Hellcaller

A hellcaller has entered into a pact with dark powers, most often with fiends or their ilk. The patron typically requires that a warlock does some specific dark deed before receiving their first powers.

Level 1

Hellcaller: Extra Spells Known

When you reach certain levels as a warlock, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of warlock spells you know.

Level 3

Hellcaller: Dark One’s Blessing

Your patron’s power overtakes you. You take on a fiendish appearance similar to your patron, and while they allow you to leach life from creatures you kill, the power threatens your life at the end of the transformation.

Bonus Action – Self – 1 Minute – 3/Long Rest – Magical

You gain the following effects for 1 minute:

  • Your Eldritch Blasts and weapon attacks do an extra 1d4 fire damage.
  • When a hostile creature within 30 ft. of you dies, you gain temporary hit points equal to 5 + half your warlock level (rounded down).*

*If the creature’s hit point maximum is lower than this total, you instead gain temporary hit points equal to the creature’s hit point maximum.​

Level 6

Hellcaller: Dark One’s Own Luck

No Action Cost – Self – 1/Short Rest – Magical

Trigger: You fail a saving throw or skill check.

  • You add 1d10 to your roll, potentially turning your failure into a success.
  • If you use this ability and still fails the saving throw or skill check, the use of Dark One’s Own Luck is not consumed.

Level 10

Hellcaller: Fiendish Resilience

During a Short or Long Rest – Self – Magical

Choose one of the following damage types: cold, fire, poison, bludgeoning, piercing, or slashing. You gain resistance to that damage type until you choose a different one with this feature. If you choose bludgeoning, piercing, or slashing damage, you still take full damage from magic or silver weapons.

Level 14

Hellcaller: Hurl Through Hell

No Action Cost – 1 Creature – 1/Long Rest – Magical

When you hit a creature with an attack, you can use this feature to instantly transport the target through a nightmare landscape.

  • At the end of your next turn, the target returns to the space they previously occupied, or the nearest unoccupied space.
  • If the target is not a fiend, they take 10d10 psychic damage as they reel from the horrific experience.