Base Class: Warlock
You have been chosen or cursed to become a tool for a god or entity of justice and punishment. Now you are forced into a life of servitude and must hunt down those which your patron deems unworthy of life, your curse growing stronger with each soul you take as an heirloom for your patron. You have been gifted a strange weapon of gunpowder and lead and are expected to use this in order to claim the souls your patron desires. Each soul you claim is marked upon your flesh a form of your choosing although this usually takes the form of tattoos, scars or deep burns.
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 |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Infernal Mark
Starting at 1st level, when you reduce a creature of evil alignment to 0 hit points without anyone else damaging it, you gain spell slots equal to your Charisma modifier + your warlock level (minimum of 1).
Creatures of no specified alignment may trigger this effect at the discretion of the DM.
Infernal Timer
Your patron bestows many gifts however also requires services in return in order to maintain the powers granted unto you. For each day you go without banishing a soul in the name of your patron your curse will be heightened. For each day your pact weapons threshold for misfire will increase by 2 (1-2, 3-4, 5-6...). On a misfire your pact weapon will require an action to unjam the chamber.
Cursed Chambers
Starting at 6th level, your patron has granted you access to a special cursed chamber for your weapon in return for your service. You can choose from the following cursed chambers but must expend an action in order to replace your current chamber with a cursed one. You can change what chamber you use on a short rest.
Hollow Chamber
This strange decaying chamber holds within necrotic rounds which reanimate the creatures they kill for a moment and allow you some semblance of control over their actions. After reducing a creature to 0 hit points with this chamber you may choose to allow it one last attack at a creature within range of your choice.
Piercing Chamber
The rounds contained within this sturdy weighted chamber are tipped with black crystal which ends in a sharp, jagged point. Enemies hit by these rounds find their armour and hides weakened by the splintering of the crystal tip and have their AC reduced by 1 for each hit.
Slick Chamber
This chamber is slick with blood, oil or some other manner of foul liquid allowing it to turn much faster. Using this speed you may fire two quick shots in succession as apposed to one per turn. This second shot will consume a bonus action and the second shot will not benefit from your proficiency bonus.
The Black Round
A chamber with its individual sections removed and one masterfully crafted round contained within which emanates the magic of your patron. When calculating damage with this chamber on a successful hit you always do the maximised damage of your pact weapon + your CHA modifier (minimum of 1). This dark round also marks your target with the magic of your patron (a dark patron may mark a target with flames or shadows emanating from the wound).
Eye of Torment
Starting at 10th level, your eyes have become trained and honed at sensing danger. At the beginning of combat you may make an initial attack with your pact weapon regardless of your position in the initiative order. While using this feature your eyes may glow or emanate according to the magics of your patron (flames or shadows for a dark patron or golden for a celestial patron).
Alternatively this feature may be used outside of combat in order to impose disadvantage on a creatures saving throw against being frightened or to grant advantage on your intimidation check.
This feature can be used a number of times equal to your CHA modifier (minimum of 1) per short rest
Whirlwind of Lead
Starting at 14th level, Your sense and skill with your pact weapon are so honed that you can target multiple creatures at once and fan the hammer of your pact weapon fast enough to hit them all in a moment. You may choose to use this feature in order to target a number of creatures within range equal to your CHA modifier (minimum of 1) + your warlock level.
When using this feature your infernal mark glows with the same energy and magics as your Eyes of Torment feature (which may also be cosmetically active).
Once you use this feature, you can’t use it again until you finish a long rest.
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