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Warlock

Yugoloth, General of Gehenna

The General of Gehenna, an enigmatic being whose power was said to approach that of a demi deity. He was said to be many other things, some of them being contradictory; the first, strongest Ultroloth or a returned Baernaloth, a symbol to be revered but the most fearsome being in reality, the leader of Yugoloths, one able to convene with and kill gods. Their disciples are entrenched in schemes and machinations in the Blood War.

Level Prepared Spells
3Acid Splash, Detect Magic, Invisible, Mirror Image, Silent Image
5Dispel Magic, Major Image
7Hallucinatory Terrain, Vitriolic Sphere
9Contagion, Mislead

Subclass Features

Lv 3

Patron Spells

Your newly revealed Patron ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Militant Coordination

You are a leader under the General. You can create a bond with up to six willing creatures within 10 ft of you as an action once per long rest. The bond lasts for hours equal to your CHA modifier (Minimum 1). You have a telepathic range of 60 ft and can communicate in any language you share. The creatures can use a bonus action to communicate through the link to a creature other than you that has the bond.

Lv 6

Gehenna Training

You are trained to fight in one of the most unforgiving planes in the multiverse. You have Darkvision 30 ft or you double your normal Darkvision range. You also have Blindsight 15 ft and Resistance to Acid or Poison damage.

Lv 10

Mercenary Soul

Your hardened soul only takes orders from the General of Gehenna. You are Immune to the Charmed condition and have advantage on spell saving throws from spells from the Enchantment school.

Lv 14

Vitriolic Teleport

Once per turn you can teleport 30 ft to a place you can see as a bonus action. Once per long rest you can extend the range for one minute as an action to 90 ft. When you teleport with your extended range you leave a sphere of acid that bursts forcing each creature within 5 ft of the space you left to make a DEX saving throw DC equal to your spell save DC and on a failed save takes 3D6 Acid damage or half as much on a successful save.