Base Class: Warlock
Through some exposure to powerful eldritch magic your suppressed emotions were given form, into a being that is tethered to you but capable of making its own decisions. It does not have a physical form as it is formed of pure magic energy and emotion, but can be seen as a dark, shadowy version or a bright, kinder version of yourself whenever you look at your reflection if it desires to be acknowledged. This being works with you through the eldritch magic it grants you and is aligned with your character's most hidden thoughts. Although it might not wish for absolute control of you it certainly wants you to accept these feelings and will constantly remind you that it quite literally is those thoughts manifested.
You will most likely find yourself willingly giving into this being during battle to defeat your enemies and protect your allies, as well as in specific social interactions. Establishing the primary emotion of your patron (most likely a negative emotion such as anger, but can also be more complex, such as anger towards a certain race for reasons established by the character's backstory or a pure-hearted being that wants you to stop the bad things you do) is essential to understanding how your character will act in all situations, as it is unlike other patrons that rarely make contact with their servants and sit in other realms as powerful beings. You and your patron are more or less equals, though your patron has more control of your magic, you are a vessel with which it cannot exist without. Further, it frequently communicates with you (regardless if that is good or bad) through telepathy and by influencing your dreams, and since it is essentially a part of you it is extremely difficult for it to make a pact with another creature or to get rid of all together.
Hellfire
Starting at 1st level, you can temporarily cover your weapon in hellfire to increase the power of your attacks. As a bonus action, you can expend one spell slot to coat one wielded melee weapon in hellfire. You can then perform the following actions.
- Hellfire Strike: You strike a single target with hellfire. When you hit an enemy with a melee weapon attack, in addition to the weapons damage, you deal 5d6 fire damage.
- Hellfire Slash: You slash your weapon in a wide arc around you. Any creature within 5 feet of you must succeed in a Dexterity saving throw or take 4d6 fire damage half on a failed save.
Additionally at 10th level, any fire damage you do with spells, class features or magic weapons is now hellfire. Hellfire ignores fire resistance and treats fire immunity as fire resistance.
Instill Madness
At 10th level the insanity and chaos that you sew can no longer be averted, even by the keenest senses. When a creature within 120 feet of you succeeds on an Intelligence, Wisdom, or Charisma saving throw against the effects of a spell you cast, you may use your Reaction to inflict one of the following effects on that creature.
Pain. The target takes 3d10 psychic damage.
Blindness. The target is blind until the end of its next turn.
Terror. The target becomes frightened of you within 60 feet of it until the end of its next turn.
Madness. The target must use its next turn to move towards a creature of your choice and make one weapon attack against it.
You may use this feature once, regaining the ability to do so after a short or long rest.
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 6d10. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Abyssal Delirium
Starting at 14th level, your control of demonic magic allows you to create illusory copies of The Abyssal Plane in others' minds. As an action, choose a humanoid you can see within 60ft of you. It must make a Wisdom saving throw against your Warlock spell save DC. On a failed save, the target is blinded, deafened, and grappled for one round.
For this duration, the target is plunged into a vision of The Abyssal Plane that you create, until they are abruptly shunted back into reality after one round. If the target is affected by any exterior stimulus such as being targeted by an attack, damage, being forcibly moved or anything that would contradict the vision it is experiencing, the vision immediately fades and the associated effect does not take place.
Choose one of the following options to determine the form their vision takes:
Deepest Fears. The creature pictures a dark cave lined with rot and decay, before a powerful demonic entity appears before them and shapes the cave around them into their deepest, darkest fears. Upon the vision fading, the creature is frightened of you for one minute.
Possession. The creature pictures the chambers of a powerful demon lord, who turns incorporeal and enters their body. They feel a sense of possession and of servitude. Upon the vision fading, the creature is charmed by you and under your control for one minute. The creature cannot take any actions that would go against its base instincts, including harming itself or loved ones. If it is ordered to do so, the charm instantly drops.
Void. The creature pictures a deep, dark expanse of inky black void, existing in the vast nothingness around them. The creature is incapacitated for one minute.
Demonic Assault. The creature pictures being surrounded by a variety of faceless demonic entities, before being brutally assaulted by them, tearing into their flesh. Upon the vision fading, the creature suffers 10d6 psychic damage.
Extra Attack
At 6th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.
Spiteful Vengance
Starting at 6th level, your patron has become possessive and jealous of their vessel and may lash out in fury at those who dare to harm their you. Every time you are hit during combat there is a 25% chance that Hellish Rebuke is cast on the attacker, this doesn't consume a spell slot or your reaction.
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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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.