Infernal
Domain overview
Infernal Domain is domain of the Seven Hells. Those who sign Infernal Contract with one of the Archdevil has access to the domain. The domain gives access to Infernal and Hellish powers to dominate and crush your enemies. But be ware such power comes at a personal cost.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Bravado |
While you are not wearing any armor your Evasion increases by 2 and 1 Armor slot per Tier.
While you are not wearing any armor your Evasion increases by 2 and 1 Armor slot per Tier. With or without Armor spend 1 Hope or burn 1 Seal to increase the Evasion by 1 per session. |
0 |
| 1 | Ability | Brutal Strikes |
When you hit a target with a Melee Weapon and spend 1 Hope or 1 Seal deal extra d6 damage and cause Restrained condition.
When you hit a target with a Melee Weapon and spend 1 Hope or 1 Seal deal extra d6 damage and cause Restrained condition. |
0 |
| 1 | Spell | Chains of Suffering |
Make a Spellcasting roll on a target within Far range and on a success do d8 damage using your Proficiency.
Make a Spellcasting roll on a target within Far range and on a success do d8 damage using your Proficiency. On Critical Hit the target is Restrained, and you Mark a Stress. |
0 |
| 2 | Ability | Battlefield of the Mind |
By the time my armies meet yours, you’ll be filled with terror and doubt your own strength.
By the time my armies meet yours, you’ll be filled with terror and doubt your own strength. I won’t have to lift a finger to defeat you. Confer with the Demons of Hell and get additional information on your opponent. You have advantage on rolls involving information and history of your opponent including possible secrets and weaknesses. |
1 |
| 2 | Ability | Hellish Vigor |
Spend 1 Hope to clear a Condition or Stress.
Spend 1 Hope to clear a Condition or Stress. Burn 1 Seal to regain 1 HP. |
0 |
| 3 | Ability | Vengeful Blade |
You create an eruption of smoldering hellfire around a creature you can see within range.
You create an eruption of smoldering hellfire around a creature you can see within range. The target must succeed on a Presence (15) Reaction Roll or take 2D6 Damage. If successful take half damage. Spend 1 Hope to trigger Restrained condition. |
1 |
| 3 | Spell | Hellfire |
You create an eruption of smoldering hellfire around a creature you can see within range.
You create an eruption of smoldering hellfire around a creature you can see within range. The target must succeed on a Presence (15) Reaction Roll or take 2D6 Damage. If successful take half damage. Spend 1 Hope to trigger Restrained condition. |
1 |
| 4 | Ability | Maligned Weapon |
You imbue a weapon you touch with an infernal blessing.
You imbue a weapon you touch with an infernal blessing. Until the spell ends, (after taking damage or using Fear) the weapon extinguishes any mundane sources of light in a Very Close radius. In addition, attacks made with the weapon deal an extra 2d6 damage on a hit. Spend 1 Hope to add another 2d6 damage. |
2 |
| 4 | Spell | Wall of Despair |
Make a Spellcast Roll (15).
Make a Spellcast Roll (15). You create a wall of necrotic energy on a surface within range. You can make a wall between two points within far range. The wall is opaque. When the wall appears, each creature in its area must make an Agility (15) Reaction roll. A creature takes 4d8 damage on a failed roll, or half as much damage on a successful one. A creature within Very Close range must make an Agility (12) Reaction roll. If they fail, they are pulled into the wall and take 4d8 damage. |
2 |
| 5 | Spell | Aura of Desecration |
Life-defiling energy radiates from you in an aura within Close range radius.
Life-defiling energy radiates from you in an aura within Close range radius. Until you take damage or 1 Fear is used, the aura moves with you, centered on you. Whenever creatures of your choice enter the area for the first time on a turn or start their turn there, they must make an Agility (13) reaction roll. On a failed roll, a creature takes 4d6. On a successful roll, a creature takes half as much damage. |
2 |
| 5 | Spell | Mote of Hell |
You manifest a pocket of Hell.
You manifest a pocket of Hell. A Very Close range sphere of darkness, brimstone, and blasting heat appears, centered on a point within range and lasting for duration. The cloud of hellfire echoes with the cries of damned souls that can be heard by creatures within 30 feet of it. No light, even magical light, can illuminate the cloud, and any creatures fully within that area are blinded. The cloud warps time and space, making the cloud’s area difficult terrain. A creature who starts their turn in that area takes 2d6 damage. A creature who ends their turn in that area must succeed in a Presence Reaction roll or take 2d6 damage as the voices of the damned crowd their mind. |
2 |
| 6 | Ability | Blood Price |
You can strengthen your defenses at the cost of your Stress.
You can strengthen your defenses at the cost of your Stress. Whenever you fail a Reaction roll, you can spend one of 1 Stress and reroll it. You can spend 1 HP to increase your Evasion by 2 for duration of the session. |
1 |
| 6 | Ability | Infernal Challenge |
You offer a creature a compelling challenge.
You offer a creature a compelling challenge. They must succeed in a Presence (15) Reaction roll or answer your challenge and fight you. You gain a +2 bonus to Evasion when facing that creature, the target has disadvantage on attack rolls against creatures other than you, and the first time the target tries to move away from you, they must succeed on a Presence (15) Reaction roll or their speed becomes 0 until you take damage from any source. |
1 |
| 7 | Ability | Superior Interdict |
Damage from your seals is increased by 1 extra die.
Damage from your seals is increased by 1 extra die. This can be used 3 times per session. In addition, you can spend 2 Hope to regain 3 Seals if you have none remaining. Once you regain a seal in this way, you can’t do so again until you finish a long rest. |
1 |
| 7 | Spell | Slippery Ploy |
When a creature targets you with an attack, spell, or other magical effect, you can place a seal on them as a reaction and use a Spellcast Roll (15).
When a creature targets you with an attack, spell, or other magical effect, you can place a seal on them as a reaction and use a Spellcast Roll (15). On a Successful roll, the creature must choose a new target or lose the attack or effect. |
1 |
| 8 | Ability | Hell Mage |
When you or an ally within Close Range of you succeed on a Reaction roll against a spell or other magical effect imposed by an enemy, you can immediately place one or more seals on that enemy, up to a number equal to your Proficiency.
When you or an ally within Close Range of you succeed on a Reaction roll against a spell or other magical effect imposed by an enemy, you can immediately place one or more seals on that enemy, up to a number equal to your Proficiency. You can use 1 Hope and Burn these seals to trigger their effect. Each additional Hope can be used to trigger different effects (Damage or Disadvantage). |
0 |
| 8 | Ability | Infernal Majesty |
Your archdevil bestows on you the ability to don a measure of their power.
Your archdevil bestows on you the ability to don a measure of their power. You channel the might of Hell, gaining the following benefits for 60 minutes:
For the duration, if you die, you can choose to have your body disappear in a burst of flame, leaving behind only your equipment. If you do, your body reforms 1d6 days later somewhere in Hell. Once your body reforms, you return to life and regain all of your hit points. Once you channel your Infernal Majesty, you must finish a long rest before you can do so again. |
2 |
| 9 | Ability | Infernal Exchange |
You have mastered the ability to enervate enemies and endow allies.
You have mastered the ability to enervate enemies and endow allies. When an interdicted creature within Close range of you makes an attack roll or Reaction roll, you can use your reaction to burn one of the seals on them and transfer their power. The target must roll a d12 and subtract the number rolled from the triggering attack roll or Reaction roll. You then empower an ally within Very Close of you. The next time that ally makes an attack roll or Reaction roll, they roll a d12 and add the number rolled to the attack roll or Reaction roll. |
0 |
| 9 | Spell | Foul Interchange |
Succeed on Spellcast roll (15), you choose a creature you can see within Close range of you and expend a seal to end one of the following conditions afflicting them (Restrained or Vulnerable).
Succeed on Spellcast roll (15), you choose a creature you can see within Close range of you and expend a seal to end one of the following conditions afflicting them (Restrained or Vulnerable). Another creature you can see within Close range of you must succeed on a Presence (15) Reaction roll or suffer that same condition. |
0 |
| 10 | Ability | Master of Hell |
You learn to tear open a rift to Hell and wreak its fury on your enemies.
You learn to tear open a rift to Hell and wreak its fury on your enemies. You can summon a Hellstrom centered on a point you can see within Very Far range of you. Choose one of the following effects, which fills a Close radius sphere centered on that point: Inferno. Hellfire rains down on your foes. Each enemy in that area must make an Agility (15) Reaction roll. On a failed roll, a creature takes 5d10 damage and is Vulnerable. On a successful roll, a creature takes half as much damage and is not Vulnerable. Pestilence. A foul miasma swirls around your foes. Each enemy in that area must make an Agility (15) Reaction roll. On a failed roll, a creature takes 5d10 damage and is Restrained. On a successful roll, a creature takes half as much damage and is not Restrained. Once you summon a Hellstrom, you must finish a long rest before you can do so again. |
0 |
| 10 | Spell | Quid Pro Quo |
You can whisper to the legions of Hell, ensnaring enemies and calling allies.
You can whisper to the legions of Hell, ensnaring enemies and calling allies. As an action, you can attempt to banish a creature you can see within Close range of you. The target must succeed on a Presence (20) Reaction roll. On a failed roll, the target is banished to the wastes of Hell for 1 minute, after which they return to the unoccupied space nearest to the one they left. A target banished in this way can repeat the Reaction roll during their Spotlight, ending the effect early on a success. A creature who succeeds on a Reaction roll against this effect becomes immune to your Quid Pro Quo for 24 hours. Additionally, when a target is banished in this way, a Devil appears in their place. This Devil acts as an ally to you and follows your commands until the banished creature is no longer banished, at which time the Devil disappears. Once you successfully banish a creature in this way, you can’t use this feature again until you finish a long rest. |
2 |
Domain cards

1
Bravado
While you are not wearing any armor your Evasion increases by 2 and 1 Armor slot per Tier. With or without Armor spend 1 Hope or burn 1 Seal to increase the Evasion by 1 per session.

1
Brutal Strikes
When you hit a target with a Melee Weapon and spend 1 Hope or 1 Seal deal extra d6 damage and cause Restrained condition.

1
Chains of Suffering
Make a Spellcasting roll on a target within Far range and on a success do d8 damage using your Proficiency. On Critical Hit the target is Restrained, and you Mark a Stress.

2
Battlefield of the Mind
By the time my armies meet yours, you’ll be filled with terror and doubt your own strength. I won’t have to lift a finger to defeat you. Confer with the Demons of Hell and get additional information on your opponent. You have advantage on rolls involving information and history of your opponent including possible secrets and weaknesses.

2
Hellish Vigor
Spend 1 Hope to clear a Condition or Stress. Burn 1 Seal to regain 1 HP.

3
Vengeful Blade
You create an eruption of smoldering hellfire around a creature you can see within range. The target must succeed on a Presence (15) Reaction Roll or take 2D6 Damage. If successful take half damage. Spend 1 Hope to trigger Restrained condition.

3
Hellfire
You create an eruption of smoldering hellfire around a creature you can see within range. The target must succeed on a Presence (15) Reaction Roll or take 2D6 Damage. If successful take half damage. Spend 1 Hope to trigger Restrained condition.

4
Maligned Weapon
You imbue a weapon you touch with an infernal blessing. Until the spell ends, (after taking damage or using Fear) the weapon extinguishes any mundane sources of light in a Very Close radius. In addition, attacks made with the weapon deal an extra 2d6 damage on a hit. Spend 1 Hope to add another 2d6 damage.

4
Wall of Despair
Make a Spellcast Roll (15). You create a wall of necrotic energy on a surface within range. You can make a wall between two points within far range. The wall is opaque. When the wall appears, each creature in its area must make an Agility (15) Reaction roll. A creature takes 4d8 damage on a failed roll, or half as much damage on a successful one. A creature within Very Close range must make an Agility (12) Reaction roll. If they fail, they are pulled into the wall and take 4d8 damage.

5
Aura of Desecration
Life-defiling energy radiates from you in an aura within Close range radius. Until you take damage or 1 Fear is used, the aura moves with you, centered on you. Whenever creatures of your choice enter the area for the first time on a turn or start their turn there, they must make an Agility (13) reaction roll. On a failed roll, a creature takes 4d6. On a successful roll, a creature takes half as much damage.

5
Mote of Hell
You manifest a pocket of Hell. A Very Close range sphere of darkness, brimstone, and blasting heat appears, centered on a point within range and lasting for duration. The cloud of hellfire echoes with the cries of damned souls that can be heard by creatures within 30 feet of it. No light, even magical light, can illuminate the cloud, and any creatures fully within that area are blinded. The cloud warps time and space, making the cloud’s area difficult terrain. A creature who starts their turn in that area takes 2d6 damage. A creature who ends their turn in that area must succeed in a Presence Reaction roll or take 2d6 damage as the voices of the damned crowd their mind.

6
Blood Price
You can strengthen your defenses at the cost of your Stress. Whenever you fail a Reaction roll, you can spend one of 1 Stress and reroll it. You can spend 1 HP to increase your Evasion by 2 for duration of the session.

6
Infernal Challenge
You offer a creature a compelling challenge. They must succeed in a Presence (15) Reaction roll or answer your challenge and fight you. You gain a +2 bonus to Evasion when facing that creature, the target has disadvantage on attack rolls against creatures other than you, and the first time the target tries to move away from you, they must succeed on a Presence (15) Reaction roll or their speed becomes 0 until you take damage from any source.

7
Superior Interdict
Damage from your seals is increased by 1 extra die. This can be used 3 times per session. In addition, you can spend 2 Hope to regain 3 Seals if you have none remaining. Once you regain a seal in this way, you can’t do so again until you finish a long rest.

7
Slippery Ploy
When a creature targets you with an attack, spell, or other magical effect, you can place a seal on them as a reaction and use a Spellcast Roll (15). On a Successful roll, the creature must choose a new target or lose the attack or effect.

8
Hell Mage
When you or an ally within Close Range of you succeed on a Reaction roll against a spell or other magical effect imposed by an enemy, you can immediately place one or more seals on that enemy, up to a number equal to your Proficiency. You can use 1 Hope and Burn these seals to trigger their effect. Each additional Hope can be used to trigger different effects (Damage or Disadvantage).

8
Infernal Majesty
Your archdevil bestows on you the ability to don a measure of their power. You channel the might of Hell, gaining the following benefits for 60 minutes:
- You gain resistance to all damage; all damage against you is halved.
- Wings appear on your back, granting you a flight.
- When you hit with a weapon attack, deal an extra 2d8 damage.
For the duration, if you die, you can choose to have your body disappear in a burst of flame, leaving behind only your equipment. If you do, your body reforms 1d6 days later somewhere in Hell. Once your body reforms, you return to life and regain all of your hit points. Once you channel your Infernal Majesty, you must finish a long rest before you can do so again.

9
Infernal Exchange
You have mastered the ability to enervate enemies and endow allies. When an interdicted creature within Close range of you makes an attack roll or Reaction roll, you can use your reaction to burn one of the seals on them and transfer their power. The target must roll a d12 and subtract the number rolled from the triggering attack roll or Reaction roll. You then empower an ally within Very Close of you. The next time that ally makes an attack roll or Reaction roll, they roll a d12 and add the number rolled to the attack roll or Reaction roll.

9
Foul Interchange
Succeed on Spellcast roll (15), you choose a creature you can see within Close range of you and expend a seal to end one of the following conditions afflicting them (Restrained or Vulnerable). Another creature you can see within Close range of you must succeed on a Presence (15) Reaction roll or suffer that same condition.

10
Master of Hell
You learn to tear open a rift to Hell and wreak its fury on your enemies. You can summon a Hellstrom centered on a point you can see within Very Far range of you. Choose one of the following effects, which fills a Close radius sphere centered on that point: Inferno. Hellfire rains down on your foes. Each enemy in that area must make an Agility (15) Reaction roll. On a failed roll, a creature takes 5d10 damage and is Vulnerable. On a successful roll, a creature takes half as much damage and is not Vulnerable. Pestilence. A foul miasma swirls around your foes. Each enemy in that area must make an Agility (15) Reaction roll. On a failed roll, a creature takes 5d10 damage and is Restrained. On a successful roll, a creature takes half as much damage and is not Restrained. Once you summon a Hellstrom, you must finish a long rest before you can do so again.

10
Quid Pro Quo
You can whisper to the legions of Hell, ensnaring enemies and calling allies. As an action, you can attempt to banish a creature you can see within Close range of you. The target must succeed on a Presence (20) Reaction roll. On a failed roll, the target is banished to the wastes of Hell for 1 minute, after which they return to the unoccupied space nearest to the one they left. A target banished in this way can repeat the Reaction roll during their Spotlight, ending the effect early on a success. A creature who succeeds on a Reaction roll against this effect becomes immune to your Quid Pro Quo for 24 hours. Additionally, when a target is banished in this way, a Devil appears in their place. This Devil acts as an ally to you and follows your commands until the banished creature is no longer banished, at which time the Devil disappears. Once you successfully banish a creature in this way, you can’t use this feature again until you finish a long rest.
Quid Pro Quo
Infernal Domain is domain of the Seven Hells. Those who sign Infernal Contract with one of the Archdevil has access to the domain. The domain gives access to Infernal and Hellish powers to dominate and crush your enemies. But be ware such power comes at a personal cost.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Quid Pro Quo Subclasses
No subclasses available.
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Background Questions
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Connections
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