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Infernal Affiliation

Witches with the infernal affiliation are those who owe their witchcraft to fiendish masters. A powerful devil or demon grants them their magic. Yet, their relationship is not like a warlock’s relationship with its patron. Rather, the master teaches the witch the methods of infernal spellcasting as their witchcraft. This also means that an infernal witch is not as dependent on the infernal master as a warlock is to its patron.

Once the infernal way of spellcasting is learned, it stays with the witch. Witches who are on this path are often evil, as they consort with fiends for their magic. Such witches are usually hungry for power, or quite desperate to find a way to overcome the challenges they may face. Still, there are some infernal witches that are neutral-aligned and in exceedingly rare cases, that are good-aligned.

As a witch affiliated with infernal witchcraft, you have the potential to learn the secrets of necromancy, and to call upon the fire and frost from the depths of lower planes. You can cast very destructive spells that are normally the work of warlocks or sorcerers. Such overwhelming power may consume you, because when you feel such strength in your fingertips, it is hard to resist the urges of infernal domination.

Expanded Spell List

The affiliation with an infernal master lets you choose from an expanded list of spells when you add spells to your Book of Shadows. The following spells are added to the list of witch spells for you. You can choose them to be part of your starting spells (cantrips and 1st level), or add them to your Book of Shadows in the course of your adventures. INFERNAL AFFILIATION SPELLS

Spell LevelSpells
CantripBlood curse, Fire bolt
1stBurning hands, Hellish rebuke
2ndEvil mark, Flaming sphere
3rdAlter alignment, Fireball
4thBlack tentacles, Wall of fire
5thDevoured in flames, Flame strike (Deals necrotic damage instead of radiant damage)
6thCreate undead, Disintegrate
7thDelayed blast fireball, Soul binding
8thIncendiary cloud, Rain of death
9thCurse of withering, Meteor swarm
Bonus Language

When you choose this affiliation at 1st level, you learn the Abyssal or Infernal language. sin eater As you affiliate yourself with an infernal master, the magic you cast is actually a sin. You can eat your sin, sacrificing a portion of your magic for your vitality. Starting at 1st level, as an action, you can expend a spell slot to gain 1d4 + 4 temporary hit points for each spell level of the expended spell slot. For example, you can expend a 2nd-level spell slot to gain 2d4 + 8 temporary hit points.

You have to expend a spell slot to use this feature. Other features that let you not expend a spell slot or change your available spell slots does not alter the effects of this feature.

Infernal Sacrifice

Starting at 3rd level, you can sacrifice your vitality to gain potency in magic and regain an expended spell slot. As an action, you can make a cut on your body and let your blood spill for your infernal master. When you do so, your hit point maximum is reduced by 1d4 + 1 for each level of the spell slot. This reduction lasts until you finish a long rest. For example, you can cut yourself and reduce your hit point maximum by 3d4 + 3 to gain a 3rd level spell slot.

Infernal Potency

Starting at 9th level, the magical power your master has granted you become very potent in your being. You choose one spell of 3rd level or lower. You can cast this spell without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. If you want to cast it by using a higher level spell slot, you expend the spell slot normally. Also starting at 9th level, you can change your chosen spell every time you gain a level thereafter.

Infernal Possession

At 20th level, you gain the ability to let your master’s avatar possess your body. By using your entire turn, you undergo a transformation. Your eyes turn black to reflect the infernal darkness. When you speak, your voice becomes forked, and both you and your master’s voice can be heard. At the end of your turn when the transformation is complete, you gain the following features:

  • You have immunity to fire and cold damage, but you gain vulnerability to radiant damage.
  • You have advantage on your Wisdom and Charisma saving throws.
  • You have advantage on your Charisma (Deception) and Charisma (Intimidation) checks.
  • An energy of dread radiates from you in an aura with a 30 foot radius. Any creature in the aura when you transform, or that comes into a space of your aura afterwards, must succeed on a Wisdom saving throw or become frightened of you.
  • Your spell attack bonus and spell save DC increase by 2.
  • You can use your altar’s benefits without setting it up. You remain possessed for 1 minute or until your master is banished by an ability or spell. A successful DC 13 Intelligence (Religion) check uncovers that you are possessed, and a successful DC 15 Intelligence (Religion) check uncovers the type of your infernal master.

You make saving throws with advantage against any ability or spell that seeks to banish your master.

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

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