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Subclass Warlock Fiend Patron

yoonmoonsik edited this page Aug 19, 2026 · 9 revisions

What Is the Fiend Patron?

The Fiend Patron is a Warlock subclass built around fire spells and survivability — it converts nearby kills into Temporary HP.

This subclass centers on Dark One's Blessing — a passive that grants Temporary HP whenever an enemy dies near you — alongside Dark One's Own Luck (a guaranteed bonus added to an ability check or saving throw, usable a number of times equal to your Charisma modifier) and Fiendish Resilience (adaptive damage resistance). These features make the Fiend Patron well-suited for sustained combat in melee range.

Class Features

Progression Overview

LEVEL FEATURE
3 Fiend Spells, Dark One's Blessing
6 Dark One's Own Luck
10 Fiendish Resilience

Level 3 Features

Fiend Spells

Your Patron grants an always-prepared spell list that doesn't count against your Pact Magic limit — themed around fire, darkness, and infernal destruction:

WARLOCK LEVEL SPELLS ADDED
3 Burning Hands, Command, Hold Person, Scorching Ray
5 Fireball, Stinking Cloud
7 Fire Shield, Wall of Fire
9 Insect Plague

Dark One's Blessing

Your signature Level 3 feature — a reaction interrupt that triggers automatically:

Whenever an enemy dies within 3 m of you, you gain Temporary Hit Points equal to your Charisma modifier + your Warlock level. It costs nothing and fires by itself.

Dark One's Blessing means every enemy that dies within 10 feet of you makes you tankier. In a fight against multiple weak enemies, this can stack significant Temporary HP before the encounter even reaches its midpoint. The closer you fight, the more you benefit — this is a Fiend Patron that wants to be near the action, not behind it.

Level 6 Features

Dark One's Own Luck

When you make an ability check or a saving throw, you can add 1d10 to the roll after seeing the initial result but before its effects occur. You can use this feature a number of times equal to your Charisma modifier (minimum of once), but no more than once per roll. You regain all expended uses when you finish a Long Rest.

Dark One's Own Luck is a guaranteed safety net — declared after the dice lands, so you only use it when you know it's needed. A failed Concentration save becomes a success. A narrow miss on a Death saving throw becomes a stabilization. With uses scaling off Charisma, a high-Charisma Fiend Patron can lean on it multiple times per Long Rest instead of hoarding a single use.

Level 10 Features

Fiendish Resilience

Choose one damage type after completing a rest. You gain Resistance to that damage type until your next rest.

Fiendish Resilience is adaptive armor based on prediction. Walking into a dragon's lair? Choose its breath damage type. Heading into an undead crypt? Choose Necrotic. The Fiend Patron rewards scouting and planning — choose correctly and an entire encounter becomes half as dangerous.

Playstyle Notes

The Fiend Patron is a sustain-through-combat Warlock that grows tankier the longer a fight against multiple enemies continues.

Your combat identity:

  1. Position aggressively — Dark One's Blessing only triggers within 10 feet of enemy deaths; staying at range means missing the buff
  2. Eldritch Blast + Agonizing Blast/Repelling Blast — your primary damage tool, same as any Warlock
  3. Dark One's Blessing — passive Temporary HP accumulation as enemies fall around you
  4. Dark One's Own Luck at Level 6 — spend your Charisma-modifier's worth of uses on the rolls that actually matter each Long Rest
  5. Fiendish Resilience at Level 10 — predict the encounter's primary damage type and resist it for the whole rest period

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