Compendium - Infernal Codex

by Kovaud

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Foreword:

Beware whoever may be reading this tome of hellish knowledge. For within you will encounter all manner of devilry and dark magic that can only be found within the blazing pits of the Nine Hells.

I go into detail about various devils that have never been covered elsewhere (to my current knowledge that is!), the infernal heritage of tieflings, and various ways that the darkness of the hells have seeded themselves into the minds of the people of the world.

Chapter 1:

Infernal Lore

This first chapter covers the basics of what makes a devil a devil, and all the ways one can combat them and their influences on this world. Additionally, I will detail each layer of the Nine Hells and the archdevil that rules it.

What are the Nine Hells?

The Nine Hells is one of the outer planes where the souls of the damned are sent to pay for their sins in pain and suffering. In the Nine Hells there are lesser devils that carry out the job of punishing these damned souls. The Nine Hells is obviously divided up into nine layers each ruled over by an archdevil

First Layer of Hell: Avernus

The top most layer of the Nine Hells and the most visited. This layer is an utter wasteland littered with the countless corpses of the legions of hell. This plane is composed of rocky terrain, sparse vegetation, volcanoes, rivers of magma, and a fiery blood red sky.

Archdevil Zariel. Ruled over by the archdevil Zariel, a fallen angel that seeks to slay all manner of demon that attempts to invade the hells!

Second Layer of Hell: Dis

The second layer of hell is a desolate place. Composed mainly of flat barren plains with long, winding rivers of dark water. This plane is home to the Iron City of Dis. A massive city hundreds of miles wide.

Archdevil Dispater. Dispater sits in the Iron Tower far above the city of Dis. Never leaving it for fear of attack.

Third Layer of Hell: Minauros

The third layer of hell is an endless bog filled with acidic pollution soaked by endless torrents of acidic rain and hail. Scattered throughout it are vast cities carved from stone.

Archdevil Mammon. Mammon is ruthlessly greedy and is known as the lord of greed. He hands out riches to greedy mortals only to turn on them.

Fourth Layer of Hell: Phlegethos

The makeup of this layer is surprisingly similar to that of the plane of fire. It has a scorching heat that ignites the very air. Additionally, it has rivers of liquid fire that flow through the realm.

Archdevils Belial and Fierna. Unlike the other layers two archdevils rule this layer. Belial the true power behind the layer and is daughter Fierna who is only ruler in name.

Fifth Layer of Hell: Stygia

Stygia is a vast saltwater ocean of ice floes and icebergs that almost completely cover its surface. A select few ice floes are large enough to support cities. Additionally, there are certain places where arctic plants grow attracting wildlife to those areas.

Archdevil Levistus. The lord of the fifth is currently encased about a quarter of a mile in the center of an iceberg. His only way of communicating with his servants is via telepathy.

Sixth Layer of Hell: Malboge

A realm containing a vast sprawling maze of stone blocks that shift and move. This layer is used as the prison of the Nine Hells.

Archdevil Glasya. The daughter of Asmodeus was placed as ruler of this layer after its previous ruler defied him.

Seventh Layer of Hell: Maladomini

Composed of an endless field of ruined and decaying cities. The land between these cities is putrid and filled with rot. Made up of areas of sludge rivers and decaying forests.

Archdevil Baalzebul. Known as the lord of flies once a fallen archon now cursed to the form of a massive slug with tiny arms.

Eighth Layer of Hell: Cania

A relentless realm of endless, living cold. This layer is home to moving glaciers that move at the same speed as someone running. Snow storms here are so great they are akin to avalanches straight from the sky.

Archdevil Mephistopheles. The lord of the Eighth seeks to take the throne from Asmodeus and seeks to take the seventh layer to gain the power to do so. Additionally, he learned how to create and channel hellfire. A destructive force that is the very essence of hell itself.

New Damage Type: Hellfire Hellfire damage is similar to normal fire damage, except it bypasses temporary hit points. Additionally, it treats creatures with immunity to fire damage as having resistance to hellfire damage.

Ninth Layer of Hell: Nessus

The deepest layer of the Hells. A featureless plains with deep, jagged ravines that is home to fiery winds that scorch the plains.

Archdevil Asmodeus. The ruler of the Nine Hells and all devils. Asmodeus' true form is that of a hundreds of miles long snake buried in a secret locations. Due to this he only ever interacts using his avatars.

Chapter 2:

Hellish Bestiary

The entities that call the Nine Hells their home are numerous and diverse. Such as the musically inclined jazz devil, the hellish behellder and the powerful hellwyrm.

Jazz Devil

One of the oldest tales is that of a devil challenging a mortal to a fiddling contest. That tale is the result of a jazz devil coming to the mortal plane. Jazz devils are much different from their other fiendish kin. They are fair in their dealings and merely seek the thrill of music. However, this does not mean they are harmless. Their penchant for music allows them to magically enhance their music, blasting it at creatures that wrong them. When dealing with mortals they often go under the guise of a traveling musician.

Behellder

A behellder is a rare sight for those that dwell the infernal planes. Only being created when a beholder dreams of itself being duped into trading its soul away to some devil. In this process, the beholder creates a soulless copy of itself that is under the command of a random devil. The devils does not always know this.

The behellder only has the once central eye but has grasping tendrils ending with claws that it can use to grab at creatures below it.

Hellwyrm

A hellwyrm are a type of dragon native to the nine hells. Hellwyrms were once red dragons, that came to the hells to try and learn the secrets of hellfire but were instead corrupted by the influence of the nine hells. They now roam the skies of the hells, spewing hellfire from their jaws and picking off unwary lesser devils.

Great Hellwyrm

As a hellwyrm matures and develops within the nine hells, they begin to mutate and adapt further as they are corrupted further by the energies of the hells. They grow in size and sprout horns similar to those that fiends have. Additionally, the power that they develop from this ensure that they can even rival the power of archdevils.


Jazz Devil

Medium fiend, lawful evil


  • Armor Class 17 (natural armor)
  • Hit Points 85 (10d8 + 40)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 19 (+4) 16 (+3) 11 (0) 25 (+7)

  • Saving Throws Cha +9
  • Skills Performance +9
  • Damage Resistances Fire, cold
  • Damage Immunities Thunder
  • Condition Immunities Charmed, frightened
  • Senses Truesight 60 ft., Passive Perception 10
  • Languages Common, Infernal., Telepathy 60ft.
  • Challenge 8 (3,900 XP)

  • Devil's Sight. Magical darkness doesn't impede the jazz devil's darkvision.
  • Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
  • Soundproof. The jazz devil is immune to the effects of spells that require verbal components.
  • Travelers Guise The jazz devil can appear to look like a traveling musician.

Actions

Multiattack. The jazz devil makes two attacks with its axophone

Axophone. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3)

Hellish Tune (Recharge 5-6). The jazz devil plays its axophone and creates a hellish tune. All creatures that can hear within 60 feet of the devil must make a Constitution saving throw, taking 27 (6d8) thunder damage and being deafened for 1 minute on a failed save, and taking half as much damage and not being deafened on a successful save.

Reactions

Melancholic Tune. Whenever a creature the devil can see or hear casts a spell that requires concentration the devil can play a tune that causes the caster to remember fond moments in their lives and cause the caster to have to make a check to maintain concentration.


Behellder

Large fiend, lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 189 (19d10+76)
  • Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 18 (+4) 16 (+3) 15 (+2) 17 (+3)

  • Saving Throws Int +8, Wis +7, Cha +8
  • Skills Perception +12
  • Damage Resistances Fire, necrotic
  • Damage Immunities Hellfire
  • Condition Immunities Prone, frightened
  • Senses darkvision 120ft.
  • Languages Infernal, Deep Speech, Undercommon
  • Challenge 13 (10,000 XP)

  • Antimagic Cone. The behellder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the behellder decides which way the cone faces and whether the cone is active. The area works against the behellder's own eye rays.

Actions

Multiattack. The behellder makes three attacks: two bite attacks and one hellfire ray attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 15 (4d6 + 1) piercing damage.

Grasping Claws. The behellder makes an attack roll against a creature within 10 feet of it. On a successful hit the target is grappled (Escape DC 15). The behellder can have four creatures grappled at a time.

Hellfire Ray. The behellder shoots a ray of hellish energy at a target within 120 feet of it. The target must make a Dexterity saving throw, taking 36 (8d8) hellfire damage.


Hellwyrm

Huge dragon, lawful evil


  • Armor Class 19 (natural armor)
  • Hit Points 256 (19d12+133)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 25 (+7) 16 (+3) 13 (+1) 21 (+5)

  • Saving Throws Dex +6, Con +13, Wis +7, Cha +11
  • Skills Perception +13, Stealth +6
  • Damage Resistances Necrotic
  • Damage Immunities Fire, Hellfire
  • Condition Immunities Frightened, charmed
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 23
  • Languages Common, Draconic, Infernal
  • Challenge 17 (18,000 XP)

Actions

Multiattack. The hellwyrm can use its Infernal Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus (2d6) hellfire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Infernal Presence. Each creature of the hellwyrms choice within 120 feet must make a Wisdom saving throw. Taking 19 (3d12) psychic damage on a failed save and being knocked prone, and taking half as much damage and not being knocked prone on a successful save.

Hellfire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) hellfire damage on a failed save, or half as much damage on a successful one.



Great Hellwyrm

Gargantuan dragon, lawful evil


  • Armor Class 21 (natural armor)
  • Hit Points 378 (28d12 + 196)
  • Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 25 (+7) 16 (+3) 20 (+5) 24 (+7)

  • Saving Throws Dex +6, Con +13, Wis +7, Cha +11
  • Skills Deception +16, Insight +13, Perception +13, Persuasion +16, Stealth +6
  • Damage Resistances necrotic, cold
  • Damage Immunities hellfire, fire, poison; bludgeoning, piercing, and slashing from weapons that aren’t silvered
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses blindsight 60 Ft., darkvision 120 Ft., truesight 120ft., passive Perception 23
  • Languages common, draconic, infernal, telepathy 120 ft.
  • Challenge 25 (75,000 XP)

Devil's Sight Magical darkness doesn't impede the great hellwyrm's darkvision.

Innate Spellcasting. The Great Hellwyrm’s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: charm person, detect magic, dispel magic, heat metal, ray of sickness, darkness

3/day each: fear, fireball, remove curse, blight, charm monster, flame strike

1/day each: meteor swarm, regenerate, antimagic field

Legendary Resistance (3/day). If the great hellwyrm fails a saving throw, it can choose to succeed instead.

Magic Resistance. The great hellwyrm has advantage on saving throws against spells and other magical effects.

Magic Weapons. The great hellwyrms weapon attacks are magical.

Actions

Multiattack. The great hellwyrm can use its Infernal Presence. It then makes four attacks: one with its bite, one with its tail, one with its claws, and one with its horns.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus (2d6) hellfire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d6 + 8) slashing damage.

Horns. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 28 (3d12 + 8) piercing damage

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 25 (3d8 + 8) bludgeoning damage.

Infernal Presence. Each creature of the hellwyrms choice within 120 feet must make a Wisdom saving throw. Taking 31 (5d12) psychic damage on a failed save and being knocked prone, and taking half as much damage and not being knocked prone on a successful save.

Hellfire Breath (Recharge 5-6). The great hellwyrm exhales hellish lame in an 80-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 76 (22d6) hellfire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The great hellwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The great hellwyrm regains spent legendary actions at the start of its turn.

Attack. The great hellwyrm makes a claw, tail, bite, or horn attack.

Hellish Essence. The great hellwyrm recharges its hellfire breath ability.

.

Chapter 3:

Character Options

In this chapter I go into detail about the different ways that the influence of the Hells have seeped out into the material plane and into the minds, souls, and bodies of its inhabitants.

Races

Those that are born into the world steeped in the infernal are many most notorious among them are tieflings. However, they are not the only race that walk the land bearing infernal blood. There are the nephilim a race both divine and unholy, the hell elves a subrace of elves that dwell in the upper recesses of the hells, the brimstone dwarves a subrace of dwarves that mine metals found only in the hells, and the hellwalker tieflings a tiefling variant native to the infernal planes.

Subrace:

Hell Elf

Long ago a settlement of elves was drawn into a portal of hell and there they were forever changed into the hell elves much like the feywild produced the eladrin.

Ability Score Increase. Your Charisma score increases by 1.

Infernal Adaptation. You gain resistance to fire damage, and you can cast Hellish Rebuke without expending a spell slot once per short or long rest.

Infernal Martial Training. You gain proficiency with tridents and medium armor.

Subrace:

Brimstone Dwarf

When the dwarves discovered the outer planes they were excited at the prospect of the new metals they could mine and forge. However the influence of the planes was unavoidable and the dwarves that entered the gates of hell were forever changed.

Ability Score Increase. Your Charisma score increases by 1.

Hellish Miner. You gain immunity to the ill effects caused by prolonged exposure to the environments of hell. Additionally, you can whenever you take a short or long rest imbue a pickaxe with hellish energy. The pickaxe deals 1d4 hellfire damage and grants its wielder a burrow speed of 5 feet. This effects lasts for 6 hours.

Infernal Martial Training. You gain proficiency with tridents and medium armor.

Variant Race:

Hellwalker Tiefling

Not all tieflings have the luxury of living on the material plane, some when they are born are cast down to the hells through banishing rituals done by those that fear them. These tieflings are forced to survive and adapt in a world that wishes them dead.

Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2.

Age. Hellwalker tieflings mature a few years faster than humans but live much longer.

Alignment. Hellwalker tieflings tend to have a chip on their shoulder having to fight for every breath that they take. They tend towards the chaotic side of things,

Size. Tieflings are about the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of red.

Hellish Resistance. You have resistance to fire damage and are immune to the ill effects of the environments of hell.

Hellwalking. Whenever you take damage, you can as a reaction move anywhere up to your movement speed. Whenever a creature makes an opportunity attack against you when you use this feature they take 1d6 hellfire damage.

Additionally, creatures within 5 feet of wherever you end this movement at take 1d6 hellfire damage as well. Once you use this feature you cannot do so again until you finish a short or long rest.

Languages. You can speak, read, and write Common and Infernal.

Variant Race:

Hellwyrm Dragonborn

As most dragonborn are descended from or at least related to dragons, these dragonborn are related to hellwyrms. Allowing them access to some of the the fiendish power they wield.

Their scales range from crimson in color to a rusty black, and upon their head they have massive horns that resemble those of a great hellwyrm.

Ability Score Increase. Your Strength and Charisma scores increases by 1.

Age. Hellwyrm dragonborn mature and age at the same rate as normal dragonborn.

Alignment. Due to the fiendish influence that affect them they tend to lean towards lawful.

Size. Hellwyrm dragonborn are the same size and build as normal dragonborn. Your size is medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of red.

Hellish Resistance. You have resistance to fire damage and are immune to the ill effects of the environments of hell.

Horns of the Great Hellwyrm. You gain the massive horns of a great hellwyrm. You have a set of horns that acts a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Additionally, you are able to channel the fiendish power of a hellwyrm through your horns. You can as an action, emit a beam of hellfire from between your horns at a target within 30 feet of you. Make an ranged spell attack roll using Charisma as your spellcasting score, on a hit the target takes 1d10 hellfire damage. You can use this feature once per short or long rest.

Race:

Nephilim

Today was the day wasn't it? The insults they spat at me finally dug to deep. Didn't help that the devil on my shoulder only reinforced those words. I'll finally give them something to be afraid of.

─ Nerevar, a nephilim finally swayed by the devil on their shoulder

The nephilim are the product of the union between a tiefling and aasimar. The union is extremely uncommon and usually results in either a tiefling or an aasimar.

However, there have been some cases where the two opposing bloodlines merged with one another rather than obliterating the other. In these rare cases a nephilim is born.

Devil On The Shoulder

Nephilim are often ignored by the angelic guide of their aasimar parent due to viewing them as an unholy creature. The role of a guide is often taken up by some devilish creature who tries to use the nephilim as a pawn and to prey upon that feeling of abandonment. In some cases however the angelic guide of their aasimar parent will assist the nephilim. This creates an interesting dynamic between the two opposing forces wishing to utilize the nephilim.

These devils on the shoulder are usually the agents of archdevils such as imps, hellcats, or even succubi/inccubi that come to the nephilim to draw them towards a less noble path.

Devil On The Shoulder

d6 Name
1 Avarzel
2 Gerengel
3 Havufel
4 Razkedon
5 Arvegu
6 Laurephyn
d6 Nature
1 Sinister and secretive
2 Troublesome, but ultimately harmless
3 Lawful and charismatic
4 Chaotic and fierce
5 Forceful and immoral
6 Deprave and sinful

Nephilim Names

The names given to them are usually taken from either celestial or infernal. These can be derived from either language. Nephilim names do not make gender distinction when it comes to name determination.

Nephilim Names. Absalom, Beinvetr, Raphael, Furfur, Gaborion

Nephilim Traits

Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.

Age. Nephilim mature at the same rate as their parents but can live for up to 500 years.

Alignment. As a race born from the union between two opposing bloodlines they tend to be neutral.

Size. Nephilim get to be in the same size range as their parents. Your size is Medium.

Speed. Your base walking speed is about 30 feet.

Darkvision. Both aasimar and tieflings have darkvision and therefore their children do as well. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Mixed Resistance. Nephilim inherit the innate resistance their parents do to some degree. You have resistance to radiant damage, and are immune to the ill effects of hot environments.

Twin Legacy. You know the light cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the magic weapon spell once per day. Constitution is your spellcasting ability for these spells.

Radiant Fire. When casting hellish rebuke using your Twin Legacy trait, you may choose to deal radiant damage in place of fire damage.

Languages. You can speak, read, and write Common, Infernal, and Celestial.

Chapter 4:

Subclasses

Those who wish to gain more power and influence for themselves often seek to siphon power from the fiery pits of sin itself. This power and those who seek it manifest in various different ways such as intense hellfire, a tongue of silver, worship of the dark gods of hell, or being the host of fiery wraith.

Barbarian:

Path of the Hellrager

Barbarians of this path channel an intense rage that originates from the hottest recesses of the hells. They burn and pillage all who stand in their way. Those who face them say that they become devils themselves.

Raging Fiend

At 3rd level, whenever you first enter your rage the hellfire within you bursts forth in a 15 foot radius centered on you. All creatures other than you within this radius must make a Dexterity saving throw, taking 3d6 hellfire damage on a failed save and half as much on a successful save.

Horned Devil

At 6th level, you sprout a pair of horns from your head. You are proficient with them and can make an unarmed attack with these horns that deals 1d10 piercing damage and attacks made with these horns are considered magical.

Additionally, whenever you make an Intimidation check against a creature that can see you, you may use Strength instead of Charisma for the roll.

Glutton for Pain

At 10th level, whenever you take damage while you are not wearing medium or heavy armor you can subtract your Rage damage bonus from the damage total.

Punish the Damned

At 14th level, you seek to punish those who you deem to have sinned. Whenever a creature damages you or an ally, you deal an additional 1d12 hellfire damage to that creature on your next attack against them. Only one creature can be affected by this feature at a time.

Cleric:

Hell Domain

The gods of this domain originate from the hells below. They rule over the nine hells with an iron fist seeking to pull the gods above from their high thrones and see just how well they fair in the face of darkness. Gods of this sort are Asmodeus, Mephistopheles, or any other such archdevil.

Hell Domain Spells
Cleric Level Spells
1st Command, Hellish Rebuke
3rd Darkness, Scorching Ray
5th Fireball, Life Transference
7th Dominate Beast, Wall of Fire
9th Dominate Person, Infernal Calling

Infernal Defense

At 1st level, whenever you cast a spell you gain temporary hit points equal to the level of the spell slot expended + your Constitution modifier.

Channel Divinity: Let's Make A Deal

At 2nd level, you can use you Channel Divinity to strike a pact with another creature. You can spend a use of Channel Divinity whenever you barter or deal with another creature. Whenever both you and the creature reach an agreement, you are both put under the effects of the spell Geas and must carry out each of your ends of the bargain.

Rite of Binding

At 6th level, you've learned infernal knowledge allowing you to as a bonus action bind a single creature you can see within 60 feet of you to yourself. The target must make a Wisdom saivng throw, on a failed save taking 1d10 necrotic damage and being binded for 1 minute and half as much and not being binded to you on a successful save. As a reaction, on subsequent turns you can deal 1d8 necrotic damage to the binded creature. Once you use this feature, you cannot do so again until you finish a short or long rest

Infernal Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip and the necrotic damage from Rite of Binding.

Hellish Siphon

At 17th level, whenever you deal the necrotic damage from Rite of Binding to a creature binded to you, you regain hit points equal to the total necrotic damage dealt.

Drakesoul:

Hellfire Calling

Drakesoul who find themselves marked by hellfire, acquire this power via either the corruption of hell seeping into their already draconic soul or a great hellwyrm is the one responsible for the power their soul bears.

Elemental Manifestation

Starting at 3rd level, you gain an elemental affinity based on your Dragon's Mark.

You gain resistance to the damage type and can change a damaging spells damage type to the marks damage type.

Dragon's Mark Damage Type
Hellfire Mark Hellfire

The Hell Within

At 3rd level, you have learned to harness the infernal power of your mark properly. You may add the Writ of Fire deed to your list of deeds known. It does not count against your number of deeds known.

Additionally, you can speak, read, and write Infernal.

Touch of Hell

At 6th level, you can cast Hellish Rebuke three times per long rest without expending a spell slot.

Infernal Script

At 9th level, whenever you use the Writ of Fire deed, you can choose an additional target for the deed.

Dealer of Contracts

At 14th level, your innate sense of mystical contracts makes it hard for those who deal in contracts and deeds to fool you. You automatically know if a contract isn't in your favor and in what way.

Hellwyrm Awakened

At 17th level, you learn the Wings of the Hellwyrm deed, It does not count against your number of deeds known. Additionally, you can use this deed once per long rest as if you had spent one mark point without expending a mark point.

Draconic Deeds

If a draconic deed has prerequisites, you must meet them to learn it. You can learn the draconic deed at the same time that you meet its prerequisites.

Writ of Fire

Prerequisite: 3rd level, Hellfire Mark

As an action, you may speak forth a word that originates from both draconic and infernal and cause a creature that can hear you within 60 feet of you to have to make a Wisdom saving throw. On a failed save taking 1d12 damage and being frightened of you for 1 minute and half as much and not being frightened on a successful save.

Wings of the Hellwyrm

Prerequisite: 17th level, Hellfire Mark

As an action, you cause a set of blazing wings to form behind you empowering you. For the next minute, you are immune to psychic damage and you deal an additional 1d10 psychic damage on all attacks.

Druid:

Circle of Sin

Those who are members of this circle take on the various forms that the seven sins are known to take. These druids see the sins if mortalkind as natural tendencies that must be indulged and not pushed away.

Aspect of Sin

When you choose this circle at 2nd level, whenever you wildshape you can imbue the beast you wildshape into with an aspect of sin. Choose one of the following traits to apply to yourself while wildshaped:

Lust. You can add your Charisma modifier to your armor class.

Gluttony. You gain a bite attack that deals 1d8 piercing damage, whenever you hit with a bite attack you gain temporary hit points equal twice to your Wisdom modifier.

Envy. Whenever you make a melee attack against a creature within 5 feet of you, you can as a reaction make a Sleight of Hand check with advantage against that creature.

Sloth. If you do not move or take any actions, bonus actions, or reactions on your turn you regain hit points equal to 10 + your druid level at the end of your turn.

Aura of Sin

At 6th level, while wildshaped you exude a sinful aura out to 10 feet. Up to 3 creatures of yours choice within this aura gain the benefits of the sin you chose.

Greater Aspect of Sin

At 10th level, you gain three additional choices for Aspect of Sin.

Wrath. You can make an additional attack as a bonus action.

Greed. Whenever you deal damage to a creature, you regain hit points equal to your Druid level.

Pride. Whenever you fail a saving throw or miss with an attack roll, you can add your Wisdom modifier to the roll once per turn.

Beast of Sin

At 14th level, whenever you choose a sin to apply to yourself while wildshaped you gain an additional sin to choose.

Fighter:

Infernal Knight

Knights of this order make use of the fiery power and the dark cunning usually belonging to the devils themselves. This terrible power slowly erodes away at the humanity of the wielder and in the end it becomes a battle of will to maintain their humanity.

Hellish Power

Whenever you choose this subclass at 3rd level, you learn to harness the dark power and luck of devils and fiends but a cost. You gain 2d6's known as infernal dice.

Whenever you make an attack roll, damage roll, skill check, initiative roll, or saving throw you can as a reaction choose to roll them and add the number rolled to the total. However, whenever you do so you gain a -1 to all of the previously stated rolls up to a maximum of -12. This counter resets to 0 whenever you take a long rest.

Devilish Intellect

At 7th level, you can speak, read, and write Infernal and you have advantage on skill checks made to recall knowledge about fiends or fiendish things.

Devil's Own Luck

At 10th level, the negative counter limit for Hellish Power goes up to -8 instead of -12.

Winds of Hell

At 15th level, you can use your second wind feature twice per short or long rest.

Additionally when using your second wind feature your next attack deals additional hellfire damage equal to double your Charisma modifier.

Infernal Overlord

At 18th level, whenever you roll your infernal dice you can choose to deal hellfire damage equal to the number rolled to one creature of your choice within 5 feet of you.

Monk:

Way of the Inner Hell

Not all see hell as a physical place to be perceived, but as an internal struggle of torment within. Monks who are of this mindset find that their ki can change how it manifests based on how well they balance the struggle within.

Struggle with Sin

Starting when you choose this tradition at 3rd level, your actions in the external world affect the struggle within. Whenever you have disadvantage on a roll, you can choose to roll normally instead. Whenever you do so you gain a burden, you can bear a number of burdens from this feature equal to your Wisdom modifier. Whenever you reach this limit you take 1d10 psychic damage equal to the number of burdens you carry. Additionally, you can choose to gain disadvantage on a roll and offload a burden.

Perception of the Soul

At 6th level, your philosophy and perception as to what having a soul means affects your internal being. As an action, you can expend a ki point and end any of the following conditions affecting you: paralyzed, poisoned, blinded, charmed, deafened, frightened, petrified, or stunned.

You must finish a short or long rest before you can use this feature again.

Infernal Suffering

At 11th level, the more you suffer the more you ascend further from hell. As a bonus action, you can enter a meditative state for 1 minute. While in this state, you enter into an internal conflict with the devils within yourself, this state grants you the following benefits:

  • You cannot have disadvantage or advantage on rolls.
  • You gain temporary hit points equal to 3 times the number of burdens you bear.
  • For each burden you bear while you have temporary hit points, you gain a -1 to all rolls.
  • When you have 0 temporary hit points, you gain a +1 for each burden you bear.

ONce you use this feature, you cannot do so again until you finish a long rest.

Fist of Heaven

At 17th level, you have ascended past the need for the suffering of the hell that dwells within. Whenever you make an unarmed attack against a target, you can choose to lose all burdens and make an unarmed attack roll against the target for each burden lost. Once you use this feature you cannot do so again until you finish a short or long rest.

Dungeon Keep:

Infernal Keep

An infernal keep is a hellish creation usually found somewhere within the Nine Hells. Built from dark iron and carved with accursed sigils, an infernal keep is a bastion of every kind of devilry. A sovereign that hails from this type of dungeon calls host to all manner of lesser devils.

Devilish Overseer

At 1st level, when you left the infernal keep a small band of lesser devils followed considering themselves to be in debt to you. you. The first minion you gain is a dretch, and you can choose from any creature that is CR 1 or lower that has the Fiend creature type whenever you gain a new minion from your Dungeon Overlord feature or whenever you summon a fallen minion.

Additionally, you can choose from CR 2 or lower when you reach 8th level.

Collecting Debt

At 5th level, your minions are in debt to you and you can call upon a small sum of payment from them. As an action, you can restore hit points to yourself up to a maximum of twice your level. Whenever you do so one of your minions of your choice takes necrotic damage equal to the amount healed, this damage cannot be reduced or negated by any means. You can use this feature so long as you have one living minion.

Hellish Bastion

At 10th level, the hellish influence you have over your minions is great. Whenever you're within 5 feet of a minion, you gain resistance to one damage type of your choice that minion has resistance to.

Hells Army

At 15th level, you are a true lord of the armies that hell has to offer. As an action, you may sacrifice four of your minions and summon forth eight imps that are under your command. After one hour, seven of the summoned imps disappear. Once you use this feature, you cannot do so again until you finish a long rest.

Ranger:

Stygian Conclave

There is one layer of the Nine Hells that greatly resembles the frozen wilds of the material plane, and that layer is Stygia. The frozen wilds of this layer are guarded by a conclave of rangers seeking to maintain this ecosystem and drawing upon the layers power and the power of Levistus.

Mark of Stygia

At 3rd level, you can instill within your attacks the chill of Stygia. Whenever you make a melee or ranged weapon attack you can as a reaction mark the targeted creature for 1 minute. For the duration, attacks you make against that creature deal an additional 1d4 cold damage. At 8th level, this becomes 2d4 cold damage instead of 1d4. You can only have one creature affected by this feature at a time

Stygian Hunter

At 7th level, you are familiar with the cold reaches of Stygia and have learned to ward against it. You gain resistance to cold damage and are immune to the ill effects of cold weather. Additionally, cold damage you deal ignore resistance and treats creatures with immunity as only having resistance.

Tomb of Levistus

At 11th level, whenever you deal damage against a creature marked by Mark of Stygia you can choose for that creature to have to make a Constitution saving throw, taking an additional 2d4 cold damage and becoming encased in a block of ice and being considered restrained and stunned for 1 minute. A creature encased in ice this way can make a Strength saving throw at the end of their turns to break free. Once you use this feature you cannot do so again until you take a short or long rest.

Stygian Blast

At 15th level, whenever you succeed on a weapon attack against a creature affected by Tomb of Levistus all creatures of your choice within 10 feet of the target must succeed on a Constitution saving throw or take cold damage equal to your level and have their movement speed halved for 1 minute. Once you use this feature you cannot do so again until you take a short or long rest.

Rogue:

Dealer

In the black market, there are those that deal in souls and contracts. These dealers are conniving and usually cruel, as are most who deal in the business of buying and selling souls. Many of these dealers, are masters of their own soul having bought or earned it back into their possession in some way.

Soul Cards

Starting at 3rd level, the very first soul you ever dealt with was your own and as such can shape it to your whim. Whenever you roll initiative, you draw forth 1d4+1 soul cards into your hand. You can as an action, expend a card and perform one of the following actions:

  • Card Toss. You launch one of your soul cards and make a ranged weapon attack against a target within 30 feet of you. On a hit, you deal 1d6 force damage agains the target and they are knocked back 5 feet.
  • Chance. You take your expended soul card and place it over your heart. For the next minute, you can add 1d4 to the first attack roll, skill check, or saving throw you make during the duration.

You lose all soul cards whenever combat ends.

Lucky Hand

At 9th level, whenever you attempt a skill check you can summon a soul card and expend it adding 1d4 to the roll. You can use this feature a number of times equal to your Charisma modifier per long rest.

Additionally, you roll a d6 instead of a d4 for your Soul Cards feature.

Flurry of Cards

By 13th level, your skill with your soul has become great. Whenever you expend a soul card to perform your Card Toss feature, you can expend any number of soul cards in your hand and launch the expended number of cards at the equivalent number of creatures within range, making a ranged weapon attack for each card. You can use this feature twice per short or long rest.

Final Gambit

When you reach 17th level, you can expend all your soul cards in a final gambit against your foes. As an action, you expend all soul cards in your hand and conjure forth a flurry of cards to surround you in a 30 foot radius centered on you for 1 minute. For the duration, you gain 1d4 soul cards at the start of your turn and can make an additional Card Toss attack as a bonus action for the duration. Once you use this feature, you cannot do so again until you finish a long rest.

Paladin:

Oath of the Infernal

The oath of the infernal calls heed to those who idolize the evil and cunning of fiends. Sometimes called hell knights, fiendblades, or infernal warden, these paladins seek to leverage power over those that they see as lesser in service of the nine hells.

Tenets of the Infernal

Though the exact words and strictures of the Oath of the Infernal vary, paladins of this oath share these tenets.

Binding. You seek to trick and persuade others into your service.

Lies. Lies are tools which you intend to use when necessary.

Veneration. You see the power that the archdevils wield and worship it, hoping to one day claim it as your own.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Hellfire Weapon. As an action, you can wreathe one weapon you're holding in hellfire, using your Channel Divinity. For 1 minute, you deal an additional 1d10 hellfire damage on damage rolls made with the weapon. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Damned to Hell. As an action, you raise your infernal symbol and speak vile words of darkness using your Channel Divinity. Each creature of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails it saving throw, it is subjected to visions of the horrors of the nine hells.

For the duration, the targeted creature is frightened of all creatures it can see and seeks to run away from them.

Aura of Fiendish Luck

You and friendly creatures within 10 feet of you can add 1d4 to attack rolls and skill checks they make.

At 18th level, the range of this aura increases to 30 feet.

Hellfire Channel

At 15th level, you can cast the spell Hellish Rebuke at its base level at will without expending a spell slot. However, it deals hellfire damage instead of fire damage.

One of the Fallen

At 20th level, as an action you can choose to emanate an aura of magical darkness in a 30 foot radius centered on you for 1 minute. Additionally, you gain the following benefits for the duration:

  • You gain a fly speed of 60 feet.
  • Your vision is unaffected by magical and nonmagical darkness.
  • You are immune to the charmed condition, and are immunte to hellfire and fire damage.

Once you use this feature you cannot do so again until you finish a long rest.

Sorcerer:

Damned Soul

You soul was damned before you were even born, being the firstborn of your parents you were forsaken in a deal they made for power. As such, you were spirited away to the nine hells, and after a time were released back onto the material plane. However, your soul remains stained by your stay in the nine hells and this allows you to channel its power.

Accursed Being

Whenever you choose this subclass at 1st level, your very being is suffused with the dark, fiendish influence of the nine hells and you are now cursed. You gain one of the following curses and can swap your current one out for a different one whenever you finish a long rest.

  • Curse of Blood Your hit point maximum is increased by 10, however you can only regain hit points by expending hit dice on short rests and long rest.
  • Curse of Shadows. You have disadvantage on Perception checks, however you gain +5 to Stealth checks.
  • Curse of Repulsion. You have disadvantage on all Charisma checks except for ones made for Intimidation, however you have advantage on all Intimidation checks.
  • Curse of Sin. Whenever you take damage you take an additional 1d4 necrotic damage, however you deal an additional 1d4 necrotic damage on all attacks.

Unwanted and Unloved

At 6th level, creatures have disadvantage on Charisma checks made against you. Additionally, if they fail a Charisma check made against you, you gain temporary hit points equal to your Sorcerer level for 1 hour.

Devilish Visage

At 14th level, you gain the ability to sprout a set of fiendish horns from your forehead as a bonus action, and they last until you dismiss them as a bonus action on your turn. While you have these horns manifested, you can make an unarmed strike with them as an action that deals 1d12 magical piercing damage. You are considered to be proficient with attacks made with these horns.

Lord of the Hells

At 18th level, you have gained the ability to muster up a sliver of the power that the lord of the nine hells himself wields. As an action, you can choose to sprout a pair of leathery bat wings from your back that grant you a fly speed of 60 feet and the horns from your Devilish Visage feature for 1 hour. Additionally, you can cast Hellish Rebuke at its base level at will without expending a spell slot for the duration.

Once you use this feature, you cannot do so gain until you finish a short or long rest.

Warlock:

The Hellfire Spirit

The Hellfire Spirit is both a creature and a curse, bound to mortals by the agents of hell to collect souls from those that bargain with devils. Those bound to the spirit are few and far between but come to wield a power unparalleled and unlike any other. For whenever the time comes, they are wreathed in hellfire and are sent to collect debted souls.

Expanded Spell List

The Hellfire Spirit 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 Hellfire Spirit Expanded Spell List
Cleric Level Spells
1st Burning Hands, Hunter's Mark
2nd Continual Flame, Flame Blade
3rd Fireball, Speak With Dead
4th Death Ward, Fire Shield
5th Antilife Shell, Dominate Person

Hellfire Wraith

At 1st level, the Hellfire Spirit that resides within you waits to be unleashed. As an action on your turn, you can release the Hellfire Spirit within allowing it to envelop you in hellfire and harmlessly burning away your flesh leaving behind bone. For the next minute you gain the following benefits:

  • You have advantage on Intimidation checks and checks made to determine whether a creature is lying.
  • You gain temporary hit points equal to your level + your Constitution modifier at the start of each of your turns whenever you enter this form and they last until you exit this form.
  • Whenever you cast a spell or make a weapon attack that deals damage, you can choose to deal hellfire damage instead of the normal damage type.

You can use this feature a number of times equal to your Charisma modifier per long rest and gain an additional use of this feature whenever you finish a short rest.

Pursuit of the Damned

At 6th level, while in your Hellfire Wraith form, you can as an action summon a mount as if you had cast Summon Steed. Whenever you do so, the steed you summon takes on the appearance of a flaming skeletal version of what it normally would be.

Additionally, at 10th level your mount while you're riding it can move across water without sinking and up and down vertical surfaces normally.

Denizen of Hell

At 10th level, you gain resistance to fire and hellfire damage. Additionally, you have advantage on saving throws made to avoid the charmed and frightened conditions.

Stare of Penance

At 14th level, you can stare into a creatures eyes and inflict upon it the pain it has inflicted upon others. As an action, you stare into the eyes of a creature of your choice within 5 feet of you. The target creature must make a Wisdom saving throw, taking psychic damage equal to the total damage the creature dealt within the past minute on a failed save and half as much on a successful save. Once you use this feature you cannot do so again until you finish a long rest.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Contract

Your patron grants you a mystical quill that allows you to write up binding contracts. Whenever you and a creature enter into a contract or agreement, you can use your quill to write into existence a physical version of that contract.

If you lose your quill, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous quill. The quill turns to dust when you die.

Pact of the Whip

Your patron grants you a mystical whip with which you use to punish your enemies. You can use this whip as your spellcasting focus. You are considered proficient with this whip. Additionally, whenever you succeed on an attack against a creature you can choose to drive the creature back 5 feet.

If you lose your whip, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous whip. The whip turns to ash when you die.

Warlock:

The One Below

The One Below is the first denizen of the nine hells, dwelling beneath the lowest layer in a primordial sea of pure darkness. The One Below is the original architect of the nine hells, they created the nine hells to serve in some dark design of theirs. Those who take this pact are tasked with carrying out dark deeds in its name in order to further its dark design.

Expanded Spell List

The One Below 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 One Below Expanded Spell List
Warlock Level Spells
1st Bane, Inflict Wounds
2nd Darkvision, Detect Thoughts
3rd Blink, Counterspell
4th Compulsion, Phantasmal Killer
5th Commune, Geas

Dark Influence

At 1st level, you develop traits usually only seen among fiends. You gain the following traits:

  • Horns. You sprout horns from your skull. You can make an attack with these horn that deals piercing damage equal to 1d8 + your Strength modifier.

  • Claws. You your nails grow and sharpen into claws. You can make an attack with these claws that deals slashing damage equal to 1d6 + your Strength modifier.

  • Infernal Blood. Your blood becomes infused with dark power allowing you to cast Hellish Rebuke without expending a spell slot twice per short or long rest. However, instead of fire damage it deals psychic damage.

Treacherous Hide

At 6th level, your patron the architect of the Nine Hells has reinforced your flesh. Your armor class cannot be lower than 16, and while not wearing heavy armor your may subtract 3 from damage you take.

The Lights Below

At 10th level, your patron grants you resistance to psychic damage and you gain darkvision out to 60 feet and can see normally in both magical and nonmagical darkness when using this darkvision.

Dark Fulfillment

At 14th level, your part in the plan of the One Below is clear. As an action, you may instill a sense of horrid fear within a creature you can see within range. The target creature must succeed on a Wisdom saving throw or be subjected to horrors unimaginable for 1 minute. For the duration the creature is considered frightened and stunned, this bypasses immunity to the conditions and the target takes 1d10 psychic damage at the start of each of its turns. If the target is a fiend they take double damage. You cannot use this feature again until you take a long rest.

Eldritch Invocations

Chains of Punishment

Prerequisite: Pact of the Whip option

Your whip takes the form of a chain forged in the hells. The range of your whip increases by 5 feet. Additionally, whenever you succeed on an attack made with your whip you can choose to pull them up to 10 feet towards you.

Written in Blood

Prerequisite: Pact of the Contract option, 9th level

You can cast the Geas spell once per short or long rest without expending a spell slot.

Rage of the Furies

Prerequisite: Pact of the Whip option

Your whip deals an additional 1d4 slashing damage on attacks you make with it.

Fiendish Delight

Prerequisite: Pact of the Whip option

Whenever you succeed on an attack made with your whip, you gain temporary hit points equal to the damage deal with your whip. These temporary hit points last for 1 hour.

Chapter 5:

Spells

There are many dark rituals and spells that can be called upon from the deep and fiery depths of the nine hells. These spells can be used to inflict great punishment upon others, unleash the flames of hell, influence their luck, and even summon fiendish minions!

Hellish Ray

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pint of sulfur)
  • Duration: Instantaneous

You hold out your finger and launch a ray of hellish energy at a target within range. Make a ranged spell attack against the target, on a hit the target takes 2d6 hellfire damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Hell's Maw

6th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V
  • Duration: Instantaneous

An infernal gash forms in the earth. This gash creates a line that is 40 feet long and 10 feet wide starting and ending at two points of your choice within 60 feet of you. All targets in this line must make a constitution saving throw taking 7d6 fire damage or half on a successful save.

Summon Hellhound

3rd-level conjuration


  • Casting Time: 1 hour
  • Range: 20 feet
  • Components: S, V, M (old collar)
  • Duration: Instantaneous

You conjure forth into being a hellhound that is bound to your will and appears in an unoccupied space within range.

The hellhound acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.

When the hellhound drops to 0 hit points, it disappears, leaving behind no physical form except for the collar used to summon it. It reappears after you cast this spell again.

You can’t have more than one hellhound at a time. If you cast this spell while you already have a hellhound, the spell fails.

Command Fiend

6th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V, M (rusted crown)
  • Duration: Concentration, up to 1 hour

You crush the rusted crown into dust and weave an enchantment towards a creature with the fiend creature type of CR 20 or lower within range. The targeted creature must succeed on a Wisdom saving throw or be put under your command for the duration.

The fiend follows your general commands such as taking the help action, using an object, or attacking a creature.

You can as an action on your turn take precise and total control of the fiend. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Devil Horns

transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S, V
  • Duration: 1 minute

You cause massive, fiendish horns to sprout from your head. You can use these horns to make an unarmed strike that deals 1d10 piercing damage, and you are considered to be proficient with these horns. Additionally, you can also dismiss these horns as a bonus action.

This spells duration increases when you reach 5th level (10 minutes), 11th level (1 hour), and 17th level (until dismissed)

Hellfire Smite

1st level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, your weapon wreathes itself in hellfire, and the attack deals an extra 2d6 hellfire damage to the target. Additionally, if the target is a creature, it must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn.

Fiendish Luck

3rd level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pair of dice)
  • Duration:

You channel the magic of hell into the dice and roll them. Roll 2d6, you add the result to the first attack roll, ability check, or saving throw you make within the duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you gain a +1 to the number rolled for each slot level above 3rd.

Bard Spells

Cantrips (Level 0)

Devil Horns

1st level

Hellish Ray

3rd level

Fiendish Luck

6th level

Command Fiend

Cleric Spells

Cantrips (Level 0)

Devil Horns

1st level

Hellish Ray

Hellfire Smite

3rd level

Summon Hellhound

Fiendish Luck

6th level

Hell's Maw

Command Fiend

Druid Spells

Cantrips (Level 0)

Devil Horns

3rd level

Summon Hellhound

Paladin Spells

1st level

Hellfire Smite

3rd level

Summon Hellhound

6th level

Command Fiend

Ranger Spells

1st level

Hellish Ray

3rd level

Summon Hellhound

6th level

Hell's Maw

Sorcerer Spells

Cantrips (Level 0)

Devil Horns

1st level

Hellish Ray

3rd level

Summon Hellhound

Fiendish Luck

6th level

Hell's Maw

Command Fiend

Warlock Spells

Cantrips (Level 0)

Devil Horns

1st level

Hellish Ray

3rd level

Summon Hellhound

Fiendish Luck

6th level

Hell's Maw

Command Fiend

Wizard Spell

Cantrips (Level 0)

Devil Horns

1st level

Hellish Ray

3rd level

Summon Hellhound

Fiendish Luck

6th level

Hell's Maw

Command Fiend

Chapter 6:

Items

There are many artifacts that the forges of hell have produced, many of them forged out of hellish metals and infused with the souls of devils.

Trident of Damnation

Weapon (trident), very rare (requires attunement)

This trident was forged in the depths of Dis by the hands of Dispater himself. The trident ahs three charges and whenever you make a ranged weapon attack with the trident, you can choose to expend a charge and cast Fireball at 4th level centered on the point the trident lands on. The trident regains all expended charges whenever you finish a short or long rest.

You can as a bonus action, call the trident back to your hand.

Amulet of Hellish Retribution

Wondrous item, rare

The amulet is forged from dark iron and has a ruby embedded in the center of it. The wearer can cast Hellish Rebuke at will without expending a spell slot.

Hellista

Weapon (heavy crossbow), rare

This weapon was created for the intent of being a mobile ballista, allowing the wielder to lay siege to demonic forces. The hellista has two modes that the wielder can switch between while wielding it:

  • Heavy Cannon. The hellista deals an additional 2d10 piercing damage on successful attacks made while in this mode.
  • Spreadshot. The wielder loads the hellista with six crossbow bolts as part of switching to this mode. While there are more than one crossbow bolts loaded it cannot exit this mode. Whenever the wielder makes an attack roll, they can choose to make an attack roll against a number of creatures equal to the number of crossbow bolts loaded within range.

The wielder can switch between modes as a bonus action.

Hellborn Gauntlet

Wondrous item, artifact (requires attunement)

The Hellborn Gauntlet is an artifact forged deep in the bowels of the Nine Hells many eons ago. The gauntlet was carved from brimstone and infused with the fires of hell. It is said the whoever can wield this gauntlet is the rightful ruler of the Nine Hells.

It is also said that the Hellborn Gauntlet is a key that is fated to unlock the door that will unleash the Apocalypse upon reality itself. For this reason it is kept hidden so that none may hasten the end of times.

King of Hell. The wielder gain a +10 on Charisma checks made against creatures with the fiend type.

Hellfire Crown. While being worn a crown made of flames hovers half a foot above the wearers head signifying their right to rule. The crown can be dismissed and resummoned as a bonus action. While active the crown emits bright light out to 30 feet.

Devils Strength. Your Strength score increases by 2 and your maximum for this score increases to 24. Infernal Fist. The Hellborn Gauntlet is a martial melee weapon with the heavy property that deals 1d8 magical bludgeoning damage.

Hellish Nature. The Hellborn Gauntlet gains a +2 bonus to attack and damage rolls made with it.

Touch of Fire. The wielder can cast Burning Hands at will without expending a spell slot.

Army of Hell. The wielder can cast Summon Lesser Demons three times per day and Summon Greater Demon once a day. You automatically succeed on Charisma saving throws made against the summoned demons.

Unleash Doomsday. Once every 3000 years, when a blood moon eclipse occurs a pillar of stone emerges somewhere in the world with a single hole in its center where the gauntlet can be inserted. Once inserted a gateway will begin to open. It takes a full ten minutes for the gateway to open. Once opened all sorts of dreaded beasts from the Far Realm will begin to creep forth in the realm.

Destroying the Gauntlet. If one were to try and destroy the gauntlet they would first need to locate a hammer and chisel that belongs to a god of creation and then spend 24 hours breaking it apart piece by piece.