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Player Handbook, Page 109

Pact of the Fiend

You have made a pact with a friend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you.  Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-Iuu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws: Wisdom, Charisma
skills: Choose two skills from Arcana, Deception, History, !intimidation, Investigation, Nature, and Religion
starting equipment:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) a dungeoneer's pack
Leather armor, any simple weapon, and two daggers
spellcasting:
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 spelllist for YOU.
Spell Level Spells
1st burning hands, command
2nd blindness\deafness, scorching ray
3rd Fireball, stinking c10ud
4th fire shield, wall of fire
5th flame strike, hallow
class features:
DARK ONE'S BLESSING Starting at 1st levei, when you reduce a hostile creature to Ohit points, you gain temporary hit points equal to your Charisma modifier +your warlock levei (minimum of 1).   DARK ONE'S OWN LUCK Starting at 6th leveI, you can call on your 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 dlO to your roll. Vou can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.   FIENDISH RESILIENCE Starting at 10th leveI, you can choose one damage type when you finish a short or long rest. Vou gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.   HURL THROUGH HELL Starting at 14th leveI, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied or the nearest unoccupied space. ]f the target is not a fiend, it takes IOdlO psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.
subclass options:

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Class Features

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