The Fiend |
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Subclass Features |
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♦ Level 1Expanded SpellsYou can select from this list of additional spells when you learn a new spell: Burning Hands, Bane, Blindness, Scorching Ray, Fireball, Stinking Cloud, Fire Shield, Wall of Fire, Flame Strike, Contagion. Dark One's BlessingStarting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1) ♦ Level 6Dark One's Own LuckYou can use an action to bring forth a fiendish stroke of luck. For the next minute, you roll an additional 1d10 on all your ability checks and saving throws. Once you use this feature, you can't use it again until you finish a long rest. ♦ Level 10Fiendish ResilienceStarting 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. Damage from magical weapons or silver weapons ignores this resistance. |
The Fiend is a Subclass from the Inner Strength DLC in Solasta: Crown of the Magister. The Fiend is a subclass of the Warlock Class. A character's class is their profession and grants specific features as listed. New powers, and access to subclasses, are granted at a higher level of experience. Each class also gives you a set of equipment that you can customize.
A fiend is a ganderous patron whose power comes at a cost. A denizen of the lower planes of existence, you patron's aims are evil, and although you may strive against those aims, your patron still desires the corruption or destruction of all things, ultimately including you.
The Fiend Information
The Fiend Subclass Features
Level 1
- Expanded Spells: You can select from this list of additional spells when you learn a new spell: Burning Hands, Bane, Blindness, Scorching Ray, Fireball, Stinking Cloud, Fire Shield, Wall of Fire, Flame Strike, Contagion.
- Dark One's Blessing: Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1)
Level 6
- Dark One's Own Luck: You can use an action to bring forth a fiendish stroke of luck. For the next minute, you roll an additional 1d10 on all your ability checks and saving throws. Once you use this feature, you can't use it again until you finish a long rest.
Level 10
- 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. Damage from magical weapons or silver weapons ignores this resistance.
The Fiend Tips & Builds
- Note 1
- Note 2