Base Class: Warlock
You are connected to the abyssal flame of Graz'zt, son of the Pale Night and Asmodeus. You are able to draw magic and power from this connection.
Expanded Spell List
Your spell list is now centered around control, flame, and twisting others’ will—reflecting both your severed Hellfire and Graz'zt’s chaotic influence.
Spell Level Spells
1st Hellish Rebuke, Command
2nd Scorching Ray, Suggestion
3rd Fireball, Counterspell
4th Fire Shield, Dominate Beast
5th Immolation, Dominate Person
Abyssal Flame
At 1st level, you draw upon the the Abyssal Flame within you. This flame is unlike any other, and it fuels your spells.
- Whenever you cast a spell that deals fire damage, you can convert the damage to Abyssal Fire. Abyssal Fire ignores resistance to fire damage, and creatures that are immune to fire take half damage instead.
- Additionally, when you cast a spell that forces a creature to make a saving throw against being charmed or frightened, you can use a reaction to impose disadvantage on the saving throw. You can do this a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses after a long rest.
Graz'zt's Bloodlust
Starting at 6th Level, you can channel the Bloodlust of Graz'zt into yourself as a Bonus Action. When you do so, you gain the following effects:
- Your weapon and spell damage deals additional fire damage equal to your Charisma Modifier.
- Your weapon and spell attacks are made with advantage.
- You have resistance to non-magical Bludgeoning, Piercing and Slashing damage.
This ability lasts 1 minute.
Once you use this ability, you cannot do so again until you take a short or long rest.
Flames of Resistance
Starting at 10th level, you can modify the Abyssal Flames within you to provide stronger protection. 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.
Disunity
Starting at 14th level, you can use your action to sing the song of the unity, exposing a number of creatures equal to your charisma modifier within 50 feet of you to the loneliness and isolation of your broken connection.
Targets must make a Wisdom saving throw or take 8d8 psychic damage and be blinded, deafened and stunned. On a successful saving throw, targets take half as much damage, and are not blinded, deafened or stunned.
A creature who is blinded, deafened and stunned, recovers from one condition at the end of their next three turns in the following order: Stunned, Blinded, Deafened. The only other way of healing these conditions early is use of a Wish Spell or equivalent 9th level magic.
Once you use this feature, you can't use it again until you finish a long rest.
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