Infernal Efflux

Immediately after you cast a conjuration spell or a spell that deals fire damage, you can choose to unleash the infernal magic within yourself. When you do so, roll on the Infernal Efflux table to determine the effect. Any effect that requires a saving throw uses the DC of your infernal legacy trait. You add your proficiency bonus to any ability check or saving throw that you make in order to maintain control of these abilities. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses when you complete a long rest.
Infernal Efflux
d8	Effect
1 	Hellfire Storm. A roiling storm cloud of hellfire appears in the sky in a 60-foot radius around you for 1 minute. At the end of each of your turns, a bolt of hellfire strikes down from the cloud, striking a randomly-determined creature within the storm's radius, other than you. Each creature within 5 feet of where the hellfire strikes must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. If the spell that you cast when you unleashed this effect was 4th-level or higher, the damage increases by 1d10 per spell level above 3rd. 
On the turn that the storm cloud first appears, you can choose to designate a point that you can see for the hellfire to strike on that turn. On subsequent turns, you can use an action to make a Charisma check against your infernal legacy DC. On a success, you can choose to either end this effect, or to designate a point that you can see for the hellfire to strike on that turn.
2 	Hellfire Elemental. You conjure forth a fire elemental spirit, as in the summon elemental spell, except that the spell does not require your concentration, and it lasts for 1 minute. If the spell that you cast when you unleashed this effect was 5th-level or higher, use the higher level wherever the spell's level appears in the elemental spirit's stat block.
At the end of each of your turns, not including the turn when you unleash this effect, you must make a Charisma saving throw. On a failure, you lose control of the elemental spirit, and it becomes hostile toward you and your companions.
3 	Infernal Spirits. Spectral fiendish spirits appear in a 15-foot radius around you for 1 minute. You can designate any number of creatures you can see to be unaffected by the spirits. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 necrotic damage. On a successful save, the creature takes half as much damage. If the spell that you cast when you unleashed this effect was 4th-level or higher, the damage increases by 1d8 for each spell level above 3rd.
At the end of each of your turns, not including the turn when you unleash this effect, you must make a Charisma saving throw. On a failure, the fiendish spirits become uncontrollable and hostile. You can no longer designate creatures to be unaffected by them, and their area becomes a 15-foot radius sphere that moves independently. At the end of each of your turns, including the turn when you lost control of them, the spirits move 20 feet in the direction of a randomly-determined creature within 100 feet of them.
4 	Infernal Guardian. A Large spectral devil appears and hovers for 1 minute in an unoccupied space of your choice that you can see within 30 feet. The devil occupies its space and is indistinct except for a flaming sword and a shield emblazoned with the symbol of Asmodeus. Any creature that moves to a space within 10 feet of the devil for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 necrotic damage on a failed save, or half as much damage on a successful one.
At the end of each of your turns, not including the turn when you unleash this effect, the devil disappears, and reappears in a space adjacent to a randomly-determined creature within 30 feet of it. If there are no creatures within 30 feet of it, the devil doesn't move. While the devil is present, you can use an action on your turn to make a Charisma check against your infernal legacy DC. On a successful check, you can choose to either end this effect, or to designate a point that you can see within 30 feet of the devil for the devil to reappear on that turn.
5 	Shadows of Avernus. Smoking tendrils of shadow fill a 20-foot square on ground of your choice within 90 feet. For 1 minute, these tendrils turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tendrils. A creature that starts its turn in the area and is already restrained by the tendrils takes 3d6 bludgeoning damage. A creature restrained by the tendrils can use its action to make a Strength or Dexterity check (its choice) against your infernal legacy DC. On a success, it frees itself.
At the end of each of your turns, not including the turn when you unleash this effect, the tendrils disappear, and reappear centered on a randomly-determined creature within 90 feet of them. If there are no creatures within 90 feet of them, the tendrils don't move. While the tendrils are present, you can use an action on your turn to make a Charisma check against your infernal legacy DC. On a successful check, you can choose to either end this effect, or to designate a point that you can see within 90 feet of the tendrils for the tendrils to reappear on that turn.
6 	Noxious Sulfur. A 20-foot-radius sphere of noxious sulfuric gas appears, centered on a point of your choice within 90 feet. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 1 minute. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
At the end of each of your turns, not including the turn when you unleash this effect, the gas cloud moves 20 feet in a randomly-determined direction. While the cloud is present, you can use an action on your turn to make a Charisma check against your infernal legacy DC. On a successful check, you can choose to either end this effect, or to designate the direction that the cloud moves on that turn.
7 	Conjure Devil. You conjure forth a devil, which appears in an unoccupied space of your choice that you can see within 60 feet of you. The DM determines the devil's type, which must be of a challenge rating equal to your proficiency bonus or lower. The devil disappears after 1 minute, or when it drops to 0 hit points. The devil is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you).
At the end of each of your turns, not including the turn when you unleash this effect, you must make a Charisma saving throw. On a failure, you lose control of the devil, and it becomes hostile toward you and your companions.
8 	Chains of Minauros. A 5-foot radius spherical mass of writhing black chains appears at a point you of your choice that you can see within 90 feet of you. The chains remain for 1 minute. Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the chains. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. As an action on your turn, you can move the chains up to 30 feet in a straight line. Any creature restrained by the sphere moves with it. You can ram the chains into creatures, forcing them to make the saving throw.
At the end of each of your turns, not including the turn when you unleash this effect, you must make a Charisma saving throw. On a failure, you lose control of the chains. At the end of each of your turns once you lose control of the chains, including the turn when you lost control of them, they ram a randomly-determined creature within 30 feet of them. If there are no creatures within 30 feet of the chains, they move 30 feet toward a randomly-determined creature.
As part of embracing your infernal nature, you must use this ability at least once per long rest in order to prevent your chaotic magic from becoming uncontrollable. When you complete a long rest, if you have not used this ability since your previous long rest, you lose this ability. You regain this ability when you complete another long rest. In the meantime, your infernal magic might manifest itself chaotically without your control until you regain this ability, at the DM's discretion.
Category:Homebrew