The Fiend-Blade (5e Subclass)
The Fiend-Blade[edit]
Warlock Subclass
You have made your pact with a weapon of hatred and torment from the deepest parts of the Underworld. A sentient weapon with demonic energy has given you power in trade for your skill with a weapon. Be it a trapped minor deity or greater being within the weapon or a blade created of pure hatred, forged in the lowest planes of existence. Regardless, you may wield great hell-bound power, a harbinger of annihilation.
Expanded Spell List[edit]
The Fiend-Blade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | burning hands, false life |
2nd | flaming sphere, scorching ray |
3rd | fireball, fear |
4th | fire shield, wall of fire |
5th | immolation, flame strike |
A Catalyst
Your patron is trapped inside a weapon, called the Catalyst, which is at you will and his are with you. You have a weapon that contains the power of your patron. (It also looks cool!) The weapon can be any martial or simple weapon, and is now magical. The catalyst (the weapon) deals its respective damage, along with 1d6 necrotic damage. The weapon can also talk to you, give advantage, edge, and inflict 1d4 slash, fire, or necrosis on your enemies, depending on your preference. You can channel your spells through your weapon to make a weapon attack charged with magic. You add your Charisma modifier to your AC, your hit points per level, your attack and damage rolls, and the DC of your spells, if you can already do this, add it again.
Branding Curse[edit]
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 60 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:
- The Cursed target doesn't benefit from half cover and three-quarters from you, you also always know the target's location and cant hide from you.
- If the cursed target drops to 0 hit points, you regain hit points equal to your warlock level + Charisma modifier (minimum of 1 hit point).
- Whenever you take the Attack action against a cursed target, you can make one additional attack. You can make this additional attack a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
- If the target drops to 0 hit points before this curse ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
You can't use this feature again until you finish a short or long rest.
Accursed Wielding[edit]
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons, as well as your Catalyst.
The influence of your weapon also allows you to channel your fury through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. A creature hit with this weapon must succeed a DC 10 Wisdom saving throw or be frightened for the whole of combat, creatures succeeding the saving throw can't be affected again until 24 hours past.
This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type. If you wield any other weapon while not wielding your Catalyst, you attack with disadvantage.
Branding Pain[edit]
When you reach 6th level your Branding Curse becomes more potent causing more harm to the target. you gain the additional features on your cursed target:
- You gain a bonus to damage rolls against the creature cursed by your Branding Curse. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- You can make weapon attacks against the cursed target no matter how far away it is from you, provided you can see it. For the purpose of benefitting from this effect, you treat a creature as though you are within 5 ft. of it when targeting it with a melee weapon attack, and you treat it as though you are within 10 ft. of it when targeting it with a ranged weapon attack.
Dark Armaments[edit]
At 10th level, your hex grows to protect you from harm. If the target cursed by your Branding Curse hit you with an attack or causes you to take damage, you can roll a d6. On a 4 or higher, you ignore the damage taken and any other effect.
You can use this feature a number of time equal to your 5 + Proficiency + Charisma (a minimum of five), you can't use it again until you take a long rest, unless you expend one Hit Die and take force damage equal to the number rolled on the d6. This damage can't be reduced or prevented in any way. you cant use this feature if you are incapacitated.
Mutual Hatred[edit]
When a Catalyst, and it's wielder come to an agreement, they reach farther than any demon dare reach.
At 14th level, as an bonus action, you and your catalyst can become one, for 1 hour or until you dissipate, you transform and gain the following benefits:
- You gain a pair of black wings that grant you 30 feet of flying speed
- During this time, you cannot be disarmed and anti-magic effects do not work on you
- You absorb and feed on the souls of everyone killed within 60 feet
- If the creatures around you have resistance or Immunity to your damage type, they temporarily lose their residences or Immunities
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