Fiend Patron

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Expanded Spell List

At 3rd level, you gain the following spells. They do not count against your spells known, and count as warlock spells for you. You only gain the spells when you have spell slots for them. The spells are listed by their spell level.

1st Level: Burning Hands, Command

2nd Level: Scorching Ray, Suggestion

3rd Level: Fireball, Stinking Cloud

4th Level: Fire Shield, Wall of Fire

5th Level: Flame Strike, Insect Plague

Dark One's Blessing

At 3rd level, whenever an enemy is reduced to 0 hit points within 10 feet of you, you gain temporary hit points equal to your charisma modifier plus your warlock level.

Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check, attack roll, or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

You can use this feature a number of times equal to your proficiency bonus, but no more than once per roll.

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

Fiendish Resilience

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.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 8d10 psychic damage as it reels from its horrific experience.

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