Warlock
Base Class: Warlock

Pandora's Box has chosen you as its new bearer. In it are the primal demons of sin and disease. They search for one curious and powerful enough to one day fully open the box. As its bearer, you can learn much from the lessons the demons teach you. You can learn how to use magic and gain strange abilities. More importantly, you will learn how to use the box. You will learn how to trap sin and disease inside, and, how to release it onto your enemies. The more power you gain, the more the demons inside grow excited. They eagerly await the day their champion will have enough power to fully release them...

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

charm person, dissonant whispers

2nd

calm emotions, suggestion

3rd

bestow curse, summon lesser demons

4th

charm monster, sickening radiance

5th

commune, contagion

Curiosity

Starting at 1st level, you can use an action to open Pandora's Box a number of times equal to your Charisma modifier (minimum of 1). You regain all uses on a long rest.

Each time you open Pandora's Box, select a creature you can see within 60ft. You then roll on the Pandora's box table. Most of the time, the target of the effect will be the creature you selected. Sometimes it will affect another target. If the effect has a save, you use your spell-casting save DC. The effect will show what type of save is required, if any. Creatures whose CR is 4 below your level automatically fail their saves.

Pride(1-10)

  1. The creature you’ve selected feels you’ve hurt its pride and cannot willingly flee from you for 1 minute. (Wis. Save)
  2. You have advantage on charisma checks against the creature you selected as long as you flatter them. This effect lasts for 1 hour. (No Save)
  3. You and all creatures within 60ft of you are immune to the frightened condition.
  4. The creature you selected considers you and your allies inconsequential to it, and will not interact with you unless you attack or cast a spell on it. This effect last for one hour. (Wis. Save)
  5. The creature you selected must seek out a reflective surface and spend the next hour looking into it. (Cha. Save)
  6. The creature you selected believes it is invulnerable. All attacks against it auto-hit until the start of your next turn. (Wis. Save)
  7. The creature you selected is enveloped by its own pride, and transforms. It turns into a tiefling for 24 hours. (Wis. Save)
  8. You are convinced the creature you selected has hurt your pride. You cannot willing flee from that creature for 1 minute. (Wis. Save)
  9. You consider all creatures except you and your allies inconsequential, and will not interact with them unless they attack or cast a spell on you. This effect lasts for one hour. (Wis. Save)
  10. You must seek out a reflective surface and spend the next hour looking into it. (Wis. Save)

Greed(11-20)

  1. The creature you selected has to spend the next minute identifying whoever has the most value on them, and forcibly taking it. (Wis. Save)
  2. You have advantage on charisma checks against the creature you selected as long as you promise a reward. This effect lasts for 1 hour. (No Save)
  3. The creature you selected must spend the next hour stealing everything of value. (Wis. Save)
  4. The creature you selected must buy everything you sell it for the next 10 minutes. (Int. Save)
  5. You know the exact market value of anything you look at for 1 minute.
  6. You gain a glimpse of what the creature you selected wants at the moment. (such as to flank you, to steal from you…)
  7. A 10ft marble statue of a random God appears. It is encrusted with gems that cannot be removed.
  8. You must spend the next minute identifying whoever has the most value on them, and forcibly taking it. (Wis. Save)
  9. You must spend the next hour stealing everything of value. (Wis. Save)
  10. You must ask to purchase all of its items of the creature you selected and buy everything it sells you for 10 minutes. (Int. Save)

Lust(21-30)

  1. The creature you selected must spend the next minute undressing. (Wis. Save)
  2. The creature you selected is charmed by you for 10 minutes and must spend that time trying to impress you. (Wis. Save)
  3. The creature you selected changes sexual preference for 1 week. (No Save)
  4. You can use the help action as a bonus action for 1 minute as you feel greatly attracted to your allies.
  5. The creature you selected becomes pregnant. (regardless of sex) (Cha. Save)
  6. The creature you selected takes on your alignment in its desire for you. This lasts for 1 hour. (Wis. Save)
  7. The DM rolls the reincarnation spell table or chooses a race. The creature you selected is now only attracted to creatures of that race. (Wis. Save)
  8. You must spend the next minute undressing. (Wis. Save)
  9. You are charmed by the creature you selected for 10 minutes and must spend that time trying to impress them. (Wis. Save)
  10. You change sexual preference for the next week. (No Save)

Envy(31-40)

  1. You pick a second creature within 60ft. They and the creature you selected must spend the next minute proving they are superior than the other. (Wis. Save)
  2. The creature you selected has disadvantage on charisma checks for 24 hours as it is filled with envy. (No Save)
  3. For 1 hour, the creature you selected has disadvantage on all rolls it has seen another person attempt recently as they as convinced of other people superiority to them. (Wis. Save)
  4. Every round for one minute you can ask the DM if a creature has a higher bonus than you in any type of check, as your envy let’s you see exactly how good they are.
  5. The creature you selected wants to become you. This effect lasts for 1 hour. (Wis. Save)
  6. You gain the all the proficiencies and ability scores of the creature you selected for 1 minute but lose your own proficiencies and stats during that time as your supernatural level of envy drives you to become like them. (No Save)
  7. You gain advantage on any check you’ve seen someone try recently as your driven to do better than them.
  8. You have disadvantage on charisma checks for 24 hours as you’re filled with envy. (Wis. Save)
  9. For 1 hour, you have disadvantage on all rolls you have seen another person attempt as you are convinced of other people’s superiority to you. (Wis. Save)
  10. The creature you selected gains all your proficiencies and stats of for 1 minute but loses its own proficiencies and stats during that time as its supernatural level of envy drives it to become like you. (Wis. Save)

Gluttony(41-50)

  1. The creature you selected must spend the next 10 minutes eating as its filled with extreme hunger. (Con. Save)
  2. You have advantage on charisma checks against the creature you selected as long as you give them food. This effect lasts for 1 hour. (No Save)
  3. For the next day, any food the creature you selected tries to eat will disappear in their throat. (Con. Save)
  4. The creature you selected attempts to eat the closest living thing to it for the next minute as its filled with an insatiable hunger for the living. (Wis. Save)
  5. All food within 60ft disappears.
  6. The creature you selected gains 50% of their weight in fat. (No Save)
  7. An abundance of food appears in a 60ft sphere centered on you. It is difficult terrain and you cannot see through it unless you clear it.
  8. You must spend the next 10 minutes eating as your filled with extreme hunger. (Con. Save)
  9. For the next day, any food you try to eat will disappear in your throat. Con. Save)
  10. You attempt to eat the closest living thing for the next minute as you’re filled with an insatiable appetite for the living. (Wis. Save)

Wrath(51-60)

  1. The creature you selected considers everyone an enemy for the next minute and must attack the nearest one. (Int. Save)
  2. The creature you selected challenges all other creatures to fight for 1 hour. (Cha. Save)
  3. The creature you selected screams everything they know about their worst enemy for 1 minute. (emphasis on their enemy’s weaknesses). (No Save)
  4. You gain the ability to attack recklessly for 10 minutes.
  5. The creature you selected becomes your favored enemy, as per the ranger favored enemy. This does not grant you any bonuses against any other creature. The effect is permanent.
  6. The creature you selected can only take the attack action for its action. This effect lasts for 1 minute. (Wis. Save)
  7. Look at an object. The creature you selected must attempt to destroy that object for the next 10 minutes. (Wis. Save)
  8. You must challenge other creatures to fight you for 1 hour. (Wis. Save)
  9. You scream everything you know about your worst enemy for 1 minute, emphasizing your enemy’s weaknesses. (No Save)
  10. You become the favored enemy of the creature you selected, as per the ranger favored enemy. This does not grant you any bonuses against any other creature. The effect is permanent.

Sloth(61-70)

  1. The creature you selected cannot take reactions or bonus actions for 1 minute. (Wis. Save)
  2. The creature you selected will not willing communicate with anyone for an hour, as it feels socializing would be too much effort. (Wis. Save)
  3. All creatures within 60ft of the box move at half speed for the next minute.
  4. For the next minute, you can ask the DM for the DC of any check you’re considering before attempting it.
  5. For the next week, the creature you selected must use double the normal time to long rest and short rest. (Con. Save)
  6. The creature you selected gains 1 level of exhaustion every minute for the next 4 minutes. (Con. Save)
  7. A giant sloth comes out of the box. It is a large creature. It only sleeps and cannot take damage.
  8. You cannot willingly take reactions or bonus actions for 1 minute. (Wis. Save)
  9. You will not willing communicate with anyone for an hour, as you feel socializing requires too much effect. (Wis. Save)
  10. You have disadvantage on any check to do something you consider hard for the next hour. (No Save)

10 Plagues of Egypt(71-80)

  1. All liquid within 60ft turns to blood
  2. Frogs spill out from the box and cover a 20ft cube originating from you. On your turn you can move the cube 30ft. Anyone but you who starts their turn in the cube must make a constitution saving throw or be poisoned for one minute (repeat saving throw at ends of turns, ends on a success) The cube is difficult terrain.
  3. Lice spill out of the box, giving you control of 1d4 swarms for the next minute (use the swarm of spiders stat block)
  4. Flies spill out of the box, giving you control of 1d4 swarms for the next minute (use the swarm of wasps stat block)
  5. Beasts gain 1 level of exhaustion every round they start within 60ft of you.
  6. You and all creatures within 60ft of you gain the poisoned condition as boils cover your bodies. This lasts for 1 hour. (No Save)
  7. A 6th level fireball appears, centered on you. (Dex. Save)
  8. Locusts spill out of the box, giving you control of 1d4 swarms for the next minute (use swarm of bats stat block)
  9. Magical darkness appears in a 60ft radius centered on the box. It lasts for 10 minutes and cannot be dispelled.
  10. An Avatar of Death (as per the creature in the Deck of Many Things) appears next to a random creature that you can see. It informs them that in 24 hours it will attempt to kill their firstborn child. They can attempt to stop it. If they do not have children, the DM chooses another target.

Disease(80-93)

  1. All creatures within 60ft take 5d10 poison damage. (No Save)
  2. The creature you selected has disadvantage on Strength checks for the next hour. (Con. Save)
  3. The creature you selected has disadvantage on Constitution checks for the next hour. (Con. Save)
  4. The creature you selected has disadvantage on Dexterity checks for the next hour. (Con. Save)
  5. The creature you selected has disadvantage on Intelligence checks for the next hour. (Con. Save)
  6. The creature you selected has disadvantage on Wisdom checks for the next hour. (Con. Save)
  7. The creature you selected has disadvantage on Charisma checks for the next hour. (Con. Save)
  8. You have disadvantage on Strength checks for the next hour. (Con. Save)
  9. You have disadvantage on Constitution checks for the next hour. (Con. Save)
  10. You have disadvantage on Dexterity checks for the next hour. (Con. Save)
  11. You have disadvantage on Intelligence checks for the next hour. (Con. Save)
  12. You have disadvantage on Wisdom checks for the next hour. (Con. Save)
  13. You have disadvantage on Charisma checks for the next hour. (Con. Save)

Hope (94-95)

  1. You do not take damage until the start of your next turn as you are filled with a supernatural sense of hope.
  2. The creature you selected does not take damage until the start of your next turn as it is filled with a supernatural sense of hope.

Misc. (96-100)

  1. 10d10 GP come from the box.
  2. The box just screams when you open it.
  3. 30 gallons of wine is released.
  4. Roll again, but this time the target is a random creature you didn’t choose within 60ft of you.
  5. Roll on the table every round for 1 minute, roll randomly for the target.

Container of Sin

Starting at 6th level, you can use Pandora's box to take the animosity from a creature.

After an enemy within 60ft of you has made an attack roll or has rolled a contested ability check, but before the result is revealed, you can use a reaction to force that enemy to roll a Wisdom saving throw against your spell save DC. On a failed save the enemy forfeits that roll and looses its action as he forgets the animosity that drove him.

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

Connoisseur of Sin

Starting at 10th level, you roll twice and take either result whenever you roll the Pandora's Box table. Additionally, you are immune to disease.

Conduit of Sin

Starting at 14th level, you can use Pandora's Box to take away sin and disease from entire populations, and subsequently release them. You can use a 1 hour ritual to affect the nearest 2,000 sentient beings below CR 3. You can take an addition hours to increase the amount of people affected by 2,000 per hour spent, up to a maximum of 1 hour per level in this class. Choose one of these things to take from the population and gain the following benefits:

Pride- You have advantage on all intimidation and persuasion checks against all the affected people as they are extremely humble.

Greed- Affected people drop the prices of their goods and services by 50% as they are unconcerned with profit.

Lust- Affected people lose their sense of pleasure from completing their day-to-day activities. Gain advantage on insight as their other motivations become clearer.

Envy- Affected people have disadvantage on contested ability checks, as they have no desire to compete.

Gluttony- Affected people have disadvantage on strength, dexterity and constitution checks as they eat unhealthily little.

Wrath- Affected people have disadvantage on attack roles as they feel no rage.

Sloth- You have advantage on charisma checks to convince affected people to help you, as they feel the urge to go and do something.

Disease- All disease is wiped out of the affected people.

Within the next week, when you roll on the Pandora's box table, re-roll any numbers that fall into the category of the sin or disease you took from the population. (ex, if you take pride from a population, re roll any pride results on the Pandora's box table) During the next seven days, you can use an action to release what you took. You create a cone originating from you that's 5ft for every hour spent in ritual. The cone does 2d10 psychic damage per hour spent in ritual to you and all creatures in the cone. If you do not release what you took after 7 days, the box explodes open and does the same amount of damage in a radius that's 10ft for every hour spent in ritual. The damage is poison if the ritual was used to take disease.

Previous Versions

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