Warlock
Base Class: Warlock

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

 

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

Dark One’s Blessing

Starting at 1st level, your patron lets you take pieces of your enemies' souls, and use them to nourish your own. Whenever you deal damage to a creature with a spell of 1st level or higher, you gain temporary hit points equal to your Charisma modifier (minimum 1).

Whenever a hostile creature is reduced to 0 hit points, you can use your reaction to create an ethereal pocket, appearing as an orb hovering above their body, which creates dim light within 5 feet of it. You can also do this as a bonus action when within 5 feet of the corpse of a hostile creature, which had died within the last 12 hours. As a bonus action, you can cause any number of these ethereal pockets to float towards a creature within 30 feet of them to be absorbed by the creature. That creature gains temporary hit points equal to your Charisma modifier + your proficiency bonus (minimum 1) for each ethereal pocket they absorb.

Devil's 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 1d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. When you make this roll, you also gain temporary hit points equal to half of the result of the roll (rounded up).

You can use this feature a number of times equal to your proficiency bonus. You regain expended uses of this feature after a short rest 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.

Frontliner of the Nine Hells

Starting at 14th level, you grow in power to the point that you rival even the strongest of the demons who fight in the frontlines of the blood war. Whenever you recover hit points by any means, if you would regain an amount of hit points that would exceed your hit point maximum, the remaining hit points can be turned into temporary hit points. Additionally, whenever you gain temporary hit points by any means, you gain an additional amount of temporary hit points equal to an amount of d4s equal to your proficiency bonus.

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