The Fiend Revised

by Tatarius

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Warlock: The Fiend Revised

Original Source: Player's Handbook

Patron Spell List

Each Patron has a list of spells—its patron spells—that you gain at the warlock levels 1st, 3rd, 5th, 7th, and 9th These spells are known so long as you are within good standing with your patron. If you have a patron spell that doesn’t appear on the warlock spell list, the spell is nonetheless a warlock spell for you.

The Fiend Patron Spells
Spell Level Spells
1st Burning Hands, Command
2nd Heat Metal, Scorching Ray
3rd Fireball, Conjure Lesser Demon
4th Fire Shield, Wall of Fire
5th Flame Strike, Cloudkill

Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

Fiendish Suppression

Starting at 1st level, when you deal poison or fire damage with a spell or an ability, you may choose to use your reaction to make the spell or ability ignore creatures’ fire or poison resistance for that spell’s or ability’s duration. You may also treat immunities to fire and poison as resistance when using this feature.

Once you use this feature, you may not use it again until you finish a long rest.

Dark One's Own Luck

Starting at 6th level, 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 d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Choosing to use this feature negates disadvantage on the roll.

Once you use this feature, you can't use it again until you finish a short or long rest.

Fiendish Resilience

Starting at 10th level, 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.

Furthermore, your Fiendish Suppression may be used twice per long rest, instead of once.

Hurl Through Hell

Starting at 14th level, 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

Notes

Goal of this revision is to update the spell list and abilities so they are more in line with other warlock subclasses. Also to create unique play style and feeling for the class that encourage use of abilities without sacrificing the play style of being a warlock.