Base Class: Warlock
Where others bargained for power for their own selfish ends, you were granted yours for your honor and determination as you became a member of The Order. Using powers granted by the mysterious means of your brotherhood, you have a duty to root out the wielders of arcane magic deemed a threat by your fellows.
You could be an inquisitor of an empire that is fearful of magic, or seeks to keep it under their thumb. With power confiscated from one of the so-called "arcane deviants", you have been deemed a trusted tool to execute your master's will.
You could also be a member of an ancient knightly order, safeguarding the realm against arcane threats and magical beasts by drawing strength from a mysterious artifact.
No matter their origin, members of this Pact are a safeguard against the mysterious, chaotic and overwhelming powers spawned from magic.
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.
Fiend Expanded Spells
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Spell Level |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Order's Brand
Starting at first level, you can mark a target you can see within 60 feet of you with an arcane brand as a bonus action. While your quarry is marked you know the distance and direction to the target even if it is hidden. The sigil can't be seen by anyone but you and those with truesight or detect magic.
As a bonus action, you can dismiss the mark. It also automatically dispelled if you and the target are on different planes of existence, if you're incapacitated, or if dispel magic, remove curse, or similar magic is used on the target.
At 6th level, your attunement to the brand deepens. The branded target can't gain the benefits of half cover or three-quarters cover against your attack rolls.
Order's Relentlessness
Starting at 6th level, your Order has bestowed upon you the ability to overcome the defenses of your arcane foes. When you cast a spell, you can choose for it's damage to ignore resistances or impose disadvantage on the target's saving throw. You may use this feature once per short or long rest.
Order's Fortitude
At 10th level, you've learned to utilize your brand to use an enemy's arcane power to protect yourself. As a bonus action, you gain resistance to energy damage dealt by a branded target for 1 minute. This effect cannot be transferred to another target once used, and can be used once per short or long rest.
Order's Retribution
At 14th level, you can use your Order's Brand to attack the body and mind of your foes. As an action, if your Branded target is within 60 feet and in line of sight, you can force them to make a Constitution saving throw against your spell save DC as tendrils of lightning course through them. On a failed save, the target takes 6d10 lightning damage immediately and half that damage again at the start of their next turn. On a successful save, they take half damage immediately and suffer no further effect.
Additionally, if the target fails the saving throw, they must make another Constitution saving throw against your spell save DC on the first spell they cast in the next minute. On a failed save, the spell fails and on a successful save there is no effect. Once you use this feature, you may not use it again until you finish a long rest.
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Posted May 19, 2020command wouldn't be a bad replacement for the that extra bestow curse either
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Posted Jun 24, 2018You have bestow curse listed as a 1st level spell. Bane would substitute the flavor very well.