Warlock
Base Class: Warlock

The Evil is defeated, the great threat to the world ended. The Lich is dead, the vampire lord slain, the dragon fallen. But, where do these things go when they die? Their evil spirits are sent to Abyss, to be tortured for eternity, but how does Abyss contain such power? It makes you forget, these spirits of malice drink of the river Styx, and forget  what they once were. They are nothing now. Power however, power stays forever. These wells of energy, devoid of memory, will give anything for a wisp of relevance again, but they will never have it. They, are Stygian.

 

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

Inflict Wounds, Sanctuary

2nd

Blur, Pass Without Trace

3rd

Spirit Guardians, Blink

4th

Confusion, Phantasmal Killer

5th

[spell]Antilife Shell[/spell], [spell]Mislead[/spell]

Flow of the Styx

Starting at 1st level, when you deal psychic, cold, or necrotic damage with a spell, add Charisma modifier (minimum of 0) top that damage. You also gain proficiency in the History skill. If you are already proficient, add double your proficiency bonus to skill checks made with the History skill.

Loss of Life

Starting at 6th level, you call upon the deadly power of the Styx to reduce a creatures maximum hit points. As an action you sap a target creatures strength by expending a spell slot. You roll a number of Die equal to half you warlock level, rounded down. The type of die is determined by the target's size.

Tiny 1
Small d4
Medium d6
Large d8
Huge d10
Gargantuan d12

The creature takes that much necrotic damage, which ignores resistance and treats immunity as resistance. Then the creature's hit point maximum is reduced by the same amount. This effect lasts 1 minute, after which the creature gains back the hitpoint maximum it lost. Remove Curse,  or a similar effect of the third level or higher removes this effect early. If the target dies while under the effect, its body becomes a Lemure for 10 minutes. The Lemure can answer a number of questions, in a language you speak, that you ask of it, equal to your Charisma Modifier (minimum 1) the rules for these question are the same as for [Tooltip Not Found]. After this the Lemure falls to mush, leaving behind the mummified corpse of the creature it spawned from.

Waters of the Lethe

Starting at 10th level, as an action you can target a creature you can see within 60 ft. The creature must then make a wisdom saving throw, The creature has disadvantage on this throw  while asleep or unconscious. The creature then forgets all memories it made since it last awoke. It only recalls the sensation of being submerged in water. If the target doesn't sleep it is immune to this effect. The memories are recovered after 7 days, but if the effect is applied before then, it continues to forget those memories. You cannot use the feature again until after a long rest.

Fear the Eternal End

Starting at 14th level, when you reduce a creature to 0 hit points, all creatures that can see you or the deceased, must make a Wisdom saving throw. If you can see them, you can designate any number of creatures to be immune to this effect. The DC is equal to your spell save DC, plus one for every five challenge rating the deceased creature had. On a failure those creatures become frightened of you, and immediately use their reaction to move as far away from you as possible. This lasts 1 minute, if the frightened creatures can't see you or the deceased, they may attempt the saving throw again at the end of their turn. On a success the creatures lose their reactions. In either case, all affected creatures also take psychic, cold, or necrotic damage (your choice) equal to your Warlock level.

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