miniscript – Is there anything specific to the design of the Sapio language that makes it well suited to writing covenant scripts?

I think I understand at a high level the goals of both CheckTemplateVerify (CTV, BIP 119) and the Sapio language.

Is there anything specific to the design of the Sapio language that makes it well suited to writing covenant scripts? Other than being a high level language like Minsc that eventually compiles down to Miniscript?

To use Sapio for CTV scripts, both Miniscript and Script have to support CTV. So is there a test environment (e.g. signet or sidechain) where CTV is enabled for both Miniscript and Script?

dnd 5e – Is there any information about Covenant in Waterdeep?

Here’s everything I know…note that all of this comes from older edition lore. There is no mention whatsoever of The Covenant in 5th Edition. Information about this organization only appears in 2 books, both of which are from 3.5E. Grand History of the Realms and City of Splendors, Waterdeep.

The Founding

457DR
The mages Aganazzar, Ilyykur, Presper, and Grimwald found the
School of Wizardry in Neverwinter and begin taking on apprentices from
around Faerûn.

-Grand History of the Realms, p88

673DR
An alliance of mages called the Covenant is founded to promote
peace among the human kingdoms of the North and prepare them
for future conflicts with the orcs. The architects of the
organization are Ilyykur, Aganazzar, Presper, and Grimwald, hereafter
known as the Four Founders.

-Grand History of the Realms, p96

From these two quotes, we can see who founded the organization originally. And frankly, we don’t know a lot about them. Some of them have spells created by them–the only one of which that still exists in 5E is Agnazzar’s Scorcher.

Methods and Successes

Again, we have very limited information here…but The Covenant seems to have no issue getting others to do their dirty work for them.

705 DR
The mages of the Covenant begin to secretly manipulate and
influence the Uthgardt tribes of the North through their Art. By
season’s end, the tribes stand united against the goblinkind of the
Savage Frontier.

-Grand History of the Realms, p97

Put more simply, The Covenant used magic to manipulate the nomadic tribes of the Sword Coast into forming an alliance against Goblins and Orcs. This leads to…

715 DR
At the whispered request of the Covenant, the Uthgardt begin
hunting down and slaying orc chieftains, killing a score of them over
the next five years. Their action prevents the formation of another
orc horde.

-Grand History of the Realms p99

753 DR
Mirabar is overrun and plundered by goblin hordes that stream south out of the Valley of Khedrun. Their numbers are thinned by the savage ferocity of the Uthgardt tribes who battle them day and night for the better part of a season before the goblins are eventually annihilated by the Covenant-whelmed humans of the Dessarin Valley.

-GHotR p101

So, The Covenant “built” an alliance of Uthgart tribes, then used them as a weapon against the orcs and goblins. Then magically buffed the humans of the Dessarin valley to ultimately stop the invasion.

Going Downhill

Up to this point, things have been going pretty well for them. It’s not to last…

775 DR
The Uthgardt alliance defeats an ogre-led army of orcs and goblins that emerges from the Evermoors. The warriors of the Elk tribe fall almost to a man in the defense of Flintrock. On the verge of extinction, these once-proud people become little better than bandits.

and then…

797-802DR
The Uthgardt Alliance, backed by the hidden hand of the Covenant, fades away as the tribes begin to feel the loss of their warriors.

-GHotR p103

From there, history is silent about The Covenant for nearly 200 years. When next we hear about them, they basically get trolled by the Red Wizards of Thay.

955DR
The mages of the Covenant gather a great, armed host from the human settlements of the North to confront an orc horde massing in the Spine of the World. In a move known as the Orcgates Affair, the Red Wizards of Thay magically transport the horde far to the south by means of great portals. The North is spared much devastation, and the failure of the orcs to appear deals a significant blow to the influence and prestige of the Covenant.

-GHotR p113

The Covenant ultimately determines that the Red Wizards were responsible for the above, and starts a quiet crusade against them. It doesn’t go well.

  • Ilyykur, one of the founders, dies in a spellbattle with an archlich (and former Covenant member) in 1063 DR
  • Red Wizards kill Agnazzar when they assault the School of Wizardry in Neverwinter in 1081 DR
  • Presper and Grimwald flee Faerun and the rest of The Covenant goes underground in 1101 DR.

-GHotR p117-118

Reformation

In the year 1372 DR, a wizard named Savengriff (an apprentice of Khelben “Blackstaff” and a Harper) joined up with Prespur and Grimwald to refound The Covenant.

In the Year of Wild Magic (1372 DR), Savengriff returned to Waterdeep and took a room at the Inn of the Dripping Dagger (T3). Although he still maintains his ties with Those Who Harp (and the Tel Teukiira as well), he now has a new loyalty. During his travels Savengriff located the long-absent and legendary Prespur and Grimwald. After lengthy discussions, the three agreed to reinvigorate the ancient cabal of good-aligned mages known as the Covenant. Savengriff is the fi rst to return to Faerûn, and he is actively seeking like-minded mages of power to join this ancient brotherhood.

-City of Splendors, Waterdeep, p31-32

And…that’s it. That is all we know about the Covenant as it exists today. One of the Blackstaff’s apprentices tried to restart it in 1372 DR, 115 years before the start of D&D 5th Edition (1487 DR, the end of the Second Sundering) and we have heard absolutely nothing about them since.

What we can determine

Based on this information, we can make a few assumptions about The Covenant

They are an Alliance, not a structured organization: The Covenant is always spoke of as an alliance, which would be a collection of ‘equals’ working towards a similar goal. There may be leaders among them–particularly the founders, who would push the alliance forward–but it’s very unlikely that they are as structured as, say, The Harpers. It is, essentially, a bunch of mages who agreed to work together on a particular thing, which is…

The goal of the alliance is to defend against Orcs and Goblinoids: Pretty much everything they did, until the Red Wizards picked a fight with them, was focused on this. Given that this was the stated goal of the alliance, this is unsurprising.

As for the rest…well, that’s up to you as the DM. Has the Covenant regrown into a significant alliance? Have they been successful in keeping the Orc and Goblinoid tribes suppressed? Did Prespur and Grimwald come back? Did the alliance fail to get traction and has it been floundering for the past century? Have they been trying to rebuild the Uthgart into an alliance? Is the reason we haven’t heard about them because they’ve been staying much, much quieter to avoid notice by the Red Wizards?

Ultimately, we don’t know a lot about this organization. But that’s okay…that means that you, the DM, can make stuff up and fill things in as it serves the plot.

dnd 5e – If a Pact of the Blade Warlock transforms an existing magic weapon into his covenant weapon, are they competent with it?

That feature allows a warlock to use a martial weapon with the skill bonus that he otherwise could not.

Since the war hammer is a martial weapon, yes, it can be the weapon of the covenant if it is so designated according to the passage of rules that he cited.

The warlock is proficient with simple weapons by default. What that class feature does is allow a sword warlock pact to use martial weapons without having to do a feat. A martial weapon not identified as the covenant weapon can be used at any time, of course, but not with the warlock's skill bonus added to attack rolls.

Am I correct in interpreting that while she wields the warhammer +1 as his covenant weaponIs she competent with that?

Yes.

When you do that ritual, the +1 Warhammer becomes the Warlock's default weapon, which the Warlock summons with an action.

dnd 5e: Are the Warrior Hex weapon and the Blade Covenant weapon the same or different?

They can be two different weapons.

Hex Warrior (Xanathar's Guide to Everything p.55)

If you later obtain the Pact of the Sword feature, this benefit extends to each weapon pact that you conjure with that characteristic, regardless of the type of weapon.

This means each The weapon you create with the Pact of the Sword class feature benefits from the Warrior Hex ability. The "If Later" rule part is there to cover the fact that you get Hexagonal Warrior at 1st level but you get Pact Boon later at the 3rd level, Yes You choose. His goal is to clarify the rule, although he will probably do the opposite.

The rules do not prevent you from touching a different weapon, one other than your Covenant Weapon, at the end of a long break and performing it with the Warrior Hex skill. Additionally to each covenant weapon you conjure. It's just that each Pact Weapon does take place, however, if you use the ability.

Any magic weapon you make your covenant weapon is included:

Pact of the Sword (PHB p.108):

You can transform a magic weapon into your covenant weapon by performing a special ritual while holding the weapon.

like even if it's two hands, the Hex Warrior skill "extends to each weapon pact that you conjure with that characteristic, no matter the type of weapon"

As for the improved covenant weapon (Xanathar's Guide to Everything p.57):

the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls

If you take "Enhanced Covenant Weapon", the +1 bonus to this summon applies to each Covenant Weapon you create, and since it is a different effect from the Hex Warrior, both apply to a Covenant Weapon at the same time.

However, as explicitly stated in the invocation description, if you have made a magic weapon with a magic bonus as your covenant weapon as stated above, you do so. no get this +1, only the weapon bonus.

If the Hex Warrior weapon is not a covenant weapon then the invocation does not extend to it.

dnd 4e – What creatures or named beings would thematically fit as patrons of a Dark Covenant sorcerer?

What creatures or named beings would thematically fit as patrons of a Dark Covenant sorcerer? By "appointed", I mean a being that exists in some knowledge (mainly but not necessarily limited to the knowledge of the Forgotten Realms).

The only example I've seen is in Dragon Magazine # 381, where it lists (on page 48) a creature called Yorgrix, Weaver of the Poison Web, which is a spider web that lives in Underdark.

Before almost a full page about that user, make more extensive reference to this (also on page 48):

Whether drow, dark spirit or creatures of terror, dark clients lurk in the hidden places of the world.
Common employers: Demons (especially Lolth's servants), purple dragons and legendary dark Underdark spirits like Yorgrix

As possible called customers would presumably include any known Demon Lord (or any named demon) and any named purple dragon, but the "legendary dark spirits" are a bit more vague …

Does the previous sentence that mentions "drow, dark spirit or creature of terror" mean that a drow wizard would be an appropriate patron, something like a Sorcerer King Pact (as I understand it)? However, this is more a secondary question; My main question is about the named beings who would work as patrons of a Dark Pact sorcerer.

Is there any other called examples in all source material 4e? These "legendary dark spirits" are of primary interest to me, but I'm not really so interested in gathering lists of named demons or purple dragons (that sounds easier to simply search Google, but expand what these "dark spirits are" "It's something I feel I would benefit from the 4e experience; keep in mind that I only have knowledge of 5e).


Related: What books cover Star Pact Warlocks and its terrible teachers?
Related: What books do Fey Pact Warlocks and his amazing teachers cover?

dnd 5e – If I am holding a shield and a sword, do I need the invocation of Weapons of Enhanced Covenant Weapons to cast spells with a material component?

I'm playing a Hexagonal bladewho has a to protect in one hand and a sword in the other.

Because I really don't want to use a bow, and like many other invocations, I have decided not to take enhanced pact weapon.
To make gestures for somatic components, I can save my sword as a object free interaction, and then cast the spell. (and draw the sword again in the next round)

Is he the same also possible for spells with a material component? I have a component bag in my belt Does the use of my bag of components require a free object interaction?
Does the cost of the component affect this in any way?

I found the following Jeremy Crawford tweets on the subject:
Link 1
Link 2

To me, it seems, as if they were contradicting …
Do I need an improved pact weapon, to use spells with a material component, if I also want to use a shield?

dnd 5e – Does the Savant of Magic Objects of an Architect and the Magic Device of Use of a Rogue multiclass thief allow them to benefit from a Wand of the Covenant Guardian?

Short answer, no

The article clearly states that its benefits are for Warlock's skills. The tuning requirement in this case is simply because other classes do not use it, so it makes no sense that they can tune into it. When he says he grants a bonus to the attacks of a sorcerer's spell DC, that means spells learned through sorcerer levels, and the same for spell slots. In other words, you can technically benefit from it, but it only points to a sorcerer's spells and spell slots, so since you're not a sorcerer, you don't get any real benefits.

Now, I could argue that the sorcerer part of even that could be ignored, but I would argue otherwise. In this case, it does not appear to be used as a requirement. Something that benefits a certain type of effect or characteristic generally not a requirement. The key difference in this case, I must say, is the difference between a requirement that something get an effect from something else, compared to the requirement of having that effect available in the first place.

dnd 5e – Sorcerer's Covenant of Volume Spells

What are the most useful "non-witches" cantrips to obtain with the spells of the Volume Pact? For example, Wizard / Sorc / Warlock has little access to radiant damage, would the sacred flame be a good option? Or should I continue to control the flame / water type spells? Actually, I'm just looking for a utility to cover a multitude of situations.

dnd 5e – Do the invocations of the new volume covenant overlap?

With the launch of the new UA Class Features. The invocations of Eldritch Notary Scribe Y Gift of the protectors Do you use the same 5 names as the basis, or are the names separated from each Summon?

Notary Scribe

Prerequisite: 5th level, characteristic of the Covenant of the Volume

A new page appears in his Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to its charisma modifier (minimum of 1).

You can cast the sending spell, aiming at a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target listens to the message in your mind, and if the target responds, your message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching the name on it.

Gift of the protectors

Prerequisite: ninth level, Volume Pact function

A new page appears in his Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to its charisma modifier (minimum of 1).

When any creature whose name is on the page is reduced to 0 hit points but is not killed directly, the creature magically falls to 1 hit point. Once this magic is activated, no creature can benefit from it until you finish a prolonged rest.

As an action, you can magically erase a name on the page by touching the name on it.

gurps – Should divine powers avoid the limitation of the covenant to avoid double immersion?

Looking at the powers of GURPS, p.26, I see that the divine powers have a discount of -10% because the player's character is expected to live a life that is moral according to the divinity in question:

A deity grants you your power. Nothing can impede the power of your god
To get to you . but your employer expects certain behavior
instead. The precise details depend on your god.

A good god expects you to lead a virtuous life. The required moral
The code is a disadvantage of -10 points (-10%), typically Honesty (12), Sense
of duty (coreligionists), or a great vote.

All right, it seems that a player character could have a god as Patron. But looking at the basic book, p. B73:

Minimal intervention: your employer is less useful than his power level
might suggest. In a successful roll, GM makes a
reaction roll for your employer to determine if it really
provide help; see Help requests (p. 562). In a neutral or better
reaction, you get the help that your Client thinks he needs, that he can
Or it may not be what you want. This is the classic modifier for gods
they have many other minions to help, and often accompanies
Limitation of the agreement (see p. 113). -fifty%

However, a 10-point Pact would be a 10-point limitation on the "Patron" advantage. On the contrary, the moral code for the power source of divinity is a general disadvantage for the character.

So, my first impression is that I could make a 210-point divine superhero who follows a 10-point moral code; That 10-point morality code would remove 10 points from the total, turning the hero into a 200-point character. At some point in that total points, the character would have a Pattern (highly accessible + 50%, minimum intervention -50%, special skills + 100%, pact limitation -10%) by 57 points of advantage. However, it seems that this 10% limitation of the Covenant could be double immersion.

Possibly there should be no "pact" because the moral code only gives its deduction once, at the level of power granted. So, maybe the "Pattern" advantage should be 60 points, not 57 points. If it costs 60 points, I think it definitely avoids double immersion.