Sulfurite
The Deep, mainly known as the Sulfurlanes among Sulfurites, is an almost artificial realm of hellish landscapes and constant political nightmares, even among the demons. The five Archfiends of the Deep rule over their respective crypts, with each having their own illriggers, both Sulfurite and other archetypes, to aid them in their war of attrition.
Sulfurites are augurs of agony, masters of artifice, and wielders of sulfuric magic that twist the infernal power. Their craft combines dark sorcery with unholy engineering imbued with the essence of the Sulfurlanes. Each Sulfurite undergoes a transformation when signing their contract, their skin bearing the scars of their devotion, and their blood runs thick with corrupted ichor.
Precepts of Sulfur
Sulfurites swear their loyalty to their Archfiend, binding themselves to the alchemical and sulfuric arts that devastate and sow destruction. These precepts guide their every action, focusing on innovation through agony and infernal artifice.
Fires Within. The power of destruction lies in every being, I simply ignite it.
Unstable Solutions. There is no problem that cannot be solved with the right mixture of fire, fumes, and pain.
Destruction is Creation. From the ashes of my enemies, I forge new tools, new power, and new terror.
Archfiend of the Deep
3rd-level Sulfurite Feature
When you become a Sulfurite, you devote yourself to one of the five archfiends of your choice:
- Revel of Lanua.
- Acheron of Vigl.
- Dredgen of Kralnekra.
- Avardan of Aut'n.
- Tuller of Mortem Quaerimus.
The choice you make augments some of your subclass features, as noted below.
Archfiend's Blessing
3rd-level Sulfurite Feature
When your archfiend accepts you as their illrigger, you are granted benefits depending on the one you follow.
- Revel. You gain expertise in Deception and proficiency with the Forgery kit.
- Acheron. You gain expertise in Insight and proficiency with Navigator's tools.
- Dredgen. You gain expertise in Arcana and proficiency with Alchemist's supplies.
- Avardan. You gain expertise in Athletics and proficiency with Thieves' tools.
- Tuller. You gain expertise in Stealth and proficiency with Smith's tools.
Invoke Hell
3rd-level Sulfurite Feature
You gain the following two Invoke Hell options:
- Loose Change. When you hit a creature with a weapon attack, you can force the creature to make a Wisdom saving throw or become frightened. While the frightened creature is within your line of sight, your movement speed is doubled. The creature can make subsequent saves at the end of each of its turns.
- Ignited Brimstone. When you land a critical hit or drop a creature to 0 hit points, you can expend a seal (no action required) to spread hellfire and lightning on the ground in a 20-foot circular radius around the point where you hit the target creature. 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 Dexterity saving throw or take 2d6 lightning damage and gain 1 level of exhaustion until it exits the radius or the effect ends. The effect lasts for 3 rounds or until you are incapacitated.
Unchained Arcana
7th-level Sulfurite Feature
Your archfiend grants you the use of a distinctive spell. You can cast the spell without expending any resource. Once you cast a spell in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level or by expending 3 seals. The spell's spellcasting ability is Charisma.
- Revel. You can cast Suggestion
- Acheron. You can cast Augury
- Dredgen. You can cast Spiritual Weapon
- Avardan. You can cast Shatter
- Tuller. You can cast Silence
Infernal Rod
7th-level Sulfurite Feature
Your archfiend grants you a special resistance to a specific kind of damage, as seen below.
- Revel. You gain resistance to psychic damage.
- Acheron. You gain resistance to acid damage.
- Dredgen. You gain resistance to thunder damage.
- Avardan. You gain resistance to force damage.
- Tuller. You gain resistance to radiant damage.
Also, when you use your Infernal Conduit, you halve the necrotic damage you take when you invigorate a creature.
Mechanical Terror
11th-level Sulfurite Feature
You can imbue the artificial hellscape into your attacks. When you deal damage with your Terrorizing Force feature, you can expend any amount of seals to deal an additional 1d8 acid damage for every seal you spend. This does not replace the damage from Terrorizing Force.
Scar of the Sulfuric Sun
15th-level Sulfurite Feature
You can temporarily channel all of your power into the scar that proves your loyalty as a Sulfurite. As an action, you burn all of your seals on any interdicted creature and employ the following depending on your archfiend:
- Revel. Every creature that takes damage from your burned seals must make a Charisma saving throw or be charmed by you for 1 minute. A creature charmed in this way listens to your orders (no action), which it acts upon on its turn, but the orders cannot have more than three words within them. A creature can make subsequent saves at the end of each of its turns.
- Acheron. Every creature that takes damage from your burned seals must make a Constitution saving throw or become liquidated. A creature that is liquidated takes 4d10 acid damage at the start of each of its turns. A creature can make subsequent saves at the end of each of its turns.
- Dredgen. Every creature that takes damage from your burned seals must make a Intelligence saving throw or have visions of the creation of the universe, suffering from the burden of knowledge, and becoming paralyzed until the start of your next turn.
- Avardan. Every creature that takes damage from your burned seals must make a Dexterity saving throw or take 2d12 fire damage and be knocked prone and restrained. A creature can make subsequent saves at the end of each of its turns.
- Tuller. Every creature that takes damage from your burned seals must make a Wisdom saving throw or suffer the effects of the Slow spell for 1 minute without requiring your concentration. A creature can make subsequent saves at the end of each of its turns.
Once you channel your scar, you cannot do so again until you finish taking a long rest.