Hellcrafter

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Source: Harker's Guide to Vampire Hunting

Summoners that specialize in drawing fiends from the pits of a hellscape created through unknowable occult magic, hellcrafters are brutal summoners and powerful commanders. By imbuing a corpse with the spirit of a fiend, hellcrafters create hellspawn, powerful minions that enforce their masters’ will. As a hellcrafter, you can develop your talents summoning a multitudinous swarm of hellspawn, summon one powerful hellspawn champion, or cultivate your skills as a ritualist. You might also embrace the path of the hellbound, suffusing your Essence with energy from hell.

Hellcrafter Tracks

Champion. Summon a powerful spirit from Hell to imbue into a mighty corpse. By twisting occult magic to your will, you augment this hellspawn with great power to fight as your champion.

Hellbound. Having descended into Hell and emerged with an otherworldly command of fire, fuel your weapon’s strikes with wrathful brimstone.

Hordemaster. You specialize in summoning scores of hellspawn. By ripping fiends from Hell and binding them to dozens of corpses, you can raise a terrifying army in a matter of moments.

Ritualist. Through dark machinations and sinister incantations, you have become an expert in occult ritualism. Your capacity to manipulate occult rituals is nothing to be trifled with.

Hellcrafter Subclass Tracks

Hellcrafter Entry Talent

After gaining the Hellcrafter Entry talent, you can take talents from any of the Hellcrafter tracks.

Talent PreReq Description Tags
Hellcrafter Entry Character Level 2 When you take this entry talent, gain the following abilities.
  • Essence Burn (1/Recoup). When you hit a creature with a melee attack, you may take 1d4 psychic damage that you cannot negate or reduce. In exchange, the creature suffers Burning 1d4.
  • Soulbind (1/Rest). By touching a corpse for 1 minute, you draw forth a spirit from hell and imbue its Essence into the corpse. You create a ML 1 or lower hellspawn that follows your unspoken commands. This is your Hellspawn Champion. The Hellspawn Champion lasts for 24 hours or until you use this power on a new corpse. Alternatively, you may use this power to extend the life of a creature summoned in this way for an additional 24 hours.
  • Occult. You gain +1 Occult Power from this talent and from every talent you take in the Hellcrafter stack. You do not gain additional SP unless noted in an individual talent.
Class Entry, Hellcrafter

Champion Track

Talent PreReq Description Tags
Champion Hellspawn Hellcrafter Entry Gain the Champion Hellspawn ability.
  • Champion Hellspawn (1/Rest). When you use Soulbind, you may summon a particularly powerful Hellspawn.

The Hellspawn's stats are modified in the following ways:

  • It gains +5 max HP per Hellcrafter talent you have.
  • It gains +1 to all of its defenses.
  • It gains +1 to attacks and damage.
Hellcrafter, Champion
Savage Attacks Champion Hellspawn Your Hellspawn Champion’s natural weapon damage increases by one die size (such as from 1d4 to 1d6, max 1d12).

If it did not have a natural weapon, it gains a claws attack.

  • Claws: Reach 5 ft Natural Weapon. +STR or DEX vs AR. Hit: 1d4 + STR or DEX sharp damage.
Hellcrafter, Champion, Repeatable
Tentacles Champion Hellspawn Repeatable. Your Hellspawn Champion has +2 TA on Grappling checks.

You cannot take this talent more than 3 times.

Hellcrafter, Champion, Repeatable
Long Limbs Champion Hellspawn Your Hellspawn Champion has +5 ft reach on natural weapon attacks originating from their arms. Hellcrafter, Champion
Resistant Hellskin Champion Hellspawn Repeatable. You and your Hellspawn Champion gain Resist +2 against one damage type: cold, corrosive, fire, lightning, sonic, or toxic. You cannot choose the same type of damage twice with this talent. Hellcrafter, Champion, Repeatable
Resistant Hellskin II Champion Hellspawn Repeatable. You and your Hellspawn Champion gain Resist +2 against one damage type for which you already have Resist: cold, corrosive, fire, lightning, sonic, or toxic. You cannot choose the same type of damage twice with this talent. Hellcrafter, Champion, Repeatable
Bestial Spawn Champion Hellspawn You may use Soulbind on the corpse of a creature with the beast tag when making your Hellspawn Champion. This has the stats of an appropriate creature with the beast tag of an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags. Hellcrafter, Champion
Monstrous Spawn Champion Hellspawn You may use Soulbind on the corpse of a creature with the monstrosity tag when making your Hellspawn Champion. This has the stats of an appropriate creature with the monstrosity tag of an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags. Hellcrafter, Champion
Echo of Life Champion Hellspawn When making your Hellspawn Champion, you may choose to use the stats of any creature with the humanoid tag that cannot cast spells and that has an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags. Hellcrafter, Champion
Whisper of Life Champion Hellspawn When making your Hellspawn Champion, you may choose to use the stats of any creature with the undead tag that has an ML that you can create using your Champion talents. It has the fiend tag in addition to its normal tags. Hellcrafter, Champion
Winged Horror Champion Hellspawn Your Hellspawn Champion has wings. For every 20 ft it falls vertically, it may reactively move 20 ft horizontally. It only takes falling damage if it falls more than 40 ft. Hellcrafter, Champion
Strength of the Champion Champion 3 Your Hellspawn Champion can be ML 2 or lower. Hellcrafter, Champion
Devilish Spawn Strength of the Champion When you use Soulbind on the corpse of a humanoid when making your Hellspawn Champion, you may choose to use the stats of any creature with the fiend tag of an ML that you can create using your Champion talents. It has the undead tag in addition to its normal tags. Hellcrafter, Champion
Hulking Hellspawn Strength of the Champion When you summon a Hellspawn Champion whose Size would normally be Medium, you may choose for its Size to instead be Large. If you do, it gains +1 STR and suffers -1 DEX. It also gains +2 max HP per Hellcrafter talent you have. Hellcrafter, Champion
Strength of the Champion II Strength of the Champion, Champion 6 Gain the Strength of the Champion ability.
  • Strength of the Champion (1/Rest). When you Recoup, your Hellspawn Champion can regain 1/2 of its max HP.

Furthermore, Soulbind becomes 2/Rest, but you may still only have one Hellspawn Champion summoned at a time unless other talents say otherwise. Champion Hellspawn becomes 2/Rest and your Hellspawn Champion can be a hellspawn that is ML 3 or lower.

Hellcrafter, Champion
Leopard Head Strength of the Champion II

Incompatibilities: Bull Head, Bat Head, Insect Head, Wolf Head

When you summon your Hellspawn Champion, you may choose to give it a leopard head unless you gave it a different head. If it has a leopard head, it has +2 Perceiving and has Darkvision +30 ft. Hellcrafter, Champion
Bull Head Strength of the Champion II

Incompatibilities: Leopard Head, Bat Head, Insect Head, Wolf Head

When you summon your Hellspawn Champion, you may choose to give it a bull head unless you gave it a different head. If it has a bull head, it has +1 max HP per Hellcrafter talent that you have. Hellcrafter, Champion
Bat Head Strength of the Champion II

Incompatibilities: Leopard Head, Bull Head, Insect Head, Wolf Head

When you summon your Hellspawn Champion, you may choose to give it a bat head unless you gave it a different head. If it has a bat head, when it is Blinded but not Deafened, it treats other creatures as Concealed instead of Unseen. Hellcrafter, Champion
Insect Head Strength of the Champion II

Incompatibilities: Leopard Head, Bull Head, Bat Head, Wolf Head

When you summon your Hellspawn Champion, you may choose to give it an insect head unless you gave it a different head. If it has an insect head, it gains +2 Perceiving and cannot be Completely Surprised. Hellcrafter, Champion
Wolf Head Strength of the Champion II

Incompatibilities: Leopard Head, Bull Head, Bat Head, Insect Head

When you summon your Hellspawn Champion, you may choose to give it a wolf head unless you gave it a different head. If it has a wolf head, it gains +2 Tracking and gains an additional +1 TA from Flanking. Hellcrafter, Champion
Strength of the Champion III Strength of the Champion II, Champion 8 Your Hellspawn Champion can be ML 4 or lower. Champion Hellspawn becomes +2 to all defenses. Hellcrafter, Champion
Monstrous Traits Strength of the Champion III When you summon a Hellspawn Champion, it gains one trait: Iron Will, Steel Mind, Vigilant, DR 2/Silvered Weapons, or DR 2/Magical Weapons. Hellcrafter, Champion
Hulking Hellspawn II Strength of the Champion III, Hulking Hellspawn When you summon a Hellspawn Champion who would normally be Medium or Large, you may choose for its Size to instead be Huge. If you do, it gains +2 STR and suffers -2 DEX. It also gains +3 max HP per Hellcrafter talent you have. Hellcrafter, Champion
Resistant Hellskin III Strength of the Champion III, Resistant Hellskin II Hellspawn Champion gains Immune against one damage type of your choice for which it previously had Resist 2 or more: cold, corrosive, fire, lightning, sonic, or toxic. Hellcrafter, Champion
Winged Horror II Strength of the Champion III, Winged Horror Your Hellspawn's vertical jump distance is tripled. Hellcrafter, Champion
Strength of the Champion IV Strength of the Champion III, Champion 10 Your Hellspawn Champion can be ML 5 or lower.

Your Strength of the Champion ability now brings your Hellspawn to full HP.

Hellcrafter, Champion
Monstrous Traits II Strength of the Champion IV, Monstrous Traits Monstrous Traits becomes two traits from Iron Will, Steel Mind, Vigilant, DR 2/Silvered Weapons or DR 2/Magical Weapons. Hellcrafter, Champion
Brutal Strikes Strength of the Champion IV You and your Hellspawn Champion deal +2 damage whenever hitting a hostile creature. Hellcrafter, Champion
Terrifying Speed Strength of the Champion IV Your Hellspawn Champion can take move one additional time on each of its turns. Hellcrafter, Champion
Winged Horror III Strength of the Champion IV, Winged Horror II Your Hellspawn Champion gains a fly speed equal to its walking speed. Hellcrafter, Champion
Strength of the Champion V Strength of the Champion IV, Champion 13 Your Hellspawn Champion can be ML 6 or lower. Hellcrafter, Champion
Champion of Hell Strength of the Champion V Gain the Spirit of Malice ability.
  • Spirit of Malice. The Hellspawn Champion can change its form as though you resummoned it when you Recoup, allowing you to customize its abilities based on the talents you have taken in this track.

Furthermore, Soulbind becomes 3/Rest, but you may still only have one Hellspawn Champion summoned at a time unless other talents say otherwise. Champion Hellspawn becomes 3/Rest and +3 to all of its defense. Your Hellspawn Champion also deals +2 damage when you have Death Points and are Bloodied.

  • Level 30: Spirit of Malice can also be done once for 1 AP on your turn 1 per Recoup. Champion Hellspawn becomes +5 to all defenses..
Hellcrafter, Champion, Capstone

Hellbound Track

Note: This is a shared subclass track with the zealot class

Having clawed their way from the very pits of the inferno, the Hellbound walks a thin line between zeal and sacrilege; empowered to act by the brand of Hell upon their soul. Through sheer will and command of darker forces these warriors supplant the divine with the profane, yet they seek ever to redeem themselves from the misdeeds of their past lives, freed now from the grip of damnation, and determined to break that hold upon not only their own whims but of others cursed by the denizens of Hell. Many Hellbound strive to cleanse their diabolical powers and channel their fiery wrath for good, while others embrace their insurmountable link with damnation and give in to its overwhelming power.

Talent PreReq Description Tags
Infernal Bond Zealot Entry or Hellcrafter Entry Gain the Infernal Bond ability.
  • Infernal Bond (2/Rest). Whenever you fail a CHA check, or a creature makes a successful attack against your WILL, you may reroll that check or force that creature to reroll their attack, taking the new result.

If you have Zealot Entry, this talent and all other Hellbound talents have the zealot tag. If you have Hellcrafter Entry, this talent and all other Hellbound talents have the hellcrafter tag. If you have both the Hellcrafter Entry and Zealot Entry talents, choose whether this track is considered a Zealot or Hellcrafter track for you.

Hellbound
Fire Scion Infernal Bond You gain Resist Fire +3.

Gain the Fire Scion ability.

  • Fire Scion (½ CHA/Rest). When you take any fire damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took) for 1 minute. The first time you deal any damage after using this ability, you deal +1d6 fire damage.

This talent and any Hellbound talent you take with the fire tag grants you +5 SP. When you cast any occult or divine spell, prayer, or chant that deals damage, you may choose to deal fire damage instead of its normal damage.

Hellbound, Fire
Disciple of Flame Fire Scion Learn 2 arcane spells from the following list. They count as divine spells for you if this talent has the zealot tag, and as occult spells if this talent has the hellcrafter tag. If you did not have a magic attribute already, then it is CHA.

Arcane spells: Fan the Flames, Fireball, Fire Shield, Nova, Wall of Fire, Wave of Fire

Hellbound, Fire, Repeatable
Flameblade Fire Scion Gain the Flameblade ability.
  • Flameblade (2/Rest). For 2 AP you set a melee weapon in your hands ablaze for 1 minute, converting all of your damage done with that weapon to fire. While active, this is considered your Flameblade and you may choose to attack a creature’s REF instead of their AR, and you may choose to use your CHA for attacks and damage with your Flameblade.
Hellbound, Fire
Burning Resurgence Flameblade Flameblade becomes 1⁄2 CHA/Rest. Once you have taken 10 talents with the hellbound tag, you regain +1 use of Flameblade whenever you Recoup. Hellbound, Fire
Flame Strike Disciple of Flame, Flameblade Whenever you hit a creature with your Flameblade while ablaze, they gain Burning 1d4 for 1 minute. Hellbound, Fire
Swirling Vortex Disciple of Flame, Flameblade When you hit a creature with your Flameblade while it is ablaze, you may spend 1 Reactive AP to deal your CHA in fire damage to any creature within 5 ft of that creature, including yourself. This damage activates your Fire Scion feature for no additional Reactive AP cost if you are subjected to this damage. Hellbound, Fire
Flameblade II Flameblade You may choose to ignore any Resist Fire with your Flameblade. Additionally, you gain +1 TA on attacks against a creature afflicted with the Burning condition. Hellbound, Fire
Flameblade III Flameblade II, Flame Strike, Hellbound 6 While your Flameblade is ablaze you ignore Immune Fire, treating a creature with such as if they only possessed Affinity. You additionally gain +1 crit range against a creature that is on fire, and hitting such a creature extends their Burning duration by 1 round. Hellbound, Fire
Hellfire Flameblade III, Hellbound 12 While your Flameblade is ablaze, you deal +1d4 fire damage with your Flameblade. Additionally, when you apply the Burning condition it is increases by 1 die size (e.g. 1d4 becomes 1d6). Hellbound, Fire
Focused Resolve Fire Scion, Hellbound 4 Whenever an attack against your mental defenses misses, you gain +1 TA on your next attribute check or attack against the originating creature or any of its allies. Hellbound
Fiendish Fervor Focused Resolve, Hellbound 8 Gain the Fiendish Fervor ability.
  • Fiendish Fervor (2/Rest). When you hit a creature with the fiend tag you may spend 1 AP to unnerve that creature. Make a magic attack against the WILL of the struck creature. On a hit, that creature is Shaken until the end of your next turn. On your subsequent turns, if you hit the same Shaken creature again, you may spend 1 AP to continue the Shaken duration.
Hellbound
Burning Fervor Fiendish Fervor, Flameblade You may now use your Fiendish Fervor talent on any creature afflicted with Burning. Hellbound
Fiendish Fervor II Fiendish Fervor Choose 2 creature tags. Fiendish Fervor can also be used on those creatures. You now regain +1 use of your Friendish Fervor whenever you Recoup. Hellbound, Repeatable
Crushing Fervor Fiendish Fervor Gain the Crushing Fervor ability.
  • Crushing Fervor. When you hit a creature that is currently Shaken you may spend 1 AP to terrify them. Make a magic attack against the WILL of the Shaken creature. On a hit, that creature becomes Frightened of you until the end of your next turn. On your subsequent turns, if you hit the same Frightened creature again, you may spend +1 AP to continue the Frightened duration. This also continues the duration of Shaken from Fiendish Fervor.
Hellbound
No Retreat Crushing Fervor You may spend 1 AP to give a creature that is Shaken or Frightened within 5 ft of you the Engaged condition. Hellbound
Crushing Fervor II Crushing Fervor Gain the Breaking Fervor ability.
  • Breaking Fervor. When you hit a creature that is both Shaken and Frightened you may spend 1 AP to break them. Make a magic attack against the WILL of the afflicted creature. On a hit, that creature becomes Broken until the end of your next turn.
Hellbound
Crushing Fervor III Crushing Fervor II Gain the Terrifying Fervor ability.
  • Terrifying Fervor (½ CHA/Rest). When you reduce a creature afflicted with the Broken condition to 0 HP you may spend 2 Reactive AP to terrify their allies. Make a magic attack against the WILL of each hostile creature of an equal or lower ML of the creature you have slain. On a hit, the creature is Broken for 1 minute or until they take damage. On a miss, the creature is Broken until the end of their next turn or until they take damage.
Hellbound
Focused Resolve II Focused Resolve You gain the Resolute Bastion ability.
  • Resolute Bastion (2/Rest). When a creature makes an attack against you or one of your ally’s mental defenses you can add +1d4 to that defense. If that attack misses, you activate your Focused Resolve talent on that creature.
Hellbound
Focused Resolve III Focused Resolve II You may now use your Infernal Bond talent CHA/Rest. Additionally, you gain +1 TA when Focused Resolve triggers from Burning creatures. Hellbound
Inspired Resolve Focused Resolve III Gain the Inspired Resolve ability.
  • Inspired Resolve (½ CHA/Rest). You may spend 2 AP to activate Focused Resolve against a single creature. If that creature is afflicted with the Engaged or Broken condition then this only costs you 1 AP.
Hellbound, Fire
Focused Resolve IV Focused Resolve III You may now use Resolute Bastion CHA/Rest, and you grant you or your ally a +1d6 instead of +1d4. Hellbound
Focused Resolve V Focused Resolve IV While benefiting from TA drawn from your Focused Resolve, you increase your crit range on a creature you attack by +1 per the following condition it is afflicted with: Shaken, Frightened, Broken, and Burning. Hellbound
Focused Resolve VI Focused Resolve V, Hellbound 12
  • (2/Recoup) Should you reduce a creature to 0 HP from a crit while benefiting from Focused Resolve you regain HP equal to 1d10+CHA. (2/Recoup)
Hellbound
Hellish Transformation Infernal Bond You develop a trait influenced by your time spent in Hell. You may choose from the following fiendblood features: Ancestral Communion, Claws, Fiendish Endurance, Infernal Influence, or Occult Affinity. Hellbound
Hellish Transformation II Hellish Transformation or Blood Transformation, Character Level 5 You gain the fiendblood Blood Transformation ability, choosing one of the available sublineages. If you already are a fiendblood, you gain +1 use of your Blood Transformation. Hellbound
Hellish Transformation III Hellish Transformation II, Character Level 15 You gain +1 use of your Blood Transformation ability. Hellbound
Redemption Fiendish Fervor, Hellbound 14, Zealot Entry You’ve broken the bonds of hell upon your soul, freeing you from its influence, now able to seek your own path forward.

Flameblade becomes CHA/Rest and the extra damage dealt by Hellfire becomes +1d8. You may choose to lose any Hellish Transformation talents you have and instead gain +1 Attribute Point for each lost, but still cannot exceed any attribute limits, and you gain the Redemptive Strike ability.

  • Redemptive Strike (2/Rest). If you have TA against a creature subject to Fiendish Fervor, you may automatically crit that creature 2/Rest. If that TA resulted from Focused Resolve, and your crit reduces the creature to 0 HP, you regain +1 use of Redemptive Strike.
  • Level 30: The final cap for your CHA increases from 12 to 14 and you may now use Redemptive Strike 2/Recoup.
Hellbound, Capstone
Descent Fiendish Fervor, Hellbound 14, Hellcrafter Entry You have accepted the permanence of your connection to Hell, searing its power into your soul.

Flameblade becomes CHA/Rest and the extra damage dealt by Hellfire is also dealt by your summoned Hellspawn Champion. You may choose to lose up to 3 Attribute Points to increase your uses of Blood Transformation at a rate of +1 use per Attribute Point lost.

Also, you and your summoned Hellspawn deal +1d6 psychic damage against all creatures that were Frightened or Broken by you within the past hour.

Gain the Destroyer’s Strike ability.

  • Destroyer's Strike (2/Rest). If you hit a target that is Frightened of you, you may cause the creature to become Broken.
  • Level 30: Your Hellfire fire damage and Destroyer’s Strike psychic damage both increase to 1d10.
Hellbound, Capstone

Hordemaster Track

Talent PreReq Description Tags
Horde Summoner Hellcrafter Entry When you use Soulbind, you may touch four or more corpses. If you do, rather than creating one Hellspawn Champion, you create a Hellspawn Swarm, or your “Horde”. The swarm uses the stats of a hellspawn with a ML equal to or less than 1⁄2 the number of hellcrafter talents you have.

It is considered a Huge swarm of Medium creatures. During combat, the swarm cannot function unless you are within the swarm. While you are within the swarm, it is treated as a 5 ft radius aura that is centered on you. If it has a fly speed, halve this speed. You gain this fly speed while within the swarm. You may spend 2 AP on each of your turns to cause the swarm to make one of its attacks. You have +2 to your AR and physical defenses while your swarm is not Bloodied, and +1 to these defenses while your swarm is Bloodied.

A creature may target you or the swarm. You have Vulnerable AOE 1 while your swarm is active.

Hellcrafter, Hordemaster
Recall to Service Horde Summoner Soulbind becomes 1⁄2 CHA/Rest (min 1). You may not have more than one Hellspawn Champion or Hellspawn Swarm active at one time, however. Hellcrafter, Hordemaster
Growing Horde Recall to Service Your horde’s radius becomes 10 ft, or 5 ft when Bloodied.

Additionally, your horde gains a bonus on attack rolls equal to 1⁄2 your CHA.

Hellcrafter, Hordemaster
Thrash of Limbs Growing Horde

Incompatibilities: Clash of Claws

The area within your horde’s radius is considered Difficult Terrain to hostile creatures. You are Concealed while within your horde’s radius. Hellcrafter, Hordemaster
Thrash of Limbs II Thrash of Limbs While your horde has full health, or has Shield HP and is not bloodied, you have Partial Cover (+3).

Your horde has +4 on Grappling checks.

Hellcrafter, Hordemaster
Thrash of Limbs III Thrash of Limbs II Allies are also considered Concealed while within your horde’s radius. If your horde is not Bloodied and has Shield HP, you have Total Cover. Hellcrafter, Hordemaster
Clash of Claws Growing Horde

Incompatibilities: Thrash of Limbs

While not Bloodied, your horde adds 1⁄2 your CHA to their damage rolls. Hellcrafter, Hordemaster
Clash of Claws II Clash of Claws While not Bloodied, your horde gains an attack bonus equal to your total CHA, instead of 1⁄2. Hellcrafter, Hordemaster
Clash of Claws III Clash of Claws II While Bloodied, you and your horde add 1⁄2 your CHA to damage rolls. Hellcrafter, Hordemaster
Growing Horde II Hordemaster 6 Your horde’s radius becomes 15 ft, or 10 ft when Bloodied. Hellcrafter, Hordemaster
Recall to Service II Growing Horde II When you Recoup, you may regain +1 use of your Soulbind. When you use Soulbind to summon a Hellspawn Swarm and you previously had a Hellspawn Swarm, your new swarm gains Shield HP equal to your previous swarm’s current HP. Hellcrafter, Hordemaster
Growing Horde III Recall to Service II Gain the Growing Horde ability.
  • Growing Horde (2/Recoup). When your horde occupies the space of a fresh corpse that has died within the past 10 minutes, you may spend 3 AP to resurrect the corpse, causing it to join your horde. Your horde regains 1d10+CHA HP and gains 1d10 Shield HP.
Hellcrafter, Hordemaster
All-Out Assault Growing Horde III

Incompatibilities: Protect the Maker

Gain the All-Out Assault ability.
  • All-Out Assault. Spend 3 AP to turn your horde into a cone twice as long as your radius, or a line three times as long as your radius, or to turn your horde back into its typical radius shape. When a cone or line, you are on one side of the horde and do not gain benefits from being within the horde.
Hellcrafter, Hordemaster
All-Out Assault II All-Out Assault Your horde gains the ability to Exploit, but you must spend your own Reactive AP for them to do so. It costs 1 Reactive AP. Hellcrafter, Hordemaster
All-Out Assault III All-Out Assault II Gain the Overrun ability.
  • Overrun. Expend one of your uses of Soulbind to order an all-out assault. For the next 5 minutes, you may order your horde to make an attack for 1 AP, instead of 2. Whenever your horde kills a creature, your horde gains 1d10 Shield HP.
Hellcrafter, Hordemaster
Protect the Maker Growing Horde III

Incompatibilities: All-Out Assault

When you would take damage and no other creature would, you may deal the damage to your horde instead. Hellcrafter, Hordemaster
Protect the Maker II Protect the Maker When one of your allies within the horde’s radius would take damage and no other creature would, you may deal the damage to the horde instead. Hellcrafter, Hordemaster
Protect the Maker III Protect the Maker II You may expend one of your uses of Soulbind to order a full-scale defense. For the next 5 minutes, provided that your horde has any HP, you have Total Cover when it is not your turn. Hellcrafter, Hordemaster
Recall to Service III Hordemaster 12 Soulbind becomes CHA/Rest. You may have up to 2 uses of Soulbind active at one time, but only one may be a Hellspawn Swarm. Hellcrafter, Hordemaster
Growing Horde IV Recall to Service III Your horde’s radius becomes 20 ft, or 15 ft when Bloodied. It has additional HP equal to Occult Power x4. Hellcrafter, Hordemaster
Hordemaster Growing Horde IV For you, life and Essence is a fungible resource.

You may spend 1 AP to lose any amount of HP. Your horde gains that much HP if they are Bloodied or that much Shield HP if they are not Bloodied.

You may spend 1 AP to make your horde lose any amount of HP. You gain that much HP if you are Bloodied or that much Shield HP if you are not Bloodied.

Your horde’s max HP is now your Occult Power x6.

  • Level 30: Any time you would gain HP or Shield HP, or cause another creature to gain HP or Shield HP, you may choose whether it is HP or Shield HP. Your horde’s max HP is now your Occult Power x8.
Hellcrafter, Hordemaster, Capstone

Ritualist Track

Talent PreReq Description Tags
Demonomicon Hellcrafter Entry You have a dark book called the Demonomicon, which grants you magical abilities.

Gain the Initiate of the Occult talent if you did not already have it. If you already have it, gain +5 SP and +1 Occult Power instead. Future talents from the Ritualist track grant you +5 SP.

This talent does not give you +1 Occult Power from your Hellcrafter Entry Occult ability.

Hellcrafter, Ritualist
Soulbinding Ritual Demonomicon Learn 2 occult rituals.

Gain the Soulbinding Ritual ability.

  • Soulbinding Ritual (½ CHA/Rest). By spending 10 minutes, you may expend a ritual that recharges when you Take a Rest without casting that ritual. If you do, you may use Soulbind without expending any of its uses.
Hellcrafter, Ritualist
Wellspring Corruption Soulbinding Ritual Choose two arcane spells with the arcane ritual tag that have an SPC cost less than or equal to your max SP. You learn those spells, but can only cast them as rituals unless you learn them through another talent. They are considered occult rituals for you and have the 1/Rest recharge. They also have dark power as determined on the Demonomicon Dark Power table. Hellcrafter, Ritualist
Corrupt Divinity Soulbinding Ritual Choose two divine rituals that do not have prerequisites. Gain those rituals. They are considered occult rituals for you. They also have dark power as determined on the Demonomicon Dark Power table. Hellcrafter, Ritualist
Unholy Liturgy Ritualist 3 When you cast a ritual, you or one hellspawn you have summoned gains 1d10+CHA Shield HP. Hellcrafter, Ritualist
Hellspawn Initiates Unholy Liturgy Gain the Hellspawn Initiates ability.
  • Hellspawn Initiates (1/Rest). When you cast an occult ritual that would target yourself, you may instead target a hellspawn that you have summoned. Dark power effects still affect you, rather than the hellspawn.
Hellcrafter, Ritualist
Primeval Darkness Hellspawn Initiates Choose two primal invocations that do not have prerequisites. Gain those invocations. They are considered occult rituals for you with a 1/Rest recharge. They also have dark power as determined on the Demonomicon Dark Power table. Hellcrafter, Ritualist
Evil Essence Hellspawn Initiates Choose two psionic invocations that do not have prerequisites. Gain those invocations. They are considered occult rituals for you with a 1/Rest recharge. They also have dark power as determined on the Demonomicon Dark Power table. Hellcrafter, Ritualist
Unholy Liturgy II Ritualist 6 When a creature gains Shield HP from Unholy Liturgy, it also gains +1 to its AR, physical defenses, and mental defenses until it loses that Shield HP. Hellcrafter, Ritualist
Ritual Versatility Unholy Liturgy II By spending 10 minutes, you may expend a ritual that recharges when you Take a Rest without casting that ritual. If you do, you may instead cast another ritual that you know and that recharges when you Catch your Breath, Recoup, or Take a Rest even if you have already cast it and it has not recharged. Hellcrafter, Ritualist
Wellspring Corruption II Ritual Versatility Choose two arcane spells with the arcane ritual tag that have an SPC cost of less than or equal to double your max SP. You learn those spells, but can only cast them as rituals unless you learn them through another talent. They are considered occult rituals for you and have the 1/Rest recharge. They also have dark power as determined on the Demonomicon Dark Power table. Hellcrafter, Ritualist
Corrupt Divinity II Ritual Versatility Choose two divine rituals. When checking prerequisites, you are considered to have divine power equal to the number of Hellcrafter Ritualist talents you have. Gain the rituals you chose. They are considered occult rituals for you. They also have Dark Power as determined on the Demonomicon Dark Power table. Hellcrafter, Ritualist
Unholy Sacrament Ritualist 9 Gain the Unholy Sacrament ability.
  • Unholy Sacrament (2/Rest). By spending 10 minutes, you may expend a ritual that recharges when you Take a Rest without casting that ritual. If you do, you may instead regain 10 SP.
Hellcrafter, Ritualist
Rewrite Demonomicon Unholy Sacrament When you finish Taking a Rest, you may magically rewrite which rituals you have written in your Demonomicon. Count up the total number of occult rituals you know (not including those from other sources that count as occult rituals for you). You may unlearn any number of them to learn new occult rituals. For each occult ritual you reassign in this way, permanently lose 1 max HP. Hellcrafter, Ritualist
Primeval Darkness II Rewrite Demonomicon Choose two primal invocations. When checking prerequisites, you are considered to have Primal Power equal to the number of Hellcrafter Ritualist talents you have. Gain the invocations you chose. They are considered occult rituals for you. They also have dark power as determined on the Demonomicon Dark Power table. Hellcrafter, Ritualist
Evil Essence II Rewrite Demonomicon Choose two psionic invocations. When checking prerequisites, you are considered to have Psionic Power equal to the number of Hellcrafter Ritualist talents you have. Gain the invocations you chose. They are considered occult rituals for you. They also have dark power as determined on the Demonomicon Dark Power table. Hellcrafter, Ritualist
Unholy Sacrament II Ritualist 12 Unholy Sacrament becomes 1/2 CHA/Rest (min 2). Hellcrafter, Ritualist
Hellspawn Initiates II Unholy Sacrament II Hellspawn Initiates becomes 1/Recoup. Furthermore, dark power affects your hellspawn rather than you. Hellcrafter, Ritualist
Hellcrafted Rituals Hellspawn Initiates II When you use Hellspawn Initiates, you may apply it to a number of hellspawn that you have summoned equal to or less than 1⁄2 your CHA.

Furthermore, when you cast an occult ritual that targets yourself, increase two of your attributes by +1 each for the next 1 hour as you are filled with unholy power. You must still observe your attribute cap.

  • Level 30: When you use Soulbinding Ritual, you may expend any ritual, regardless of its recharge time. If it has no prerequisite, then you may gain its effect in addition to using it to fuel your Soulbind ability. You no longer need to observe your attribute cap when casting an occult ritual on yourself.
Hellcrafter, Ritualist, Capstone
Demonomicon Dark Power Table
Name Type of Magic Description
Abrasive Ritual Ritual/Invocation that deals damage Gain +1 TA on the attack roll.

Dark Power: On a crit fail, you suffer the damage instead.

Ritualistic Alteration Ritual/Invocation that does not deal damage If you do not suffer dark power, you become Protected until the end of your next turn.

Dark Power: Roll 1d20 for dark power. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the nature or weather tag, then the nature in the area withers a little or the weather grows sour and corrupt.

Ritualistic Resonance Ritual/Invocation that imposes a negative condition Gain +1 TA on the attack roll.

Dark Power: On a crit fail, you suffer the condition for the written duration instead.

Wyrd Enhancement Ritual/Invocation that targets an ally If successful, the target gains +5 ft walking speed and +1 TA for the duration.

Dark Power: Roll 1d20 for dark power. On a roll of 5 or lower, the Fiend Lords are angry that you stole power from them. For the next 24 hours, beasts and monstrosities are likely to treat you with hostility as they are supernaturally aware of your transgressions.

Ritualistic Destruction Ritual/Invocation that deals damage to one creature Gain +1 TA on the attack roll.

Dark Power: On a crit fail, you suffer the damage instead.

Ritualistic Scouring Ritual/Invocation that deals AOE damage Gain +1 TA on the attack roll.

Dark Power: On a crit fail, you cast the spell and it is centered on you.

Ritualistic Reconstruction Ritual/Invocation that heals if successful The spell adds additional healing equal to 1⁄2 your CHA.

Dark Power: Roll 1d20 for dark power. On a roll of 5 or lower, the spell deals necrotic damage equal to the amount it would have healed.