The Fiend

Overview

These warlocks have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if the warlocks themselves strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including those they give power to. Fiends powerful enough to forge a pact include demon lords and archdevils; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.   Numerous fiends forge pacts with mortal warlocks in Faerûn - so many that warlocks are almost synonymous with infernal power in Faerûn. These fiends include the Archdevils of the Nine Hells and their most powerful dukes, the Demon Lords of the Abyss, and the ultroloths who rule over yugoloth armies. Such deals need not be struck directly with the power in question, however. Often a weaker fiend serves as an intermediary, and the warlock might not know whom he or she serves.  

Features

1st Level - Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level Spells
1st Burning hands, Command
2nd Blindness/deafness, Scorching ray
3rd Fireball, Stinking cloud
4th Fire shield, Wall of fire
5th Flame strike, Hallow

1st Level - Dark One's Blessing

When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).  

6th Level - Dark One's Own Luck

You can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.   Once you use this feature, you can’t use it again until you finish a short or long rest.  

10th Level - Fiendish Resilience

You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.  

14th Level - Hurl Through Hell

When you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.   At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.   Once you use this feature, you can’t use it again until you finish a long rest.

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