Warlock
Base Class: Warlock

Take ya soul

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
Spell Level Spells

1st

burning hands, command

2nd

blindness/deafness, scorching ray

3rd

fireball, stinking cloud

4th

fire shield, wall of fire

5th

flame strike, hallow

Restless artifact

Starting at 1st level, when a hostile creature is reduced to 0 hit points within 10 feet of you you may collect condense their soul into a weightless artifact of your choice as a reaction. This artifact is a small trinket of your choice that sheds a dim glow. Additionally if you reduce a creature to 0 hit points you may collect an artifact without requiring an action. using a bonus action you can heal 1d4 hit points using a soul artifact collected this turn or add an extra d6 to a damage roll.

Soulless proficiency

Starting at 6th level, you can call upon the dead to use their expertise. When you make an ability check or a saving throw, you can use this feature to add a d8 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

Using this ability consumes 3 soul trinkets

Radiate Death

Starting at 1st level, as a bonus action you may emanate an air of psychic terror in a 15 ft. radius, lasting for 1 turn minute. When a hostile creature comes within range of your aura, they must succeed on a Wisdom saving throw against to your Spellcasting DC or suffer an effect from the table below, roll the d8 for each affected creature. Each creature can only be affected by this feature once every 10 minutes.This consumes 1 soul artifact.

D4 effect

1

A crippling dread washes over the creature, and they are struck speechless for their next action

2

The creature feels nauseous, its movement speed is reduced to 0 until the end of it’s turn

3

The character loses attention as their mind seems to skip for a moment, causing their next attack to have disadvantage.

4

The creature is stunned until the start of its next turn.

Hellish Resilience

Starting at 10th level, you can choose one damage resistance of an enemy you have recently killed. 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.

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