TEXT: Otherworldly Patrons 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
  The Skin 
  You have made a pact with a Fiend from the depths of hell, 
  whose skin you have bonded to your own, affording you a 
  hideous appearance and wicked arcane power. To do this 
  you performed and survived the blasphemous Ritual of 
  Bonding, a foul rite that agonizingly kills most that 
  undertake it. You now wear the essence of a fiend as a 
  second skin, bonded inseparably in body and soul to a beast 
  of hell. 
  Expanded Spell List 
  The Skin 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 SKIN EXPANDED SPELLS 
  Spell Level 
  Spells 
  1st 
  false life, inflict wounds 
  2nd 
  barkskin, enlarge/reduce 
  3rd 
  meld into stone, protection from energy 
  4th 
  conjure minor elementals, stoneskin 
  5th 
  conjure elemental, hallow 
   
  Wear Fiend 
  Beginning when you make this pact at 1st level, you wear 
  the skin of a fiend as your own. This fiendish skin is for all 
  intents and purposes your own. The skin is unnaturally 
  tough, and your armor class equals 12 + your Dexterity 
  modifier. 
  Hideous Appearance 
  At 1st level, your appearance is hideous to behold. You 
  may add double your proficiency bonus to Intimidation 
  checks, but you have disadvantage on Persuasion checks. 
   
   
   
  Fiendish Hide 
  At 6th level, when you are struck with a blow, your fiend 
  skin can toughen and become like armor.  When a creature 
  attacks you, you can as a reaction temporarily increase your 
  armor class by 3, to a maximum of 20, and you have 
  resistance against bludgeoning, piercing, and slashing 
  damage until the beginning of your next turn. You must 
  finish a short or long rest before using this feature again. 
  Skin Adaptation 
  At 10th level, your fiend skin has become thicker. You gain 
  resistance to fire damage and cold damage. 
  Fell Blooded 
  By 14th level, you fiend skin has begun to intertwine with 
  your blood, closing your wounds as soon as they open. At 
  the beginning of your turn, if you have taken damage since 
  the end of your last turn, you regain hit points equal to your 
  proficiency bonus, to a maximum of the damage you took. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/The Skin.pdf