Infernal Talismancer

Some gitwerc learn to fashion specialized talismans that channel the powers of Hel. These, usually pentagram-shaped talismans provide both protection and bane to those that encounter them… and woe betide any who dare trespass in a region protected by one of the feared infernal talismancers!

Infernal Talismans

Starting at 3rd level when you take this archetype, you learn to use your connection with the spirits that languish in the fiery pits of Hel. The most iconic interaction with these spirits is the manufacture of infernal, pentagram-shaped talismans fueled by your supernatural power over the spirits of the damned. Infernal talismans are small tokens, usually made of cloth, paper, or wood in the shape of hellish symbols, infused with the powers of Hel.

The cost of their raw materials is negligible. You must meet all of the prerequisites of the respective infernal talisman to learn it.

Talismans. You learn three types of infernal talismans at 3rd level, which are detailed under “Infernal Talismans” below. You finish creating infernal talismans when you finish a long rest and you cannot stockpile them; any unused infernal talismans lose their potency when you finish a long rest. You have a number of infernal talismans equal to your proficiency bonus + your Intelligence modifier. You replenish your uses of infernal talismans after finishing a long rest.

An infernal talisman of any kind is mainly sustained by Hel’s magic and thus has a damage threshold equal to your Intelligence modifier and hit points equal to three times your proficiency bonus. If an infernal talisman is reduced to 0 hit points, it is destroyed and its effects end immediately. Otherwise, an infernal talisman has a duration of rounds equal to twice your proficiency bonus + your Intelligence modifier. At 9th, 13th and 17th level, you learn an additional two infernal talismans.

Each time you learn a new talisman, you can also replace one talisman you know with a different one.

Infernal talismans may be worn or placed.

Placed. You may place an infernal talisman in an unoccupied square within your reach as your action.

Melee attacks made against a placed infernal talisman are automatically successful. Ranged attacks against a placed infernal talisman are made against an AC of 10.

Infernal talismans that have been placed take damage from area of effect abilities, such as the fireball spell, as normal. Once placed, an infernal talisman affects a 10- foot radius sphere, centered on the infernal talisman. A placed infernal talisman becomes affixedtothesurface it was placed on and cannot be moved unless it is destroyed or its duration ends.

Worn. The infernal talisman is placed as an amulet around the neck of the creature. This requires that either you use your action, or that the ally within your reach uses an action to begin wearing the talisman. A creature can only benefit from a worn talisman if it does not have an amulet or similar trinket that requires attunement around its neck.

A creature may only benefit from one worn infernal talisman at any given time and worn infernal talismans only affect the creature that is wearing the infernal talisman. If the target creature is not a willing recipient, then you must succeed a melee attack to affix the infernal talisman. A failed attempt to affix an infernal talisman to an unwi lling recipient provokes an opportunity attack from the target, but does not waste the infernal talisman. If the infernal talisman is affixed to the subject, it cannot be removed unless it is destroyed or its duration ends. Melee attacks made against a worn infernal talisman are automatically successful if the wearer of the infernal talisman is willing to have its infernal talisman struck. Otherwise, the attack suffers from disadvantage. A ranged attack against a worn infernal talisman of a target unwilling to have it hit, suffers from disadvantage and the AC to hit the talisman is 4 higher than that of the wearer. Worn infernal talismans only take damage from area of effect abilities if the wearer rolls a natural “1” on his saving throw.

Saving Throws. Infernal Talismans never allow for saving throws.

Infernal Talismans

A Pox Upon Thy Soul

Your talisman is infused with the spiteful power of Hel.

Placed. All hostile creatures within the area warded by the infernal talisman suffer from disadvantage on Constitution saving throws against diseases, poisons and curses.

Worn. When this infernal talisman is worn, the wearer must name a single disease, poison or curse that the wearer can inflict. When the wearer uses the chosen disease, poison or curse, the target of the affliction suffers from disadvantage on the saving throw. This immediately ends the effects of the infernal talisman.

Blood War’s Battlefields

You conjure forth some parts of the hellish landscapes of Hel’s infernal trenches.

Placed. The area becomes covered in spiny metal shrapnel resembling caltrops. The caltrops produced by this infernal talisman follow the rules for caltrops, except that they ignore immunity or resistance to piercing damage, and vanish when the infernal talisman’s duration expires.

Worn. When this infernal talisman is worn, a fleshy bag looking conspicuously like a flayed face appears at the wearer’s hip. The wearer also gains caltrop charges equal to the infernal talismancer’s proficiency bonus. As a bonus action, the wearer may spend any number of caltrop charges. For each caltrop charge the wearer spends, he places caltrops in an unoccupied square in reach. These caltrops cannot be placed in a square that already contains other forms of damaging terrain. The caltrops follow the rules for caltrops, except that they ignore immunity or resistance to piercing damage, and vanish when the infernal talisman’s duration expires.

Bolster Elements

Prerequisite(s): Infernal talismancer 9

You call upon the powers of Hel to enhance the elemental powers of you and your allies.

Placed. When placing the infernal talisman, you choose acid, cold, lightning, or fire. Weapon features, spells, and abilities that deal damage of the chosen energy type that enhance weapons allies in the area wield, deal an additional point of damage of that energy type. Furthermore, energy damage of the chosen type dealt as part of weapon damage by an ally in the area ignores resistance, but not immunity.

Worn. When placing the infernal talisman, choose acid, cold, lightning, or fire. Weapons the wearer wields deal an additional 1d4 points of damage of the chosen energy type. Furthermore, weapon features, spells, and abilities that deal damage of the chosen energy type that enhance weapons the wearer wields (excluding the energy damage granted by this infernal talisman itself) deal an additional point of damage of that energy type.

Finally, energy damage of the chosen type dealt as part of weapon damage by the wearer ignores resistance, but not immunity.

Damnation Looming

Prerequisite(s): Infernal Talismancer 13

You call upon Hel’s powers to facilitate the reaping of mortals.

Placed. All creatures in the area affected by the infernal talisman suffer from disadvantage on saving throws against effects that deal poison or necrotic damage.

Worn. The wearer gains advantage on saving throws versus effects that deal necrotic damage.

Devil’s Luck

Prerequisite(s): Infernal Talismancer 9

You tap into the devil’s own luck.

Placed. All allies within the area warded by the infernal talisman gain advantage on the first ability check, skill checks or saving throw they have to make.

Worn. The wearer of this infernal talisman gains advantage on the first ability check, skill checks or saving throw they have to make. Additionally, the wearer may decide to gain advantage on a second such check. This, however, immediately ends the duration of the infernal talisman.

Devil’s Swiftness

Prerequisite(s): Infernal Talismancer 9

You channel the supernatural reflexes of devils into the area.

Placed. Allies that begin their turn in the area warded by the infernal talisman gain the benefits of the haste spell for one round. They do not suffer from the usual bout of lethargy that accompanies the end of haste.

Worn. The wearer gains the benefits of the haste spell. The wearer does not suffer from the usual bout of lethargy that accompanies the end of haste.

Guarding Souls

You conjure forth souls of the damned to bolster your allies.

Placed. All allies in the area warded by the infernal talisman gain temporary hit points equal to twice your proficiency bonus.

Worn. The ally wearing the infernal talisman gains temporary hit points equal to your Intelligence modifier plus three times your proficiency bonus.

Hel’s Discipline

You channel the ironclad discipline of Hel’s legions into the area, closing your ranks against trickery.

Placed. Whenever a creature under the influence of an enchantment spell or the charmed condition attacks an ally within the area warded by the infernal talisman, the attacking creature may immediately make an additional saving throw against that effect, if that effect influenced or directed that attack. If the attacking creature would be hostile were it not under the influence of that particular effect, it is not entitled to the additional saving throw that this infernal talisman grants. If this additional saving throw is successful, the enchantment spell or charmed condition immediately end.

Worn. Whenever the wearer of the infernal talisman is attacked by a creature under the influence of an enchantment spell or the charmed condition, the attacking creature may immediately make an additional saving throw against effect if that effect influenced or directed that attack. If the attacking creature would be hostile were it not under the influence of that particular effect, it is not entitled to the additional saving throw that this infernal talisman grants. If this additional saving throw is successful, the effect ends immediately and both the wearer of the infernal talisman and the attacking creature gain advantage on their next attack roll against the creature that placed the enchantment spell or charmed condition inducing effect.

Helfire’s Rebuke

Prerequisite(s): Infernal Talismancer 9

You ward the area—any trespassers are scoured by the flames of Hel.

Placed. Choose either necrotic or fire damage.

Creatures entering the area or beginning their turn in the area warded by the infernal talisman take 1d8 + your proficiency bonus points of damage of the chosen type. Good or chaotic creatures take double damage from helfire’s rebuke.

Hel’s Infiltrators

Prerequisite(s): Infernal Talismancer 9

You call upon Hel’s powers to shield you from sight.

Placed. All allies in the area warded by the infernal talisman become invisible, as per the invisibility spell. If a creature affected by this infernal talisman becomes visible as a result of attacking, the creature cannot be made invisible again by that particular infernal talisman.

Worn. The wearer becomes invisible, as the invisibility spell.

Starting at 13th level, the wearer instead becomes invisible as per the greater invisibility spell. However, the infernal talisman strains to retain its concealing purposes: The talisman takes 5 points of damage every time the wearer affected by greater invisibility attacks or performs an offensive action. This damage ignores the hardness of the infernal talisman.

Hel’s Vengeance

Prerequisite(s): Infernal Talismancer 9

You promise the retribution of Hel to traitors.

Placed. Choose fire or necrotic damage. Creatures that successfully make a damage-inflicting attack against an ally within the area warded by the infernal talisman take damage of the chosen type equal to your proficiency bonus. Good or chaotic creatures take double damage from Hel’s vengeance.

Worn. Choose either fire or necrotic damage.

Creatures attacking the wearer of the infernal talisman in melee take 1d8 + your Intelligence modifier damage of the chosen damage type. Good or chaotic creatures take double damage from Hel’s vengeance. This infernal talisman’s effects are triggered regardless of whether the attack hits or not.

Infernal Energy Inversion

You beseech the forces of Hel to protect you from the forces of death.

Placed. All allies within the area warded by the infernal talisman gain resistance to necrotic damage, but suffer from vulnerability to radiant damage.

Worn. The wearer warded by the infernal talisman gains immunity to necrotic damage, but suffers from vulnerability to radiant damage.

Infernal Guidance

You beseech Hel’s powers to guide your hand.

Placed. All allies within the area warded by the infernal talisman at the time of placement gain the benefits of the bless spell. If the infernal talisman expires or is destroyed, this bonus is lost.

Worn. The wearer of the infernal talisman can roll 2d4 and add the number rolled to an attack roll or saving throw. Once the attack or saving throw is made, the effects of this infernal talisman end immediately.

Infernal Healing

Prerequisite(s): Infernal Talismancer 9

You call upon the powers of Hel to heal your allies.

Placed. All allies in the area warded by the infernal talisman gain 1 hit point at the start of their turn.

This increases to 2 hit points at 13th level.

Worn. The wearer of the infernal talisman gains 2 hit points at the start of their turn. This increases to 4 hit points at 13th level.

Knowledge of the Damned

You tap into the collective knowledge of all of Hel’s damned souls.

Placed. When placing the infernal talisman, you choose either Arcana, History, Investigation, Nature or Religion. All allies in the area gain proficiency in the chosen skill while in the area.

Worn. Choose any two of either Arcana, History, Investigation, Nature or Religion. The wearer of the infernal talisman gains proficiency in the chosen skills while wearing the infernal talisman.

Subvert Elements

You channel Hel’s power to subvert the potency of the elements.

Placed. When placing the infernal talisman, choose acid, cold, lightning, fire, necrotic or thunder damage. All allies in the area decrease any damage incurred from the chosen type by your Intelligence modifier.

Worn. The wearer of the infernal talisman may choose two energy types from the following list:

Acid, cold, lightning, fire, necrotic or thunder damage. The wearer gains resistance against the chosen energy types. Furthermore, after applying the benefits of resistance, the wearer reduces the damage incurred by your Intelligence modifier.

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Occult Secrets of the Underworld Copyright 2018, AAW Games, LLC; Thilo Graf and Jonathan G. Nelson.