Base Class: Warlock
The sweet sweet dreams...
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
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Beguiling Presence
Beguiling Presence
At first level, you gain proficiency in the Deception and Persuasion skills if you don't already have it. Additionally, you learn the Friends cantrip, which you can cast at will without expending a spell slot. Charisma is your spellcasting ability for this cantrip.
Additionally, you gain "Charm of the Succubus" ability at level 3 when choosing your Pact Boons.
Charm of the Succubus
Beginning at the 3rd level of this class, you gain the ability to hypnotize (charm) creatures with your gaze. As an action, you can choose one creature within 60 feet of you that you can see. The target must succeed on a Charisma saving throw against your Warlock spell save DC or be charmed by you until the end of your next turn. The creature has disadvantage on the save if the creature is bloodied, and takes a penalty to the save equal to your Charisma Modifier if the creature is critical. The charmed target's speed drops to 0, and the creature is incapacitated and visibly dazed, unless you allow them to move, in which case they obey your commands (except for commands that would cause harm to them, such as walking into a fire pit).
You can use this ability a number of times equal to your proficiency bonus, which you regain charges with short or long rest.
Dreamweaver
Beginning at 6th level, you gain Dreamweaver's Intrusion and Dreamweaver's Illusion.
Dreamweaver's Intrusion
You gain the ability to enter the dreams and thoughts of other creatures. You can choose a creature under your charm, sleeping, or unconscious, and enter its dreams/thoughts while you are within 500ft of it. While in their dream, you can communicate with the target, gather information, and attempt to influence their thoughts. The creature will do as you told them unless the command is suicidal (such as jumping in a pit of fire) when they wake up or upon the charm ends, thinking this is their own idea of what they would do. This effect lasts for 1d8 hours or until the creature takes damage from you or your allies.
Dreamweaver's Illusion
You gain the ability to manifest illusions from the dream world into your realm. As an action, you can conjure a spectral illusion of a creature from the dream world to fight alongside you. It can look like an object, a creature you know of, or from a creature's memories collected from their dreams and thoughts with Dreamweaver.
While in combat, the illusion lasts for 1 minute, has AC equal to 10 + proficiency + your Charisma modifier, has hp equal to half your maximum hp, 120ft ranged attack, using your spell attack bonus to hit, has 4 multi-attack but can choose to attack along with your attack rolls instead using its attack action per turn. Its damage is equal to 1d8 + your Charisma modifier.
Outside of the combat, the illusion can last until it's dismissed. You can use Dreamweaver's Illusion a number of times equal to your Charisma Modifier, recharging on short or long rest.
Allure
Allure
Your illusions and charms become reality for others. The effects and durations of your illusions and charms are doubled and it can not be seen through with special abilities (such as true sight). To perceive your illusions as such, a creature must use its action to make an insight check contested by your Deception skill or your spell save DC (whichever is higher). Alternatively, physical contact with the illusion will reveal its nature. Creatures that pass the contest or make physical contact will experience halved effects and durations (returning to the original durations).
Furthermore, your Charm of the Succubus ability can now be used a number of times equal to twice your Charisma modifier.
You also gain the ability to cast Charm Person at will without expending a spell slot. Charisma is your spellcasting ability for illusion and charm abilities and spells.
Master of Illusion
At the beginning of the 14th level, you gain Master of Illusions.
Master of Illusions:
You gain the ability to cast Major Image spell once without expending a Warlock spell slot. You regain the ability to do so after finishing a short or long rest.
Moreover, you can now use your Master of Illusions feature to create illusory duplicates. As an action, you can create up to three illusory duplicates of yourself or a creature you know (or from Dreamweaver), each up to medium size and immune to all damage within 30 feet of you. These duplicates move with you and mimic your actions perfectly, even capable of acting individually. While at least one of these duplicates is within 30 feet of you, attacks against you have disadvantage. Furthermore, any attack or effect that targets you can instead target one of the duplicates, destroying it.
Once you use this feature, you can't use it again until you finish a short or long rest, which also ends the effect of the duplicates.
Additionally, upon reaching the 18th level of this class, you gain Eternal Charmer.
Eternal Charmer:
Your charm becomes so potent that it can bend even the strongest wills. Your charms bypass immunity to charmed conditions and can not be prevented.
When you charm a creature, the duration becomes indefinite until you or your companions do something harmful to the target and the creature regards you as its truest ally and will defend you against any threat (this doesn't mean you can take the creature as your pet and of the quests). While a charmed creature is within 30ft of you, you can make them take half the damage you take from any source (this doesn't count as you damaging the creature).
If your charm on a creature ends, you can cause them to become incapacitated and take 10d8 psychic damage for 3 turns, ignoring resistance and immunity to damage and the condition.
Previous Versions
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