5e24:Fiend Patron: Difference between revisions

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(Created page with "<div class=grid-container-std> <div class="bctop">{{backto|{{5e24|Warlock}}}}</div> <div class="notice">{{edition|Fiend}}</div> <div class="badge">{{5e24pointer|sources=2024FR, PHB5e24}}</div> <div class="gi-main">{{tocright}} {{5e24 Subclass Traits |subclass=Fiend Patron |sorttext= |class=Warlock |refs=<ref name="24fr">{{Cite Pub|2024 D&D Free Rules}} Licensed: © Wizards of the Coast {{fairuc}}.</ref> <ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=16...")
 
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|class=Warlock
|class=Warlock
|refs=<ref name="24fr">{{Cite Pub|2024 D&D Free Rules}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref> <ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=161-162}} Licensed: &copy; Wizards of the Coast {{fairuc}}.</ref>
|refs=<ref name="srd52.76">{{Cite Pub|SRD 5.2|pages=76}} Licensed: [[CC-BY]].</ref><ref name="24fr">{{Cite Pub|2024 D&D Free Rules}}</ref> <ref name="phb5e24">{{Cite Pub|Player's Handbook (5e24)|pages=161-162}}</ref>
|summary=These warlocks make a pact with a powerful {{5e24|Fiend}}.
|summary=These warlocks make a pact with a powerful {{5e24|Fiend}}.


|trait1name=Dark One's Blessing
|trait1name=Dark One's Blessing
|trait1lvl=3rd
|trait1lvl=3rd
|trait1desc='''Unofficial Summary:''' Gain {{5e24|Temporary Hit Point}}s when an enemy nearby is reduced to 0 {{5e24|Hit Point}}s.
|trait1desc=When you reduce an enemy to 0 {{5e24|Hit Point}}s, you gain {{5e24|Temporary Hit Point}}s equal to your {{5e24|Charisma}} {{5e24|Agility Modifier|modifier}} plus your {{5e24|Warlock}} level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.


|trait2name=Fiend Spells
|trait2name=Fiend Spells
|trait2lvl=3rd
|trait2lvl=3rd
|trait2desc='''Unofficial Summary:''' You always have the following spells prepared:<br />
|trait2desc=The magic of your patron ensures you always have certain {{5e24lc|Spell}}s ready; when you reach a Warlock level specified in the {{iplink|Fiend Spells}} table, you thereafter always have the listed spells prepared.
{{5e24 Spell Line|Burning Hands, Command, Scorching Ray, Suggestion, Fireball, Stinking Cloud, Fire Shield, Wall of Fire, Geas, Insect Plague}}
 
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|spells9=Geas, Insect Plague
|spells9=Geas, Insect Plague
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|trait3name=Dark One's Own Luck
|trait3name=Dark One's Own Luck
|trait3lvl=6th
|trait3lvl=6th
|trait3desc='''Unofficial Summary:''' A number of times between {{5e24|Long Rest}}s, after rolling a {{5e24lc|Ability Check}} or {{5e24lc|Saving Throw}}, you can choose to buff the roll before finding the result of the check or save.
|trait3desc=You can call on your fiendish patron to alter fate in your favor. When you make an {{5e24lc|Ability Check}} or a {{5e24lc|Saving Throw}}, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.
 
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a {{5e24|Long Rest}}.


|trait4name=Fiendish Resilience
|trait4name=Fiendish Resilience
|trait4lvl=10th
|trait4lvl=10th
|trait4desc='''Unofficial Summary:''' After finishing a {{5e24 Rest}}, you can give yourself {{5e24|Resistance}} to a {{5e24lc|Damage Type}} (except {{5e24|Force}}).
|trait4desc=Choose one damage type, other than {{5e24|Force}}, whenever you finish a {{5e24 Rest}}<!--Short or Long Rest-->. You have {{5e24|Resistance}} to that {{5e24lc|Damage Type}} until you choose a different one with this feature.


|trait5name=Hurl Through Hell
|trait5name=Hurl Through Hell
|trait5lvl=14th
|trait5lvl=14th
|trait5desc='''Unofficial Summary:''' Once per Long Rest, when you hit a {{5e24lc|Creature}} with an {{5e24lc|Attack Roll}} you can send the target through the {{5e24|Lower Plane}}s causing {{5e24|Psychic}} damage and return it a {{5e24lc|Turn}} later. You can use a {{5e24|Pact Magic}} {{5e24lc|Spell Slot}} to recharge this ability.  
|trait5desc=Once per {{5e24lc|Turn}} when you hit a {{5e24lc|Creature}} with an {{5e24lc|Attack Roll}}, you can try to instantly transport the target through the {{5e24|Lower Plane}}s. The target must succeed on a Charisma {{5e24lc|Saving Throw}} against your {{5e24lc|Spell Save}} {{5e24|DC}}, or the target disappears and hurtles through a nightmare landscape. The target takes 8d10 {{5e24|Psychic}} damage if it isn’t a {{5e24|Fiend}}, and it has the {{5e24|Incapacitated}} condition until the end of your next {{5e24lc|Turn}}, when it returns to the space it previously {{5e24|Occupied Space|occupied}} or the nearest {{5e24lc|Unoccupied Space}}.
 
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a {{5e24|Pact Magic}} {{5e24lc|Spell Slot}} (no {{5e24lc|Action}} required) to restore your use of it.


|desc=''Make a Deal with the Lower Planes''
|desc=''Make a Deal with the Lower Planes''


'''Unofficial Description:''' These warlocks make a pact with a powerful {{5e24|Fiend}}.
Your pact draws on the {{5e24|Lower Plane}}s, the realms of perdition. You might forge a bargain with a demon lord such as {{5e24|Demogorgon}} or {{5e24|Orcus}}; an {{5e24lc|Archdevil}} such as {{5e24|Asmodeus}}; or a {{5e24lc|Pit Fiend}}, {{5e24lc|Balor}}, {{5e24lc|Yugoloth}}, or {{5e24lc|Night Hag}} that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you — and your path is defined by the extent to which you strive against those aims.


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==Sources and Notes==
==Sources and Notes==
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Revision as of 16:58, 29 April 2025

Fiend exists in other D&D editions see:

Fiend (disambiguation).

Fiend Patron[1][2] [3]
Warlock subclass


Make a Deal with the Lower Planes

Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you — and your path is defined by the extent to which you strive against those aims.

Fiend Patron Features

Warlock Level Features  
3rd Dark One's Blessing, Fiend Spells 
6th Dark One's Own Luck 
10th Fiendish Resilience 
14th Hurl Through Hell

 

Dark One's Blessing

3rd level Fiend Patron feature.
When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points. 

Fiend Spells

3rd level Fiend Patron feature.
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

Fiend Spells

Warlock Level Spells  
3rd Burning Hands, Command, Scorching Ray, Suggestion 
5th Fireball, Stinking Cloud 
7th Fire Shield, Wall of Fire 
9th Geas, Insect Plague
 

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 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest

Fiendish Resilience

10th level Fiend Patron feature.
Choose one damage type, other than Force, whenever you finish a Short and Long Rest. You have Resistance to that damage type until you choose a different one with this feature. 

Hurl Through Hell

14th level Fiend Patron feature.
Once per turn when you hit a creature with an attack roll, 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 disappears and hurtles through a nightmare landscape. The target takes 8d10 Psychic damage if it isn’t a Fiend, and it has the Incapacitated condition until the end of your next turn, when it returns to the space 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 expend a Pact Magic spell slot (no action required) to restore your use of it.

Sources and Notes

  1. Wizards RPG Team. SRD 5.2 (5e 2024) (2025-04-22). Wizards of the Coast. p. 76. Licensed: CC-BY.
  2. Wizards RPG Team. 2024 D&D Free Rules (5e 2024) (2024-09-03). Wizards of the Coast, D&D Beyond.
  3. Wizards RPG Team. Player's Handbook (5e24) (5e 2024) (2024-09-17). Wizards of the Coast. ISBN 9780786969821. p. 161-162.

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