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Opening the archive
Aspect Codex
Pact is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Pact has 42 powers ready for character sheets, including 37 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
37 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Pact has 42 powers ready for character sheets, including 37 with VTT hooks.
Pact defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Hurl a beam of crackling pact-force at one creature or object within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) force damage. The beam bears the visual mark of your patron.
Touch yourself, a willing creature, object, contract, coin, weapon, or doorway and mark it with a faint demonic sigil. You know the direction to the mark while it is within 1 mile, and creatures inspecting it can tell it is tied to an infernal or abyssal bargain.
Ask your patron for a cruel hint. Before the start of your next turn, add 1d4 to one CHA check, INT check about magic or fiends, attack roll with a Pact power, or saving throw against fear, charm, or possession.
Demonic tendrils erupt from you. Creatures of your choice in the emanation must make a STR save, taking 10 (3d6) necrotic damage and losing reactions until the start of their next turn on a failed save, or half damage only on a success.
When a creature you can see within range damages you, point and invoke your patron’s vengeance. The target must make a DEX save, taking 11 (2d10) fire or necrotic damage on a failed save, or half on a success.
Choose the visible sign of your bargain: horns, shadow, smoke-breath, sulfur scent, black eyes, branded palm, forked shadow, or another GM-approved mark. You have advantage on checks to recognize fiends, infernal contracts, demonic cults, and pact magic.
For the duration, you sense magical effects, curses, fiends, possessed creatures, pact marks, infernal contracts, and portals in the emanation. You know the general source but not the full terms of any pact.
When you fail an ability check, attack roll, or saving throw, reroll the d20 and use the new result. The GM may mark a small narrative debt, omen, or patron attention when this turns failure into success.
Make a small pact with a willing creature you touch. The target gains advantage on one ability check, attack roll, or saving throw it makes during the duration. After it uses this benefit, you know its direction for the rest of the duration and may speak one sentence into its mind.
Summon or bind a Tiny fiendish familiar such as an imp, quasit, smoke-cat, crawling hand, ember raven, or GM-approved lesser demon. It cannot attack, but it can scout, deliver touch-range Pact powers, speak one language you know, and vanish into smoke when reduced to 0 hit points.
Open a hungry demonic void in a 20-ft. radius sphere within range. The area is magical darkness and difficult terrain. Creatures that start there take 2d6 cold or necrotic damage. Creatures that end there must make a DEX save or take 2d6 acid or force damage from unseen mouths and tendrils.
Conjure or empower a pact weapon in your hand. It is magical, uses CHA for attack and damage rolls if you choose, and deals force, fire, necrotic, piercing, slashing, or bludgeoning damage. If it leaves your hand for more than 1 minute, it vanishes.
Your patron fills your blood with stolen vitality. Gain temporary hit points equal to 3d8 + your CHA modifier. While you have these temporary hit points, you have resistance to fire damage and advantage on saves against fear.
Choose one creature you can see within range. The target must make a CHA save or be branded by a debt-sigil. Once per round when the branded target damages you or an ally, it takes necrotic damage equal to 3d8 + your CHA modifier.
Chains of smoke, bone, or iron seize one creature within range. The target must make a STR save, taking 22 (4d10) force or necrotic damage and becoming restrained on a failed save, or half damage only on a success. A restrained target repeats the save at the end of each turn.
Speak a command backed by your patron to one creature within range that can hear you. It must make a WIS save or be charmed or frightened, your choice, for the duration. The target repeats the save at the end of each turn and has disadvantage if it owes you, made a bargain with you, or bears your Pact Mark.
When you or a creature bound by one of your pacts takes damage, reduce the damage by 4d8 + your CHA modifier. If the protected creature bears your Pact Mark, it may also move 10 ft. without provoking opportunity attacks.
Open a small demonic gate in an unoccupied space within range. A lesser demon, imp, quasit, or fiendish beast chosen by the GM appears and obeys your verbal commands for the duration. If you are incapacitated, it acts according to its nature and the pact’s wording.
Commune with your demonic patron, its emissary, or the power behind your pact. Ask up to three questions. The answer may be truthful, cryptic, self-serving, or transactional. The GM may attach a favor, omen, debt, or temptation to especially valuable answers.
You can see normally in darkness, both magical and nonmagical, to 120 ft. You also have advantage on saves against being blinded by fiends, pact magic, and magical darkness.
When a creature within range makes a bargain with you, breaks a promise to you, or drops to 0 hit points while bearing your Pact Mark, bind a debt-fragment. Before the duration ends, spend the fragment to regain 5d8 hit points, gain advantage on one d20 test, or impose disadvantage on one save by the marked creature against your Pact power.
Take on a demonic aspect: horns, claws, wings of smoke, burning eyes, shadow-hide, or a tail. For the duration, gain resistance to fire and necrotic damage, your Eldritch Blast and Pact Blade deal extra damage equal to your CHA modifier once per turn, and you have advantage on Intimidation checks.
Your Pact powers ignore resistance to force, fire, or necrotic damage from creatures bearing your Pact Mark or owing you a bargain. Fiends recognize you as claimed unless you hide your mark.
Summon a greater demon or fiendish champion in an unoccupied space within range. It obeys commands that fit the pact’s wording. At the end of each of its turns, if you are not concentrating or if it has no valid command, it may make a CHA save; on a success, it acts according to its nature until the power ends.
Step through a smoking door, mirror, shadow, or burning sigil and teleport up to 120 ft. to an unoccupied space you can see. If you arrive adjacent to a creature bearing your Pact Mark, it must make a WIS save or become frightened until the end of its next turn.
Seal a willing written or spoken pact between two or more creatures. A creature that knowingly violates the pact takes 45 (10d8) psychic or necrotic damage and is marked by a visible brand for 24 hours. The GM determines whether ambiguous terms protect or punish the violator.
Summon up to four lesser fiends, hellhounds, imps, quasits, or pact-servants in spaces within range. They obey your verbal commands and act after your turn. If you command them to violate a clear pact term, each may make a CHA save to resist that command.
Choose one creature within range that bears your Pact Mark, owes you a bargain, or damaged you since your last turn. The target must make a CHA save, taking 55 (10d10) force or necrotic damage and becoming frightened until the start of your next turn on a failed save, or half damage only on a success.
When a creature you can see uses a pact, curse, invocation, or fiendish power of Tier 5 or lower, copy its demonic formula. You can use that power once during the duration using your CHA modifier and power save DC. If the source is bound to a different patron, the GM may impose a debt or backlash.
Choose one pact, charm, geas, possession, infernal contract, or magical obligation of Tier 7 or lower within range. Make a CHA check against DC 10 + the effect’s tier. On a success, suppress the obligation for 1 hour, reveal one hidden term, or transfer one minor penalty from the target to yourself.
Wear your patron’s authority as a mantle of horns, shadow, flame, chains, or wings. For the duration, you gain resistance to fire, necrotic, psychic, and force damage, and when a creature fails a save against your Pact power, you may charm or frighten it until the start of your next turn.
Open a gate to your patron’s realm in a 20-ft. radius area within range. The area is difficult terrain and heavily obscured to enemies. At the start of each of your turns, one fiendish servant or environmental lash emerges and attacks one hostile creature in the area for 55 (10d10) fire, necrotic, or force damage on a failed DEX save, or half on a success.
When a willing creature within range would drop to 0 hit points, die, or fail a critical saving throw, offer a desperate bargain. If it accepts, it remains at 1 hit point, succeeds on the save, or ignores the death. For the duration, it bears your Pact Mark and owes a significant favor defined by the GM.
For the duration, you gain a fly speed equal to your speed, darkvision 120 ft., resistance to fire and necrotic damage, and advantage on CHA checks against fiends, cultists, and pact-bound creatures. Your Pact powers deal extra damage equal to your CHA modifier once per turn.
Become a terrifying avatar of your patron. For the duration, you have immunity to fire or necrotic damage, your Eldritch Blast fires three beams, and once per turn when you hit with a Pact power, you may force the target to make a WIS save or become frightened, charmed, or restrained by chains until the start of your next turn.
Summon a legion of fiendish shadows, lesser demons, hellhounds, and pact-servants in a 60-ft. radius area within range. The legion makes the area difficult terrain. Hostile creatures that start there must make a DEX save, taking 66 (12d10) fire, necrotic, or force damage on a failed save, or half on a success.
Touch one pact, infernal contract, magical obligation, geas, curse, or demonic bargain of Tier 9 or lower. Make a CHA check against DC 10 + the effect’s tier. On a success, reveal all hidden terms and alter one non-story term, loophole, duration, penalty trigger, or named beneficiary.
Your Pact powers ignore resistance to fire, force, and necrotic damage from creatures bearing your Pact Mark, fiends, and creatures bound by a bargain. You cannot be forced into a pact, contract, possession, or oath unless you knowingly consent.
You are treated as an arch-pact bearer. Fiends of lesser status hesitate before attacking you unless commanded by a superior. Your Pact Marks can persist until dismissed, and your Pact powers treat fire, force, and necrotic immunity as resistance unless the target is divine, Artifact-grade, or story-protected.
Call a partial manifestation of your patron into a 60-ft. radius area within range: a claw, eye, mouth, chain, crown, shadow, or gate. Hostile creatures in the area must make a CHA save when they start their turns there, taking 77 (14d10) fire, force, psychic, or necrotic damage and becoming frightened on a failed save, or half damage only on a success.
Choose one creature within range that willingly made a bargain with you, broke a sealed contract, or bears your Pact Mark. The target must make a CHA save. On a failed save, its soul is collateralized. While affected, it cannot hide from you on the same plane, has disadvantage on saves against your Pact powers, and if it dies, you may claim its soul-fragment as a major bargaining chip with your patron.
Write or speak a legendary bargain with your demonic patron, a fiend, a doomed mortal, or a place of great sin. Define one impossible boon and one terrible price with the GM. The boon may emulate a Tier 10 Pact effect, create a lasting demonic mark, save a soul, damn a soul, open a patron gate, or reshape a pact-bound region. The bargain can be broken only by Tier 10 pact magic, divine intervention, or a story condition named in the terms.