Fiendish pact feats: Difference between revisions

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== Feats borne by the party ==
These pact feats are currently held by members of [[Deez Nuts]]. Each now has its own page:
* [[Iron-Forged Will]] — [[Baelgrum]]
* [[Stygian Step]] — [[Gootcha]]
* [[Sulfur Lung]] — [[Karma]]
* [[Brand of the Pact]] — [[Keyleth]]
* [[Infernal Pact (Swarmkeeper)]] — [[Keyleth]]
* [[Eyes of the Pit]] — [[Shade]]
* [[The Bargainer's Composure]] — [[Xanphina]]
''(''Fiendish Heritage'' and ''Zariel's Whisper'' from the catalog below have not been handed out.)''
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The following feats are available to characters who have made a fiendish pact with Zarchelia or other infernal entities. Each feat provides powerful benefits but comes at a cost - typically a permanent reduction to an ability score and additional side effects.
The following feats are available to characters who have made a fiendish pact with Zarchelia or other infernal entities. Each feat provides powerful benefits but comes at a cost - typically a permanent reduction to an ability score and additional side effects.



Latest revision as of 15:08, 19 July 2026

Feats borne by the party

These pact feats are currently held by members of Deez Nuts. Each now has its own page:

(Fiendish Heritage and Zariel's Whisper from the catalog below have not been handed out.)


The following feats are available to characters who have made a fiendish pact with Zarchelia or other infernal entities. Each feat provides powerful benefits but comes at a cost - typically a permanent reduction to an ability score and additional side effects.

Devil's Bargain

Benefit: Once per long rest, you can nullify a spell affecting you or a creature you can touch by sacrificing a magical item of rare quality or higher. The item's magic is consumed in a flash of infernal energy, leaving it a mundane object of its type. The spell ends immediately, regardless of its level or duration.

Attribute Cost: None (no ability score reduction)

Side Effects: You take 1d6 psychic damage for each level of the spell nullified, as the bargain extracts a fragment of your own essence in tribute.

Summon Fiend

Benefit: Once per long rest, you can perform a 10-minute ritual to summon a fiend of CR your level / 3 or lower, which serves you faithfully for 8 hours before returning to its plane of origin. The fiend understands your commands and obeys them without protest.

Attribute Cost: Reduce your Charisma score by 1.

Side Effects: The fiend, while loyal, takes careful note of how you treat it — and word travels in the Lower Planes. You have disadvantage on Charisma checks made to interact peacefully with celestials and good-aligned outsiders.

Fiendish Heritage

Benefit: Your mind is fortified by a sliver of infernal essence. You have advantage on saving throws against being charmed, frightened, or magically put to sleep, and you have advantage on checks made to end such conditions on yourself or others.

Attribute Cost: Reduce your Wisdom score by 1.

Side Effects: The same fortification that protects your mind also dulls it — you have disadvantage on Wisdom (Insight) checks, as the infernal whispers in the back of your mind make it harder to distinguish honest emotion from performance.

Iron Authority

Benefit: As an action, once per long rest, you radiate infernal command in a 30-foot radius. Each creature of your choice in the area must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for 1 minute, regarding you as their rightful commander. The effect ends if you or your allies harm them.

Attribute Cost: Reduce your Wisdom score by 1.

Side Effects: Authority cuts both ways — you find it increasingly difficult to follow orders from others, and you have disadvantage on saving throws against effects that would force you to obey commands from creatures with a higher Charisma score than yours.

Hellfire Conduit

Benefit: Once per short rest, when you deal damage with a weapon attack or a spell that deals fire damage, you can convert the damage to hellfire. Hellfire ignores resistance to fire damage and treats immunity to fire damage as resistance.

Attribute Cost: Reduce your Constitution score by 1.

Side Effects: Channeling hellfire scorches you from within — the first time each day you take fire damage from any source, you take an additional 1d4 fire damage as your own infernal channel flares in sympathy.

Soul Coin

Benefit: When you reduce a hostile creature of CR 1 or higher to 0 hit points, you can bind a fragment of its essence into a small infernal coin. You can carry up to a number of soul coins equal to your proficiency bonus. As a bonus action, you can spend a coin to reroll a d20, gain 2d8 temporary hit points, or cast Augury without a material component. Coins crumble to ash after one use. You cannot bind the souls of good-aligned creatures.

Attribute Cost: Reduce your Charisma score by 1.

Side Effects: Carrying souls leaves a mark — creatures with the ability to detect alignment or read auras perceive you as fiendish, and good-aligned clerics and paladins are immediately uneasy in your presence.

Wings of Perdition

Benefit: As a bonus action, once per long rest, you manifest a pair of leathery infernal wings for up to 1 minute, gaining a flying speed equal to your walking speed. The wings smell faintly of sulfur and brimstone.

Attribute Cost: Reduce your Dexterity score by 1.

Side Effects: The wings are a part of you now, dormant beneath the skin between manifestations — you have disadvantage on Dexterity (Stealth) checks made in any location where the smell of sulfur would be conspicuous (which is most places that aren't already on fire).

Tempter's Tongue

Benefit: You learn to speak, read, and write Infernal. You gain proficiency in Persuasion or Deception (your choice); if already proficient, you double your proficiency bonus for that skill. Once per long rest, you can cast Suggestion without verbal or somatic components, the words forming directly in the target's mind in their own voice.

Attribute Cost: Reduce your Wisdom score by 1.

Side Effects: The honeyed cadence works on you too — you have disadvantage on saving throws against the Suggestion spell and similar effects that rely on persuasive speech.

Brand of the Pact

Benefit: As a bonus action, once per short rest, you mark a creature you can see within 60 feet with an infernal sigil. For 1 minute, you know the target's direction and distance from you, you have advantage on attack rolls against it, and the target cannot become invisible to you.

Attribute Cost: Reduce your Strength score by 1.

Side Effects: The brand binds you as much as the target — while the brand is active, you cannot willingly move more than 120 feet away from the marked creature without taking 1d6 psychic damage at the start of each of your turns.

Stygian Step

Benefit: When you take damage from a creature you can see, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see, leaving behind a 5-foot patch of brimstone in the space you vacated. The patch lasts 1 minute; any creature that enters it or starts its turn there takes 1d6 fire damage. You can use this feature a number of times equal to your proficiency bonus per long rest.

Attribute Cost: Reduce your Constitution score by 1.

Side Effects: The teleportation tears something loose each time — after using this feature, the next saving throw you make before the end of your next turn is rolled with disadvantage.

Glimpse of the Pit

Benefit: As an action, once per short rest, you force a creature within 30 feet to glimpse their personal hell. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be frightened of you for 1 minute. While frightened in this way, the target cannot willingly move closer to you and treats you as the source of its deepest fear.

Attribute Cost: Reduce your Wisdom score by 1.

Side Effects: Showing others the Pit means visiting it yourself — you have disadvantage on saving throws against being frightened, and your dreams are no longer your own.

Diabolic Resilience

Benefit: You gain resistance to fire damage. When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you cannot use it again until you finish a long rest.

Attribute Cost: Reduce your Constitution score by 1.

Side Effects: The bargain that saves you also marks you — the next time you sleep after using this feature, you suffer vivid nightmares of the deal being collected, and you do not regain the benefits of that long rest unless you succeed on a DC 12 Wisdom saving throw.

Imp Familiar

Benefit: You gain an imp as a familiar, using the standard imp statblock. It is loyal to you, can deliver touch spells, scout invisibly, and offers terrible advice constantly. If killed, it reforms in the Nine Hells after 1d4 days, returning to your side increasingly resentful but unable to disobey direct commands.

Attribute Cost: Reduce your Wisdom score by 1.

Side Effects: The imp is a creature of the Hells, and its presence is felt — you have disadvantage on Charisma checks made to interact with creatures who can sense its nature, and good-aligned creatures of Wisdom 12 or higher tend to find excuses to leave the room.

Bloodprice

Benefit: Once per short rest, as a bonus action, you can deliberately wound yourself to fuel a spell. Take 2d6 necrotic damage that cannot be reduced or prevented; the next spell you cast before the end of your next turn is cast as if using a spell slot one level higher than the slot expended (maximum 9th level).

Attribute Cost: Reduce your Constitution score by 1.

Side Effects: Your blood is now a known currency in the Lower Planes — fiends within 60 feet of you can sense your wounds and have advantage on attack rolls against you while you have fewer than half your hit points remaining.

Whisper of the Damned

Benefit: You can hear the faint, constant murmur of damned souls. Once per short rest, you can listen carefully for 1 minute to learn one true fact about a creature, location, or object you can see, as determined by the DM. The information is always factually accurate but rarely the most useful answer to your unspoken question.

Attribute Cost: Reduce your Wisdom score by 1.

Side Effects: The whispers do not stop when you are not listening, only quiet — you have disadvantage on saving throws against being deafened, and on Wisdom (Perception) checks made in absolute silence, where the whispers grow loudest.

Sulfur Lung

Benefit: You gain immunity to the poisoned condition from inhaled gases and resistance to poison damage. You can exhale a 15-foot cone of sulfurous smoke as an action, forcing creatures in the area to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be poisoned for 1 minute. Once per short rest.

Attribute Cost: Reduce your Charisma score by 1.

Side Effects: Your breath carries the faint scent of brimstone at all times, and you have disadvantage on Charisma checks made in close-quarters social situations where breath would be noticed.

Ledger Eyes

Benefit: You can see infernal contracts, debts, and unfulfilled bargains as faint red script floating around creatures and objects. You automatically know whether a creature within 30 feet has made a deal with a fiend, and you have advantage on Insight checks to determine whether a creature is lying about the terms of any agreement.

Attribute Cost: Reduce your Wisdom score by 1.

Side Effects: You see the script even when you wish you didn't — you cannot benefit from blindsight or related effects in areas where infernal contracts are present in concentration (such as devil-courts, corrupt temples, or the Nine Hells themselves), as the visual noise overwhelms other senses.

The Bargainer's Composure

Benefit: You cannot be surprised while you are conscious, and you have advantage on initiative rolls. Your mind operates with the cold patience of a being that has all the time in the world.

Attribute Cost: Reduce your Wisdom score by 1.

Side Effects: The composure has costs in moments that demand emotion — you have disadvantage on Charisma (Performance) checks involving genuine feeling, and creatures who know you well notice that something behind your eyes has gone still.

Pact-Forged Constitution

Benefit: Your maximum hit points increase by an amount equal to twice your level, and they increase by 2 again whenever you gain a level.

Attribute Cost: Reduce your Wisdom score by 1.

Side Effects: The extra hit points are not yours; they are loaned. When you would die, you do not roll death saving throws — you simply die at 0 hit points unless someone restores you to 1 hit point or more before your next turn.

Fiend's Favor

Benefit: Once per long rest, you can call upon Zarchelia (or another fiend with whom you have a bargain) for a single boon: advantage on a single d20 roll, the recovery of one expended spell slot of 3rd level or lower, or the answer to one yes-or-no question about the immediate situation.

Attribute Cost: Reduce your Charisma score by 1.

Side Effects: Each favor is recorded. The DM tracks the count silently, and at a moment of the DM's choosing, the fiend will ask for repayment in kind.

Crown of Dread

Benefit: You radiate a faint aura of fear. Hostile creatures within 10 feet of you that can see you have disadvantage on attack rolls against creatures other than you on the first round of combat.

Attribute Cost: Reduce your Charisma score by 1.

Side Effects: The aura is not selective — animals shy from you, children cry in your presence without knowing why, and you have disadvantage on Charisma (Persuasion) checks made to comfort, reassure, or befriend.

Cinderwalker

Benefit: You ignore difficult terrain caused by fire, lava, brimstone, or volcanic ash, and you can walk on the surface of magma or molten metal as if it were solid ground for up to 10 minutes per long rest.

Attribute Cost: Reduce your Constitution score by 1.

Side Effects: Your feet leave faint scorch marks on flammable surfaces wherever you walk, and you cannot benefit from the Pass Without Trace spell or similar effects that would conceal your passage.

Tongue of Coals

Benefit: You can speak any spoken language, but only to one creature at a time and only for the duration of a single conversation. Each time you use this feature, the language is chosen by the listener, not you.

Attribute Cost: Reduce your Charisma score by 1.

Side Effects: The words come at a price — the next time you speak in your native tongue after using this feature, your voice is hoarse and rasping, and you have disadvantage on Charisma (Performance) checks involving the voice for the next hour.

The Sealed Wound

Benefit: Once per long rest, when you would take damage that would reduce you to 0 hit points, you can use your reaction to seal the wound shut with infernal heat. You instead take half the damage, are not reduced below 1 hit point, and gain 2d6 temporary hit points.

Attribute Cost: Reduce your Constitution score by 1.

Side Effects: The sealed wound becomes a permanent scar in the shape of an infernal sigil, visible to anyone who can see the affected area. Each use adds another scar. You cannot disguise these scars by mundane means, and they radiate faint evocation magic to Detect Magic.

Eyes of the Pit

Benefit: You gain darkvision out to 120 feet. If you already have darkvision, its range increases by 60 feet. You can see through magical darkness as if it were dim light.

Attribute Cost: Reduce your Constitution score by 1.

Side Effects: Your eyes are visibly changed — the irises are now a dim red that glows faintly in low light. You have disadvantage on Charisma (Deception) checks made to conceal your nature from anyone who looks closely at your face.

Iron-Forged Will

Benefit: You add your Charisma modifier (minimum +1) to all Wisdom saving throws.

Attribute Cost: Reduce your Wisdom score by 1.

Side Effects: The will is forged of infernal iron — when you fail a Wisdom saving throw, you fail it badly. On any failed Wisdom save, the effect that caused the failure also forces you to use your reaction, if available, in service of the effect's caster (such as moving toward them, defending them, or lowering your weapon).

Profane Healer

Benefit: Whenever you cast a spell that restores hit points, the target gains additional hit points equal to your proficiency bonus. The healing carries an infernal tinge, manifesting as wisps of red smoke rising from the wounds as they close.

Attribute Cost: Reduce your Wisdom score by 1.

Side Effects: The healing is no longer divine — creatures and entities that grant divine power notice the change. If you are a cleric, paladin, or other divine caster, you must succeed on a DC 13 Charisma check at the start of each long rest or be unable to prepare or regain spells of your highest available level until the next long rest.

Pyre Tongue

Benefit: You learn the Produce Flame and Hellish Rebuke spells. You can cast Hellish Rebuke once per long rest at 2nd level without expending a spell slot. Charisma is your spellcasting ability for these spells.

Attribute Cost: Reduce your Wisdom score by 1.

Side Effects: The flame answers to anger — the first time each day you become frightened, charmed, or otherwise have your emotions magically manipulated, you cast Hellish Rebuke as a reaction against the source of the effect, whether you wish to or not.

Hollow Heart

Benefit: You are immune to the charmed condition, and you have advantage on saving throws against effects that would manipulate your emotions.

Attribute Cost: Reduce your Charisma score by 1.

Side Effects: The hollow is permanent. You no longer feel romantic love, deep friendship, or genuine joy at their full strength; the emotions are present but muted, as if heard through a wall. NPCs who knew you before the bargain may notice the change.

Brimstone Blood

Benefit: When a creature within 5 feet of you hits you with a melee attack, that creature takes fire damage equal to your proficiency bonus. The damage is hellfire, ignoring resistance to fire damage and treating immunity as resistance.

Attribute Cost: Reduce your Constitution score by 1.

Side Effects: Your blood is no longer suitable for mundane purposes — you cannot benefit from Goodberry, blood transfusions, or healing rituals that involve the consumption or sharing of blood, and creatures that drink your blood take 2d6 fire damage and must succeed on a Constitution saving throw or be poisoned for 1 hour.

Witness of the Ninth

Benefit: You have seen something in the deepest layer of Hell that no mortal should see, and the memory has changed you. You gain proficiency in Arcana and Religion; if already proficient, you double your proficiency bonus for those skills regarding fiends, the Nine Hells, and infernal magic.

Attribute Cost: Reduce your Wisdom score by 1.

Side Effects: The memory does not fade. Once per long rest, when you sleep, the DM may describe a brief, intrusive flash of what you saw — and you must succeed on a DC 12 Wisdom saving throw or gain no benefit from that long rest.

Marked for Collection

Benefit: You have advantage on death saving throws, and you stabilize automatically at the start of each of your turns while at 0 hit points.

Attribute Cost: Reduce your Charisma score by 1.

Side Effects: The mark is real and visible to those who know how to look — devils, hags, night hags, and similar creatures recognize you as already-claimed property of another fiend, and they will avoid harming you in ways that would invalidate the existing claim. They will, however, eagerly report your location to the claimant.

The Foreseen Bargain

Benefit: Once per long rest, you can ask the DM a single question about the consequences of an action you are considering taking within the next minute. The DM must answer truthfully, though the answer may be vague, partial, or reveal only one of multiple possible outcomes.

Attribute Cost: Reduce your Wisdom score by 1.

Side Effects: The foresight comes from somewhere, and that somewhere keeps notes. After using this feature, the DM may, at any point in the next 24 hours, introduce a complication that arises specifically because the foreseen outcome was avoided — the bargain abhors a vacuum.