Base Class: Warlock
Your otherworldly patron is an entity of venom, poison, and disease. From gods of vengeance to ancient snake deities and arch demons in the form of a spider, you are empowered, --cursed or blessed-- by their deadly powers. Consider why your character formed this pact. Is it to assassinate someone out of personal vengeance or a divine/demonic plan? Did you stumble across an ancient temple and drink from a poisoned chalice? Are you a member of an ancient assassination cult which aims to control the balance of political power in the region? Whatever the case, you are a master of death and the ambush: an extension of of your patron's cunning and patience.
Potency
1st Level Deadly One Feature
You may use your bonus action to channel your patron in order to impose disadvantage on the next saving throw against the poisoned status for one target you can see (even if you are scrying on them)
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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Deadly Boon
6th Level Deadly One Feature
You gain a benefit to your pact boon, depending on which one you chose.
Pact of the Blade
Chose one of the following benefits:
Fangs of the Deadly One
When you chose this feature you may form a pact with two weapons. If they have the thrown property, they can return to your hand at the end of your turn if thrown. Additionally you can refresh any blade oil or poison that was consumed in the attack provided you have the necessary ingredients on your person.
Needle of the Deadly One
When you hit with a piercing melee attack using your pact weapon you may force the target to make a saving throw against your spell DC or be magically poisoned. Weapons which deal slashing damage can deal piercing damage when attacking with this feature (DM's discretion). You may use this feature as many times as 1/2 of your level in this class rounded down before a short or long rest (but no less than one).
Pact of the Chain
Deadly Familiar
Your familiar can take the form of a spider, snake, or similar venomous of poisonous creature starting at level 3 when you chose his pact boon.
You may cast spells which deal poison or acid damage through your familiar.
Pact of the Tome
Deadly Surprise
Cantrips you cast that deal damage may be stored in bottles and can be ingested, thrown as an action, or applied as a single-use blade oil to weapons. The spell is effectively stored in a liquid state until it comes into contact with a creature, upon which the spells normal effect activated. You may only have one such bottle/blade oil at a time, and casting a new one makes any past ones inert.
Deadly Imbibing
10th Level Deadly One Feature
Your patron's faith in you has compelled them to bestow upon you a vial of their own specially-prepared venom. After ingesting it you gain the following:
- Vitality of the Deadly One: You gain darkvision out to 30 feet, or an additional 30 feet if you already have it. You are immune to poison damage and resistant to acid damage as your internal chemistry and skin begin to resemble the form of your patron.
- No Escape: You may cast scry as an action without using a spell slot once per long rest on any creature that is poisoned by you or an effect emanating from you (such as a snake familiars bite, poisoned weapon, or poisoned drink) or has been poisoned by you in this way within the last 24 hours. You may chose to end the scrying as a free action, but until you do so you are incapacitated as your senses are transported elsewhere. Finally, you have true sight on this creature when scrying on them in this way.
Condemned to Death
Starting at 14th level, when you hit a creature with an attack, you can use this feature to manifest a giant deadly appendage representing your patron, such as a snake's head, a spider's fangs, or a woman's hand holding a needle. Only yourself and the target see this manifestation. As the arcane influence of your patron makes its way into the creatures blood stream (or life essence) the target takes 8d12 poison damage and is poisoned. If it already poisoned it takes 12d12 instead. Resistance to this damage is nullified and immunity becomes resistance. If you damage a target through alchemical means, such as poisoning their drink, you may add a few drops of your blood to the mixture and that damage now counts as an attack for this feature. If an attack which triggers this feature could poison the enemy, they make their saving throw before applying this feature's damage. You must finish a long rest before using this feature again.
Previous Versions
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