Warlock
Base Class: Warlock

You have made a pact with a Devil from the lower planes of existence, cursed creature, whose sole desire is the slow and painful death of all existence. You gain power in exchange for the pursuit of this goal, whether you desire such things or not.

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

dissonant Whispers, bane

2nd

wither and bloom, tasha's mind whip

3rd

slow, bestow curse

4th

cloudkill, Vitriolic Sphere

5th

contagion, hallow

Dark Hex

At 1st level, you gain 4 cursed energy charges. As a bonus action, you can apply a charge to a cantrip with an attack roll to imbue it with cursed energy. You learn the curse: Diminutive Spirit. On a hit, the target's next saving throw against a spell is reduced by 1d8 + your number of attuned cursed items. If the attack misses, the dice is still expended. At 7th and 15th level, your cursed energy charges increase by one.

Fervent Cursemancer

You learn additional curses of your choice, powered by your cursed energy charges. You can choose from among the curses described below, and each time you gain a level in this class, you can replace one curse you know with a different one from this feature. When you reach certain levels in this class, you learn additional curses, as shown in the Curses Known table.

Curses Known

Warlock

LEVEL

NUMBER OF CURSES
1st 2
6th 3
10th 4
15th 5

Whenever you attack with a cantrip, you can imbue your attack with cursed energy and on a hit, the curse is applied. You can only target one creature. If the attack is made with a cursed weapon, you receive a +1 to attack rolls. Each curse uses one cursed energy charge. Whenever you use this feature, you must roll a d20. If you roll a 1, your curse backfires, and you take a number of d4 necrotic damage equal to your proficiency bonus. 

If a curse has a level requirement, you must be at least that level in this class to learn the curse. If a curse requires a saving throw, your Curse Magic save DC equals your Spellcasting DC.

Voodoo Doll. This curse emulates the abjuration magic used by some witches. The target must make a Widom save. On a fail, the next time you are attacked, you can force the cursed creature to magically take that damage, instead of you taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

Corpse Explosion. This curse overloads the target's body with explosive necromantic energy. If the target fails a Constitution saving throw, they have disadvantage on Constitution saving throws. If they die within the next minute, their corpse will immediately explode, dealing 2d8 necrotic damage in a 10ft radius, or half on a successful Dexterity saving throw. If the target succeeds the constitution saving throw, nothing happens.

Spell Rot. This curse's magic interferes with the natural flow of magic, disrupting it. On a hit, the target must roll on the Wild magic table whenever it casts a spell for the next minute.

Death Beacon. Create a guiding energy to your target. On a hit, apply a deep curse, manifesting a tiny bit of necrotic energy within the enemy. As long as you are on the same plane of existence, you can pinpoint the location of your target within 100ft every twelve hours for two weeks. As long as you are within one mile of them, you can use an action to listen with their ears or see with their eyes. However, the target can make a Wisdom saving throw to resist this, and for each time you learn their location and for each day that passes, the difficulty of their saving throw decreases by one. If they save successfully, the curse is ended.

Necrotic Decay. Imbue your target with rot. On a failed constitution saving throw, this imposes vulnerability on an enemy to Bludgeoning, Slashing, or Piercing damage, and lasts until the start of your next turn. If cast on an inanimate object, like a wall, it receives vulnerability to all three types of damage. 

Blessed Visions . This curse's magic invades weak minds, making them see visions of joyful glee. The target must make a Charisma saving throw and does so with advantage if you or your companions are fighting it. On a failure, they become enthralled by you. They forget the damage you just did to them, and you have advantage on any charisma checks made against them for an hour, and they regard you as a friend. When the curse ends, the creature knows it was cursed by you.

Cursed Visions. Fill the mind of an enemy with hallucinations and pain. The target must make a Wisdom saving throw, and on a fail, the target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space. As an action, a dancing creature makes a Charisma saving throw to regain control of itself. On a successful save, the spell ends.

Necrotic Shift (10th Level or Higher). Force necrotic energy and undeath into the target. If they die within the next minute, they become an undead of an equal CR, or CR equal to their level. The undead creature follows your command for 24 hours. After that time, you cannot regain control except with the wish spell.

Invading Blight (15th Level or Higher). Invade the mind of an enemy with psychic cursed energy. The target must succeed on Wisdom saving throw, on a failure they fall prone, they can't take reactions and their speed is zero. They can use their action to make another Wisdom saving throw to resist the effect. You must use your bonus action to maintain the curse, or the curse fails. If the creature fails two Wisdom Saving throws, you take control of the creature. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Unead, Oozes, constructs and Plants are immune to this effect. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. Once two saving throw succeed, the curse ends.

Curse Caster

Starting at 10th level, you always have the spell Bestow Curse prepared, and you can cast it using two Cursed Energy Charges instead of a spell slot. When cast in this way, it is cast at the level as your proficiency bonus. As an action, you can sense the presence of any place or object that has been consecrated, desecrated, or cursed.

If you are attuned to a cursed item, as an action, you can imbue that curse onto another creature you can touch. If they succeed a dexterity saving throw, the transfer fails. If they fail, the curse is transferred to them until you take a long rest.

If a magic item is cursed, you can attune to it, regardless of the limit on attunement. However, you can only benefit from the positive effects of four magic items that you can choose at the end of a long rest.

 

More Spells

You get the spell Maze. (I haven't thought of a real feature yet)

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