This document summarizes the Acolyte of the Skin subclass for wizards in Dungeons & Dragons. At 2nd level, acolytes complete a ritual that replaces their skin with a living fiendish symbiote. They can awaken features of the skin during a rest by expending spell slots. Features include darkvision, an eldritch blast cantrip, and resistance to damage. At higher levels, acolytes can summon fiends and regain health from feeding summoned creatures to their skin. By 14th level, their type becomes fiend and they can shapechange into other fiends at will.
This document summarizes the Acolyte of the Skin subclass for wizards in Dungeons & Dragons. At 2nd level, acolytes complete a ritual that replaces their skin with a living fiendish symbiote. They can awaken features of the skin during a rest by expending spell slots. Features include darkvision, an eldritch blast cantrip, and resistance to damage. At higher levels, acolytes can summon fiends and regain health from feeding summoned creatures to their skin. By 14th level, their type becomes fiend and they can shapechange into other fiends at will.
This document summarizes the Acolyte of the Skin subclass for wizards in Dungeons & Dragons. At 2nd level, acolytes complete a ritual that replaces their skin with a living fiendish symbiote. They can awaken features of the skin during a rest by expending spell slots. Features include darkvision, an eldritch blast cantrip, and resistance to damage. At higher levels, acolytes can summon fiends and regain health from feeding summoned creatures to their skin. By 14th level, their type becomes fiend and they can shapechange into other fiends at will.
This document summarizes the Acolyte of the Skin subclass for wizards in Dungeons & Dragons. At 2nd level, acolytes complete a ritual that replaces their skin with a living fiendish symbiote. They can awaken features of the skin during a rest by expending spell slots. Features include darkvision, an eldritch blast cantrip, and resistance to damage. At higher levels, acolytes can summon fiends and regain health from feeding summoned creatures to their skin. By 14th level, their type becomes fiend and they can shapechange into other fiends at will.
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.