Warlock
Base Class: Warlock

You have struck a deal with a malebranche or some other type of horned devil of the nine hells.  These devils are happy to allocate work to others and make pacts with those seeking powers.  Those who have read the details of their pact and understand what lies ahead take great risk for even greater rewards. 

Expanded Spell List

The Horned Devil 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
Spell Level Spells

1st

hellish rebuke, charm person

2nd

hold person, flaming sphere

3rd

fireball, tongues

4th

fire shield, private sanctum

5th

dream, modify memory

Infernal Fork

Starting at 1st level, you receive the weapon of the Horned Devils, a large infernal fork.  The fork is considered a simple melee weapon with the finesse property that deals 1d8 piercing damage while you wield it.  To others, the strange infernal object is incapable of being wielded as a weapon.  Once per turn when you hit a creature with the infernal fork, the creature must succeed a Constitution saving throw equal to your spell save DC or take necrotic damage equal to a number of d4's equal to half your proficiency bonus, at the start of the creature's next turn.

If you take the Pact of the Blade at later levels, the infernal fork can be used as a pact weapon.

Hurl Flame

Starting at 6th level, you can control the flames of the nine hells in your hand and hurl them at your enemies.  As a bonus action, you are able to make a ranged spell attack at one target within 150 feet.  On a hit the target suffers fire damage equal to a number of d4's equal to your proficiency bonus.  If the target is a flammable object that isn't being worn or carried, it also catches fire.

Aspect of the Horned

Starting at 10th level, you grow a pair of horns on top of your head.  The horns can be designed or styled in whichever way you feel is appropriate for your patron.  You also can choose one of the following aspects of the Horned Devils to embody. 

Fiendish Mind

You gain Telepathy out to a range of 120 feet.  A creature you contact doesn’t need to share a language with you to communicate in this way, but they must be able to understand at least one language.  You also learn Infernal, gain darkvision out to a range of 120 feet, and gain proficiency in Calligrapher's Supplies, Deception and Persuasion.  You may add your proficiency bonus a second time when you roll using any of these skills.

 

Fiendish Resistance

You gain resistance to fire and cold damage, and immunity to poison damage.

Flying Infantry

You gain a flying speed of 60 feet.

Iron Scaled

While not wearing armor, your AC becomes 18.  If you are using a shield, you may apply the shield's bonus as normal.

Improved Infernal Wound

Starting at 14th level, the infernal wound you inflict no longer dissipates at the end of the creature's next turn.  Any creature inflicted with your infernal wound must take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check or suffer the effects of the infernal wound at the start of it's next turn, regardless if it is hit again by your infernal fork. The wound also closes if the target receives magical healing.

Additionally, once per turn when you hit a wounded target with this attack, the damage dealt by the wound increases by 1d4.

Previous Versions

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