Warlock: The Fiend

Original Source: Player's Handbook

Patron Spells

You learn additional spells when you reach certain levels in this class, as shown on the Fiend Patron Spells table. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.

Table: Fiend Patron Spells
Spell LevelSpells
1stburning hands, command
2ndheat metal, scorching ray
3rdflame stride, minute meteors
4thfire shield, wall of fire
5thcone of cold, immolation

Dark One's Blessing

1st-level Fiend patron feature
When you reduce an enemy to 0 hit points, or an enemy drops to 0 hit points within 10 feet of you, you gain temporary hit points equal to your spellcasting ability modifier + your Warlock level.

Gift of the Lower Planes

1st-level Fiend patron feature
You learn to speak, read, and write Abyssal or Infernal, and learn two of the following cantrips: fire bolt, message, ray of frost, thaumaturgy, or vicious mockery. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Blasphemous Bargain

6th-level Fiend patron feature
You gain the ability to sign over a portion of your vitality through profane rituals or vile contracts. When you finish a long rest, you may make this bargain to gain the service of a fiendish creature for a short time.

When you make this bargain, you may expend any number of warlock hit dice. Your patron then sends a fiend of CR equal or less than 1/3rd of the hit dice you spent (rounded down).

The fiend creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If the orders violate its alignment, the creature obeys the letter of your instructions, but may strive to twist your words to achieve its own objectives. If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.

The creature vanishes when it reaches 0 hit points, you dismiss it as an action, or until you use this ability again. The hit dice you spent to bring the fiend into your service cannot be regained until after you finish 6 - your spellcasting ability modifier long rests after the creature vanishes.

Dark One's Own Luck

6th-level Fiend patron feature
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 intitial role, but before any of the roll's effects occur.

You can use this feature a number of times equal to your Warlock spellcasting ability modifier, and you regain all uses when you finish a long rest.

Fiendish Resilience

10th-level Fiend patron feature
As in the Player's Handbook

Hurl Through Hell

14th-level Fiend patron feature
When you hit a creature with an attack roll, or fails a saving throw against your Eldritch Blast, 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 disappearas and hurtles through a nightmare landscape.

If the target is not a fiend, the target takes 8d10 acid, cold, fire, or psychic damage (your choice) and it is Incapacitated until the end of your next turn, when it returns to the spae 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 spend 7 mana from your Pact Magic feature to do so again. You can use this feature only once per turn.