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Pact of the Fiend

You have made a pact with a fiend from the lower planes of existence: a devil, demon, or yugoloth of terrible power. Such patrons desire the corruption of the mortal world and view you as a useful tool — or perhaps a prized investment. You might despise what your patron represents, or you might be entirely comfortable with the arrangement. Either way, the power flows, and you are the one holding the leash — for now.

Pact of the Fiend Table:

Level Subclass Features Gained
1st Expanded Spell List, Dark One's Blessing
6th Dark One's Own Luck
10th Fiendish Resilience
14th Hurl Through Hell

Subclass Features

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 spell list for you.

Spell Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow

Dark One's Blessing

1st-level Pact of the Fiend feature

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).

Dark One's Own Luck

6th-level Pact of the Fiend feature

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 \(1d10\) 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

10th-level Pact of the Fiend feature

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.

Hurl Through Hell

14th-level Pact of the Fiend feature

Starting at 14th level, when you hit a creature with an attack, you can use this feature to send that creature on a terrifying infernal vision. The creature disappears and hurtles through a nightmare landscape until the start of your next turn, when it returns to the space it previously occupied, or the nearest unoccupied space. The creature takes \(10d10\) psychic damage as it glimpses the horrors of the lower planes, and it is frightened until the end of your next turn.

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