Warlock Patron - The Fel

The Fel is a chaotic demonic force. It primarily exists on the plane of Sargarai. This roughly located between the plane of Fire and the Abyss, and to make things complicated its demonic inhabitants are imprisoned on this plane. When the Fel substance is exposed to air, it burns bright green and moves as if it is alive. It looks to corrupt and infect more mortals before it is snuffed out and send back to the abyss. Your source of fel is most likely from a creature like a powerful Marilith or a Balor. You may have found it in a cave, trapped in stone, as it was mined up by Kobolds, in a treasure hoard from a dragon or maybe one day you recieved a package from an unknown person that send you this gift. However you acquired this corruption of your body, it is now yours to manage and hone.

Class Idea

Transformation is key, the effects are broadly described. The player fills in the blanks.

More offense, less defense when compared to a Hexblade

I love Matthew Mercer's Bloodhunter Order of the Lycan. Used that for ideas and inspiration.

The Fel

From your Otherwordly Patron you gain the following features at the levels that are listed.

Fel Warlock Features

Warlock Level Feature 1st Expanded Spell List, Demonic Corruption 6th Fiendish Shell 10th Gifts of the Abyss 14th Master of the Corruption

Expanded spell list

The Fel 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

The Fel Expanded Spells

Spell Level Spells 1st Chaos Bolt, Absorb Elements 2nd Aganazzar’s Scorcher, Silence 3rd Elemental Weapon, Lightning Bolt 4th Phantasmal Killer, Blight 5th Immolation, Destructive Wave

Demonic Corruption

As an action, you transform both of your hands to demonic claws, as you turn in to a corrupted form of yourself. You can speak, use equipment, cast spells, and wear armor in this form. You can revert to your normal self earlier by using an action on your turn. You automatically revert back to your normal form if you fall unconscious, drop to 0 hit points or die.

You can use this feature twice, you regain all uses when you finish a short or long rest. This form lasts for 10 minute. When you are transformed, you gain the following features:

Claws of the Balor. Your unarmed strikes are considered a single weapon in regards to spells and abilities. Example: Magic Weapon. You can use Charisma as your attack bonus and damage modifier of your unarmed strike. When you use an Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.

Your unarmed strike deals 1d6 slashing damage. This damage die increases to a 1d8 at 5th level and to 1d10 at 11th level.

If you later gain the Pact of the Blade feature, your claws also count as a pact weapon. (i.e. you gain benefits from invocations like but not limited to; Thristing Blade, Improved Pact Weapon and Eldritch Smite)

Skin of the Hezrou Your skin is tougher than it looks, for some it becomes like leather or black stone. When you transform into your corrupted form, you gain temporary hit point equal to your warlock level. These temporary hit points are lost when you drop your form.

Quasit's Transformation. When you transform, you can temporarily integrate the power of a magical melee weapon into your claws. When it becomes part of your claws, they gain the weapons benefits and drawbacks.

Mind of the Marilith. You gain the ability to detect devils and demons within 60 feet, and eavesdrop on their telepathic conversations. You might attract unwanted attention if they notice your intrusion.

Rage of the Barlruga. At the start of your turn if you’ve taken any damage since the beginning of your last turn, you must make a Wisdom saving throw to maintain control. The DC equals 10, or half of the total damage you’ve taken from attacks since your last turn, whichever number is higher.

On a failed save, you must move directly towards the nearest creature to you and use your Attack action against the creature. If there is more than one possible target, the DM chooses the target. You then regain control for the remainder of your turn. If you are under an effect that prevents you from concentrating, you automatically fail this saving throw.

Fear the Divine. You are vulnerable to damage from a creature that has Bless, or its weapon is doused in holy water.