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## Roguish Archetype: Infernal Trickster The magic of the hells is a guileful thing, often considered to have a will all its own. Whether it is bestowed as gift by a denizen of that malignant realm, developed from an infernal bloodline or learned through secret rites, devilish power always seems to be found in the hands of the deceitful, the cunning and the utterly self-centered. These are Infernal Tricksters, rogues who harness the power of the hells to aid them in their underhanded deeds. Perhaps the magic seeks out such people. Or perhaps it creates them. #### Mischief Maker When you choose this archetype at 3rd level, you learn a handful of minor magical tricks to cause trouble with. - You know the Mage Hand and Thaumaturgy cantrips. Charisma is your spellcasting ability for these spells. - As a bonus action, you can ignite a flammable object you are touching that isn't being worn or carried, or cause a foodstuff you are touching to spoil. - As a bonus action, you can cause an object you are holding which can fit in your hand to become invisible until it leaves your hand. Only one such object can be made invisible at a time. #### Soot Step Also at 3rd level, you can take a short jaunt through the shallowest layers of the hells to escape from danger. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. When you do so, a 10-foot radius sphere of black smoke spreads out from the point you occupied. The sphere spreads around corners, and its area is heavily obscured for creatures other than you. It lasts until the end of your next turn, then dissipates. You can use this feature three times, and regain all expended uses when you finish a long rest. When you reach 13th level, you regain one use when you finish a short rest. #### Charming Devil At 9th level, you have an uncanny ability to compel respect and affection. As an action, while speaking to a creature who can understand you, you can lace your words with fiendish glamour. The creature must succeed on a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier, and does so with advantage if you or your companions are fighting it. On a failed save, it is charmed by you for 1 hour, or until you or your allies do anything harmful to it. While charmed in this way, a creature will obey any instruction from you that does not cause it or its allies obvious harm. A creature targeted by this effect is not aware you attempted to charm it. Once the effect ends, you can choose to have the creature forget everything it did while charmed. Once you have used this ability, you cannot use it again until you finish a long rest. \columnbreak #### Hoodwink At 13th level, you use infernal tricks to toy with your foes. Clouds of smoke created by your Soot Step feature count as difficult terrain for creatures of your choice. Additionally, when you deal damage using your Sneak Attack to a creature standing in a cloud of smoke created by your Soot Step feature, or touch a willing creature in the smoke as an action, you can cause it to teleport to an unoccupied point of your choice that you can see within another cloud of smoke created by your Soot Step feature. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. #### Hellfire Gambit At 17th level, you can rouse the smoke of Avernus into roaring hellfire. As a bonus action, you can cause a cloud of smoke created by your Soot Step feature that you can see within 60 feet to ignite with flame. Creatures within 5 feet of the smoke must succeed on a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier, taking 5d6 fire damage on a failed save and half as much on a successful one. Igniting a cloud of smoke causes it to be burnt up and vanish.
Artist Credit: The Demons - Indah Alditha Putri Siregar