Level
5th
Casting Time
1 Action
Range/Area
Self (30 ft. )
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Conjuration
Attack/Save
None
Damage/Effect

You transform the battlefield into your infernal domain, a warped landscape reflective of your will and power. The ground cracks and smolders, shadows lengthen, and malevolent energy emanates from your presence.

The den extends in a 30-foot radius centered on you and moves with you for the spell’s duration. Upon casting the spell, you gain the following baseline effects:


Baseline Effects of Devil’s Den:

  1. Infernal Empowerment: You gain the following benefits while in the Devil’s Den:

    • Your spells and weapon attacks deal an additional 1d8 necrotic damage.
    • When you deal damage to a creature within the den, you regain hit points equal to half the damage dealt. Creatures in the den can make a Constitution saving throw at the end of their turns (DC equals your spell save DC). On a success, they negate this healing effect for themselves for the next minute.
  2. Foe’s Dread: Enemies within the den have disadvantage on saving throws against being frightened or charmed.

  3. Altered Terrain: The ground in the den becomes difficult terrain for all creatures except you and those you choose. Creatures that attempt to dash through the terrain must make a Dexterity saving throw or fall prone.


Thematic Augmentations (Deadly Sin Effects):

When you cast this spell, choose one of the Seven Deadly Sins to further shape your Devil’s Den. The chosen sin adds a unique effect to the battlefield for the duration.

  1. Pride (The Gilded Throne):

    • A spectral throne rises at the center of the den. While you remain seated upon it, you gain a +2 bonus to AC and saving throws. Creatures within the den must succeed on a Charisma saving throw or have disadvantage on attack rolls targeting you.
  2. Wrath (Scorching Fury):

    • Lava fissures erupt throughout the den. At the start of each creature’s turn (other than yours), they must succeed on a Dexterity saving throw or take 2d10 fire damage. You have resistance to fire damage while in the den.
  3. Envy (Shadow of the Covetous):

    • You project an aura of envy. Each enemy in the den must make a Charisma saving throw at the start of their turn. On a failure, they take psychic damage equal to half the damage they deal to other creatures during their turn. On a success, they are unaffected by this effect until the start of their next turn.
  4. Gluttony (Ravenous Void):

    • The den becomes filled with spectral mouths and writhing voids. Enemies must make a Strength saving throw at the start of their turn or have their movement reduced to 0. As an action, you can target a creature within the den to force it to make a Constitution saving throw or take 4d10 necrotic damage as the void consumes part of their essence.
  5. Lust (Alluring Mirage):

    • A haze of intoxicating energy fills the den. Enemies within the area must succeed on a Wisdom saving throw at the start of their turn or be charmed until the end of their turn. You can use a bonus action to force a charmed creature to move up to 15 feet closer to you.
  6. Greed (Golden Chains):

    • Gilded chains emerge from the ground, lashing at enemies. Creatures within the den must succeed on a Dexterity saving throw at the end of their turn or be restrained until the start of their next turn. You can use a bonus action to pull a restrained creature 10 feet closer to you.
  7. Sloth (Crippling Apathy):

    • A wave of lethargy fills the den. Enemies within the den must succeed on a Wisdom saving throw at the start of their turn or be slowed as per the slow spell. While slowed, their movement is halved, they can take only one action or bonus action, and their AC is reduced by 2.

At Higher Levels:

When cast using a spell slot of 6th level or higher, the following benefits scale:

  1. Radius Increase: The radius of the den increases by 10 feet per slot level above 5th.
  2. Effect Improvements:
    • Pride: The AC and saving throw bonus increases to +3.
    • Wrath: Fire damage increases by 1d10 per level.
    • Envy: Psychic damage equals the full damage dealt instead of half.
    • Gluttony: Necrotic damage increases by 2d10 per level.
    • Lust: Charmed creatures also suffer disadvantage on saving throws to resist other effects.
    • Greed: You can pull restrained creatures up to 20 feet instead of 10.
    • Sloth: Slowed creatures cannot take reactions.
* - (a shard of black obsidian and a drop of the caster’s blood)

Available For: Warlock (Legacy) Wizard (Legacy) Cleric

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