Base Class: Warlock
Your patron is the Hellfire Hawk is a fiendish creature of Avernus that soars above this hellish landscape. It is a creature of hellfire smoldering with evil. The Hellfire Hawk is an unknowable force of destruction dreaded even by the devils of Avernus. It consumes its victims in the elemental flames of hell and may consume you as well.
Expanded Spell List
The Hellfire Hawk 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 |
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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 |
Infused with Hellfire
You can imbue your eldritch blast and fire-based spells/abilities with the power of hellfire. This ability can be used a number of times equal to your proficiency bonus. At first level Hellfire adds 1d6 fire damage to the ability or spell. A hellfire burns hotter than any fire and is all consuming, this fire damage ignores fire resistance and fire immunity is treated as fire resistance for the target.
Hellfire damage increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.
Wings of Fire
Starting at 6th level the Hellfire Hawk grants you the ability to fly. You you can use your action to become wreathed in flames, fiery wings sprout from your back granting you a flying speed equal to your walking speed for 10 minutes, and you take on the appearance of a hellfire hawk. You can use this ability a number of times equal to your proficiency bonus. After you have expended these uses you may not use it again until you take a long rest.
Greater Fire Resistance
At 10th level you gain Poison Resistance and Greater Fire Resistance; you have resistance to fire damage and save vs fire at advantage. If you otherwise have fire resistance, you gain fire immunity instead.
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.
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