5e Bard Spell Slot Table
The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and have a 1st-level. An in-depth guide for the Dungeons & Dragons Bard character class covering optimisation of skills, weapons, features, and abilities in D&D 5e.
Archeologist (Bard Variant)Bards, especially those that join the College of Lore, value knowledge, but they are not alone in this fascination. Several centuries ago, itinerant scholars and explorers with similar interests often attempted to become bards in order to gain access to the special techniques and connections that come with following this path. However, some lacked all but the most rudimentary musical talent, and others saw music and performance as a distraction from their true interests. Working with a few senior bards of the College of Lore, these scholars helped create another path that is closely related to being a bard, except that it focuses on knowledge and exploration rather than music and performance.
Members of this class are not hidebound scholars who spend their days pouring over dusty tomes. Instead, they are brave and daring explorers who face ancient ruins and their often deadly guardians and other denizens with a mixture of swordplay, magic, cleverness, and, above all, luck. Archeologists resemble bards in many of their abilities, but in addition to their lack of abilities related to performing music, as befits scholars, including those with a penchant for action, archeologists use Intelligence rather than Charisma as the basis for their spellcasting.
Hit Points
Hit Dice: 1d8 per archeologist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per archeologist level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or Background.
Armor: Light Armor
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords, and whips
Tools: two Tools of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose any four.
Starting Equipment
You start with the following items, plus anything provided by your Background.
• (a) a Rapier, (b) a Longsword, or (c) any simple weapon
• (a) a Diplomat's Pack or (b) an Entertainer's Pack
• (a) a lute or (b) any other musical instrument
• Leather Armor, and a Dagger
PhD In Danger
You gain proficiency in the History and Survival skills. In addition, your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Spellcasting
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your Spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of Spellcasting and chapter 11 for the archeologist spell list.
Cantrips
You know two Cantrips of your choice from the archeologist spell list. You learn additional archeologist Cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
Spell Slots
The Archeologist table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level Spells of your choice from the archeologist spell list.
You learn an additional archeologist spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Archeologist Spells you know and replace it with another spell from the archeologist spell list, which also must be of a level for which you have Spell Slots.
Spellcasting Ability
Intelligence is your Spellcasting Ability for your Archeologist Spells. Your magic comes from the heart and soul you pour into the Performance of your music or oration. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a archeologist spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier
Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier
Ritual Casting
You can cast any archeologist spell you know as a ritual if that spell has the ritual tag. In addition, on your adventures, you can add other ritual spells to your archeology notes. When you find such a spell, you can add it to your notebook if the spell’s level is equal to or less than half your archeologist level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Spellcasting Focus
You can use an arcane focus (see 'Equipment') as a Spellcasting focus for your Archeologist Spells.
The Archeologist Spell List
Archeologists mostly use the Bard spell list, but with a few small changes
- Cantrips: add gust, control flames, mold earth, & shape water (all from XGE)
- remove vicious mockery
- 1st Level: add expeditious retreat, jump, & Tenser’s floating disk
- remove Tasha’s hideous laughter & heroism
- 2nd Level: add find traps, gust of wind & spider climb
- remove calm emotions & magic mouth
- 3rd Level: add water breathing & water walk
- remove bestow curse
- 4th Level: add arcane eye, fabricate, & stone shape
- remove compulsion
- 5th Level: add Bigby’s hand & telekinesis
- remove dominate person
- 6th Level: add arcane gate & move earth
- remove eyebite & Otto’s irresistible dance
- 7th Level: add plane shift & reverse gravity
- remove symbol
- 8th Level: add control weather & demiplane
- remove glibness
- 9th Level: add shapechange & time stop
- remove true polymorph
At 2nd level, you learn to tap into the luck that everyone who delves into ruins seeking knowledge and treasure must possess. You possess advantage for all saving throws to avoid or reduce damage from traps.
Jack of All Trades
Starting at 2nd level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.
Archeology College
At 3rd level, you delve into the advanced Techniques of the college of archeology. You gain the following two traits:
Bonus Proficiencies
When you join the College of Archeology at 3rd level, you gain proficiency with two languages and one tool of your choice.
5e Bard Spell Slot Table Saw
The Sight
When you reach 3rd level, the college or archeology provides you with special techniques to enhance your vision and your sensitivity to magic. You gain superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already possess darkvision, you increase the range by 30 feet. You also become sensitive to magic. You can cast detect magic at will, without expending a spell slot.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Eye for Detail
At 5th level you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.
Expertise
At 6th level, choose two of your skill proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Magical Secrets
By 6th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two Spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Archeologist table, or a cantrip.
The chosen Spells count as Archeologist Spells for you and are included in the number in the Spells Known column of the Archeologist table. You learn two additional Spells from any class at 10th level and again at both 14th and 18th level.
Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.
Visions of the Past
Starting at 15th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Intelligence score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can't use it again until you finish a short or long rest.
Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the distant past (a century or more in the past), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of ancient events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of centuries equal to your Intelligence score. For each minute you meditate, you learn about one significant event, beginning with the site’s construction and moving forward in time. Significant events typically involve a sites construction, as well as powerful emotions, such as battles, religious services, magical rituals, as well as betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.
Esoteric Determination
At 20th level, you can draw on your inner reserve of willpower while delving into the mysteries you have learned to regain expended spell slots. You can spend a short rest meditating to regain all your expended level 1 to level 6 spell slots from your Spellcasting feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.5e SRD >Classes >
As a warlock, you gain the following class features.
Hit Points
Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
Proficiencies
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Armor: Light armor
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a scholar’s pack or (b) a dungeoneer’s pack
- Leather armor, any simple weapon, and two daggers
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
---|---|---|---|---|---|---|---|
1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | – |
2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
5th | +3 | – | 3 | 6 | 2 | 3rd | 3 |
6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
7th | +3 | – | 3 | 8 | 2 | 4th | 4 |
8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
9th | +4 | – | 3 | 10 | 2 | 5th | 5 |
10th | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 |
11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
14th | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 |
17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
18th | +6 | – | 4 | 14 | 4 | 5th | 8 |
19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
Patron
At 1st level, you have struck a bargain with an otherworldly being of your choice. Only details for the Fiend were released as Open Game Content by Wizards of the Coast. Additional options are listed below.
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.
Subpages
- Warlock Patrons
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
Table: The Warlock shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of Table: The Warlock shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
Eldritch Invocations
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
See this page for complete list of eldritch invocations.
Pact Boon
Each Pact Boon option produces a special creature or an object that reflects your patron’s nature.
Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it.
Pact of the Blade. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye.
Pact of the Tome. Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast.
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features.
Pact of the Arrow (3pp)
SourceAoM:HP (3pp)
You can use your action to create a pact weapon in your empty hand. You can choose the form that this ranged weapon takes each time you create it, and you do not require any ammunition to use this weapon as ammunition will be created for you each time you use the weapon. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Skull (3pp)
SourceSPCM
Your patron gives you a magical pact skull, generally a humanoid or ghoul skull collected from a graveyard with at least one hundred bodies. Using this skull, you can cast spells you know with the ritual tag as rituals.
Additionally, the skull whispers magical secrets that only you can hear. When you choose this feature, choose two 1st-level spells with the ritual tag from any class (not necessarily the same class), including this one. The chosen spells are warlock spells for you. While the skull is within 5 feet of you, you know those spells and they do not count against your number of warlock spells known, but you can’t cast them using spell slots as normal. You can cast them as rituals or as formulas (if they have the formula tag).
You can also use this class feature to cast one of the chosen spells as an action without expending a spell slot while your pact skull is within 5 feet of you. Once you do so, you can’t do so again until you finish a short or long rest.
Each time you gain a warlock level, you can replace one of the chosen spells with another ritual spell that is of a spell level lower than half your warlock level (rounded up, minimum 1). On your adventures, you can also add other ritual spells to your pact skull. When you find such a spell, you can add it to the skull if the spell’s level is equal to or less than half your warlock level (rounded up) and if you take the time to teach the spell to your skull. For each level of the spell, the teaching process takes 2 hours and costs 50 gp for the rare incense that you must burn in your pact skull while reading the spell aloud to it.
If you lose your pact skull, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous skull. Your pact skull crumbles to sand when you die.
Pact of Stolen Power (3pp)
SourceAoM:HP (3pp)
5e Bard Spell Slot Tablet
You can perform a special 1-hour long ritual on one magic object such as a rod, wand, or staff to obtain its power. You can perform the ritual over the course of 1 hour, which can be done during a short rest which uses one charge from the object. You can then dismiss or summon the magic object at will, but when you summon the object it is a shadow object possessing half the charges or uses of the magic object, rounded down while expending another charge from the original object. You can use the shadow object until all the charges are used up, and after a long rest, you can summon another copy of the object to use its charges again, but you still expend an additional charge from the original object every time you summon the shadow object.
Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Mystic Arcanum
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Eldritch Master
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
Warlock Spells
Cantrips (0 Level)
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level
5e Bard Spell Slot Table Top
Warlock Origins
SourceAoM:HP (3pp)
People become warlocks for a number of reasons. Here are twenty reasons why a warlock might make a pact with a patron. If you need a quick way to build a character background, choose an origin or roll a d20 and see what path fate chose for you.
d20 | Origin |
---|---|
1 | Revenge. Your patron promised you a chance to hurt those who hurt you. This revenge isn’t what you wanted. |
2 | Anger. Your anger at someone in your family drove you to find power through any means necessary. You patron seized on that hate to have you sign the deal. |
3 | Opportunity. Your patron provided a quick solution to a debt, an obligation, or an arrangement in your life. This solution was not what you expected. |
4 | Survival. You were going to die, and you patron appeared offering you a chance to live again at a cost! |
5 | A Life Preserved. Someone you cared for would have died. You sold your soul to keep them alive. Now they live for as long as you serve. |
6 | Exile. You were exiled from your people for a serious crime. Your patron offered you a home that you thought you wanted. |
7 | Immense Riches. You grew up in poverty, and your patron offered you wealth beyond your imagination. Wealth is not worth your freedom now. |
8 | Power. You’ve been preyed upon your whole life. Your patron offered you a chance to turn the tables. |
9 | Admiration. You’ve seen other warlocks and always wanted to be one yourself. You were young and foolish then. |
10 | Spurned by the Gods. The gods have never heard your prayers or stopped hearing them suddenly, but something much darker listened instead. |
11 | Destiny. Your patron engineered all the steps in your life to lead to you signing the deal. |
12 | Lord of the Cult. Not all dark powers need priests, but they do want servants. You joined a cult that gave you power beyond a clerics limited imagination. |
13 | Family Ties. All members of your family signed the pact, and so did you. Do you regret this rite of passage? |
14 | Family Abandonment. You grew up in a family where you were shown neither loved or kindness. Something else filled that void, and all it asked of you was one thing-your soul! |
15 | A Quicker Path. You were on the right path, but it would have taken too long. A dark power offered you a quicker path for the small price of your loyalty. |
16 | Life or Death. Your life was on the life, and the only way to survive was to sign the pact. Death would have been a mercy. |
17 | A Debt Paid. Someone used you to pay their debt. You could have refused, but they would have paid the ultimate price. Maybe the price for them would have been less than what has happened to you. |
18 | The People’s Chosen. Your town, family, or kingdom regularly sacrifices one to the patron. You were the “lucky” winner. |
19 | Curiosity. You read words from a tome or ruins, not knowing the deal you were making. That was a mistake. |
20 | Love. You love your patron. The patron has taken advantage of this and asked for the one thing only you could give it. |