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Hellish Paths Best Untrodden

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evils, creatures of rules, of codes, of deals and The Cleric also gains Proficiency in Artisan Tool
contracts. But beware, for all their advocation (Calligrapher's Supplies).
of Law, Devils are creatures of Evil, and every
word, every action, is a manipulation within a Channel Divinity: Dealweaver's Rebuke
plot within a machination. Despite the One does not attack those who seek only to talk, an
widespread belief in the horrors these beings unspoken rule that foes would do well to remember in the
may visit, some still summon them, forge case of the Cleric, as for him the convention is backed by
contracts with them, or loose them upon the world Divine Decree.
purposely or not. Upon reaching second level the Cleric gains the
Some do this with the very best intentions, figuring that the following Channel Divinity option. When the Cleric is
power of the Devils may be used for good, if properly attacked by a creature that he has not yet attacked this
contained and controlled. And while it may indeed be done, combat he may use his Reaction to make a Charisma
rarely is it done to perfection. All too often the Devil gets (Persuasion) roll, the doubled Proficiency Bonus from
the best of his would-be controller, and unleashes its Devil's Tongue does not apply, if his total beats the Attack
schemes upon the land. Roll Total, or Save DC, as applicable, the attack does not hit
the Cleric and the attacker takes 2d6 Fire or Radiant
What follows are those who either succeed, gaining the damage, the Cleric chooses which. The damage given
powers of Hell without subservience, although their path is increases by 1d6 at levels 5, 7 and 10.
now a narrow one, or those who willingly serve, working
the will of the denizens of the Nine Rings.
Devilish Domain
Devils, creatures that claw their way up the Infernal
hierarchy of the nine Hells, by way of nefarious deals and
brutal cunning. On extremely rare occasions one of these
creatures might Ascend to Divinity, gaining the power of a
God. And as Gods, these beings have followers, among
them Clerics.
A Cleric of the Devilish Domain serves his Deity by both
making and enforcing deals, but also combat Chaos, as
such is antithetical to his Lawful master, they might even be
tasked with ruling small communities, acting as lawman.
Some spend their lives hunting down Demons, as these
entities are the enemies of Devils, but always the Devilish
Cleric looks out for his own self-interest and the
furtherance of his God's machinations.
Unseen Mover
Devils are not well liked by the vast majority of the world's
populace, as such a Devilish Cleric must hide in plain sight
in order to serve his dark master, as such his holy symbol is
burnt into his flesh, and need not be brandished openly, in
addition the Deity will answer calls to any of many names,
spread through the millennia for this very purpose.
At first level, the Cleric gains the benefit of a Holy
Symbol without having to publicly show it and, barring
supernatural powers, it is not possible to notice the source
of the Cleric's power, if he does not wish it.
Also, as his God bids him spread His law and desires, the
Cleric's class features are dependent on Charisma rather
than Wisdom. Where a Cleric Spell or Class Feature would
call on Wisdom instead use Charisma.
Devil's Tongue
Crafting deals and negotiating are among the most
important duties of a Devilish Cleric, as such his God
grants him preternatural skill at such tasks.
Upon gaining this Domain at first level, the Cleric's
Proficiency modifier, if it applies, is doubled for
Persuasion rolls, as well as Deception rolls made
specifically to conceal clauses or loopholes in
deals or contracts, it also applies to rolls made to use
Calligrapher's Supplies.
Kingmaker Infernalists are Wizards who dedicate their lives to
The sign of a truly masterful Devilish Cleric is not the controlling the Hellish and Infernal. Some do this for
power he possesses, but the power those who work with personal gain others to fight the good fight, matching fire
him possess. By enhancing others, making them the center, with fire. Unlike many others these casters do not deal with
the Cleric both removes focus from himself and makes the demon and devil, they do not ask, they do not pay, they
those he deal with feel the greater, all the easier to take, binding these creatures to their will.
manipulate them. Whilst their path is a precarious one, and their mortality
The Cleric may use spells that require touch on his rates not wise to be looked at by the faint of heart, the
travelling companions as long as he is within 30 feet, the powers these mages wield is immense and undeniable.
range increases to 60 feet at 10th level. He may also use
spells that affect only him personally on these people Dark Minion
instead of him, or use them as the starting point for Fiendish beings are infamous for their prowess in combat,
targeted spells, effectively increasing their range. sure enough, sometimes however, discretion is called for.
He may use this feature a number of times equal to his As a result Infernalists often bind the wills of minor fiends
Charisma Modifier. The Cleric may spend Hit Dice during a to serve them as familars.
short rest to restore "charges" up to, but not exceeding, his Upon gaining this feature at level two the Wizard may
maximum, each die returns one charge. All charges are choose either a Quasit or Imp familiar, or some other
regained upon completing a Long Rest. minor fiend, at the DM's discretion. Unlike normal familiar
This power also functions on those with whom the Cleric bonds, this being may not end the bond of its own free will,
has an active contract, whether magical or not, as long as it is thoroughly bound to the Wizard and may not disobey
such is stated in the contract, whether the signer is aware him or harm him in any way, it is more puppet than being
of the clause or not. This feature is gained at sixth level. proper.
In every way other than the statistics of the Familiar, the
Dealweaver's Retinue Quasit or Imp behaves exactly as described under the Find
Deals and contracts of protection, whether written down or Familiar spell.
not, are common, and the Cleric now gains a new boon that
he may use to this effect. The Cleric may now use Feindclaw Savant
Dealweaver's Rebuke on anyone within 60 feet who meets At second level the Wizard adds the Fiendclaw spell to his
the same requirements as stated under Kingmaker. This list of Wizard Cantrips, if he already knows it he may add
feature is gained at eigth level. another Cantrip from the Wizard list.
In addition the Wizard may now target two enemies with
Hellish Ascension Fiendclaw, as long as they are within 15. feet of each other.
Being among his most valued mortal servants the Cleric is Using this feature costs him his Bonus Action, however.
now blessed with some of the powers and abilities of
Devils, in preparation for his future ascendance into such a Infernal Reserve
creature, to serve directly at the hand of his God. Through arcane formulae the Infernalist has bound scores
The Cleric gains immunity to Fire and Poison, of lesser fiends, whom he may summon temporarily to
Darkvision of 60 Feet, adding to his existing Darkvision, if bring destruction to his foes.
any. At sixth level, whenever the Infernalist makes an attack
roll he may choose to conjure a fiend to attack a foe. If he
In addition the Cleric receives a Devil's Name, an arcane does the Infernalist may choose a single target within 40
tool of sorts. If anyone speaks the name with the intention feet and make a ranged spell attack, if it hits the fiend deals
of summoning or contacting the Cleric he can sense it and 1d8 + the Infernalist's Intelligence modifier cutting
may spend an Eighth level Spell Slot to appear before the damage. This feature has Recharge 5-6.
beseecher, he must answer the summons within twenty
minutes, or the magic necessary to do so fades. The Cleric Infernalist's Champion
can sense the identity of the beseecher if it is someone he Fear the Infernalist who is driven into a corner, for it is then
has met before. If the beseecher is a follower of a god that he conjures the mightiest of his bound servants. Some
antagonistic to the Cleric's he can also sense this. use demons, others devils, still others bind stranger fiends,
regardless of type, this fiend has had its free will
completely removed, and serves now as an empty shell the
Infernalist controls.
The Infernalist may, once per Long Rest, conjure a fiend
Infernalist School before him, connected to his chest by a great incorporeal
The Devil appears in the circle, sitting itself upon a throne chain.
of conjured flames. Just as it was about to ask its While the fiend is summoned the Infernalist must
Summoner what it could do, the Wizard made some Concentrate, as on a spell. At the beginning of each of his
arcane gestures and the Devil felt its free will, its power to turns the fiend may move 40 feet and make a melee attack.
resist, wane. This melee attack uses the Infernalist's Intelligence
The undead were overrunning the city, nearly reaching modifier and Proficiency Modifier for attack. On a hit the
the temple, when the strange traveler returned. A wave of target takes 2d10 + Infernalist's Intelligence Modifier Fire,
his hand brought a swarm of demons that tore the undead Cold or Necrotic damage, chosen by the Infernalist at the
apart. As the demon's turned, looking to the church, a snap time of summoning.
of his fingers sent them screaming back from whence they
came.
As a Reaction in response to being attacked the Infernalist He may also use this feature on spells that have a DC, in
may yank the fiend in the way, so that it takes the damage which case, should the attack be successful, the DC rises by
in his stead. The fiend has an amount of health equal to one. Spells that end if the target takes damage may not be
twice the Infernalist's Wizard level. If it is reduced to 0, any used with this feature.
damage in excess is dealt to the Wizard, and the fiend If the spell delivered has an area of effect, it retains this.
disappears. The Sorcerer serves as the spell's center, and the target
The Infernalist may maintain concentration for a number determines the direction the spell travels. For instance a
of rounds equal to his Intelligence and Proficiency Burning Hand would stretch from the Sorcerer out to 15
Modifiers combined, after which the fiend disappears. feet, the end of the spell being directly behind the target.
Using the Talons to deliver spells has Recharge 4-6.
Fiendmaster
When he summons the fiend the Infernalist may use
techniques he has wrested from unwholesome realms to Sorcerers - Some Spells Short
weave binding magics into the very fabric of his spell, at the There are some who express discontent at the
cost of his own health, that the beings might serve him Sorcerer as a Class, stating that it has far too few
without his constant supervision. spells compared to how many Classes who
When casting a spell that summons fiend(s), the prepare spells, such as the Wizard, can prepare. If
Infernalist may pay an extra spell slot of the same level the you should be of a similar opinion here is a list of
spell in question uses, in addition to an amount of Hit bonus spells fitting this Bloodline to use as much
as you wish.
Points equal to twice the spell's level, if he does so the spell
remains for its maximum duration, without the Infernalist Bloodline Spells
needing to concentrate on it. Spell
He may only do this once per Long Rest Level Spells
Cantrips Shillelagh*,
Fiendish Bloodline
1st Armor of Agathys, Shield
A claw bearing the cold of the Stygia to bear upon those
who would stand against them. Talons wreathed in black 2nd Enhance Ability, Mirror Image
tinted fires, searing both flesh and soul. These are the 3rd Haste, Elemental Weapon*
domain of those cursed ones who bear the arcane blood of
the Fiend, woe and ill tidings to those who provoke their 4th Fire Shield, Freedom of Movement
ire. 5th Banishing Smite* *, Immolation
A claw bearing the cold of the Stygia to bear upon those 6th Investiture of Flame * * *, Investiture of
who would stand against them. Talons wreathed in black Ice * * *
tinted fires, searing both flesh and soul. These are the 7th Plane Shift, Teleport
domain of those cursed ones who bear the arcane blood of 8th Earthquake, Incendiary Cloud
the Fiend, woe and ill tidings to those who provoke their
ire. 9th Gate
Unlike others of their kind, the Fiendish Sorcerer thrives * May only be cast on the natural weapon
in close quarters, their unholy blood burning with passion gained from Fiendborn Talons.
as battle is joined. With time the Sorcerer learns to wrap ** Does not have a duration, must be cast
spells around his claws, wasting none of his arcane gifts as through Spellweaver's Swipe
he wades into the fray, unholy scales protecting him from channeling.
harm. * * * Can only cast the one that matches with
the bonus damage from Fiendish
Fiendborn Talons Devastation.
At first level the Sorcerer's hands may take the form of
some manner of claw-like weapon. Perhaps growing long
sharp nails or a hand beset with black scales.
The Sorcerer's unarmed attacks deal 1d6 damage and Armor of the Depths
have the Finesse quality. When battle is joined the Sorcerer grows scales, hardy
Spellweaver's Swipe
reddish skin or some other fiendish trait that protects him.
By channeling the powers he has gained through his hands At fifth level, whenever the Sorcerer activates his
the Sorcerer may deliver blows that bear with them arcane Fiendborn Talons he may choose to also activate this
power. feature. When active the Sorcerer's Armor Class becomes
Starting at first level the Sorcerer may choose to have 15 + Dexterity Modifier. The Sorcerer cannot bring forth
any spell he can cast at range instead become a touch. This this protection if wearing mundane armor.
changes Ranged Spell Attacks to Melee Spell Attacks. The Sorcerer also gains one extra Hit Point per level.
If he so chooses, the Sorcerer may deliver a spell that Fiendish Devastation
uses a Melee Spell Attack through his Fiendborn Talons, in As his blood grows stronger the Sorcerer's Talons begin to
which case he spends a Bonus Action, makes an attack change, and start to deliver blows wrought with destructive
with his Fiendborn Talons, on a success the target takes energies. With practice the Sorcerer learns to shift the
damage both from the spell and the Talon. energies, delivering overwhelming cold or consuming fire
with each swipe.
Upon reaching sixth level, the Sorcerer's Talons deal 1d8
extra damage upon hitting a foe. The damage type is
chosen by the Sorcerer following a Long Rest, who may
choose between Fire and Cold.
At thirteenth level the damage dealt increases by 1d8.
Drinking Destruction
As he delivers damage to his foes, wreaking carnage, the
Sorcerer drinks deep from the energies left behind by his
spells, healing himself in the process.
When a spell he has cast of first level or above deals
damage of the same type as he is adding to his Talon
attacks the Sorcerer regains Hit Points equal to the level of
the Slot used plus his Charisma Modifier.
This feature is gained at level fourteen.
Bulwark Eternal
As he reaches near the pinnacle of his growth the
Sorcerer's protection is expanded, allowing him to shrug off
spells, potentially even send them back towards their
caster.
The Sorcerer gains the following features upon reaching
level seventeen.
He gains Advantage on all Saves against magical effects.
If a successful Save gives only half damage the Sorcerer
instead takes no damage, and he takes only half damage on
a failed save.
In addition if he successfully Saves against a magical
effect roll 1d20, on a 20 the effect is sent back to the caster.
For effects that charm or otherwise involve the Caster of
the spell, the Sorcerer counts as having cast the spell in
question.

Spells
Fiendclaw
Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instant
The caster opens a rift into either Hell or the Abyss and
uses the realm's energies to conjure a fiendish claw that
rips into his foes.
Make a ranged spell attack against the target. On a hit
the target takes 1d8 Slashing damage. If he wishes the
caster may spend his Movement before casting the spell, in
which case the claw becomes wreathed in either searing
flames or intense cold, dealing 1d6 extra Fire or Cold
damage, caster's choice.
The cutting damage increases by 1d8 at levels 5, 11 and 17.
The Fire or Cold damage increases to 1d8 at fourth level, to
1d10 at tenth level and finally to 1d12 at fourteenth level.

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