Page 103 - DnD_5e_Players_Handbook_(BnW_OCR)
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F e y  P r e s e n c e                            E x p a n d e d   S p e l l  L i s t
           Starting at  1st level, your patron bestows upon you the   The Fiend lets you choose from an expanded list of
           ability to project the beguiling and fearsom e presence   spells when you learn a w arlock spell. The following
           of the fey. As an action, you can cause each creature in   spells are added to the warlock spell list for you.
           a 10-foot cube originating from you to make a W isdom
           saving throw against your w arlock spell save DC. The   F i e n d   E x p a n d e d   S p e l l s
           creatures that fail their saving throws are all charm ed
                                                               Spell  Level  Spells
           or frightened by you (your choice) until the end of
                                                                 1st    burning hands, com m and
           your next turn.
                                                                 2nd    blindness/deafness, scorching ray
             Once you use this feature, you can’t use it again until
           you finish a short or long rest.                      3rd    fireball, stinking cloud
                                                                 4th    fire shield,  wall o f fire
           M i s t y  E s c a p e                                5th    flam e strike, hallow
           Starting at 6th level, you can vanish in a puff of mist in
           response to harm. W hen you take damage, you can use   D a r k   O n e ’s  B l e s s i n g
           your reaction to turn invisible and teleport up to 60 feet   Starting at 1st level, when you reduce a hostile creature
           to an unoccupied space you can see. You remain invisible   to 0 hit points, you gain temporary hit points equal to your
           until the start of your next turn or until you attack or   Charisma modifier + your warlock level (minimum of 1).
           cast a spell.
             Once you use this feature, you can't use it again until   D a r k   O n e ’s  O w n   L u c k
           you finish a short or long rest.                  Starting at 6th level, you can call on your patron to alter
                                                             fate in your favor. W hen you make an ability check or a
           B e g u i l i n g   D e f e n s e s               saving throw, you can use this feature to add a d 10 to
           Beginning at 10th level, your patron teaches you how to   your roll. You can do so after seeing the initial roll but
           turn the mind-affecting magic of your enem ies against   before any of the roll’s effects occur.
           them. You are immune to being charmed, and when     Once you use this feature, you can’t use it again until
           another creature attempts to charm  you, you can use   you finish a short or long rest.
           your reaction to attempt to turn the charm back on
           that creature. The creature must succeed on a W isdom    F i e n d i s h   R e s i l i e n c e
           saving throw against your warlock spell save DC or   Starting at  10th level, you can choose one damage type
           be charmed by you for 1  minute or until the creature   when you finish a short or long rest. You gain resistance
           takes any damage.                                 to that damage type until you choose a different one
                                                             with this feature. Damage from m agical w eapons or
           D a r k  D e l i r i u m                          silver w eapons ignores this resistance.
           Starting at 14th level, you can plunge a creature into
           an illusory realm. As an action, choose a creature   H u r l  T h r o u g h   H e l l
           that you can see within 60 feet of you. It must make a   Starting at 14th level, when you hit a creature with an
           W isdom  saving throw against your warlock spell save   attack, you can use this feature to instantly transport
           DC. On a failed save, it is charm ed or frightened by you   the target through the lower planes. The creature
           (your choice) for 1  minute or until your concentration   disappears and hurtles through a nightmare landscape.
           is broken (as if you are concentrating on a spell). This   At the end of your next turn, the target returns to the
           effect ends early if the creature takes any damage.  space it previously occupied, or the nearest unoccupied
             Until this illusion ends, the creature thinks it is lost   space. If the target is not a fiend, it takes  10d 10 psychic
           in a misty realm, the appearance of which you choose.   damage as it reels from  its horrific experience.
           The creature can see and hear only itself, you, and   Once you use this feature, you can’t use it again until
           the illusion.                                     you finish a long rest.
             You must finish a short or long rest before you can
           use this feature again.                           T h e   G r e a t   O l d   O n  e
                                                             Your patron is a mysterious entity w hose nature is
           T h e   F i e n d
                                                             utterly foreign to the fabric of reality. It might com e from
           You have made a pact with a fiend from the lower   the Far Realm, the space beyond reality, or it could be
           planes o f existence, a being w hose aims are evil,   one of the elder gods known only in legends. Its motives
           even if you strive against those aims. Such beings   are incom prehensible to mortals, and its knowledge so
           desire the corruption or destruction of all things,   im m ense and ancient that even the greatest libraries
           ultimately including you. Fiends powerful enough to   pale in com parison to the vast secrets it holds. The
           forge a pact include dem on lords such as Dem ogorgon,   Great Old One might be unaware of your existence
           Orcus, Fraz’Urb-luu, and Baphomet; archdevils such   or entirely indifferent to you, but the secrets you have
           as Asm odeus, Dispater, Mephistopheles, and Belial;   learned allow you to draw your magic from it.
           pit fiends and balors that are especially mighty; and   Entities of this type include Ghaunadar, called That
           ultroloths and other lords of the yugoloths.      W hich Lurks; Tharizdun, the Chained God; Dendar, the
                                                             Night Serpent; Zargon, the Returner; Great Cthulhu;
                                                             and other unfathomable beings.
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