Wizard
Base Class: Wizard

When a Wizard plunges into the darkness of Soul-Binding and Fiend smithing the knowledge to begin must come from somewhere, even finding out that this artform exists falls to only a few scholars dedicated to delving into ancient dark tomes and books of wicket rapport. To obtain the knowledge of the Fiend-Smith one must learn it directly from the source, powerful fiends from the Nine hells and the Abyss. 

Upon a late night beneath a full moon, an aspiring Fiend-Smith finds a way too summon such a fiend, this can be done many ways and can be as unique as the person summoning the Fiend but once the Summoning is done the path to damnation begins. The aspiring Fiend-Smith makes a deal with the Fiend, their soul is not bargained but a task may be required or perhaps the soul of another. Once again the bargain can be anything but once the aspiring Fiend-Smith completes their end of the bargain, the Fiend grants them the knowledge to forge a Soul-Tome, an dark tome of evil magic and incantations that is the source of the Fiend Smith's power and knowledge.

These Soul-Tomes are worth a small fortune to the right collecter or power hungry mages so they are hidden and jealously guarded by their meglomaniac owners, and nothing can enduce rage from Fiends as the sight ofa Soul-Tome, as it marks lowly mortals as dabblers in what the Fiends hold most valued and prized, souls and names. 

Fiend-Smiths are rare, and succesful ones even rarer but there are those whom are willing to take on apprentices to teach the the ancient art and are always willing to bargain and trade for the True names of Fiends. A common opinion on Fiend-Smith's by those whom know they exist is generally one of revilement as they are beleived to be all together evil, however this is often not the case as the Fiend-Smith may have many reasons for wanting to harness the power of Soul Magic and it is worth noting that those whom suffer most from their craft is indeed, the Fiend. 

The Life of a Fiend-Smith is perilous, dabling in demonology and soul-forging leads to all kinds of perils but the main danger is insanity. To constantly expose the mind to the alien and terrifying intellects of Fiends almost inevitably leads to the madness, but for those that can survive the madness, the persecution and the dangers of handling volitile Demon souls the path is one to extreme and unknown power. 

The Path to Damnation

2nd-level Fiend Smith feature

A Dark Ritual, it's instructions gifted to you by the Fiend whom has granted you the knowledge of Fiend-Binding, You gain the ability to create your Soul-Tome, the Item you use to bind the souls of fiends into your items. This is a special Tome of Dark Knowledge that you must attune too.

To create a Soul-Tome you must complete a one hour Ritual over the remains of a slain humonoid that has died within the last 24 hours. The Ritual involves dark incantations and should be done in private if possible, upon completion of the ritual you are granted your Soul-Tome. 

Your Soul-Tome grants you the eldritch blast

Once per long rest as a bonus action you can use your Soul-Tome to replenish one spell slot that is level 5 or under. 



Fiend Crafter Spells

2nd-level Fiend Smith feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Fiend Smith Spells table. These spells count as wizard spells for you, but they don’t count against the number of wizard spells you prepare.

Wizard Spells

Wizard LEVEL SPELL

3rd

hellish rebuke

5th

Darkness magic circle

7th

Black Tentacles, banishment

9th

planar binding, Hallow

11th

planar ally, circle of death

Soul Forging

2nd-level Fiend Smith feature

Whenever you finish a long rest, you can use your Soul-Tome to bind a Fiend Soul in any non magical Item you touch giving it magical properties. Roll on the Experimental Fiend soul effect table for the Soul's effect, You can re-roll on table by expending a spell slot of 1st level or higher or by dousing the item in a vial of blood from a humanoid killed within the past 24 hours. You may only re-roll once. 

The Soul-Bound Item is triggered when it is touched, The Fiend Smith whom forged the binding can hold the item without counting as touching it if they so please. 

You can create additional bindings by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to bind another fiend soul to any non magical Item you touch, and you choose the Fiend Souls effect from the Experimental Fiend Soul table.

Binding a Fiend Soul into an item requires you to know the Fiends name ,(This does not have to be it's true name, just a name you can recognise it by) as well as your Soul-Tome which must be fully attuned. Any soul bound item you create with this feature lasts until it is unbound by you or another fiend smith, if the item is destroyed by a magical item or by it's own description as read in the Experimental Fiend Soul effect Table or in the original desciption of the chosen item in which the soul is bound to. 

You can create a number of soul-bound Items equal to half your wizard level (Rounded Down)

When you reach certain levels in this class, you can bind more souls at the end of a long rest: two at 9th level and three at 12th level. Roll for each fiend soul's effect separately.

Experimental Fiend Soul effect

D10 EFFECT

1

Anguish. The Item becomes a trap, once the item is touched by a creature who is not the Fiend Smith whom created it,the Item erupts dealing [roll]4d12[/roll] psychic damage to all creatures within 10 feet,as the anguished screams of the soul trapped within emit a terrifying echo within the mind of the victim. The item is destroyed after one use as the Fiend within withers to madness.

2

Terror. The person who touches this item gains the ability to cause fear in their foes. As an Action while this Item is held the user can unleash the spectral form of the bound demon to emit a terrifying scream. 

All creatures exluding the holder of the item within 30 feet are targetted by the fear spell. The Dc is 13 plus the holders proficiency bonus. 

The holder of this item can use their action to command the Fiend within to release 1d4 creatures from the effects of the fear. 

Each time this Item is used roll a d20, on a roll of 1 the item immediatly cracks and the Fiend within escapes as it attempts to possess one creature within 30ft. If there are no other creatures the Fiend attempts to possess the holder. 

The creature who is being possessed must roll a Charisma saving throw Dc 12. If passed the Fiend simply moves on to it's next target within 30 feet, if failed the Fiend takes control of the creature and the item from which it came shatters. The Fiend will do everything in it's power to try kill holder of the item it escaped from or the Fiend Smith that bound it.

If the Fiend cannot take control of any creature within 30 feet it returns to the Item and is bound again. The Item can be used as normal until a natural 1 is rolled again.

3

Infernal Resilience. The owner of this item gains a +1 bonus to AC and resitence to fire damage, this does not stack if a creature currently has resistence to fire damage. The Fiend Smith may only create 3 of these at any one time. 

4

Unholy Bargain. As a Bonus Action the holder of the item can sacrifice any number of hit points to add half the sacrificed number (rounded down) to one attack roll of the holders choice made within the next 24 hours, these hit points can not be healed by any means short of divine intervention or until the bargain is complete.

If that attack is not made upon a living creature within 24 hours, the fiend will posses the holder and carry out the attack on one random living person including the holder of the item decided by the DM, the Fiend will seek to do as much harm to the holder of the Item as it can for breaking the bargain.The Item cannot be discarded and disapears from reality as it clings to the holder's soul until the bargain is complete (The attack is made).

This Bargain can be made as many times as the holder wishes but only one bargain can be created and maintained at a time.

5

Flight. The holder of the item can use it's bonus action to gain a flying speed of 30 feet for 10 minutes as their eyes become black and demonic and their voice deep and distorted due to the fiend's influence. The holder of the Item can use this once per long rest and the item must be attuned to. 

6

Shadow Mount. The holder of the item can use it's action to cast find steed spell. The Steed looks Demonic and emits an Evil aura. Everytime this item is used Roll a D20, on a natural 1 the item explodes dealing 2d10 necrotic damage to everyone within 10 feet as the fiend within takes it's vengeance.

7

Dark Anger. Upon entering combat the Fiend within speaks to the holder urging them to violence and cruelty. The holder of the item must pass a DC10 Charisma saving throw or enter into a dark rage (The holder can choose to fail this). While in Dark rage all attacks count as [feature]Reckless attack[/feature]. The wielder gains +3 to attack rolls and damage rolls if wielding a non magical weapon, if the item in which this effect is rolled for is a weapon, it counts as non magical for the purposes of this effect. 

A Dark price: 
If the person wielding this item kills more creatures than it's wisdom attribute score within 24 hours, the effects of the Dark Rage grow turning the holder sadistic and evil as they give in to the base desires of the Fiend inlfuencing them. The holder of the item now becomes attuned to the item and automatically enters Dark Rage when entering combat. Spells can no longer be cast while in dark rage and the holder loses all memory of what they do while in Dark rage. This can be removed by the greater restoration

8

Sinister seduction.  The holder of this item can cast Command spell once per long rest as the fiend within whispers dark incantations in the mind of the target. 

9

Oblivion. Nominate a Fiend of the Abyss or a Fiend of a the Nine hells whos name is known to you (This does not have to be it's true name, just a name you can recognise it by) to bind. The item becomes a trap and doesn't trigger when touched unless the holder wishes it. To use you must target a creature and have it willingly accept the Item, If accepted you can have the item immediately cast banishment on the targeted creature with a DC 15 save. 

The Banished creature finds itself banished to either the Nine hells or the Abyss depending upon the type of Fiend bound, while banished the target creature is subject to the jeers and taunts of the fiends around them though they cannot be harmed. If the targeted creature has under 12 hitpoints they must make a DC15 charisma saving throw, if they fail they do not return as their mind shatters and their soul is devoured by the fiends around them, their body returns from Banishment a lifeless husk. If they pass, banishment ends as described within the spell description.

10

Vitriolic Pact . A demon is bound into the Item with no instruction from you. You choose the demon’s type and the effect it has on the item from the table below. If the holder of the Item ever learns the true name of the Fiend trapped within, they may make charisma saving throw DC20 to summon it once every seven days for up to 10 minutes to do the holder's bidding. They can communcate with the Fiend at will though the Fiend will be incredibly hostile to the holder and will forever seek to be unbound.

A Fiend smith can create one of these items for every five levels in the Wizard class and these items count as standard soul bound items for the purpose of the rule "ou can create a number of soul-bound Items equal to half your wizard level (Rounded Down)" 

1. Barlgura: You viciously bind the Barlgura to the Item as you feel it's dark rage pearing out in panic and anger.
Your hand surges with the Darkness of the fiend trapped within, you can replace your action with the following attack: Demon Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.

2. Shadow Demon: You snare an elusive Shadow Demon binding it in dark silence to the Item

I Demand Incorporeal Movement. Your soul darkens as the shadow demon trapped inside the item aids your movement through objects and people. As an action the holder of the Item can activate it and move through other creatures and objects as if they were difficult terrain. They takes 5 (1d10) force damage if it ends its turn inside an object. This effect can be used once per long rest and the duration is 10 minutes.

3. Dybbuk: You entreat a Dybbuk to willingly enter the item as if it were a corpse, once inside the Dybbuk realises too late it is trapped.

Violate the Corpse. As a bonus action the holder of the Item can order the dybbuk to possess a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid (That is not the holder of the item) that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours. The holder of the Item can do this as many times as they please keep the corpse moving for up to 60 seconds or they immediatly end the action. Once the action is complete the dybukk is pulled screaming back to the Item. 

4. Bulezau: You cast your force deep into the Abyss and pull one of it's foot soldiers into the Item

Rot those near, Protect me. Once per long rest as an action the holder of this item can activate this effect When any creature that isn’t a demon starts its turn within 30 feet of the holder of this item the creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each level of the holder. This effect lasts for 1 minute.

5. Babau: You plunder the realm of Graz'zt and lure a Babau to enter the Item. It does so willingly without any resistence as it seems to want to be in the item. 

Weaken my enemies. As an action the holder of the item can order the babau to target one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Collector of Souls

6th-level Fiend Smith feature

Using your lore on Fiend-smithing and Demonology, everytime you learn the true name of a Demon you scirbble it ithin the dark pages of your Soul-Tome  and attempt to bind it within, allowing you to burn the soul to regain health and spell slots. You can destroy bound souls to gain access to the below table. How you aquire these secretive names is decided by your Dungeon Master.

To bind the fiend, a Fiend Smith must create a large circle using the bones of a corpse who's soul was damned. This can be the bones of anyone evil enough that they are beyond redemtpion. The Fiend smith can find such a body by researching or by simply asking around. The Fiend Smith must then call upon the true name of the Fiend they wish to bind, once the name has been recoginsed as accurate , the fiend is pulled into the circle from it's plane of origin. The Fiend smith can attempt to bind it by passing a Charisma saving throw of DC10 plus the CR of the chosen Fiend. 

If passed the Fiend is bound to the Soul-Tome and is considered stored within.
If failed the Fiend breaks free and returns to it's home plane with vengeance in it's heart. 

A name can only be used once in this way.

Perils of Demonology: If the Fiend Smith rolls a natural 1 on it's charisma saving throw to bind the Fiend, the Fiend breaks free into the Material plane with intent to kill the Fiend Smith. 

You may store a number of souls equal to your Proficiency bonus within your Soul-Tomb and as a bonus action you may destroy a soul to do one of the following 

  1. Heal 1D12 for each spell slot you have remaining. 
  2. Regain a spell slot up the the level of the amount of souls destroyed eg. 2 souls equals a level 2 spell slot. 
  3. gain resistance to one damage type for an hour
  4. Gain advantage on your next roll
  5. Add 2d6 necrotic damage to your next damage roll

 

 

 

The Master is Watching

As an action you bind the soul of a random Fiend pulled from the void to any non-magical item you wish to be your servant, this changes the Items name to "Totem of the master" which becomes covered in dark Abyssal writing, brittle like glass and gives of a magical Aura of Evil:

  • As Long as you have the Totem of the Master in your possession, you count as having the spell Unseen servant cast and active. If your unseen servant is destroyed you can as an action simply call it back from the Totem Of The Master to serve you again. This takes no spells slots and does not require the spell to be prepared or known. For all touched based spells you can use the Unseen servant to touch the target as if you had yourself similair to that of the summon familiar spell. 
  • While in possesion of the "Totem of the Master", whenever a creature you can see uses a Soul item you created, for the first time that day, you can allow that creature to consume a small portion of the Fiend inside the Items soul causing the creature to gains temporary hit points equal to 2d6 + your intelligence modifier.The creature holding the Item must also be willing as this effect will feel wrong and unnatural.  
  • If you lose the Item the soul is bound to you must complete a ritual that takes 1 hour and requires the Blood of a slain humonoid within the last 24 hours, which the spell consumes to break your link with the old item. You may then choose a new item to bind another soul in this manner. Once this ritual is complete the old "Totem of the master" shatters. 

Lord of Fiends

14th-level Fiend Smith feature

There comes a point when a Fiend Smith attempts to master it's craft. When that point is reached, no longer does the Fiend-Smith toy only with the souls of demons and devils but of their very own. 

You begin a 9 hour ritual that requires nine vials of blood that contains humonoids slain within the last 24 hours mixed with ground bones of a cleric of a good aligned god. You pull from the Nine hells or the Abyss the Devil or Demon whom originally granted you the spark of knowledge that lead you down this path so that you may strike a bargain. You seek a powerful soul for your Soul-Tome to transform it into an Diabloic Opus ,a powerful book filled with rituals and dark magic fit for a true master of soul-forging.

You may make one of the below pacts with this powerful fiend. Once you have agreed to a pact you then choose which Fiend soul you wish to use in your ritual by consulting the Fiend Soul Table.

Once a Diabolic Opus is forged it can be used as an Arcane Focus and cannot be unattuned too by anything short of death or divine intervention. 
 
 Bargain Table of pacts

Name Effect

Bargain of the Hunter

You offer a portion of your soul and to hunt down an enemy of the Fiend you have summoned. 

Bargain of the Soul

You offer your eternal damnation in the form of your entire soul. Your Alignment is changed to either Chaotic/Neutral/Lawful evil as your corruption is complete and you automatically fail your first Death saving throw whenever you reach 0 hit points.

Bargain of the Flesh

You offer a portion of your soul and a Piece of your body, the fiend may or may not be happy with the choice of body part and may ask for something else.

Bargain of the Summoner

You offer a portion of your soul and agree to summon the Fiend in a location of it's choice. The specifics of the summoning are detailed by your Dungeon Master. 


Bargain of War

You offer a Portion of your soul and agree to do everything you can to bring war upon a nation or organization of the Fiends choice, such as a specific temple or order. 

Bargain of Freedom

Your Dungeon Master creates a custom bargain for you. 

   


Fiend Soul Table

NAME EFFECT

Bone Devil

You Bind a hateful Bonedevil to your Soul-Tome turning it into a Diabolic Opus gaining the following while attuned to it.

Devil's Sight. Magical darkness doesn't impede your darkvision.

Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered

At will as as free action you can grow and ungrow a large tail similiar to that of a Bone Devil allow you to sting other creatures with your action. 
Sting.
 Melee Weapon Attack:
 +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6)poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Glabrezu

You bind a temptatious Glabrezu to your Soul-Tome turning it into a Diabolic Opus gaining the following while attuned to it.

The owner of the Soul-Hammer can innately cast the following spells, requiring no material components or spell slots:

At will: darkness, detect magic, dispel magic

1/day each: confusion, fly, power word stun

Magic Resistance. The Fiend-Smith has advantage on saving throws against spells and other magical effects.

Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks


Chain Devil

You bind a sadisitic Chain Devil to your Soul-Tome turning it into a Diabolic Opus gaining the following while attuned to it.

Devil's Sight. Magical darkness doesn't impede the Fiend Smith's darkvision.

Magic Resistance. The Fiend Smith has advantage on saving throws against spells and other magical effects.

At will as a free action you can cause your Diabolic Opus to transform into a Large chain while still remaining your arcane focus. 
Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the Fiend Smith isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

 

 

 

Fiend Smith Image

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