Base Class: Warlock
(You said you are willing to sacrifice anything to achieve power for but did you mean you would sacrifice your body to Pestilence and my gift for your servitude would as your patron? I give my power to all who are willing. But those who have mastered are far and few between).-Pestilence
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 |
atrophy
You 1d6 of damage &/or feat for an number of hours at 1st lvl, roll a d12 for number of hours to see how long the trait/feat are in active for plus 24 hours as a base(1d12+24), for every lvl above first add a d12 for of days add another at lvl 2 and higher add an additional D12 hours to total time Racial trait, class ability, or feat is disabled, the max about of time these can be disabled for is 204 hours or 8.5 days.
Horrid physique
Starting at 6th As an action, choose creature within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target's speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can’t use it again until you finish a long rest. 4d12
Incite Panic
Starting at 10th On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect end on a target if it succeeds on three saving throws against it.
The third hand of worms
This class feature allows you to switch your Armor Class of value with damage taken if it exceeds your current Armor Class. You must activate this ability before hand will last until the receiving damage
Once you use this feature, you can't use it again until you finish 1d4 long rests.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/23/2020 2:29:47 AM
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15
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0
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1.0 Alpha
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Coming Soon
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7/23/2020 4:51:59 PM
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22
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1
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1.1 Alpha
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Coming Soon
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7/28/2020 8:43:15 PM
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22
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0
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1.2 Alpha
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Coming Soon
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3/20/2021 4:59:54 PM
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49
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1
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1.3 Alpha
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Coming Soon
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