Warlock
Base Class: Warlock

You have reached into the Nine Hells to form a pact with a Nightmare - a flaming steed that enhances the abilities of it's rider. A Nightmare is the result of a fallen Pegasi, losing it's wings and transformed by dark magics to become a ruthless fiend. However, even the most ancient Nightmares remember their days galloping through the heavens, and a personal grudge against those who wronged it persist even into the creature's new form. As part of your pact, you have wrestled a Nightmare free from the Nine Hells, gaining the ability to ride the tireless mount and control it's hellfire - in return, the Nightmare demands vengeance be taken against the evil creatures who removed it's wings so long ago.

Warlocks with the Nightmare patron benefit from the Nightmares ingrained hellish power, weaving hellfire into searing weapons and transforming ordinary mounts and vehicles into semi-intelligent seekers of justice.

Nightmare Expanded Spells

1st Level Nightmare Feature

The Nightmare 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.

  1. Beast Bond, Detect Evil and Good
  2. Aganazzar's Scorcher, Heat Metal
  3. Ashardalon's Stride, Blink
  4. Dominate Beast, Freedom of Movement
  5. Melf's Minute Meteors, Immolation

Nightmare Steed

1st Level Nightmare Feature

Starting at 1st level, you gain the ability to conjure a Lesser Nightmare. The Nightmare is friendly to you and your companions, and it follows your commands. See this creature’s game statistics in the Lesser Nightmare stat block.

In combat, the Nightmare shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Nightmare can take any action of it's choice, not just the Dodge action.

As an action, you can cause your Nightmare to disappear into a pile of ash, or re-summon it in an unoccupied space that you can see within 20 feet. If your Nightmare dies, you can summon it again by spending 8 hours performing a magical ritual to recall it from the Nine Hells.

Hellish Transformation

1st Level Nightmare Feature

You manifest the hellfire burning within your patron's soul. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • You gain resistance to bludgeoning, piercing and slashing damage.
  • You emit bright light out in a 30 foot radius, and dim light for an additional 30 feet. Additionally, melee weapon attacks deal an additional 1d6 fire damage.  
  • Spells you cast ignore resistance to fire damage.
  • You can touch an object that is not being worn or carried, and cause it to burst into flames.
  • You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your Hellish Transformation takes the shape of a flaming humanoid, with a dark shadow hiding in the center. Your equipment is unharmed by the flames, remaining in their original shape and at their original tempurature.

Mutable Nightmare

6th Level Nightmare Feature

You've gained the ability to imbue creatures and vehicles with the powers of your mount. As an action, you can touch one land vehicle or beast that you can mount, and imbue it with the abilities of your patron. 

Vehicles and beasts transformed this way have their Intelligence increased to 10 (if it isn't already), and the ability to understand Common and Infernal - though the affected vehicle or beast cannot speak. In combat, the transformed creature or beast shares initiative with it's rider, and takes it's turn directly after it's rider. As a bonus action, a rider can command the vehicle or mount to take one of the actions available to your Lesser Nightmare. This transformation lasts for a number of hours equal to your Warlock level, and you can end the transformation early at any time without requiring an action. You can only transform one vehicle or beast this way at a time.

 

Angel of Flame

10th Level Nightmare Feature

Your control over hellfire has improved, and your transformation flares brightly against evil creatures. While using your Hellish Transformation, your spells that deal fire damage ignores fire immunity.

When transforming creatures or vehicles with your Mutable Nightmare, you can affect a number of targets equal to your proficiency modifier. Additionally, you can burn away evil creatures with your hellfire. As an action, you can make a melee spell attack against a target that you can see. The target must make a Constitution saving throw, taking 8d6 fire damage, or half as much on a success. Evil creatures, or creatures who worship an evil Deity automatically fail this saving throw. Once you use this ability, you cannot use it again until you finish a short rest - if you kill an evil creature, you immediately gain this feature again.  

Using your Hellish Transformation while you are mounted on your Lesser Nightmare, your Nightmare's speed increases by 20 feet, and it has advantage on all of it's attacks.

Waking Nightmare

14th Level Nightmare Feature

Your bond with your patron has blossomed into a roaring inferno of vengeance, transforming your Lesser Nightmare into an idol of flames and revenge. Your Lesser Nightmare is transformed into a Greater Nightmare, increasing it's abilities and giving it new actions. As a bonus action, as long as you and your Nightmare are on the same plane, you can teleport to your Nightmare and immediately mount it. 

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