Signup

Make a Deal with the Lower Planes

You have forged a pact with a powerful fiend from the Lower Planes, realms shaped by cruelty, corruption, and ruin. Your patron's ambitions are rarely benevolent, even if you resist those ambitions or turn the power of your pact toward different ends.

Fiends capable of granting such power include Demon Lords such as Demogorgon, Orcus, Fraz-Urb'luu, and Baphomet; Archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; especially powerful pit fiends and balors; and mighty Gloomfiends.

Your relationship with such a patron can take many forms. You might serve willingly, seek loopholes in the terms of your bargain, use the fiend's power against its own kind, or struggle against the influence that accompanies your pact.

Level 1: Fiend Spells

The magic of your patron grants you access to certain spells.

When you reach a Warlock level specified in the Fiend Spells table, you always know the spells listed for that level.

These spells don't count against the number of Warlock spells you know.

Warlock Level Spells
1 Burning Hands, Command
3 Scorching Ray, Suggestion
5 Fireball, Stinking Cloud
7 Fire Shield, Wall of Fire
9 Flame Strike, Hallow

Level 1: Dark One's Blessing

When you reduce a hostile creature to 0 Hit Points, you gain Temporary Hit Points equal to your Warlock level plus your Charisma modifier, with a minimum of 1 Temporary Hit Point.

You also gain these Temporary Hit Points when another creature reduces a hostile creature within 10 feet of you to 0 Hit Points.

Level 6: Dark One's Own Luck

You can call on your patron to twist fortune in your favor.

When you make an ability check or saving throw, you can add 1d10 to the roll after seeing the d20 roll but before any effects of the roll occur.

You can use this feature a number of times equal to your Charisma modifier, with a minimum of one use.

You can use this feature no more than once on the same roll.

You regain all expended uses when you finish a Long Rest.

Level 10: Fiendish Resilience

Your patron's power allows you to adapt against supernatural harm.

Whenever you finish a Short or Long Rest, choose one damage type other than Force.

You have Resistance to the chosen damage type until you choose another damage type with this feature.

Level 14: Hurl Through Hell

You can momentarily cast your enemies through the nightmare realms of the Lower Planes.

Once per turn when you hit a creature with an attack roll, you can force the target to make a Charisma saving throw against your Warlock spell save DC.

On a failed save, the target disappears and hurtles through a nightmarish region of the Lower Planes.

If the target isn't a Fiend, it takes 8d10 Psychic damage.

Whether or not it takes this damage, the target has the Incapacitated condition until the end of your next turn.

At the end of your next turn, the target returns to the space it previously occupied. If that space is occupied, it returns to the nearest unoccupied space.

Once you use this feature, you can't use it again until you finish a Long Rest.

You can restore your use of this feature before then by expending one Pact Magic spell slot. Doing so requires no action.