![]() The creature is an ally to you and your companions. The creature manifests in an unoccupied space that you can see within 30 feet and lasts for either 1 hour, until it drops to 0 hit points, or if you choose to dismiss them (no action required). SummonsĪs an Action, you may expend Hellfire Shards to summon a single creature of appropriate CR level. You regain all expended Hellfire Shards at the end of a short or long rest. You start knowing two such features: Summons and Recall. You can expend these shards to fuel various features. Your Devil Forgemaster level determines the number of Hellfire Shards you have, as shown in the Hellfire Shards column of the Devil Forgemaster table. Your access to this energy is represented by a number of Hellfire Shards. Innocent DevilsĪlso at 2nd level, you can spin shadow and hellfire into Innocent Devils, beings unaware of their wicked origins and malevolent existences. While you are conscious, you cannot be surprised by monsters of your chosen type. Alternatively, you can select two races of humanoids (such as gnolls and orcs). Starting at 2nd level, you begin honing your understanding of how monsters behave, understanding their tactics and patterns of attack.Ĭhoose a type of monster for your study: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You can use an arcane focus as a spellcasting focus for your Devil Forgemaster spells. Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus ![]() Spell save DC = 8 + your proficiency bonus + your Wisdom modifier In addition, you use your Wisdom modifier when setting the saving throw DC for a Devil Forgemaster spell you cast and when making an attack roll with one. You use your Wisdom whenever a spell refers to your spellcasting ability. Wisdom is your spellcasting ability for your Devil Forgemaster spells, since their power derives from the strength of your convictions. ![]() For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.Īdditionally, when you gain a level in this class, you can choose one of the Devil Forgemaster spells you know and replace it with another spell from the Devil Forgemaster spell list, which also must be of a level for which you have spell slots. Each of these spells must be of a level for which you have spell slots. The Spells Known column of the Devil Forgemaster table shows when you learn more Devil Forgemaster spells of your choice. You know two 1st-level spells of your choice from the Devil Forgemaster spell list. You regain all expended spell slots when you finish a long rest.įor example, if you know the 1st-level spell Command and have a 1st-level and a 2nd-level spell slot available, you can cast Command using either slot. To cast one of these spells, you must expend a slot of the spell's level or higher. The Devil Forgemaster table shows how many spell slots you have to cast your Devil Forgemaster spells of 1st level and higher. You learn additional Devil Forgemaster cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Devil Forgemaster table. You learn two cantrips of your choice from the Devil Forgemaster spell list. SpellcastingĪs a Devil Forgemaster, you have learned to weave shadows and hellfire to cast spells. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.Ĭhoose between Lower Planes and Otherworldly, as described at the end of the class description. Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and ReligionĪt 1st level, you have become adept in a field of dark magic.Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Devil Forgemaster level after 1st.Hit Points at 1st Level: 8 + your Constitution modifier.Hit Dice: 1d8 per Devil Forgemaster level.As a Devil Forgemaster, you gain the following class features Hit Points
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