Base Class: Warlock
You made a pact with a fiend who seeks destruction to enhance their plane and therefore has given you the gift of a fiendish rage channeling your charisma rather than strength into a mighty set of attacks.
Fiendish Rage
Rage In battle, you fight with charismatic ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: you can add your charisma modifier to any weapon damage rather than the respective modifier, you become one size larger, and all enemies within a 10ft radius of you have disadvantage on being frightened by you. However, you can only cast spells that have an initial casting time of a reaction (no use of feats such as war caster to bypass), and you cannot maintain concentration on spells. You can do this a number of times equal to your proficiency per long rest and rage lasts for 1 minute
Dark One’s Blessing
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Curse of War
At 6th level, your patron awards you with any martial weapon of your choice. You instantly gain proficiency in that weapon and can use your charisma modifier for damage rather than strength of dexterity and it becomes your spellcasting focus. You can choose to imbue the power of any spell with a range of touch you possess into the sword as a bonus action, giving your next attack the power of that spell giving you all of the beneficiary effects of spells and dealing damage or effects of any spells to enemies as extra (i.e. healing spells heal you upon hitting an enemy and negative effects of spells causing enemies to make the spells saving throw) you can use this ability as many spell levels as you proficiency bonus per short rest.
Extra Attack
Starting at 10th level you gain an extra attack per turn of combat
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.
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