Path of the Pact-Bound

The Path of the Pact-Bound is an arduous life, becoming an agent for an otherworldly patron. Some choose this path, making a bargain with these powers, but others are merely chosen vessels for their influence, grappling with their power and channeling it to their ends. In battle. your otherworldly patron fills you with supernatural might, adding magical fuel to your
barbarian rage.

Most barbarian tribes consider a Pact-Bound to be cursed, mad, or even worse a willing agent of the otherworldly power. In many cases, the truth is not far from these suspicions, and even more often the outcome is the same; fear and isolation.

Otherworldly Patrons

At 3rd level, when you adopt this path, you choose an otherworldly patron and gain its features. At 6th level, 10th level, and 14th level, you gain additional supernatural benefits based on your otherworldly patron as listed below.

You may have been in contact with your patron since long before, or have only just made a pact, or even been bonded against your will and struggling against the will of your patron since, but for whatever reason you have begun to channel you patron’s otherworldly power as your own.

At your option, you may gain minor physical attributes that are reminiscent of your otherworldly patron. For example. if you have The Fiend as your otherworldly patron, you might grow small horns, a tail, pointed teeth, solid colored eyes, or strangely hued skin or hair similar to a Tiefling. A pact-bound of the Great Old One might develop strange protrusions, vestigial growths, sightless extra eyes, wet scaly skin or other minor bizarre physical mutations.

Pact of the Body

Starting at 3rd level, your otherworldly patron’s power manifests within your body, transforming it to be a vessel of their supernatural power. As a bonus action or when you rage, you can transform your body, giving you powerful natural weapons. You may suppress these transformations again as a bonus action. When transformed, you gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:

  • The Archfey Your limbs harden to bark or chitin. Your unarmed strikes deal bludgeoning damage.
  • The Fiend You grow fiendish claws. Your unarmed strikes deal slashing damage.
  • The Great Old One Your arms transform into tentacles. Your unarmed strikes deal bludgeoning damage.
  • The Hexblade Your arms become elongated, rigid, sharpened blades resembling swords, sickles, axes, or other light weapons. When you attack, choose a type of damage, slashing or piercing. Your unarmed strikes deal the chosen type of damage.
  • The Raven Queen Your limbs transform into large bird talons. Your unarmed strikes deal slashing damage.
  • The Seeker Your limbs are wreathed in brilliant energy, coalescing in a sharp gleaming point. Your unarmed strikes deal piercing and radiant damage.
  • The Undying Your limbs turn black, and cold to the touch. Your unarmed strikes deal bludgeoning and necrotic damage.
  • The Undying Light Your body become a conduit for radiant energy. When you attack, choose a type of damage, radiant or fire. Your unarmed strikes deal the chosen type of damage.

Each of the above transformations also grant the following benefits:

  • You can roll a d4 in place of the normal damage of your unarmed strike. At 10th level this die changes to a d6.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Eldritch Strikes

Starting at 6th level, when using your Pact of the Body your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The Archfey

Fey Presence

Starting when you choose this otherworldly patron at 3rd level, when you can channel the fearsome presence of the fey. If you do so, you become cloaked in an aura of menace until the rage ends. At the end of each of your turns for that duration, each creature within 5 feet of you must succeed on a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. If it fails the target is frightened until your next turn. On a successful save, the creature is immune to this effect for 24 hours.

The Fiend

Fiendish Frenzy

Starting when you choose this otherworldly patron at 3rd level, you can go into a fiendish frenzy when you rage. lf you do so, you grow horns, sharp teeth, and claws on your feet. For the duration of your rage when you use the Attack action on your turn, you can make two unarmed strikes as a bonus action. When your rage ends. you suffer one level of exhaustion.

The Great Old One

Touched Mind

Starting when you choose this otherworldly patron at 3rd level, an alien power awakens within you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Alien Deformation

Starting when you choose this otherworldly patron at 3rd level, when you use your Pact of the Body transformation, your alien transformation provides you with a form well suited to grappling. You gain the following additional benefits while transformed:

  • When you hit a creature with an unarmed strike, you can use a bonus action to attempt to grapple the target.
  • Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the creature is restrained until the grapple ends, and you can’t restrain another target.

Raging Thrall

Beginning at 6th level, you can’t be charmed or frightened while raging. An alien presence in your mind pushes out all others. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Grasping Tentacles

At 6th level, while raging your tentacles grow longer and secrete a slimy adhesive. When you hit a medium or smaller creature with an unarmed strike the target is automatically grappled if you’re not already grappling a creature.

Alien Mind

At 10th level, your thoughts can’t be read by telepathy or other means unless you allow it.

Additionally, while raging you have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Constricting Tentacles

At 10th level, while raging, when you grapple a creature, until the grapple ends the creature is restrained, and you can’t restrain another target.

Brain Frenzy

At 14th level, you can go into a brain frenzy when you rage. If you do so, your mouth transforms into a hungering maw surrounded by tentacles and for the duration of your frenzy when you hit a medium or smaller creature with an unarmed strike the target is grappled and must succeed on a Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier or be stunned until this grapple ends.

Additionally, when grappling an incapacitated humanoid you can use an action to attempt to extract the target’s brain. Make a single unarmed strike, that is a critical hit. You can roll four times your additional weapon damage dice from brutal critical for this attack. If this damage reduces the target to 0 hit points, you kill the target by extracting and devouring its brain.

When your rage ends, you suffer one level of exhaustion unless you have consumed at least one brain during your rage.

The Hexblade

Hex Frenzy

Starting when you choose this otherworldly patron at 3rd level, you
can go into a hex frenzy when you rage. lf you do so, choose one creature you can see within 30 feet of you. The target is cursed. Until your rage ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your barbarian level + your Charisma modifier.

When your rage ends. you suffer one level of exhaustion.

Relentless Hexes

Starting at 14th level, when you use your Hex Frenzy you do not gain a level of exhaustion when your rage ends. You may use a bonus action to choose a new target, the curse immediately ends on the previous target.

The Raven Queen

Form of the Raven

Starting when you choose this otherworldly patron at 3rd level, while you’re raging and aren’t wearing armor you grow a slight ebony feathered wings, which drape from your arms. Other creatures have disadvantage on opportunity attack rolls against you and your speed increases by 15 feet.

The Seeker

Aurora Shield

Starting when you choose this otherworldly patron at 3rd level, while you’re raging a whirling aura of brilliant energy swirls around you. You have resistance to all damage.

The Undying

Reaper of Essence

Starting when you choose this otherworldly patron at 3rd level, each time you reduce a creature within 5 feet of you to 0 hit points while raging, you gain temporary hit points equal to your Charisma modifier + your barbarian level (minimum of 1 temporary hit point).

The Undying Light

Radiant Soul Blast

Starting when you choose this otherworldly patron at 3rd level, when you use your Pact of the Body transformation you can hurl searing bolts of magical radiance.

You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Strength modifier to its attack and damage rolls. Its damage is the same type and die size as your unarmed strike damage.

Path of the Pact-Bound

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