Base Class: Fighter
An Infernal Agent acts as an enforcer on behalf of hellish forces, using the power of fiendish sigils. Most infernal agents are contracted by benefactors seeking to render dreadful punishment upon those that would break infernal contracts. Many a warlock that failed to fulfill their part of a pact met their end at the point of an infernal agent's blade.
Bonus Proficiencies
3rd-level Infernal Agent feature
You gain proficiency with the forgery kit, and you learn to speak, read, and write Infernal.
Sinful Scribe
3rd-level Infernal Agent feature
You can use fiendish talismans to enhance your gear. You learn two talismans of your choice, from among the talismans described below, and each time you gain a level in this class, you can replace one talisman you know with a different one from this feature. When you reach certain levels in this class, you learn additional talismans, as shown in the Talismans Known table.
Talismans Known
| Fighter Level | Number of talismans |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
Whenever you finish a long rest, you can touch a number of objects equal to the number of talismans you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your talisman remains on an object until you finish a long rest, and an object can bear only one of your talismans at a time.
The following talismans are available to you when you learn a talisman. If a talisman has a level requirement, you must be at least that level in this class to learn the talisman. If a talisman requires a saving throw, your Talisman Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
Lust Talisman. This talisman bestows upon its bearer the ability to take advantage of another creature's lust. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the talisman and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this talisman, you can’t do so again until you finish a short or long rest.
Pride Talisman. This talisman bolsters its bearer's audacity to a supernatural degree. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Deception) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Sloth Talisman. This talisman’s magic drains its victims of ambition and imparts it upon its bearer. While wearing or carrying an object inscribed with this talisman, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the talisman to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this talisman, you can’t do so again until you finish a short or long rest.
Wrath Talisman. This talisman draws its power from the fury of devils spurned. While wearing or carrying an object inscribed with this talisman, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Intimidation) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the talisman and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this talisman, you can’t do so again until you finish a short or long rest.
Envy Talisman (7th Level or Higher). The power of this talisman allows its wearer to possibly alter fate to its liking. While wearing or carrying an object inscribed with this talisman, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.
In addition, you can invoke the talisman as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this talisman, you can’t do so again until you finish a short or long rest.
Gluttony Talisman (7th Level or Higher). This talisman bestows a resilience reminiscent of archdevils. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this talisman, you can’t do so again until you finish a short or long rest.
Envy Talisman
The power of this talisman allows its wearer to possibly alter fate to its liking. While wearing or carrying an object inscribed with this talisman, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.
In addition, you can invoke the talisman as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this talisman, you can’t do so again until you finish a short or long rest.
Gluttony Talisman
This talisman bestows a resilience reminiscent of archdevils. While wearing or carrying an object that bears this talisman, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the talisman as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this talisman, you can’t do so again until you finish a short or long rest.
Lust Talisman
This talisman bestows upon its bearer the ability to take advantage of another creature's lust. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the talisman and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this talisman, you can’t do so again until you finish a short or long rest.
Pride Talisman
This talisman bolsters its bearer's audacity to a supernatural degree. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Deception) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Sloth Talisman
This talisman’s magic drains its victims of ambition and imparts it upon its bearer. While wearing or carrying an object inscribed with this talisman, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the talisman to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this talisman, you can’t do so again until you finish a short or long rest.
Wrath Talisman
This talisman draws its power from the fury of devils spurned. While wearing or carrying an object inscribed with this talisman, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Intimidation) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the talisman and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this talisman, you can’t do so again until you finish a short or long rest.
Hellish Enforcer
3rd-level Infernal Agent feature
You can imbue yourself with the form reminiscent of the most powerful of devils. When you take this form, your eyes burn like coals, your teeth grow fanged and gnarled, and two spectral horns sprout from your crown. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Aegis of Avarice
7th-level Infernal Agent feature
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Hell Trooper
10th-level Infernal Agent feature
Your exposure to your hellish talismans alters you. You are resistant to fire damage.
Moreover, the extra damage you deal with your Hellish Enforcer feature increases to 1d8.
Talisman Tyrant
15th-level Infernal Agent feature
You can invoke each talisman you know from your Sinful Scribe feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Aspect of Archdevil
18th-level Infernal Agent feature
You learn how to amplify your infernal transformation. The extra damage you deal with the Hellish Enforcer feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
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