Blackguard Class

by rsquared

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The Blackguard

The Blackguard

A plate-clad warrior strides through the worst of the Blood War, laying about with a massive blade. Screaming demons recoil from explosive blows as his heavy armor shrugs off their claws. He lifts a struggling demon by the neck and drains its life into himself.

A cowled figure slips silently through a well-guarded gate before disappearing in a puff of brimstone, an assassin’s stiletto already in motion. A moment later, her target lies unmoving at her feet.

A handsome face prepares to address a mob, with an imp whispering invisible advice. His words drip honey and venom, turning the people against their rulers, starting an insurrection that topples a righteous king.

Knights of the Nine

The Blackguards draw power from covenants made to the Archdevils, the Lords of the Nine Hells.

The Blackguard shares similarities to the Paladin, but rather than smite his enemies with divine power, he lays the Mark of his patron upon them, ripping pieces of the soul away when struck and healing the Blackguard.

Noble in the eyes of Hell, the Blackguard are ambassadors, commanders, and assassins for the infernal host and its eternal struggle against the screaming incursions of the Abyss. Blackguards are found outside the Hells on critical assignments, executing the Archdevils' will on both the Outer and Prime Material planes.

Elite Warriors and Accusers

Acceptance into the Order of Blackguards draws an initiate into fraternity with every other, regardless of which Archdevil they serve. Every Archdevil has devoted worshipers in churches, fanes, and cults, but the Blackguards consider themselves more alike than to the priests and warlocks of their master.

Each Covenant selects its prospectives from the mass of devout worshipers, and a scant few survive the rigors of their training. A temple or cult may believe that the presence of an Blackguard is a sign that their patron smiles on their actions, but the Blackguards are proud of their independence. They serve no other authority, and a hellknight can be expected to put the needs of the Order before the commands of their own Covenant.

Bannerets of the Blood War

Blackguards command respect from fiends. Low-ranking devils may defer to the fearsome reputation of the Order. On the other hand, demons and their allies recognize the threat posed by even a single Blackguard, and will put their full attention to destroying them on sight, preferring a Blackguard to other targets.

Class Features

As a Blackguard, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per Blackguard level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Blackguard level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, Deception, Insight, Intimidation, Investigation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • - (a) a martial weapon and a shield or (b) two martial weapons
  • - (a) a chain shirt and five javelins or (b) leather armor, a longbow, and 20 arrows
  • - (a) a priest’s pack or (b) a dungeoneer’s pack
  • - An (un)holy symbol

Multiclassing

  • Prerequisites. To qualify for multiclassing into the Blackguard class, you must meet these prerequisites: Strength and Charisma 13.
  • Proficiencies. When you multiclass into the Blackguard class, you gain the following proficiencies: Light armour, medium armour, shields, simple and martial weapons.
The Blackguard
Level Proficiency Bonus Features Conduit
Dice
1st 2nd 3rd 4th 5th
1st +2 Fiendish Conduit, Hellish Conformance 1
2nd +2 Devil's Mark, Fighting Style, Spellcasting 1 2
3rd +2 Blackguard Covenant, Infernal Tutor 2 3
4th +2 Ability Score Increase 2 3
5th +3 Extra Attack 3 4 2
6th +3 Mark Improvement, Forked Tongue 3 4 3
7th +3 Covenant Feature 4 4 3
8th +3 Ability Score Increase 4 4 3
9th +4 5 4 3 2
10th +4 Transactional Immunity 5 4 3 2
11th +4 Devil's Brand 6 4 3 3
12th +4 Ability Score Increase 6 4 3 3
13th +5 7 4 3 3 1
14th +5 Damned Contractor 7 4 3 3 1
15th +5 Covenant Feature 8 4 3 3 2
16th +5 Ability Score Increase 8 4 3 3 2
17th +6 9 4 3 3 3 1
18th +6 Infernal Conduit 9 4 3 3 3 1
19th +6 Ability Score Increase 10 4 3 3 3 2
20th +6 Covenant Feature 10 4 3 3 3 2

Fiendish Conduit

There is a well of infernal power within you, represented by a number of dice given on the Blackguard table above, that replenishes at the end of a short or long rest. Using this pool, you can transfer hit points between you and another creature. As an action, you touch another creature to attempt to establish a conduit between you.

If the creature is unwilling, it makes a Constitution saving throw against your spell save DC (see below). If it fails, the creature knows you have created a conduit between you. If it succeeds, it is immune to your use of this ability for twenty-four hours.

After establishing a conduit, you can transfer hit points: either draining hit points from the subject and healing yourself by the same amount; or draining your hit points and healing the subject by the same amount. The hit point loss cannot be reduced in any way. The conduit then closes.

If you transfer hit points from yourself or have a willing subject, you choose how many, up to half the donor creature's current hit points. Expend one die from your pool, no matter how many hit points are transferred.

Against an unwilling subject, roll a number of d6s from your conduit pool and transfer hit points equal to the result or the current hit points of the target, whichever is lower.

If you are at full hit points, any excess points drained grant you temporary hit points. You cannot give another creature temporary hit points, but when granting hit points, your temporary hit points are lost first.

This ability has no effect on Undead or Constructs.

Hellish Conformance

A knight of the Hells knows the language of devils - Infernal - and is granted a measure of the inherent toughness accorded to all devils. You are adapted to hot and cold climates, as described in chapter 5 of the Dungeon Master’s Guide, and you have advantage on saving throws against poison and disease.

In addition, your commission in Hell's legions has trained you against deception by the denizens of the Abyss or other devils. You have advantage on ability checks to identify or spot disguised, hidden, or invisible Fiends or Undead.

Devil's Mark

Upon reaching 2nd level, you learn how to use the power granted by your Archdevil to stain the souls of other creatures. As a bonus action, you can expend a spell slot to place a Mark of your patron Archdevil on one or more creatures within 30 feet. Only one Mark can affect a creature at once.

The number of Marks you can place with each spell slot is given on the Mark table below. When you create Marks, you can use excess Marks to refresh an equal number of expended dice from your Fiendish Conduit pool. Otherwise, excess Marks are lost.

Marks per Spell Slot Level
Spell Slot
Level
Number
of Marks
      Spell Slot
Level
Number
of Marks
1 2 4 6
2 3 5 8
3 5

When a Marked creature you can see takes damage, you can choose to consume the Mark without using an action, inflicting 2d4 necrotic damage as the Mark tears at the soul. If you are within 30 feet of the creature, you regain one hit point for each die of damage your Mark inflicts. If the target is Undead, the Mark instead deals 3d4 fire damage without restoring any hit points.

A Mark dissipates, dealing no damage, if not consumed within one minute, or on the death of the Marked creature. You can remove a Mark at will.

A Mark is invisible to creatures without this feature, unless you choose to make it visible to all creatures. To you, or to a detect magic spell, a Mark appears on the target’s skin as a faintly-glowing glyph of your patron.

At 6th level, you can power your Devil's Mark feature with your Fiendish Conduit dice pool. Instead of expending a spell slot, you can spend a conduit die to place one Mark on a creature. You can place only one Mark in this way per turn.

Devil's Mark Example

If you are an 8th level Blackguard facing 2 enemies, you are capable of placing up to 3 Marks as a bonus action using a 2nd level spell slot, but you can only place one Mark on each enemy.

You can place both Marks using a 1st level slot. If you then strike one enemy and consume the Mark, on your next turn you can replace it using another 1st level slot, and use the "extra" Mark to regain one die of your Fiendish Conduit pool.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property to gain this benefit.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By 2nd level, you have earned your patron Archdevil’s favor, granting you magic to cast spells.

Preparing and Casting Spells

The Blackguard table shows how many spell slots you have to cast your spells. When you wish to cast a spell you expend a spell slot of the spell's level or higher. You regain all spell slots when you finish a long rest.

You prepare the list of Blackguard spells that are available for you to cast, choosing from the Blackguard spell list. When you do so, choose a number of Blackguard spells equal to your Charisma modifier + half your Blackguard level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest.

Preparing a new list of Blackguard spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your Blackguard spells, since your power derives from your ability to command the attention of your patron. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Blackguard spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier
  • Spellcasting Focus: You can use an (un)holy symbol (found in chapter 5) as a spellcasting focus for your Blackguard spells.

Blackguard Covenant

Upon reaching 3rd level you pledge your soul to the service of an archdevil and are welcomed into the Order of Blackguards, becoming an Blackguard in truth. You gain the Invoke Authority ability and choose either Spoilspawn (Mammon), Shadowsworn (Belial), Reaver (Zariel) or Arbiter (Mephistopheles) as your specialty.

Furthermore, you are a noble in the lists of Hell and will be accorded hospitality anywhere in the Hells, even in places ruled by rival Archdevils. Cosmopolitan planes, especially those of a Lawful bent, will also respect your noble rank, e.g. a Blackguard would not find Sigil's Mercykillers to be difficult company.

On the other hand, you have indelibly chosen your side in the Blood War. Creatures of the Abyss can tell that you are in league with their enemies, and demons will prioritize eliminating you over other targets. Other fiends and celestials will react to you correspondingly, and you may provoke interest from other denizens of the outer planes.

You gain the Invoke Authority ability at 3rd level, and additional Covenant abilities at 7th, 15th and 20th levels.

Infernal Tutor

A devil deals in forbidden knowledge and in passing it on to others...but your advice is not always so helpful. Starting at 3rd level, when you grant an ally advantage on an ability check by working together or using the Help action, add one plus your Charisma modifier to the lower roll before selecting a die.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Forked Tongue

At 6th level, choose one of Deception, Intimidation, or Persuasion. You become proficient in that skill.

In addition, you gain a bonus equal to your Charisma modifier (minimum 1) to your saving throws against being charmed, frightened, or subject to a magical confusion effect, such as the gaze of an Umber Hulk or the spell confusion.

Transactional Immunity

At 10th level, your contract with your archdevil allows you and your retinue to walk the Hells with impunity, whether the icy wastes of Cania or the inferno of Phlegethos. You, and friendly creatures within 15 feet of you, constantly resist one damage type of your choice: acid, cold, fire, lightning, or poison.

You can change the type of your resistance at the end of a long rest. At 18th level, the range of your aura becomes 30 feet.

Devil's Brand

Upon reaching 11th level, your connection to your Archdevil increases in power, strengthening your Mark and energizing your blows.

You add 1d4 necrotic damage to your weapon damage rolls and your Marks deal an additional 1d4 damage (increasing the hit points you recover from consuming a Mark by 1).

Damned Contractor

Upon reaching 14th level, you gain the ability to summon a devil that owes your master a favor. The devil is bound to serve you for up to one hour by means of a one-minute ritual. The devil must obey your commands to the best of its ability, but unless you are in possession of the devil’s talisman, once per minute it can choose to make a Charisma saving throw against your spell save DC; on a success it returns to Hell with its debt to your master repaid. It has disadvantage on this roll if you know the devil’s True Name, which you cannot compel it to reveal with this feature. It acts on the same initiative you do. If you die or fall unconscious, the devil returns to Hell.

If you know a devil’s True Name or have its permission, you can summon it specifically. Otherwise, you can choose to summon an imp, or a bearded, barbed, or spine devil. If you summon an imp, you cannot use this ability again until you have finished a short or long rest. Otherwise, you cannot use this ability again until you have finished a long rest.

Infernal Conduit

At 18th level, your Fiendish Conduit feature allows you to invade the thoughts of an affected creature. When you establish a conduit, you can choose to gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it fears, loves, or hates).

In addition, you are affected by spells and abilities as if your creature type is Fiend (devil), in addition to any other creature type(s) you have.

Blackguard Covenants

The Covenants of the Blackguard are the brotherhoods of the Order of Blackguards. Each is sworn to a patron archdevil and draws its powers from that ruler. Some Covenants are more common in their favored terrain than the others - the Reavers are often found on the front lines of the Blood War as the Arbiters lead diplomatic and legal affairs. The Shadowsworn settle Hell's internal politics while the Spoilspawn hunt bounties across the wastes of Avernus and Minauros.

Regardless of their Covenant, each Blackguard pledges to three masters: their Archdevil, the Blackguard, and ultimately, to Asmodeus himself. A Blackguard torn between obligations will commonly choose the Order over Archdevil, but always knows that the power of the Hells is embodied in its ruler.

Covenant Spells

Each of the Lords of Hell grant different spells to their elite warriors. You gain access to these spells at the levels specified in the covenant description. Once you gain access to a covenant spell, you always have it prepared.

Covenant spells don’t count against the number of spells you can prepare each day. If you gain a covenant spell that doesn’t appear on the Blackguard spell list, the spell is nonetheless an Blackguard spell for you.

Invoke Authority

You invoke the authority granted you by your Archdevil lord, channeling baleful energy to fuel magical effects. You gain the below ability, plus the Invoke Authority option listed in your subclass.

When you use your Invoke Authority, you choose which option to use. You must then finish a short or long rest to use your Invoke Authority again. Some Invoke Authority effects require saving throws. When you use such an effect from this class, the DC equals your Blackguard spell save DC.

Invoke Authority: Command the Weak

As an action, choose a creature within 30 feet that you can see and demand its submission. It must make Strength and Wisdom saving throws. If it fails the Strength saving throw, it is knocked prone. If it fails the Wisdom saving throw, it is restrained until the end of your next turn.

Arbiter

These infernal accountants and immoral scientists serve Mephistopheles, lord of the endless arcane laboratories of Cania. Hell’s Arbiters are powerful spellcasters who use their Marks to complement their arcane might.

An Arbiter is given enormous leeway in designing experiments exploiting lemures and lesser devils in pursuit of the prestige of Mephisto's attention. Failures find themselves demoted to service in the legions.

Invoke Authority: Infernal Arcana

When you expend a spell slot to place a Mark, you can invoke this ability to place one additional Mark. You can continue to use this ability each turn until you have no Marks active.

Bonus Cantrip:

You learn the eldritch blast cantrip, which you cast as a Blackguard spell.

Arbiter Spells

Level Spells
3 find familiar, hex
5 interdict explosis*, silence
9 animate dead, elemental weapon
13 divination, polymorph
17 conjure elemental, dominate person

* Blackguard spell, see below

Scion of Mephistopheles

Starting at 7th level, the range of your Devil's Mark is doubled, and you can regain hit points when consuming a Mark that is twice as far from you. At 18th level, the range doubles again.

Curse of Cania

At 15th level, you can remove a Mark from a creature when you cast a spell. When you do so, that creature has disadvantage on its first saving throw against that spell.

Sulphurous Radiance

Starting at 20th level, as an action you can emanate infernal energies. For one minute, a maelstrom of elemental wrath affects the area around you to a distance of 30 feet, with the clash of forces generating cacophonous noise and heavily obscuring the area and an additional 30 foot radius. You can see and hear normally.

Whenever an enemy creature starts its turn in the maelstrom, the creature takes 2 damage from each of the following types: fire, cold, lightning, poison, necrotic (10 damage total).

You regain the use of this ability at the end of a long rest.

Reaver

The heavy cavalry of Hell, the Reavers serve Zariel as the deadly spearpoint of every infernal host. A Reaver shares the bloodlust of Zariel herself, challenging and slaying demonic champions in personal combat.

At the forefront of Avernus' battle lines, Reavers seek the glorious challenge above all else.

Invoke Authority: Mark of Fear

As an action, you force creatures of your choice within 30 feet to make a Wisdom saving throw or be frightened of you for one minute. You can consume Marks, if any, on creatures that fail this saving throw.

A frightened creature can repeat the saving throw at the end of each of its turns. On a success, the effect ends.

Bonus Proficiency

You gain proficiency with heavy armor.

Reaver Spells

Level Spells
3 bane, armor of agathys
5 blindness/deafness, scorching ray
9 fear, hellstorm*
13 fire shield, wall of fire
17 destructive wave, dispel evil and good

* Blackguard spell, see below

Scion of Zariel

At 7th level, choose a second Fighting Style.

Fury of Avernus

Starting at 15th level, once per turn when you use your attack action to attack a Marked enemy, you can make one additional weapon attack against it, but you cannot consume its Mark this turn.

Devil Knight

Starting at 20th level, as an action you can transform yourself into an avatar of pure destruction for one minute. You gain the following benefits:

  • - You gain resistance to slashing, bludgeoning and piercing damage.
  • - You emanate an aura of fear, forcing every creature that starts their turn within 5 feet of you to make a Wisdom saving throw or be frightened of you until the end of its next turn. Once a creature makes its saving throw against this effect, it is immune to your aura for 24 hours.
  • - You grow to size large, gaining 20 temporary hit points.

You regain the use of this ability at the end of a long rest.

Shadowsworn

The shadow-masters serve Belial, and through him his daughter Fierna, tasked with keeping the Hells' political order in line with the Archdevils' favor. They excel at stealth and guerrilla combat, the armored assassins of Hell.

Invoke Authority: Cloud of Brimstone

When you invoke this ability, you can spend 5 feet of your movement to teleport up to 10 feet, or 30 feet if your target location is within 5 feet of a Marked creature. You can repeat this teleport until the end of your turn.

Bonus Proficiency:

You gain proficiency in the Stealth skill, or a skill of your choice if you are already proficient in Stealth.

Shadowsworn Spells

Level Spells
3 disguise self, expeditious retreat
5 alter self, invisibility
9 blink, counterspell
13 freedom of movement, shadow of moil
17 modify memory, passwall

Scion of Belial

At 7th level, you can add up to +4 of your Dexterity modifier to your armor class when wearing medium armor.

Shroud of Phlegethos

Upon attaining 15th level, you can use an action to become invisible for one minute to all currently Marked creatures. If you consume a Mark, or a Mark dissipates for any reason but the death of its host, you become visible to that creature.

Umbral Assassin

At 20th level, as an action you can become a deadly shadow for one minute. You gain the following benefits:

  • - Once per turn, you can freely teleport 30 feet to a point you can see.
  • - Your appearance becomes shifting shadow, imposing disadvantage on all attacks against you.
  • - Your melee attacks deal necrotic damage and successful attacks drain 1 strength from the target. A creature dies if this reduces its Strength to 0.

You regain the use of this ability at the end of a long rest.

Spoilspawn

The Spoilspawn serve Mammon, master over the stinking bog of Minauros. The Spoilspawn are taskmasters and hunters, tracking down escaped petitioners and bringing them to the Hells' version of justice.

Though they seem like willing servants of the Infernal masters, in reality, they are little more than slaves themselves, their rotting bodies concealed by constricting armor.

Invoke Authority: Unrelenting Mark

When you place a single Mark on a creature and have no other active Marks, you can invoke this ability to outline it in your infernal sight. Until the Mark ends, your weapon attacks against the Marked creature have advantage and it cannot become hidden from you.

Bonus Proficiency:

You gain proficiency in the Survival skill, or a skill of your choice if you are already proficient in Survival.

Spoilspawn Spells

Level Spells
3 hunter's mark, ray of sickness
5 pass without trace, ray of enfeeblement
9 bestow curse, stinking cloud
13 blight, locate creature
17 cloudkill, contagion

Scion of Mammon

Starting at 7th level, your life force is suffused with putridity. When you use your Fiendish Conduit against an unwilling creature, it takes additional poison damage equal to your conduit dice roll.

Rot of Minauros

At 15th level, you are surrounded in a corrupt aura. When a hostile creature reaches 0 hit points while within 10 feet of you, you can choose to absorb it in rapid decomposition, draining its essence and regaining hit points equal to 1d4 plus your Charisma modifier.

Visage of Malignance

At 20th level, you can unveil the horrific spoil in your essence. For 1 minute, whenever a hostile creature begins its turn or enters within 30 feet of you, it takes 1 poison damage, its speed is halved until the start of its next turn, and it must make a Constitution saving throw or be poisoned for one minute. If a creature succeeds on the saving throw, or when the poisoned condition ends, it is immune to further effects of this ability for 24 hours.

You regain the use of this ability at the end of a long rest.

Artwork Credits:

Cover - Stepan Alekseev
Page 1 - Bogdan-MRK
Page 5 - artbycarlos

Blackguard Spell List
1st level
  • Bane
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Magic
  • Hellish Rebuke
  • Hell’s Lash*
  • Interdict Abitis*
  • Interdict Immoblis*
  • Shield of Faith
  • Zephyr Strike

* Blackguard Spell, see below.

2nd level
  • Burning Halo*
  • Darkness
  • Enthrall
  • Hold Person
  • Interdict Infuris*
  • Interdict Rejuvis*
  • Lesser Restoration
  • Magic Weapon
  • Protection from Poison
3rd level
  • Bestow Curse
  • Dispel Magic
  • Hellstorm
  • Interdict Iteritas*
  • Magic Circle
  • Remove Curse
  • Revivify
  • Tongues
  • Interdict Parylas*
4th level
  • Aura of Loathing*
  • Banishment
  • Dimension Door
  • Death Ward
  • Wall of Fire
5th level
  • Aura of Desecration*
  • Dispel Evil and Good
  • Hold Monster
  • Interdict Ultimatum*
  • Steel Wind Strike

Blackguard Spells

Aura of Desecration

  • 5th-level abjuration
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 10 minutes

Life-defiling energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each creature in the aura (except you) takes 1d8 damage at the beginning of each of your turns, and you heal an amount equal to half the total damage inflicted to all creatures.

Aura of Loathing

  • 4th-level abjuration
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 10 minutes

Those who gaze upon your magnificence feel deeply inadequate. Creatures who begin their turn in the aura and can see you suffer a penalty to their attack rolls equal to your spellcasting modifier.

Burning Halo

  • 2nd-level enchantment
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute.

You gift an enemy with a fiery halo that infects their mind with infernal thoughts, causing them to see allies as enemies. Chose a creature you can see within range. They must succeed on a Charisma saving throw or be charmed by you for the duration. While under your sway, a halo of fire floats above the creature’s head.


On each of its turns, the charmed creature must use their action, before moving, to make a weapon attack against a creature other than itself that you mentally select. The creature loses its action on that turn if no creature is within range of its attacks. Else, if you make no choice, the creature can act normally.

On your subsequent turns, you must use your action to maintain control over the creature, or the spell ends. The creature can make a Charisma saving throw at the end of each of their turns. On a success, the spell ends.

Hellstorm

  • 3rd-level conjuration
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S. M (a piece of sulfur)
  • Duration: Concentration, up to 1 minute.

You manifest a mote of Hell on the Material world. A 15-foot radius sphere of darkness, brimstone, and blasting heat appears, centered on a point within range and lasting for the duration of the spell. The cloud of hellfire echoes with the cries of damned souls that can be heard by anyone within 30 feet of the cloud. No light, even magical light, can illuminate the area and any creatures fully within the area are blinded. The cloud warps the timescape and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 fire damage. Any creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 force damage from the buffeting winds.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the spell deals 1d6 additional fire and force damage for each slot above 3rd.

Hell’s Lash

  • 1st-level evocation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the forked tongue of a serpent)
  • Duration: Concentration, up to 1 minute

You produce a whip of electric red energy that lashes out at a creature within range, creating a link between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d10 fire damage, and on each of your tums for the duration you can use your action to deal 1d10 fire damage to the target automatically, or the spell ends. If the target is Marked, this ongoing damage from the flame is maximized.

If the target attempts to move away from you, it must make a Wisdom saving throw; if it fails, its speed immediately becomes 0. If it is ever more than 30 feet from you, the spell ends.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell deals 1d10 additional initial and ongoing damage for each slot above 1st.

Interdict Abitis

  • 1st-level abjuration
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

All Marked enemies within range must succeed on a Strength saving throw or be pushed 10 feet away from you.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the push effect increases by 5 feet for each slot above 1st.

Interdict Explosis

  • 2nd-level evocation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

Remove a Mark from an enemy within range. Every creature within 15’ of the target must succeed on a Dexterity saving throw or take 3d8 fire damage.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can choose an additional target for each slot above 2nd. Each creature takes damage from this spell only once per casting.

Interdict Immoblis

  • 1st-level evocation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Until the end of your next turn

Choose a Marked creature within 30 feet. The creature must succeed on a Charisma save or be restrained until the end of your next turn.

Interdict Infuris

  • 2nd-level evocation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

A sigil-marked creature within range must make a Charisma saving throw, or every ally adjacent to that creature can use their reaction to immediately make a melee weapon attack against it.

Interdict Iteritas

  • 3rd-level evocation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

Place a Mark on any number of creatures of your choice within range.

At higher levels: When you cast this spell using a spell slot of 4th or 5th level, the spell range increases by 15 feet.

Interdict Parylas

  • 3rd-level evocation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Until the end of your next turn

Choose any number of Marked creatures within 30 feet of you. Each creature must succeed on a Charisma save or be restrained until the end of your next turn.

Interdict Rejuvis

  • 2nd-level necromancy
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Until the end of your next turn

Your enemies’ life force restores your allies’ health. Until the end of your next turn, when an ally makes a successful melee weapon attack against a Marked enemy within range, the ally regains hit points equal to 1 plus your spellcasting modifier (minimum 1).

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the spell heals 1d6 additional damage for each slot above 2nd.

Interdict Ultimatum

  • 5th-level evocation
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, M (a piece of brimstone)
  • Duration: Instantaneous

Remove the Marks on all creatures within 30 feet of you. Each of those enemies must make a Charisma save or suffer 8d10 necrotic damage on a failed save, or half as much on a success.

Version 1.5
Created by: Rsquared
Inspired by/modified "Illrigger" concept by Matthew Colville
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