
Pact of the Living Pact Feat 18Uncommon Archetype Source Rival Academies pg. 47Archetype PactbinderPrerequisites Pactbinder Dedication
You’ve sworn a pact with a pact that has somehow survived long after the death of the original pactbinder. You gain the Forced Pact action. In exchange, this and any other pact you have made seek longevity. Whenever you become dying 3 or higher, all of your pacts abandon you and flee to the nearest safe space. You can sense their direction at all times, and if you find them, you regain all of your pacts.
Source Rival Academies pg. 47Frequency once per hour
(
concentrate) You force a temporary pact on both yourself and another creature you can see within 60 feet. Choose attack, move, manipulate, or concentrate. The target must attempt a Will saving throw.
Success The target is unaffected.
Failure If you or the target uses an action with the chosen trait within the next minute, they take 10d6 mental damage, and this pact ends for both of you.
Critical Failure As failure, except your target takes the damage if either of you uses an action with the chosen trait.
Traits
Uncommon: Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
Archetype: This feat belongs to an archetype.