Page 103 - DnD_5e_Players_Handbook_(BnW_OCR)
P. 103
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.

