Dark One’s Own Luck (Recharges after a Short or Long Rest). When the Bardlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.
Multiattack. The Bardlock makes three Scimitar attacks.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 14 (4d6) fire damage.
Hellfire. Green flame explodes in a 10-foot-radius sphere centered on a point within 120 feet of the Bardlock. Each creature in that area must make a DC 15 Dexterity saving throw, taking 16 (3d10) fire damage and 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one.
Cacophony (Recharge 4–6). Each creature in a 15-foot cube originating from the bardlock must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and isn’t pushed.
Spellcasting. The Bardlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):
At will: dancing lights, mage hand, prestidigitation
1/day each: charm person, invisibility, sleep
At will: alter self, mage armor (self only), mage hand, minor illusion, prestidigitation
1/day each: banishment, plane shift, suggestion
Fiendish Rebuke (3/Day). In response to being damaged by a visible creature within 60 feet of it, the Bardlock forces that creature to make a DC 15 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
Description
Warlocks of the Fiend gain their powers through magical pacts forged with archfiends of the Lower Planes. These warlocks often keep imps or quasits as companions, and they tend toward philosophical extremes: consorting with fiendish cults or dedicating their lives to destroying such cults.
Warlocks
Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities.
Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons.
Each bard is a master of at least one type of performance. You may choose a bard’s main type, or you may roll on the Bard Performance Types table to determine it.
Bard Performance Types
| D10 | PERFORMANCE TYPE |
|---|---|
| 1 | Poetry |
| 2 | Singing |
| 3 | Bagpipe |
| 4 | Flute |
| 5 | Dancing |
| 6 | Drum |
| 7 | Fute |
| 8 | Puppetry |
| 9 | Mime |
| 10 | Acting |
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