Acolyte of The Skin

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Acolyte of the Skin

To a wizard, the lower planes are a potential source of great


power, but hardly one that can be considered worth the risk.
Those who dissent from this common opinion are seldom
considered savoury sorts. The Acolytes of the Skin, arcanists
who explore the cutting (indeed, the flaying) edge of
demonology, embody the stereotype.
Dedicated Demonologist
Once you enter this arcane tradition at 2nd level, your
fascination with demonology is plain for all to see. You learn
to speak your choice of either Abyssal or Infernal.
You also gain proficiency with Religion, and double your
proficiency bonus in that skill when dealing with fiends.
Rite of Bonding
Also at 2nd level, you complete the rite of bonding, a hideous
procedure that involves flaying your skin and replacing it with
a living, fiendish symbiote grown in cauldrons of ichor.
Ordinarily, this transplant has only cosmetic effects.
You can awaken the skin by feeding it arcane power during
a long or short rest, reducing the total levels worth of spell
slots you regain using Arcane Recovery and activating an
equal number of the features below, chosen by you.
You lose these features at the end of your next long rest, Hide of Hell
unless you spend the necessary Arcane Recovery slots again. Starting at 6th level, if your skin is awakened you can use
Abyssal Eyes. You gain darkvision out to 60 feet. If you your reaction to force it to defend you, lashing out with
already have darkvision, you increase its range by 60 feet. burning protuberances or briefly calcifying into black armour.
An extra slot lets your darkvision pierce magical darkness. All attacks against you suffer disadvantage, and you have
Deathly Glare. You learn the eldritch blast cantrip, which is a advantage on all Strength, Dexterity, or Constitution saving
wizard cantrip for you. throws. This lasts until the start of your next turn, at which
Hell Spines. You gain a natural weapon which you are point you lose one feature (or one "extra slot" effect) currently
proficient with and deals 1d6 slashing damage. It is magic, being offered by your Rite of Bonding.
and you have a +1 bonus to the attack and damage rolls you
make using it. An extra slot makes it a 1d8 weapon with a Siblings in Skin
+2 bonus. Starting at 10th level, you add the conjure hell spawn and
Infernal Ichor. You increase your maximum and current hit conjure fiend spells (below) to your spellbook at no cost. You
points by an amount equal to your wizard level. An extra can cast these spells without preparing them, and your
slot doubles this increase. concentration on them is not broken by taking damage.
Fiendish Pheromones. You have advantage on Charisma You can use your action to touch a fiend you have
checks against fiends. summoned with one of these spells, feeding it to your hungry
Mystic Skin. You have advantage on saving throws against skin. It instantly dies, and you regain hit points equal to the
spells cast by fiends. An extra slot extends this advantage lower of its remaining hit points or its challenge rating x 10
to saving throws against all spells. (rounded down).
Poison Pit. You are immune to the poisoned condition. An
extra slot also renders you immune to poison damage. Diabolical Symbiosis
Resilient Flesh. You gain resistance to one of cold, fire,
poison, or lightning damage (your choice). An extra slot Starting at 14th level, your creature type becomes fiend. In
gives you resistance to two choices. addition, you can cast shapechange at will, without expending
Shifting Skin. You can use your action to change your a spell slot. However, you can only become a different kind of
physical appearance. Your basic shape and size category fiend, and you do not retain your Wisdom and Charisma
must remain the same, and none of your statistics change. scores while shapechanged in this way.
Unnatural Armor. Your AC cannot be lower than 14. An You can use this feature once, after which you must
extra slot increases this minimum to 16. complete a long rest to use it again. You can regain access to
it early by spending a spell slot: however, doing so limits the
While you have at least one of these features active, spells forms you can adopt to those with a CR equal to or lower
and features that detect creature type register you as a fiend. than the level of the expended spell slot.
New Spells
(Cleric, Wizard)
Conjure Hell Spawn
4th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (an unholy symbol)
Duration: Concentration, up to 1 hour
You summon fiends that appear in unoccupied spaces that
you can see within range. You choose one the following
options for what appears:
One fiend of challenge rating 2 or lower
Two fiends of challenge rating 1 or lower
Four fiends of challenge rating 1/2 or lower
Eight fiends of challenge rating 1/4 or lower.
Roll initiative for the summoned creatures as a group,
which has its own turns. They obey any verbal commands
that you issue to them (no action required by you), but are
hostile to you. Without external pressure (such as a powerful
fiendish ally) they will seek to work around the letter of any
commands which do not suit their alignment. They always
defend themselves from hostile creatures, but cannot
otherwise attack you.
When the spell ends, you lose control of the summoned
fiends. They disappear 1 hour after being summoned, or upon
being reduced to 0 hit points. The DM has the creatures’
statistics.
At higher levels. When you cast this spell using certain
higher-level spell slots, choose one of the normal summoning
options, and more creatures appear: twice as many with a
6th-level slot and three times as many with an 8th-level slot.
Conjure Fiend
5th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (blood from an innocent)
Duration: Concentration, up to 1 hour
You summon a fiend of challenge rating 5 or lower in an
unoccupied space that you can see within range. The fiend
disappears when it drops to 0 hit points, or one hour after the
spell ends.
Roll initiative for the creature, which has its own turns. It
obeys any verbal commands you issue to it (no action
required by you), but will seek to work around the letter of any
commands which do not suit its alignment. The fiend will
always defend itself from hostile creatures, but cannot
otherwise attack you.
If your concentration is broken, you lose control of the
fiend. The DM has the creature's statistics.
At higher levels. When you cast this spell using a spell slot
of the 6th level or higher, the challenge rating increases by 1
for each slot level above the 5th.

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