Otherworldly Patron: The Fiend
Dark One's Blessing
When you reduce a hostile creature to 0 HP, you gain temporary HP = Cha mod + warlock lvl.
Eldritch Invocations
- Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
- Devil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Eldritch Sight: You can cast detect magic at will, without expending a spell slot.
- Ghostly Gaze: As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can't use it again until you finish a short or long rest.
- Improved Pact Weapon: You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
- Shroud of Shadow: You can cast invisibility at will, without expending a spell slot.
- Thirsting Blade: You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (rapier). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
Dark One's Own Luck
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. Once you use this feature, you can't use it again until you finish a short or long rest.
Fiendish Resilience
You can choose one damage type when you finish a short or long rest. You 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.
Mystic Arcanum
You can cast each of your arcanum spells once without expending a spell slot. You regain all uses of your Mystic Arcanum when you finish a long rest.
Hurl Through Hell
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. If the target is not a fiend, it takes 10d10 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.
Spellcasting