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Summoner

Devil

A lengthy and clinical contract full of jargon at a staggering 666 pages is the start of the bargain with even the lowliest Devil. They gladly accept the bargain and seek to outsmart the Devil Summoner and take their body as their own. Devil Summoners are unfailingly as clever and diabolical as the Devils they summon.

Level Spells
3Burning Hands, Hellish Rebuke
5Flaming Sphere, Scorching Ray
9Fireball, Flame Arrows
13Fire Shield, Wall of Fire
17Immolation, Infernal Calling
Level Spell Slot Summon
31Imp
62Bearded Devil
103White Abishai
144Bone Devil

Subclass Features

Lv 3

Speciality Spells

Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.

Summons

You have bargained with many creatures that will heed your call. You can expend a corresponding spell slot to summon a creature you have bargained with to aid you. They are summoned for one minute or one hour if you have your Summoner’s Circle active. Using this feature counts the same as casting a leveled spell of the School of Conjuration. If you call forth an additional Summon, the previous one vanishes back to their home plane.

They take their turns after your turn in initiative and follow reasonable orders but will not willingly endanger themselves. If you fall unconscious they remain for one turn, taking the dodge action their turn. If they drop to zero hit points they disappear and return to their native plane. Your summon does not have Legendary Resistances or Legendary Actions if it would normally have them.

Infernal Circle

Your Summoner’s Circle has been carefully enforced with forbidden magic to protect you from crafty Devils. While your Summoner’s Circle is active you have advantage on WIS saving throws.

Lv 6

Devil Hide

The presence of Devils have seeped into your very skin. You have Resistance to Cold or Poison damage. You can change which damage type during a long rest.

Devilish Boon

The Devils that you have bargains with have seen fit to bestow you with greater power. You learn the cantrip Fire Bolt and are Resistant to Fire damage.

Lv 10

Inferno Summon

Your Summons channel an excess of power from the Nine Hells that is unleashed as an inferno. When you call forth a Summon, you can use a bonus action to cast the spell Scorching Ray without expending a spell slot.

Lv 14

Fiendish Self Preservation

Just like the Devils that you bargain with, you learned that you can use them to suit your needs. When you dismiss a Summon, you gain temporary hit points equal to the spell’s level times five plus your INT modifier (Minimum 1) as you siphon off a portion of their essence to prolong your life.

Lv 17

Greater Inferno Summon

Your experience enhances your Inferno Summon Feature. When you use this feature you cast the spell Immolation instead, you can use this feature once per long or short rest.