Are there rules to make my own warlock pact?Can the DM be a Custom created Patron for a Warlock?Will anything break if I allow the Warlock pact weapon to be called with a bonus action instead of an action?Decent Dual Wield Blade Pact WarlockAt what level is the Pact of the Chain spell, Find Familiar, cast by a Warlock?Are there rules regarding a found Warlock grimoire?Optimize this Scourge Aasimar Great Old One Blade Pact WarlockUse Magic Weapon Spell to Make a Warlock Pact Weapon?Can a Pact of the Tome warlock get a Pact of the Chain-type familiar?Is there a way to make the Shadow Blade spell into a warlock pact weapon?As a level 4 halfling hexblade pact of the blade warlock, what are my options for high damage per round?Are cantrips gained from Pact of the Tome considered warlock spells?

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Are there rules to make my own warlock pact?


Can the DM be a Custom created Patron for a Warlock?Will anything break if I allow the Warlock pact weapon to be called with a bonus action instead of an action?Decent Dual Wield Blade Pact WarlockAt what level is the Pact of the Chain spell, Find Familiar, cast by a Warlock?Are there rules regarding a found Warlock grimoire?Optimize this Scourge Aasimar Great Old One Blade Pact WarlockUse Magic Weapon Spell to Make a Warlock Pact Weapon?Can a Pact of the Tome warlock get a Pact of the Chain-type familiar?Is there a way to make the Shadow Blade spell into a warlock pact weapon?As a level 4 halfling hexblade pact of the blade warlock, what are my options for high damage per round?Are cantrips gained from Pact of the Tome considered warlock spells?






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$begingroup$


I know there are 3 pacts: blade, tome, and chain, but are there any rules/ guidelines to make one that's none of the above?










share|improve this question











$endgroup$


















    10












    $begingroup$


    I know there are 3 pacts: blade, tome, and chain, but are there any rules/ guidelines to make one that's none of the above?










    share|improve this question











    $endgroup$














      10












      10








      10





      $begingroup$


      I know there are 3 pacts: blade, tome, and chain, but are there any rules/ guidelines to make one that's none of the above?










      share|improve this question











      $endgroup$




      I know there are 3 pacts: blade, tome, and chain, but are there any rules/ guidelines to make one that's none of the above?







      dnd-5e homebrew warlock






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited May 29 at 4:05









      linksassin

      13.3k14798




      13.3k14798










      asked May 29 at 3:23









      Jesse CohoonJesse Cohoon

      2,068828




      2,068828




















          1 Answer
          1






          active

          oldest

          votes


















          20












          $begingroup$

          You can homebrew your own pact



          You are correct that there are currently only the three pacts available in officially published material. As with everything in D&D 5th edition, however, there is nothing to prevent you from creating your own.



          Special Terms from XGtE



          Xanathar's Guide to Everything added a lot of material for Warlocks. There is a section on "Special Terms of the Pact" where it describes what a pact is:




          A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirement. The terms of a pact - what a warlock must do to receive a patron's favor - are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts.




          It goes on to provide a table of examples of special traits you can add to an existing pact to make it more unique. If flavour is all you are going for, then this could be enough. If you want a more custom pact than this we fall back onto the standard homebrew rules from the DMG.



          Creating New Character Options from the DMG



          There is a chapter (pg. 285) in the Dungeon Master's Guide dedicated to creating new character options. The particular section you are interested in is titled "Substituting Class Features" and begins on page 287. The full rules for this are too large to include in an answer here but I will give you this extract:




          If one or more features of a given class don't exactly fit the theme or tone of your campaign, you can pull them out of the class and replace them with new ones. [...]



          There's no formula that can tell you how to design new class features. The best place to start is by looking at other class features, or at spells, feats, or any other rules for inspiration.




          Creating your own pact



          I strongly suggest you read the full chapter mentioned above for advice on homebrew. Once you have an idea of what you want to make, try to write out the feature in the same style as the other pacts. Compare it in terms of power, uses, and overall balance. If you can, find a way to playtest your creation in different situations to check for issues. You can ask on forums for help if required.



          Once you believe you have a good, balanced feature that you want to include in your game, you can ask a new question here as a homebrew review question. Please read the guidance on How can I ask a good homebrew review question? before doing so.1




          1 Homebrew questions are currently being discussed on meta. See these metas for more information:



          • Are we satisfied with the state of homebrew review questions?

          • Do we want a [homebrew-review] tag separate from the [homebrew] tag?

          • What rules/guidance do we want to give for homebrew review questions, if any?





          share|improve this answer











          $endgroup$













            Your Answer








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            1 Answer
            1






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            20












            $begingroup$

            You can homebrew your own pact



            You are correct that there are currently only the three pacts available in officially published material. As with everything in D&D 5th edition, however, there is nothing to prevent you from creating your own.



            Special Terms from XGtE



            Xanathar's Guide to Everything added a lot of material for Warlocks. There is a section on "Special Terms of the Pact" where it describes what a pact is:




            A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirement. The terms of a pact - what a warlock must do to receive a patron's favor - are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts.




            It goes on to provide a table of examples of special traits you can add to an existing pact to make it more unique. If flavour is all you are going for, then this could be enough. If you want a more custom pact than this we fall back onto the standard homebrew rules from the DMG.



            Creating New Character Options from the DMG



            There is a chapter (pg. 285) in the Dungeon Master's Guide dedicated to creating new character options. The particular section you are interested in is titled "Substituting Class Features" and begins on page 287. The full rules for this are too large to include in an answer here but I will give you this extract:




            If one or more features of a given class don't exactly fit the theme or tone of your campaign, you can pull them out of the class and replace them with new ones. [...]



            There's no formula that can tell you how to design new class features. The best place to start is by looking at other class features, or at spells, feats, or any other rules for inspiration.




            Creating your own pact



            I strongly suggest you read the full chapter mentioned above for advice on homebrew. Once you have an idea of what you want to make, try to write out the feature in the same style as the other pacts. Compare it in terms of power, uses, and overall balance. If you can, find a way to playtest your creation in different situations to check for issues. You can ask on forums for help if required.



            Once you believe you have a good, balanced feature that you want to include in your game, you can ask a new question here as a homebrew review question. Please read the guidance on How can I ask a good homebrew review question? before doing so.1




            1 Homebrew questions are currently being discussed on meta. See these metas for more information:



            • Are we satisfied with the state of homebrew review questions?

            • Do we want a [homebrew-review] tag separate from the [homebrew] tag?

            • What rules/guidance do we want to give for homebrew review questions, if any?





            share|improve this answer











            $endgroup$

















              20












              $begingroup$

              You can homebrew your own pact



              You are correct that there are currently only the three pacts available in officially published material. As with everything in D&D 5th edition, however, there is nothing to prevent you from creating your own.



              Special Terms from XGtE



              Xanathar's Guide to Everything added a lot of material for Warlocks. There is a section on "Special Terms of the Pact" where it describes what a pact is:




              A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirement. The terms of a pact - what a warlock must do to receive a patron's favor - are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts.




              It goes on to provide a table of examples of special traits you can add to an existing pact to make it more unique. If flavour is all you are going for, then this could be enough. If you want a more custom pact than this we fall back onto the standard homebrew rules from the DMG.



              Creating New Character Options from the DMG



              There is a chapter (pg. 285) in the Dungeon Master's Guide dedicated to creating new character options. The particular section you are interested in is titled "Substituting Class Features" and begins on page 287. The full rules for this are too large to include in an answer here but I will give you this extract:




              If one or more features of a given class don't exactly fit the theme or tone of your campaign, you can pull them out of the class and replace them with new ones. [...]



              There's no formula that can tell you how to design new class features. The best place to start is by looking at other class features, or at spells, feats, or any other rules for inspiration.




              Creating your own pact



              I strongly suggest you read the full chapter mentioned above for advice on homebrew. Once you have an idea of what you want to make, try to write out the feature in the same style as the other pacts. Compare it in terms of power, uses, and overall balance. If you can, find a way to playtest your creation in different situations to check for issues. You can ask on forums for help if required.



              Once you believe you have a good, balanced feature that you want to include in your game, you can ask a new question here as a homebrew review question. Please read the guidance on How can I ask a good homebrew review question? before doing so.1




              1 Homebrew questions are currently being discussed on meta. See these metas for more information:



              • Are we satisfied with the state of homebrew review questions?

              • Do we want a [homebrew-review] tag separate from the [homebrew] tag?

              • What rules/guidance do we want to give for homebrew review questions, if any?





              share|improve this answer











              $endgroup$















                20












                20








                20





                $begingroup$

                You can homebrew your own pact



                You are correct that there are currently only the three pacts available in officially published material. As with everything in D&D 5th edition, however, there is nothing to prevent you from creating your own.



                Special Terms from XGtE



                Xanathar's Guide to Everything added a lot of material for Warlocks. There is a section on "Special Terms of the Pact" where it describes what a pact is:




                A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirement. The terms of a pact - what a warlock must do to receive a patron's favor - are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts.




                It goes on to provide a table of examples of special traits you can add to an existing pact to make it more unique. If flavour is all you are going for, then this could be enough. If you want a more custom pact than this we fall back onto the standard homebrew rules from the DMG.



                Creating New Character Options from the DMG



                There is a chapter (pg. 285) in the Dungeon Master's Guide dedicated to creating new character options. The particular section you are interested in is titled "Substituting Class Features" and begins on page 287. The full rules for this are too large to include in an answer here but I will give you this extract:




                If one or more features of a given class don't exactly fit the theme or tone of your campaign, you can pull them out of the class and replace them with new ones. [...]



                There's no formula that can tell you how to design new class features. The best place to start is by looking at other class features, or at spells, feats, or any other rules for inspiration.




                Creating your own pact



                I strongly suggest you read the full chapter mentioned above for advice on homebrew. Once you have an idea of what you want to make, try to write out the feature in the same style as the other pacts. Compare it in terms of power, uses, and overall balance. If you can, find a way to playtest your creation in different situations to check for issues. You can ask on forums for help if required.



                Once you believe you have a good, balanced feature that you want to include in your game, you can ask a new question here as a homebrew review question. Please read the guidance on How can I ask a good homebrew review question? before doing so.1




                1 Homebrew questions are currently being discussed on meta. See these metas for more information:



                • Are we satisfied with the state of homebrew review questions?

                • Do we want a [homebrew-review] tag separate from the [homebrew] tag?

                • What rules/guidance do we want to give for homebrew review questions, if any?





                share|improve this answer











                $endgroup$



                You can homebrew your own pact



                You are correct that there are currently only the three pacts available in officially published material. As with everything in D&D 5th edition, however, there is nothing to prevent you from creating your own.



                Special Terms from XGtE



                Xanathar's Guide to Everything added a lot of material for Warlocks. There is a section on "Special Terms of the Pact" where it describes what a pact is:




                A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and lists of requirement. The terms of a pact - what a warlock must do to receive a patron's favor - are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other requirements of their pacts.




                It goes on to provide a table of examples of special traits you can add to an existing pact to make it more unique. If flavour is all you are going for, then this could be enough. If you want a more custom pact than this we fall back onto the standard homebrew rules from the DMG.



                Creating New Character Options from the DMG



                There is a chapter (pg. 285) in the Dungeon Master's Guide dedicated to creating new character options. The particular section you are interested in is titled "Substituting Class Features" and begins on page 287. The full rules for this are too large to include in an answer here but I will give you this extract:




                If one or more features of a given class don't exactly fit the theme or tone of your campaign, you can pull them out of the class and replace them with new ones. [...]



                There's no formula that can tell you how to design new class features. The best place to start is by looking at other class features, or at spells, feats, or any other rules for inspiration.




                Creating your own pact



                I strongly suggest you read the full chapter mentioned above for advice on homebrew. Once you have an idea of what you want to make, try to write out the feature in the same style as the other pacts. Compare it in terms of power, uses, and overall balance. If you can, find a way to playtest your creation in different situations to check for issues. You can ask on forums for help if required.



                Once you believe you have a good, balanced feature that you want to include in your game, you can ask a new question here as a homebrew review question. Please read the guidance on How can I ask a good homebrew review question? before doing so.1




                1 Homebrew questions are currently being discussed on meta. See these metas for more information:



                • Are we satisfied with the state of homebrew review questions?

                • Do we want a [homebrew-review] tag separate from the [homebrew] tag?

                • What rules/guidance do we want to give for homebrew review questions, if any?






                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited May 30 at 1:39









                Joel Harmon

                12.2k33977




                12.2k33977










                answered May 29 at 4:04









                linksassinlinksassin

                13.3k14798




                13.3k14798



























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