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infernal bond; beastheart

You and your companion share a deep connection with each other … and with the Seven Cities of Hell! It might be that you work in the service of a devil, that you both spent time imprisoned in Hell before clawing your way out together, or simply that you bonded with a fiendish companion born in the Lower Planes. Whatever the case, you are connected to the Seven Cities and can use your companion’s ferocity to unlock infernal magic
 
 
 
Devil’s Understanding
Starting when you choose this bond at 3rd level, you can speak, write, and understand Infernal Additionally, you gain proficiency in the Arcana or Religion skill (your choice) if you do not already have proficiency in those skills
 
Infernal Exploits
At 3rd level, you gain one infernal exploit of your choice, which functions in the same manner as your primal exploits and uses your exploit save DC as applicable The exploit you choose must be one available at 3rd level. You gain one additional infernal exploit at 11th level Whenever you gain a level in this class, you can choose one of the infernal exploits you know and replace it with another infernal exploit, for which you must have the appropriate beastheart level
 
Infernal Exploits:
3rd Level You can take one of the following exploits when you gain this feature at 3rd level or when you gain a new infernal exploit at 11th level
 

  • Drain Them (4 Ferocity). When your companion hits another creature with their signature attack, you can use your reaction to have your companion regain hit points equal to half the damage dealt

  • Hellish Wound (4 Ferocity). When your companion hits another creature other than a construct or an undead with their attack, you can have the attack deal a hellish wound to the creature (no action required) At the start of each of their turns, a target with a hellish wound loses 1d10 hit points for each hellish wound they have. All of a target’s hellish wounds close if they receive magical healing, or if any creature uses an action to staunch the wounds with a successful Wisdom (Medicine) check with a DC equal to your exploit save DC

  • Infernal Teleport (4 Ferocity). As an action, you or your companion (your choice) are surrounded by swirling shadow and smoke The target teleports to an unoccupied space within 90 feet of their starting position

  • Wicked Deception (3 Ferocity). As an action, choose a creature hostile to you that you can see within 30 feet of you That creature must succeed on a Wisdom saving throw or suddenly view you and your companion as friends until the end of your next turn While in this state, the creature is unable to attack or otherwise harm you or your companion This effect ends early if you or your companion attacks the affected creature. Creatures immune to the charmed condition can’t be affected by this exploit


Infernal Exploits: 11th Level You can take one of the following exploits when you gain a new infernal exploit at 11th level


  • Brimstone Teleport (8 Ferocity). As an action, you teleport to an unoccupied space that you can see within 30 feet of you Each creature within 5 feet of the space you leave and each creature within 5 feet of your destination space must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one You and your companion take no damage from this effect When you reach 17th level, the damage increases to 5d6

  • Chains from Hell (8 Ferocity). As an action, you manifest fiery chains that attempt to wrap around up to three creatures of your choice that you can see within 30 feet of you Each target must make a Dexterity savingthrow On a failure, a target takes 4d6 fire damage and is restrained until the end of your next turn On a success, a target takes half as much damage and isn’t restrained. When you reach 17th level, the damage increases to 5d6

  • Dark of Hell (8 Ferocity). As an action, you cause your companion to radiate an aura of magical darkness in a 10-foot radius until the end of your next turn You and your companion can see within this darkness, which moves with your companion

  • nfernal Flames (8 Ferocity). As an action, you cause a blast of fire to erupt from your companion Each creature within 20 feet of the companion must make a Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one You and your companion take no damage from this effect. When you reach 17th level, the damage increases to 5d10

  • Poison Rain (8 Ferocity). As an action, you cause toxic green rain to fall in a 20-foot cube centered on a point you can see within 60 feet of you Each creature in the area except for you and your companion must succeed on a Constitution saving throw or become poisoned until the end of your next turn


 
Hell’s Charmer
At 7th level, your companion can harness the supernatural charm of devils to work enchantment magic on other creatures As an action, choose one creature that can see you and your companion within 30 feet of you That creature must make a Wisdom saving throw, doing so with advantage if you or your allies are fighting them On a success, the creature knows you tried to charm them and becomes hostile toward you and your companion On a failure, the creature is charmed by you and your companion for 10 minutes, or until you or your allies do anything physically, mentally, or emotionally harmful to the creature The charmed creature is friendly to you When this effect ends, a charmed creature doesn’t remember what happened during the time they were charmed You can use this feature a number of times equal to your Wisdom modifier (minimum once) You regain all uses when you finish a long rest
 
 
Fiendish Traits
At 11th level, your companion’s connection to Hell causes them to become more fiendish Choose one of the following traits for your companion: Barbed Hide. Your companion grows barbs all over their body When a creature within 5 feet of your companion grapples them or hits them with a melee attack, that creature takes 1d10 piercing damage Fiendish Immunities. Your companion’s skin, fur, or other coloring turns red, and the companion is immune to fire and poison damage and to the poisoned condition Fiery Weapons. Your companion’s natural weapons, such as teeth or claws, become sheathed in black fire Whenever your companion hits with their signature attack, the attack deals an extra 1d6 fire damage Wings. Your companion sprouts leathery wings from their back and gains a flying speed of 40 feet If your companion already has wings, those wings take on a fiendish look and their flying speed increases to 40 feet. Whenever you finish a long rest, you can replace your companion’s fiendish trait with another from this list
 
Fiendish Form
At 15th level, your companion can become a scale-covered child of Hell As a bonus action, you can spend 6 ferocity to transform your companion into a fiendish form for 1 minute While in this form, your companion undergoes the following changes:

  • They are a fiend

  • They have resistance to bludgeoning, piercing, and slashing damage

  • They have advantage on saving throws against spells and other magical effects



 

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Slothkrillin.

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