Pacts for Dungeons and Dragons
Darkness is closing in on the realms and with no heroes prepared to stand against the tide of primordial Darkness 4 powerful entities have aligned to recruit and prepare the heroes of the coming age. As the patrons prepare their heroes the pacts they forge will evolve making both more powerful over time. Each patron will have three levels of power that they can gift to their heroes or the fates can allow them to gain all three advantages immediately.
Patron of Protection
A stalwart Valkyrie looms over you with hand outstretched and a massive platinum shield by her side. She helps you up and as you stand the material world rushes in leaving you alone with a dazzling adamantium shield.
Shielded Bearer (Pact of Protection)
You come to your senses holding this gleaming shield that is light but practically invulnerable with an otherworldly presence emanating from it. After spending time with this shield you realize that you have been granted a Pact of the Blade boon with this weapon and you are proficient when you carry it. It grants +2 AC and allows the wielder to cast the Shield spell(+5 AC) as a reaction once per turn(1). You can manipulate the summoning nature of this pact shield to protect another. As a reaction you can command the shield to protect a target a creature up to 15 feet away from you by speaking the shield's name. The target creature gains +5 AC until the start of their next turn when the shield drops to the ground. You can recall the shield by spending an action and lose the AC of the shield until you do(2). Whenever you are wielding the shield, or it helps a creature, and successfully block an incoming melee attack the attacker suffers 2d8+4 force damage(3).
Patron of Might
You're legs are quaking, struggling to keep you upright and the tall dark man grins from across the battlefield. Instantly he appears before handing over his sword and then harshly slapping you on the back. You stumble back into reality,dazed.
Armed Bearer (Pact of Might)
The fog of the alien plane clears from your vision and you realize that you are holding a large broadsword. This sword's size appears unwieldy but feels as light as a wooden board in your hands. It faintly glows with shifting colors. After spending time with this weapon you come to understand the following things about it: You have been granted a Pact of the Blade boon with this weapon and you are proficient when you wield it. It acts as a +1 great-sword (or a smaller sword if desired) and you can use your spell casting modifier for attack and damage rolls instead of Str or Dex. After spending 1 minute you can charge the blade with either: Fire, Thunder,Force,Lightning ,Ice or Radiant energy and attack with that damage type. This effect lasts until your next long rest or until you spend another minute to charge with a different element(1).Once per round, when the sword is charged with elemental energy, you can discharge the weapon dealing 2d6 damage of whatever type the sword is charged with in a 5ft radius of the attack's target. Creatures must pass a Dex save of DC=8+Prof+ Attack Mod or suffer full damage but half if successful(2). Also attacks on creatures that are vulnerable to the sword's charged energy have advantage(3).
Patron of Magic
All of the sudden you don't know where you are. The colors all around you are vibrant and rich. You can see the sky both bright and beginning to creep towards dusk. A lithe figure in greenish robes frowns at you, rolls their eyes and hands you something before snapping their fingers. You've never been more painfully aware of how dull the colors of your world are until now. The emerald green staff in your hands is just enough to distract you.
Enchanted Bearer ( Pact of Magic)
With painful clarity you grip this staff and after a few moments you understand the following things about it: This magus staff stores some primal magical energy allowing up to 5 levels of magic to be cast for free per day (Ex. 5 lvl 1 spells or 3 lvl 1 spells and 1 lvl 2 spell or 1 lvl 5 spell, etc.)(1). When a creature you have cast a beneficial spell on slays another creature the staff gains one spell slot back(2). Healing spells you cast heal for 2d4+4 more than normal (3).
Patron of Cunning
You're on the trail of the beast. Your companion points somewhere out in the brush and you see it. Then you see your companion hand you a bow but you're seeing it from another angle. You feel the bow in your hands and see yourself knock an arrow and release it. The arrow flies away from you and towards you. The arrow find it's mark and you stand up alone in the middle of a forest unsure of how you got there.
Gifted Bearer (Pact of Cunning)
You suddenly remember the bow(ranged weapon/dagger) in your hands and after staring at it with amazement you come to understand the following things about it: You have been granted a Pact of the Blade boon with this weapon and are proficient when you wield it. You gain the Cunning Strike feat allowing you an additional 1d6 to an attack's damage roll made with this weapon once per round and the ability to cast the minor illusion cantrip(1). You can cast the spell greater invisibility on yourself once a day(2). The weapon has 3 spell charges stored in it that can be used to cast spells from the following list ;one charge per spell level is required: Level 1 spells: Grease, Jump(self only), Silent Image Level 2: Darkness, Mirror Image, Misty Step Level 3: Major Image, Slow, Dispel Magic. Alternatively, the spell charges can be used to increase the damage of Cunning Strike by 1d6 by spending 2 spell charges as a bonus action. Expended spell charges are recovered at the end of a long rest(3).
This was allot of fun to come up with! If you have any questions or comments feel free to leave them for me.