Fiend v2.0.0 #
Patron Spells (1) #
- When your Pact Slots reach the Spell Level shown on the Fiend Spells table you learn the corresponding Spells. Each of these Spells counts as a Warlock Spell for you, but it doesn’t count against your number of Spells Known.
Fiend Spells #
Spell Level | Spells |
---|---|
1st | Burning Hands, Command |
2nd | Scorching Ray, Suggestion |
3rd | Fireball, Stinking Cloud |
4th | Fire Shield, Wall of Fire |
5th | Geas, Insect Plague |
Dark One’s Blessing (1) #
- When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Spellcasting Ability Modifier plus your Warlock Level (minimum of 1). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.
Dark One’s Own Luck (6) #
- You can call on your fiendish patron to alter fate in your favor. When you make an Ability Check or a Saving Throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
- You can use this feature a number of times equal to your Charisma Modifier (minimum of once), but you can use it no more than once per roll. You regain all uses when you finish a Long Rest.
Fiendish Resilience (10) #
- Channeling the preternatural resilience of Fiends, you can choose one Damage Type, other than Force, whenever you finish a Short or Long Rest. You gain resistance to that Damage Type until you choose a different one with this feature.
Hurl Through Hell (14) #
- Once per turn when you hit a Creature with an Attack Roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your spell save DC, or the target disappears and hurtles through a nightmare landscape. The target takes 12d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space it previously occupied or the nearest unoccupied space.
- Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a Pact Slot when you use it again.