Blasphemous Incantator
Blasphemous Incantators are warlocks who mastered the art of summoning fiends and binding them onto their own bodies. By using fiends’ profane powers, Blasphemous Incantators can gain a high variety of abilities and show great versatility. However, power comes at a price. Souls of these warlocks are damned forever. Constantly summoning and binding of fiends with blasphemous words leaves a trace behind on the soul. No atonement or retribution can save them.
Expanded Spell List
Blasphemous Incantator 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.
Spell Level | Spells |
---|---|
1st | Detect evil and good, Crown of Tyranny |
2nd | Flame blade, Silence |
3rd | Bestow curse, Glyph of warding |
4th | Dominate Beast, Phantasmal killer |
5th | Dominate person, Planar binding |
Blasphemous Incantation
Starting at 1st level, you can use your action and perform blasphemous incantations to summon fiends and chain them to your soul. This grants you additional abilities. A mortal body and a mortal soul have their limits when carrying a creature of outer worlds inside. This is one of the most evil and drastic acts. Not only does it involve chaining a fiend to a soul and carrying it inside a body but also trying to command it. This pushes the fabric of the body and the restricted boundaries of spirituality too hard. As a result, you have a limit to the number of fiends you can bind to yourself without harm. After this limit, if you want to keep the bound fiend inside or bind a new one instead, your body and mind start to shatter.
The limit mentioned above is determined by Blasphemous Points. Binding different fiends has different Blasphemous Point costs. Your Blasphemous Points are equal to your proficiency bonus + your warlock class level. You regain your Blasphemous Points after you finish a long rest. When a fiend is chained within you, you can keep it inside for 1 minute. At the end of 1 minute, it is banished back to the place it came from, or you can choose to keep it inside before it is banished by spending Blasphemous Points of the relevant cost again. When you spend all your Blasphemous Points, you lose 8 hit points and 1 proficiency bonus for every minute you keep a fiend chained to you. This damage cannot be reduced or prevented by any means, and the reduction in proficiency bonus lasts until you finish a long rest. When your hit points or proficiency bonus drops to 0, you die immediately and your soul is claimed by the profane creatures you kept inside. Once you choose to become a Blasphemous Incantator, you have to decide whether you will chain demons or devils. Once you make this choice, you cannot change it. Here is the list of demons and devils you can use with this feature:
List of Chainable Demons
When you use this feature to chain any of the demons listed below, you gain the following abilities in addition to the ones specific to the demon you have chained:
- You are immune to poison damage and to being poisoned
- You gain resistance to one of the following damage types of your choice: cold, fire, or lightning.
- You can understand and speak Abyssal.
- You gain telepathy out to a range of 30 feet and darkvision out to a range of 60 feet.
Dretch (1 point). As you chain a dretch within you, you start to emanate a foul stench. When you cast eldritch blast, you can infuse your spell with this demonic stench for a number of times equal to your Charisma modifier (minimum once). Your target must make a successful Constitution saving throw against your spell save DC or become poisoned until the start of your next turn. While poisoned, the target can take an action or a bonus action but it cannot take a reaction.
Quasit (2 points). When you chain a quasit within you, your skin turns oily and slippery. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks.
Also, you can use your action to polymorph into a beast resembling a bat, a centipede, or a toad. All your statistics stay the same except for your speed which changes to the speed of the bat, centipede, or toad. Any equipment you wear or carry is also transformed. You revert to your normal form if you die.
Starting at 3rd level, you also can cast the invisibility spell once without expending a spell slot. Once you use this benefit, you can only do so again after you finish a long rest.
Vrock (6 points). When you chain a vrock within you, your neck becomes longer, you grow feathered wings with rotten spores on them and your voice starts to sound like a demonic bird-like creature. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks and a flying speed of 30 feet. When you cast eldritch blast, you can fill your spell with a rotten power by making some of the spores on your wings explode. You can use this feature a number of times equal to your Charisma modifier (minimum once). Your target must make a successful Constitution saving throw against your spell save DC or take 5 (1d10) extra necrotic damage and become poisoned for 1 minute.
Also, you gain the Stunning Screech ability of a vrock with a DC equal to your spell save DC. Once you use this feature, you must finish a long rest to use it again.
Hezrou (7 points). When you chain a hezrou within you, your skin becomes crimson-purple and you grow rock-like spikes out of your whole body. You gain 20 temporary hit points, and resistance to one of the following damage types: bludgeoning, piercing, or slashing damage from nonmagical attacks. You also have a constant foul smell which grants you the Stench ability of a hezrou with a DC equal to your spell save DC.
Glabrezu (8 points). When you chain a glabrezu within you, your skin becomes red-brown and you grow horns. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks. You also grow two more arms like pincers. You can attack with both pincers every turn as a bonus action to the same target. You need to make separate attack rolls for each of them, they count as f inesse weapons, and deal 1d10 bludgeoning damage.
Nalfeshnee (12 points). When you chain a nalfeshnee within you, you grow black fur and your face starts to resemble a humanoid pig. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks. Your Strength score increases to 21 and you gain the Horror Nimbus ability with a DC equal to your spell save DC.
Marilith (13 points). When you chain a marilith within you, your lower body turns into a snake’s body and your speed increases by 10 feet. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks. Your Strength score increases to 18. You grow 4 more arms and all of them, including your originals, grow sharp claws instantly, each of which deal 1d4 slashing damage. You can hold weapons with all of these arms. You can attack with five of these arms as a bonus action to the same target in a round. You need to make separate attack rolls for each of them. Additionally, you have advantage on Strength (Athletics) checks.
Balor (20 points). When you chain a mighty balor within you, you grow horns, bat like wings, your body gets more muscular, and you start to emanate heat at high temperatures. You gain one Extra Attack, a flying speed of 80 feet, truesight out to a range of 60 feet, and resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks. Your Strength score increases to 26. Also, you become able to use the Death Throes ability with a DC equal to your spell save DC.
Additionally, you can infuse your eldritch blast spell with the heat inside you, dealing an extra 3d6 fire damage.
List of Chainable Devils
When you use this feature to chain any of the devils listed below, you gain the following abilities in addition to the ones specific to the devil you have chained:
- You are immune to poison damage and to being poisoned.
- You gain resistance to one of the following damage types: cold, fire, or lightning.
- You can understand and speak Infernal.
- You gain telepathy out to a range of 30 feet and darkvision out to a range of 60 feet.
Lemure (1 point). When you chain a lemure within you, no significant change takes place and you gain no special powers. However, if you die while a lemure is chained within you, you will return to life in your normal form 1d4 days later.
Imp (2 points). When you chain an imp, your skin turns dry and red in color. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks made with weapons that aren’t silvered. Also, you can use your action to polymorph into a beast resembling a rat, a raven, or a spider. All your statistics stay the same except for your speed. Any equipment you are wearing or are carrying is also transformed. You revert to your normal form if you die.
Starting at 3rd level, you also can cast the Invisibility spell once without expending a spell slot. Once you use this benefit, you must finish a long rest before you can do so again.
Barbed Devil (6 points). When you chain a barbed devil within you, your skin hardens and grows small spikes. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks made with weapons that aren’t silvered. Any creature trying to grapple you takes 1d10 piercing damage from the spikes on your skin.
Additionally, you can infuse your eldritch blast with the fire of devils, dealing extra 2d6 fire damage.
Chain Devil (7 points). When you chain a chain devil within you, no obvious physical changes occur. You gain resistance to one of the following damage types: bludgeoning, piercing, or slashing from nonmagical attacks made with weapons that aren’t silvered.
Also, you can infuse your eldritch blast spell with the power of chain devils. Your eldritch blast looks like a hooked chain that sprouts out from your body and attaches itself onto your target. The target takes the normal damage of the spell and must make a successful Strength (Athletics) or Dexterity (Acrobatics) check (whichever one is higher) against your spell save DC or become grappled for 3 rounds.
You can use this feature a number of times equal to your Charisma modifier (minimum once).
Bone Devil (8 points). When you chain a bone devil within you, you grow a scorpion’s tail made of bones and bone fractures cover your body as well. You gain a +2 bonus to AC and you gain resistance to one of the following damage types that you choose: bludgeoning, piercing, or slashing from nonmagical attacks made with weapons that aren’t silvered.
Additionally, you can use the tail to make a melee weapon attack. On a hit, the tail deals 4 (1d8) piercing damage plus 10 (3d6) poison damage. The target must make a successful Constitution saving throw or become poisoned for 1 minute.
Horned Devil (12 points). When you chain a horned devil within you, you grow huge horns and massive bat-like wings. Your skin transforms into a mixture of the colors dark red and brown, granting you a flying speed of 30 feet as well as resistance to one of the following damage types that you choose: bludgeoning, piercing, or slashing from nonmagical attacks made with weapons that aren’t silvered.
While you are holding one of the most feared devils of the lower planes inside of you, you can fill your eldritch blast with its power. The target hit by your eldritch blast must make a Constitution saving throw against your spell save DC. On a failed save, an infernal wound opens on the target, and it loses 7 (2d6) hit points at the start of each of its turns for 1 minute. Several wounds can be opened on the target and their damages stack. One wound can be healed by the cure wounds spell regardless of its healing capacity, or with a successful DC 16 Wisdom (Medicine) check. You can use this feature a number of times equal to your Charisma modifier (minimum once).
Ice Devil (13 points). When you chain an ice devil within you, one of the master strategists of the lower planes, some parts of your body are covered with ice and your skin turns into an ice blue color. You gain resistance to one of the following damage types that you choose: bludgeoning, piercing, or slashing from nonmagical attacks made with weapons that aren’t silvered. Also, you gain the Wall of Ice ability with a DC equal to your spell save DC.
Pit Fiend (20 points). When you chain the most feared devil of the lower planes, pit fiend, to your mortal shell, you take on a dreadful visage. You grow crimson bat-like wings, crimson horns, black claws, and crimson skin. These changes grant you a flying speed of 40 feet, truesight out to a range of 60 feet, 25 temporary hit points, and resistance to one of the following damage types that you choose: bludgeoning, piercing, or slashing from nonmagical attacks made with weapons that aren’t silvered. Any hostile creature who moves within 10 feet of you must make a successful Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier or become frightened until the end of its next turn.
Additionally, the presence of a pit fiend within you creates an unquenchable fire. All your attacks made with spells and all the weapons you hold deal an extra 10 (3d6) fire damage.
Permanent Property
Starting at 6th level, the constant chaining of fiends leaves its trace, and you gain a permanent property. You gain resistance to one of the following damage types that you choose: bludgeoning, piercing, or slashing from nonmagical attacks (for demon chainers), or made with weapons that aren’t silvered (for devil chainers).
Fiend Feeding
Starting at 10th level, you have figured out a way of feeding the fiend inside you with the souls of the puny creatures you kill. When you kill a creature, you can use your reaction to feed the fiend with its soul. As you destroy a part of the killed creature’s soul, the fiend stays chained within you for 3 more rounds. When a soul is used in this way, it can only be brought back by a true resurrection spell.
The Summoning
Starting at 14th level, your control over the fiend you have chained within you increases. You can spend double the blasphemous points to summon a fiend permanently instead of chaining it to yourself. This act pushes the limits of your mortal mind and body too much, leaving you exhausted. To summon a fiend in this way, you suffer 3 levels of exhaustion and your hit point maximum decreases by 25. This reduction lasts until you finish a long rest.
The summoned fiends stay with you and under your control for 1 minute. The fiend rolls its own initiative to engage in combat. Assigning an order to it requires no action. You can increase the duration of the fiend’s stay by using the Fiend Feeding feature.
When the duration ends, the fiend disappears. However, if you fall unconscious before the end of the duration, the fiend gets out of your control and becomes hostile against you and your allies because of the pain it suffered during the summoning.
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