Warlock
Base Class: Warlock

Rarely does a being exist that has enough power to be a patron to a warlock. A small number of Efreeti, typically those of the royal family, fall into this category and for them having a warlock servant isn't just a standard servant-master relationship. Warlocks are seen as a status symbol, proof of the Efreeti's power, and when the warlock gains noteriety so does their patron, thus they are sought after by Efreeti with power to spare.

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, and count as warlock spells when cast.

Fiend Expanded Spells

Spell Level

Spells

1st

burning hands, command

2nd

blindness/deafness, scorching ray

3rd

fireball, Melf's Minute Meteors

4th

fire shield, wall of fire

5th

flame strike, Immolation

Pilot Light

Whenever you deal damage with a spell, you may have the spell do fire damage instead.

Elemental Alignment

Anytime you deal fire damage, you deal additional fire damage equal to half your warlock level (rounded up). Stacks with Pilot Light.

Solar Flare

Starting at 6th level, once per short rest, as an action, you fully open the link between you and your patron. For a brief moment your body is engulfed in the fires from the dawn of the universe. Every creature within 300 feet that you have line of sight on must make a constitution saving throw versus your spell save DC. On a fail, the creature take 6d6 fire damage and is blinded. On a success they only take half damage and aren't blinded.

Sanguine Riposte

Starting at 10th level, the blood in your veins is replaced with raw elemental energy from the fire plane. Whenever you take damage, you can use your reaction to either cast fire bolt.

Elemental Acclimation

Starting at 14th level, you are immune to fire damage.

Brass Phoenix

Starting at 14th level, when you are reduced to zero hit points you may transform into an Efreeti as if by True Polymorph. This effect lasts a maximum of ten minutes. If this effect persists for its full duration you are returned to your previous form with half health.

This effect does not require concentration to be maintained, though it can be willingly dropped at any time (requiring no action). If it is dropped prematurely no health benefit is gained and you are returned to your unconscious state at zero health.

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

Previous Versions

Name Date Modified Views Adds Version Actions
10/24/2019 2:07:09 AM
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1
1.0
Coming Soon

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