The Fiend

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 and archdevils.

Branch Features

Bonus Spells

You learn the Eldritch Blast cantrip. It does not count against the number of arcane cantrips that you know. When you learn this spell, choose the type of damage it will do: fire or profane.

You gain the following bonus spells once you can cast spells of that level. Once you gain a bonus spell, you always know it and it doesn’t count against the number of spells that you know.

If you have a bonus spell that doesn’t appear on the arcane spell list, that spell is nevertheless an arcane spell for you.

Spell Level Spells
1st Burning Hands, Command
2nd Blindness/Deafness, Scorching Ray
3rd Fireball, Stinking Cloud
4th Fire Shield, Wall of Fire
5th Flame Strike, Hallow

Talents

Talent CP Prerequisites
Dark One’s Blessing 5 -
Dark One’s Own Luck 10 3rd Level Spells and Dark One’s Blessing
Fiendish Resilience 35 5th Level Spells and Dark One’s Own Luck
Hurl Through Hell 50 7th Level Spells and Fiendish Resilience

Dark One’s Blessing

Cost: 5 Character Points

Your patron rewards you with vigour when you send a soul to hell.

When you reduce a hostile creature to 0 Stamina, you gain temporary Stamina equal to your spellcasting attribute modifier plus your maximum spell level.

Dark One’s Own Luck

Cost: 10 Character Points
Prerequisite: 3rd Level Spells and Dark One’s Blessing

You call on your patron to alter fate in your favour.

When you make an ability or defense check you can gain +1d. Additionally, you may declare when you roll initiative or at the end of your turn that the next indirect spell attack against you gains -1d, or not to use it at all.

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

Fiendish Resilience

Cost: 35 Character Points
Prerequisite: 5th Level Spells and Dark One’s Own Luck

Your patron grants you whatever protection you desire.

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. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Cost: 50 Character Points
Prerequisite: 7th Level Spells and Fiendish Resilience

You damn those whom you strike to briefly endure hell.

When you hit a creature with an attack, you can 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 10d10 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.