Warlock
Base Class: Warlock

Your patron was once a mighty warrior of the Upper Planes who fell from grace after succumbing to the corrupting influences of the lower planes of existence: a powerful being with use for skilled, devoted combatants and frenzied zealots willing to destroy their foes. One such entity is Zariel, the archdevil ruler of Avernus, but your patron could be any fallen angel that now serves the forces of evil.

Expanded Spell List

The Fallen One 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, searing smite

2nd

branding smite, scorching ray

3rd

fireball, fly

4th

fire shield, greater invisibility

5th

banishing smite, flame strike

Unholy Weapon

At 1st level, you are trained in the tools necessary to be an effective weapon in your patron’s army. You gain proficiency with medium armor, shields, and martial weapons.

In addition, you learn to channel the power of the Lower Planes through your weapon. As a bonus action on your turn, you can ignite a weapon you are holding, engulfing it in flames for 1 minute.

When you attack with your ignited weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

When you hit a creature with a melee attack using your ignited weapon, you deal fire damage equal to your proficiency bonus. The fire damage increases to twice your proficiency bonus when you reach 10th level in this class.

Once you use this bonus action, you can’t use it again until you finish a short or long rest.

Soul of the Fallen

Starting at 6th level, you adopt aspects of your patron's conflicted nature. You have resistance to fire damage, and when you cast a spell that deals fire or radiant damage, you can add your Charisma modifier to one fire or radiant damage roll of that spell against one of its targets.

Halo of Fire

At 10th level, you can use your bonus action on your turn to summon a fiery halo above your head which grants you some of your patron’s hellish power for 1 minute. While the halo is active, you gain the following benefits:

  • When you hit a creature with a melee attack with your unholy weapon, the fire damage you deal ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
  • When a creature touches you or hits you with a melee attack while within 5 feet of you, you can use your reaction to deal 2d6 fire damage to the creature.

Once you use this feature, you can’t use it again until you finish a long rest.

Hellish Inferno

At 14th level, you can use your action to unleash the unbridled fury of the Lower Planes at the enemies around you. When you do so, each creature of your choice that is within 30 feet of you must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 4d10 fire damage and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone.

Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
9/29/2020 12:16:15 AM
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Coming Soon

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