Summoner Subclass: Accursed

**(Return to Summoner)**

*(Return To Class List)*

**Accursed Spells:**

* *You always have certain spells prepared after you reach particular levels in this class, as shown in the Accursed Spells table. These spells count as Summoner spells for you, but they don't count against the number of summoner spells you prepare.*

 1st
 2nd
 3rd
 4th
 5th

*(Level 2)* **Fire Whip**

* *As an action you can summon a fiery weapon that has a range of 15 feet and has the reach property. 2d8+Spellcasting Modifier Fire Damage. You can only use the whip up your proficiency modifier and regain use of the Fire Whip at the end of short rests. You gain advantage on this attack if a summon is 10ft to the enemy.*

*(Level 2)* **Accursed Minion**

* *You gain a Accursed Minion that you can summon at anytime using your Writ. Once per short rest you can summon a maximum of 1 Accursed Minion and it doesn't take a capture slot. Also when you capture a Fiend type Creature it costs less to summon it, -2 Writ cost to a minimum of 1.*

***Hit Points** 2 +Spellcasting Modifier + Four times your summoner level*
 **STR**
8 (-1)
15 (+2)
14 (+2)
16 (+3)
12 (+1)
 ***Saving Throws Dex 2+PB***
***Skills -***
***Senses** passive Perception 11*
***Languages** All languages you know*
***Damage Immunities** Fire*
 ***Shapechanger**. The Devil can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.*
***Devil's Sight**. Magical darkness doesn't impede the Devil’s darkvision.*

*(Level 5)* **Flaming Soul**

* *Add your spell casting mod to fire damage rolls, this extra damage and can be added to your Fire whip attack once per turn. You also gain resistance to fire and enemy's cant resistance your fire damage.*

*(Level 5)* **Devilish Insight**

* *You can tell if someone is a fiend, and you gain Proficiency and Expertise in insight.*

*(Level 9)* **Fire Whip Improvement**

* *Your Fire whip can now attack twice when you make the attack action with it. And you can forgo the extra attack to instead attempt to restrain the opponent with it. If you hit the attack they 1d12 and roll a strength save Vs your spell DC and on fail are restrained they gain disadvantage on the save if a summon is within 10ft. Additionally your whip has a range of 30 feet and now deals 2d12 fire damage.*

*(Level 14)* **Devil’s Gamble**

* *You gain the ability to summon a very strong devil that will kill any other summon. You must roll persuasion or deception as a bonus action DC 15 to keep it under your command. If you fail the DC then you lose control over it for the rest of the day and it blindly attacks the closest living creature near it. Once you summon the creature you can’t unsummon it or summon it again until you complete a long rest.*

***Hit Points** 3+Your spellcasting Modifier + Six times you character level*
 **STR**
23 (+6)
18 (+4)
17 (+3)
8 (-1)
5 (-3)
 ***Saving Throws STR 6+PB, DEX 4+PB, CON 3+PB***
***Skills** Intimidation +10*
***Senses** passive Perception 7*
***Languages** All languages you know*
***Damage Immunities** Fire and Poison*
 ***Devil's Sight**. Magical darkness doesn't impede the Demon’s darkvision.*
***Magic Resistance**. The Demon has advantage on saving throws against spells and other magical effects.*
***Running Leap**. The Demon’s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.*
***Bite**. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: 2d6 + PB fire damage.*

*(Level 20)* **Through Hell and Back**

* *If an enemy is within 5ft of you they roll a con save and take half damage if successful and full if not. They take fire damage equal to your total level+Spell Casting Mod. This can only happen to an enemy once per round.*