You have made a pact with a [[Creature Type#Fiend|fiend]]; a being whose aims are usually evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. <br> ___ ### 1st Level <br> ##### 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 spellcasting ability modifier + your warlock level (minimum of 1). <br><br> ##### Fiend Spell List You gain additional spells at the Warlock levels listed. They do not count against the number of spells you know. | Warlock Level | Fiend Spells | | :-----------: | -------------------------------------------------------------------------------------------------------------------- | | 1 | [[Arcane Spells#Burning Hands\|burning hands]], [[Occult Spells#Command\|command]] | | 3 | [[Occult Spells#Blindness/Deafness\|blindness/deafness]], [[Arcane Spells#Scorching Ray\|scorching ray]] | | 5 | [[Arcane Spells#Fireball\|fireball]], [[Primal Spells#Stinking Cloud\|stinking cloud]] | | 7 | [[Arcane Spells#Fire Shield\|fire shield]], [[Arcane Spells#Wall of Fire\|wall of fire]] | | 9 | [[Divine Spells#Flame Strike\|flame strike]], [[Divine Spells#Hallow\|hallow]] | <br> ###### Bonus Cantrips >In addition to your expanded spell list, you learn the [[Arcane Spells#Fire Bolt|fire bolt]] and [[Arcane Spells#Control Flames|control flames]] cantrips. They count as occult cantrips for you, but they don’t count against your number of cantrips known. <br> ___ ### 6th Level <br> ##### Dark One’s Own Luck Starting at 6th level, you can call on your patron to alter fate in your favour. 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 [[Survival Needs#Rest|rest]]. <br> ___ ### 10th Level <br> ##### Fiendish Resilience Starting at 10th level, you can choose one damage type when you finish a [[Survival Needs#Rest|rest]]. You gain [[Damage and Healing#Resistance|resistance]] to that damage type until you choose a different one with this feature. Damage from magical weapons or [[Armour & Weapons#Silver|silver weapons]] ignores this resistance. <br> ___ ### 14th Level <br> ##### 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 domain of your patron. The creature disappears and hurtles through a nightmarish 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 [[Creature Type#Fiend|fiend]], it takes 10d10 psychic damage and gains a [[Ailments#Long-Term Madness|long-term madness]] effect. Once you use this feature, you can’t use it again until you finish a [[Survival Needs#Long Rest|long rest]].