You are a devil hailing from the depths of the Nine Hells and, somehow, you managed to get back to the realm of the living, unwillingly. A wicked warlock or wizard pulled you from your home in the Nine Hells as a test for their arcane abilities and failed miserably, or a group of cultists summoned and bound you in some twisted form of worship. Why you're here no longer matters to you, all you know is you have no way of leaving this mortal body you have been bound to. Your goal is to make contracts, complete the tasks, and eat souls to become more powerful and return to your former glory. You are not a good person, and you have hurt people and at times even enjoyed it. But who can blame you, they are the ones who signed the contract.
- Ability Scores: Plus 1 to INT, CHA, and WIS
- Skill Proficiencies: Skill Proficiencies: Skill Proficiencies: You know what people want and you deliver, or rather, you promise to deliver. You gain proficiency in Deception and Persuasion.
- Tool Proficiencies: Thieves' tools, Poisoner kit, Whip.
- Languages: You learn Infernal and Mabrahoring (High Infernal) as a result of your infernal heritage.
- Equipment: Thieves' tools, Poisoner kit, Whip, Paper, 3 Vials of Ink, 1 book on the occult, Cultist Robes, 20 vials of blood, quill
You can make a deal or contract with instantaneous effects but long term consequences.
When making a contract the target must be willing. You can make this transaction by shaking the other being's hand (during this your hand will be surrounded in cold fire with the color of your choice if it's a soul contract), sign a written contract using both parties blood or through verbal agreement of the contract. The target must know what they receive out of this transaction and what you will receive.
The Contract between you and the target can involve one of the following:
Item: You can make a contract where you retrieve an item for them for some sort of payment or trade. The deal is completed once you and the target have both received what you bargained for.
Services: You can make a contract where you provide your services to the target in return for something of your choosing. The contract ends when both parties have fulfilled their required obligations.
Warlock: You may grant anyone a part of your power, you will still have access to that power, you are their patron. You may exchange your power for anything you deem suitable. You may allow your Warlock to level up if you make them do a task, or exchange something further with you. Their warlock level may not exceed your total level. Once you have enough warlocks you may use them in a ritual which kills them, makes you loose all the benefits you gained from the deal, but the ritual will allow you to level up once, even if you are level 20, you may repeat this. All necessary elements of the ritual is determined by your DM. Doing this ritual will attract the attention of many enemies.
Souls: If you make a bargain for a beings soul then may the Gods help them. Once you hold up your end of the bargain you basically own their lives. Once your end of the contract has been completed you can choose to consume their soul at any point you wish. Doing so will give you +1 to any stat you choose, and all of their equipment. Or Alternatively, you may gai. 1 more attunement slot if you forgoe the other benefits and save up 1000 souls to use in a ritual to gain. An extra attunement slot.
If your contract is breached by the other party, you Immediately become aware of their treachery. You then can revoke your end of the bargain and the party must make a Wisdom saving throw against your spell DC (if you don't have a spell DC add the modifier of your highest stat to 15) or suffer from a curse of your choosing. This effect is permanent and can only be removed by either a 'Wish'. Regardless of if they save or not there soul is forever marked as a deal breaker to all devils from the Nine Hells to torment.
Due to your naturally deceptive nature and desire to hide your true self from others, you also gain the 'Actor' feat.
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