The Fiend
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.
Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Zariel; pit fiends and balors that are especially mighty; and other powerful denizens of the abyss.
The wearer of your Talisman gains resistance to the damage type you choose with your Fiendish Resilience feature. Damage from magical weapons or silver weapons ignores this resistance.
Your Book of Shadows can now be inscribed with many more spells in much the same way a wizard's spellbook can. When you find a spell from the Evocation or Abjuration schools of magic, you can add it to the book if the spell’s level is equal to or less than half your warlock 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 sp for the rare inks needed to inscribe it. The spells appear in the book and don't count against the number of spells you know. You can cast any inscribed spell using your warlock spell slots, as long as you have your Book of Shadows.
You can use a bonus action to wreath your pact weapon with infernal flame. While the weapon is aflame, it deals an extra 1d4 fire damage to any target it hits.
When you are wearing your pact shroud, whenever a creature hits you with a melee attack, it takes 1d6 fire damage.
You can cast command at will as a 1st-level spell, without expending a spell slot. The target automatically fails their saving throw if they are charmed or frightened by you.
Your Book of Shadows includes pages for signatures. If a willing subject signs their full name in the book, you have power over that individual. You have advantage on spell attacks against the subject, and the subject has disadvantage on saving throws against your spells and other magical effects. You may choose to willingly strike out a name, losing power over the subject.
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 |
Eldritch Inferno
Your eldritch blast blazes with the energy of the lower planes. Whenever you score a critical hit with your eldritch blast, tendrils of flame rise from the ground to pull your target back down with it, causing the creature to be restrained until the end of its next turn. Additionally, you can choose to deal fire damage, instead of force damage, for your eldritch blast.Dark One's Blessing
Starting at 1st level, 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).Dark One’s Own Luck
Starting at 6th level, 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.Fiendish Resilience
Starting at 10th level, 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.Hurl Through Hell
Starting at 14th level, 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.Fiend Exclusive Invocations
Fiendish Gift
Prerequisite: 12th level, Pact of the Talisman featureThe wearer of your Talisman gains resistance to the damage type you choose with your Fiendish Resilience feature. Damage from magical weapons or silver weapons ignores this resistance.
Grimoire of the Damned
Prerequisite: Pact of the Tome featureYour Book of Shadows can now be inscribed with many more spells in much the same way a wizard's spellbook can. When you find a spell from the Evocation or Abjuration schools of magic, you can add it to the book if the spell’s level is equal to or less than half your warlock 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 sp for the rare inks needed to inscribe it. The spells appear in the book and don't count against the number of spells you know. You can cast any inscribed spell using your warlock spell slots, as long as you have your Book of Shadows.
Hellfire Weapon
Prerequisite: Pact of the Blade featureYou can use a bonus action to wreath your pact weapon with infernal flame. While the weapon is aflame, it deals an extra 1d4 fire damage to any target it hits.
Infernal Shroud
Prerequisite: Pact of the Shroud featureWhen you are wearing your pact shroud, whenever a creature hits you with a melee attack, it takes 1d6 fire damage.
Profane Authority
Prerequisite: 5th level, Pact of the Chain featureYou can cast command at will as a 1st-level spell, without expending a spell slot. The target automatically fails their saving throw if they are charmed or frightened by you.
Shadow Ledger
Prerequisite: 5th level, Pact of the Tome featureYour Book of Shadows includes pages for signatures. If a willing subject signs their full name in the book, you have power over that individual. You have advantage on spell attacks against the subject, and the subject has disadvantage on saving throws against your spells and other magical effects. You may choose to willingly strike out a name, losing power over the subject.
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