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FEY PRESENCE EXPANDED SPELL LIST
Starting at 1st leveI, your patron bestows upon you the The Fiend lets you choose from an expanded list of
ability to project the beguiling and fearsome presence spells when you learn a warlock spell. The following
of the fey. As an action, you can cause each creature in spells are added to the warlock spelllist for YOU.
a 10-foot cube originating from you to make a Wisdom
saving throw against your warlock spell save DC. The FIEND EXPANDED SPELlS
creatures that fail their saving throws are ali charmed Spelllevel Spells
or frightened by you (your choice) until the end of
your next turno 1st burning hands, command
Once you use this feature, you can't use it again until 2nd b/indnessjdeaJness, scorching roy
you finish a short or long rest. 3rd fireba//, stinking c10ud
4th fire shield, wa// oJfire
MISTY ESCAPE 5th flame strike, ha//ow
Starting at 6th leveI, you can vanish in a puff of mist in
response to harm. When you take damage, you can use DARK ONE'S BLESSING
your reaction to turn invisible and teleport up to 60 feet Starting at 1st levei, when you reduce a hostile creature
to an unoccupied space you can see. Vou remain invisible to Ohit 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 levei (minimum of 1).
cast a spell.
Once you use this feature, you can't use it again until DARK ONE'S OWN LUCK
you finish a short or long rest. Starting at 6th leveI, you can call on your patron to alter
fate in your favor. When you make an ability check or a
BEGUILING DEFENSES saving throw, you can use this feature to add a dlO to
Beginning at 10th levei, your patron teaches you how to your roll. Vou can do so after seeing the initial roll but
turn the mind-affecting magic of your enemies against before any of the roll's effects occur.
them. Vou 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 Wisdom FIENDISH RESILIENCE
saving throw against your warlock spell save DC or Starting at 10th leveI, 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. Vou gain resistance
takes any damage. to that damage type until you choose a different one
with this feature. Damage from magical weapons or
DARK DELIRIUM silver weapons ignores this resistance.
Starting at 14th leveI, you can plunge a creature into
an illusory realm. As an action, choose a creature HURL THROUGH HELL
that you can see within 60 feet of YOU.It must make a Starting at 14th leveI, when you hit a creature with an
Wisdom saving throw against your warlock spell save attack, you can use this feature to instantly transport
DC. On a failed save, it is charmed 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. ]f the target is not a fiend, it takes IOdlO 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.
Vou must finish a short or long rest before you can
use this feature again. THE GREAT OLD ONE
Vour patron is a mysterious entity whose nature is
THE FIEND
utterly foreign to the fabric of reality. It might come from
Vou have made a pact with a fiend from the lower the Far Realm, the space beyond reality, or it could be
planes of existence, a being whose aims are evil, one of the elder gods known only in legends. [ts motives
even if you strive against those aims. Such beings are incomprehensible to mortaIs, and its knowledge so
desire the corruption or destruction of ali things, immense and ancient that even the greatest libraries
ultimately including you. Fiends powerful enough to pale in comparison to the vast secrets it holds. The
forge a pact include demon lords such as Demogorgon, Great Old One might be unaware of your existence
Orcus, Fraz'Urb-Iuu, and Baphomet; archdevils such or entirely indifferent to you, but the secrets YOllhave
as Asmodeus, Dispater, Mephistopheles, and Belial; learned allow YOllto draw YOllrmagic from it.
pit fiends and balors that are especially mighty; and Entities of this type inclllde Ghallnadar, called That
ultroloths and other lords of the yugoloths. Which Lllrks; Tharizdun, the Chained God; Dendar, the
Night Serpent; Zargon, the Retllrner; Great Cthlllhll;
and other unfathomable beings.
PART 1 (l .\SSES
°9

