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'''''Level 30:''''' When you use Hellspawn Initiates, you may apply it to a number of Hellspawn equal to or less than your CHA. You no longer need to observe your attribute cap when casting an occult ritual on yourself.
'''''Level 30:''''' When you use Hellspawn Initiates, you may apply it to a number of Hellspawn equal to or less than your CHA. You no longer need to observe your attribute cap when casting an occult ritual on yourself.
|''Hellcrafter, Ritualist, '''Capstone'''''
|''Hellcrafter, Ritualist, '''Capstone'''''
|}
{| class="wikitable"
|+Demonomicon Dark Power Table
!Name
!Type of Magic
!Description
|-
|'''Abrasive Ritual'''
|''Ritual/Invocation that deals damage''
|Gain TA on the attack roll.
'''Dark Power:''' 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 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 TA on the attack roll.
'''Dark Power:''' You suffer the condition for the written duration instead.
|-
|'''Wyrd Enhancement'''
|''Ritual/Invocation that targets an ally''
|If successful, the target gains +5 ft speed and 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 TA on the attack roll.
'''Dark Power:''' You suffer the damage instead.
|-
|'''Ritualistic Scouring'''
|''Ritual/Invocation that deals AOE damage''
|Gain TA on the attack roll.
'''Dark Power:''' 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.
|}
|}

Revision as of 14:56, 10 June 2024

[back to class tracks]

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 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: When you hit a creature with a melee attack, you may take 1d4 psychic damage that you cannot negate or reduce. If you do, the creature also suffers Burning 1d4. (1/Recoup)

Soulbind: 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. The Hellspawn 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. (1/Rest)

Occult Power: You gain 1 Occult Power, and gain another Occult Power every time you gain a Hellcrafter talent. You do not gain SP from Hellcrafter talents unless otherwise specified.


Class Entry, Hellcrafter

Champion Track

Talent PreReq Description Tags
Champion Hellspawn Hellcrafter Entry 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 champion's natural weapon damage dice increase by 1 step (such as from 1d4 to 1d6), to a max of 1d12. If it did not have a natural weapon, it gains a claws attack that uses its STR or DEX and deals 1d4 sharp damage. Hellcrafter, Champion, Repeatable
Tentacles Champion Hellspawn 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, excluding natural weapon attacks originating from a part of its body besides its arms (such as horns or bite attacks). Hellcrafter, Champion
Resistant Hellskin Champion Hellspawn Your Hellspawn Champion gains Resist +2 against one damage type of your choice: 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 Your Hellspawn Champion gains Resist +2 against one damage type of your choice: 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 beast when making your Hellspawn Champion. This creature has the stats of an appropriate beast 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 monstrosity when making your Hellspawn Champion. This creature has the stats of an appropriate monstrosity 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 humanoid 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 undead 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
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 fiend 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
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 additional max HP per Hellcrafter talent you have. Hellcrafter, Champion
Strength of the Champion II Strength of the Champion, Champion 6 Your Hellspawn Champion can be ML 3 or lower. When you Recoup, your Champion can regain 1/2 of its maximum HP. (1/Rest) 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 maximum 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, treat 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. It now gains +2 to its defenses. Hellcrafter, Champion
Monstrous Traits Strength of the Champion III When you summon a Hellspawn Champion, choose Iron Will, Steel Mind, Vigilant, or DR 2/Silvered or magical weapons. Your Hellspawn gains that monster trait. Hellcrafter, Champion
Hulking Hellspawn II Strength of the Champion III, Hulking Hellspawn When you summon a Hellspawn Champion whose size 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 additional 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 III Strength of the Champion III, Winged Horror II 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. When you Recoup, instead of your Champion regaining 1/2 its maximum HP, it can regain all of its HP. (1/Rest) Hellcrafter, Champion
Monstrous Traits II Strength of the Champion IV, Monstrous Traits When you summon a Hellspawn Champion, choose two traits out of Iron Will, Steel Mind, Vigilant, or DR 2/Silvered or magical weapons. Your Hellspawn gains those traits. Hellcrafter, Champion
Brutal Strikes Strength of the Champion IV Your Hellspawn Champion deals +2 damage on all hits that would deal damage. Hellcrafter, Champion
Terrifying Speed Strength of the Champion IV Your Hellspawn Champion can take one additional action on each of its turns. Hellcrafter, Champion
Winged Horror IV Strength of the Champion IV, Winged Horror III Your Hellspawn Champion gains a fly speed equal to its walking speed. Hellcrafter, Champion
Strength of the Champion IV 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. The Hellspawn 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.


Your Hellspawn now gains +3 to all of its defenses and 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/Recoup). Your Hellspawn now gains +5 to all of its defenses.

Hellcrafter, Champion, Capstone

Hellbound

Note that this class track is unique in that it is shared by two classes: the Zealot and the Hellcrafter.

Talent PreReq Description Tags
Hellbound Zealot Entry or Hellcrafter Entry 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. (2/Rest)

If you take this talent by meeting the Zealot Entry prerequisite, this talent and all other talents with the hellbound tag have the zealot tag. If you take this talent by meeting the Hellcrafter Entry prerequisite, this talent and all other talents with the hellbound tag have the hellcrafter tag.

Hellbound
Fire Scion Hellbound You gain Resist Fire 3. 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 also deal 1d6 Fire damage. (½ CHA/Rest)

On taking Fire Scion, any Hellbound talent you take with the Fire tag counts as either an Arcane or Primal source talent for which you possess a Magic Entry talent, but may only apply to a single source (which you choose on taking Fire Scion, if relevant). This increases your SP by 5 and increases either Arcane or Primal Power by 1.

Hellbound, Fire
Disciple of Flame Fire Scion Gain +5 SP. Learn 2 arcane spells or cantrips from the list below. They count as divine spells for you.

Arcane spells and cantrips: Beam of Fire, Fan the Flames, Fireball, Fire Shield, Illuminate, Nova, Wall of Fire, Wave of Fire

Hellbound, Fire, Repeatable
Flameblade Fire Scion For 2 AP you set any weapon in your hands ablaze for 1 minute, converting all of your damage done to Fire. While Flameblade is active, 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. This weapon cannot use ammunition, but the effects apply to any weapon you wield for the duration. (2/Rest) Hellbound, Fire
Flameblade II Flameblade While your weapon is ablaze you ignore any Resistance to Fire damage. Additionally, you gain TA on attacks against a creature afflicted with the Burning condition. Hellbound, Fire
Flameblade III Flameblade II, Flame Strike, Hellbound 6 While your weapon is ablaze you ignore Immunity to Fire damage, treating a creature with such as if they only possessed Affinity, taking ½ the damage. You additionally gain +1 crit range against a creature that is on fire, and hitting such a creature continues their Burning duration by 1 round Hellbound, Fire
Flame Strike Disciple of Flame Whenever you hit a creature while your Flameblade is active they gain Burning 1d4 for 1 minute, even if they aren’t normally flammable. (½ CHA/Rest) Hellbound, Fire
Swirling Vortex Flame Strike When you hit a creature while your Flameblade is active 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
Burning Resurgence Disciple of Flame Your use of Flameblade increases to ½ CHA/Rest. Once you have taken 10 talents with the Hellbound tag, you regain 1 use of Flameblade whenever you Recoup. Hellbound, Fire
Hellfire Flameblade III, Hellbound 12


Fire damage you deal ignores Resistance and you deal an additional +1d4 Fire damage with any attacks you make while Flameblade is active. Additionally, any Burning damage you do is increased by 1 dice (1d4 becomes 1d6, 1d6 becomes 1d8, and so forth).

Hellbound, Fire
Fiendish Fervor Focused Resolve, Hellbound 8 When you hit a creature with the Fiend tag you may spend 1 reactive AP to unnerve that creature. Make a magical CHA 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. (2/Rest) Hellbound
Fiendish Fervor II Fiendish Fervor Choose 2 creature types. Your Fiendish Fervor can now be used on those creatures. You now regain 1 use of your Friendish Fervor whenever you Recoup. Hellbound, Repeatable
Burning Fervor Fiendish Fervor, Flameblade You may now use your Fiendish Fervor talent on any creature afflicted with Burning. Hellbound
Crushing Fervor Fiendish Fervor When you hit a creature that is currently Shaken you may spend 1 reactive AP to terrify them. Make a magical CHA 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 reactive 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 When you hit a creature that is both Shaken and Frightened you may spend 1 reactive AP to break them. Make a magical CHA 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 When you reduce a creature afflicted with the Broken condition to 0 hit points you may spend 2 reactive AP to terrify their allies. Make a magical CHA attack against the WILL of each hostile creature of an equal or lower Monster Level (ML) of the creature you have slain. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage. (½ CHA/Rest) Hellbound
Focused Resolve Fire Scion, Hellbound 4 Whenever an attack against your mental defenses (ANT, LOG, or WILL) misses, you gain TA on your next ability check or attack against the originating creature or any of its allies. Hellbound
Focused Resolve II Focused Resolve You gain the Resolute Bastion ability.

Resolute Bastion. When a creature makes an attack against you or one of your ally’s mental defenses you may roll a 1d4 and add the result to that defense. If that attack misses, you activate your Focused Resolve talent on that creature. (2/Rest)

Hellbound
Focused Resolve III Focused Resolve II You may now use your Hellbound talent CHA/Rest. Additionally, you gain +1 TA when Focused Resolve triggers from Burning creatures. Hellbound
Inspired Resolve Focused Resolve III 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 Inspired Resolve only costs you 1 AP. (½ END/Rest) 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 rating 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 Should you reduce a creature to 0 HP from a critical hit while benefiting from Focused Resolve you regain HP equal to 1d10+CHA. (2/Recoup) Hellbound
Hellish Transformation Hellbound You develop a trait influenced by your time spent in Hell, as if you were a fiendblood. You may choose from the following traits: Ancestral Communion, Claws, Fiendish Endurance, Infernal Influence, or Occult Affinity. Hellbound, Repeatable
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 additional use of your Blood Transformation. Hellbound
Hellish Transformation III Hellish Transformation II, Character Level 15 You gain 1 additional 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.

Your uses of Flameblade increase to CHA/Rest and the extra damage dealt by Hellfire increases to 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. If you have TA against a creature subject to Fiendish Fervor, you may automatically critically hit that creature (2/Rest). If that TA resulted from Focused Resolve, and your critical hit reduces the creature to 0 HP, you regain 1 use of Redemptive Strike. (2/Rest)

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.

Your uses of Flameblade increase to CHA/Rest and the extra damage dealt by Hellfire is also dealt by your summoned Hellspawn. 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. You gain the Destroyer's Strike ability. Destroyer's Strike. If you hit a target that is Frightened of you, you may cause the creature to become Broken (2/Rest). You and your summoned Hellspawn deal +1d6 psychic damage against all creatures that were Frightened or Broken by you within the past hour. 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, you create a Hellspawn Swarm, or your "Horde". The swarm uses the stats of a Hellspawn Swarm, but follows some special rules as noted below.

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. 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 physical defenses and AR 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 1 AOE while your swarm is active.

Hellcrafter, Hordemaster
Recall to Service Horde Summoner You may use Soulbind 1/2 CHA/Rest (min 1). You may not have more than one Hellspawn or Hellspawn Swarm active at one time, however. Hellcrafter, Hordemaster
Growing Horde Recall to Service Your horde's radius is now 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 not Bloodied, your horde adds CHA to their damage rolls, and 1/2 your CHA to their damage rolls while Bloodied. Hellcrafter, Hordemaster
Growing Horde II Hordemaster 6 Your horde's radius is now 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 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. (2/Recoup) Hellcrafter, Hordemaster
All-Out Assault Growing Horde III

Incompatibilities: Protect the Maker

You may 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 AP reactively for them to do so. It costs 1 AP for your Horde to Exploit. Hellcrafter, Hordemaster
All-Out Assault III All-Out Assault II You may 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 is now 20 ft, or 15 ft when Bloodied. It has additional HP equal to 4x your Occult Power. 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, but it is 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, but it is Shield HP if you are not Bloodied.

Your horde's maximum HP is now 6x your Occult Power.

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 maximum HP is now 8x your Occult Power.

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, but you do not gain an additional Occult Power from having it. Future talents from the Ritualist track grant you +5 SP.

Hellcrafter, Ritualist
Soulbinding Ritual Demonomicon Learn 2 Occult Rituals.

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. (1/2 CHA/Rest)

Hellcrafter, Ritualist
Wellspring Corruption Soulbinding Ritual Choose two arcane spells with the arcane ritual tag that have less than or equal to your maximum 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 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. (1/Rest) 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 less than or equal to your maximum SP x 2. 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 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. (2/Rest) 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 maximum 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 now 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 of your choice 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 Hellspawn Initiates, you may apply it to a number of Hellspawn equal to or less than your CHA. 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 TA on the attack roll.

Dark Power: 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 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 TA on the attack roll.

Dark Power: You suffer the condition for the written duration instead.

Wyrd Enhancement Ritual/Invocation that targets an ally If successful, the target gains +5 ft speed and 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 TA on the attack roll.

Dark Power: You suffer the damage instead.

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

Dark Power: 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.