Base Class: Warlock
Your pact draws on the Lower Planes, the realms of perdition. You have made a deal with the Demon of influence. Anite's aims are unknown but she fuels on the pain of her viktims, ultimately including you—and your path is defined by the extent to which you strive against those aims.
Level 3: Conditioned love
On your turn, you can enter a kind of rage as a bonus action.
You deal an additional 1d4 fire dmg for each condition affliction you. You deal 1d4 + 0 dmg at level 3, at level 6 you deal 1d4 + 2, 2d4 at level 12 and 4d4 at level 17.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the maximum number of times for your Warlock level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Level 3: Fiend Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Burning Hands, Command, Scorching Ray, Suggestion |
| 5 | Fireball, Stinking Cloud |
| 7 | Fire Shield, Wall of Fire |
| 9 | Geas, Insect Plague |
Level 6: Auntie blytes helping hand
When you make an ability check, saving throw, or a attack roll you can add 1d10 to your roll. You can do this after seeing the roll but before any of the roll’s effects occur.
You also need to roll on a d20 conditions roll table and gain one random condition.
You can use this feature {{modifier:cha@min:1#unsigned}} times per Long Rest, but no more than once per roll.
Level 10: Fiendish Resilience
Choose one damage type, other than Force, whenever you finish a Short or Long Rest. You have Resistance to that damage type until you choose a different one with this feature.
Level 14: Hurl Through Hell
Once per turn when you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.







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