Base Class: Warlock
Since you struck out this deal you have to pay it with the souls of the dammed, evil, and enemies of your patron. This means your patron requests two souls a week every week every level it increases by one until level seven where you just have to perform one ritual, meditation, meetings, and mission in your patron's favour. If you fail to meet the requirements your skills and spells slowly diminish and gain a disadvantage and exhaustion. a bypass to this is to kill your patron (work out how you perform this with your gm), after killing your patron you gain the number of levels based on the power of your patron (again up to your gm) and can reincarnate upon command back at level one (unless level 20 in which you have reset hp and skills but the same spells but they take double the energy and if the spells are level 10 and higher they take one hp to cast until you reach the level of the spell. You also retain the skills of your previous trade/class e.g before your character died they were a rogue you can have an extra plus two yo your stealth and sleight of hand and have sneak attack (your gm can help you decide according to what skills you have).
Patronymic telepathy
Your soul is bound so tight to your patron you can bear telepathic messages to them and can issue cries of help when in danger, even when not in danger you can communicate telepathically and your patron can project an image of themselves to you.
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 |
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1st |
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2nd |
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3rd |
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4th |
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5th |
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).
Dark One’s Own Luck
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Fiendish 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. Damage from magical weapons or silver weapons ignores this resistance.
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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