Warlock
Base Class: Warlock

like its similar cousin the fiend this patron uses the powers of different plains and the underworld its self to gain power and try to take over the planet. however strong this patron is it never has full control of its host so if need be the host can separate themself from the patron with enough mental power. the more souls the patron absorbs the more power and control it gains. if the host has a split personality the personality of this patron can change. you only can turn into the demon form when you are in a great sense of danger. ( if you take more than half your health ) otherwise, if you try to turn into the demon form it fails and you waste your action.

murderers virtue

 Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your dead orphan modifier + your warlock level (minimum of 1).

 

telepathy

starting at 6th level you gain the power of telepathy/mind-reading.

1. telepathy, you can create a link between up to 10 people who can all talk to each other.

2. mind-reading, you can read someone's mind if out of combat for free, if in combat or stealth the person you are trying to mind read needs to beat a dc ( 10 + spell modifier ) for the link to fail. if they fail the link is made successfully.

you can do this as a free action

demonic restoration

starting at 6th level you have been granted the power to regenerate yours or other peoples body ( heal them ) and cleanse them from any status effects except exhaustion ( like poison and stuff )

draconic Resilience

 

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. 

strong emotions can cause this to fail.

 

Hurl Through Hell

 Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

 

emotional rage

starting at 14th level if you see one of your party members get put onto death saving throws, as a reaction you go into a uncontrollable rage attacking anything and everything that seems to be a threat to your party with no thought of your own health or life. in this rage you gain 60 temp hp and your movement speed is doubled, you also gain +2  to any attacks that hit.  this ends after 3 of your turns or when the party member is back to 1hp.

 

draconic summoner

 starting at 14th level you can summon your patron to appear and turn into a dragon made out of gas until your 3rd turn after summoning it. the dragon takes its initiative after you and its attacks are:

Multi attack ( makes 3 attacks )

Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Shadow burst: the dragon charges in a straight line biting any enemies in his path and any within 5ft take 2d10+5 necrotic damage

demonic restoration

you have been granted the power to regenerate yours or other peoples body ( heal them ) and cleanse them from any status effects except exhaustion ( like poison and stuff ) 

draconic summoner

you can summon your patron to appear and turn into a dragon made out of gas until your 3rd turn after summoning it. the dragon takes its initiative after you and its attacks are:

Multi attack ( makes 3 attacks )

Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Shadow burst: the dragon charges in a straight line biting any enemies in his path and any within 5ft take 2d10+5 necrotic damage

emotional rage

if you see one of your party members get put onto death saving throws, as a reaction you go into a uncontrollable rage attacking anything and everything that seems to be a threat to your party with no thought of your own health or life. in this rage you gain 60 temp hp and your movement speed is doubled, you also gain +2  to any attacks that hit.  this ends after 3 of your turns or when the party member is back to 1hp.

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

burning hands, command

2nd

blindness/deafness, scorching ray

3rd

fireball, stinking cloud

4th

fire shield, wall of fire

5th

flame strike, hallow

murderers virtue

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your dead orphan modifier + your warlock level (minimum of 1).

telepathy

you gain the power of telepathy/mind-reading.

1. telepathy, you can create a link between up to 10 people who can all talk to each other.

2. mind-reading, you can read someone's mind if out of combat for free, if in combat or stealth the person you are trying to mind read needs to beat a dc ( 10 + spell modifier ) for the link to fail. if they fail the link is made successfully.

you can do this as a free action

draconic Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. 

strong emotions can cause this to fail.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

Previous Versions

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1/6/2022 3:04:11 PM
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