken as if you’d succeeded on a spell saving throw, but you also reduce the damage by 1d10 + your Charisma modifier + your warlock level.
If you reduce the spell’s damage to 0, you can hurl the spell at another target as part of the same reaction. You make this spell attack with proficiency, regardless of spells known.
Your gauntleted hand must be unoccupied in order to use this feature.
Prerequisite: Pact of the Gauntlet, 15th level
At will, touch a creature you suspect of being a shapechanger. If the creature is under some sort of shapechanging effect and is unwilling, they must make a Wisdom saving throw against your spell save DC. If the creature fails this save, they revert to their base form. Any creature can choose to fail this save.
Prerequisite: Pact of the Gauntlet
You can cast knock at will, but you must physically knock on the locked object with your gauntleted hand. This Eldritch Invocation only works on non-magic locks.