Hellish

### Implike Stealth

Starting at 1st level you are able to cast invisibility on yourself at will. As a cost for casting this, roll 1d8. Every time you do not roll a 1, the number required to roll goes up by one (Example, if you roll 1d8 and get a 6, now if you roll a 1 OR a 2, it happens. If you roll a 6 again, now the number is 1-3.). Whenever you roll the number specified, you summon 1d4+(Your Constitution Modifier) Imps who are hostile towards you within 30ft. of you.

### Fiendish Hellfire

Starting at 6th level all pyromancy casted by you leaves behind fire residue that heat seeks onto the nearest flammable object. In addition to this once per day you can cast a pyromancy spell under 2nd level as a 4th level spell without using any spell slots.

### Liquid Fire

Beginning at 12th level, you may summon a gout of liquid fire. Once per day, as a bonus action, you may chose one point within 60 feet of you. Everywhere within 30 feet of that point becomes covered in liquid fire. If any creature starts their turn, ends their turn, or moves at least 5ft. in the radius, they take 6d8 fire damage. This fire burns flammable objects that aren't being worn or carried.

### Baaltors calling

Starting at 18th level, you may force one creature to go into the nine hells. Chose one creature that you can see, that creature must make a Charisma Saving Throw against your spell save DC. On a failed save, they are casted into the 1st layer of the nine hells, and are attacked by 2d10+4 bearded devils and 2d8+3 Chain Devils while they stay in the nine hells. They stay on the first lair for 1 minute, before they are teleported back to their original position in whatever realm they were before they were banished.

*You may do this for an amount of times equal to your Constitution Modifier before needing a long rest.*

### Beast Within

At 20th level you are able to trigger your beast within ability, Your beast will be a secret chained devil beast that is left inside the cells of Baator to rot.

## Beast Within (Fiend)

*Huge fiend,*

* **Armor Class** 18 (natural armor)
* **Hit Points** 20d10 + Your Constition Modifier multiplied by 20
* **Speed** 60 ft.

* **Saving Throws** Str +16, Dex +11, Con +11
* **Damage Vulnerabilities** radiant
* **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks
* **Damage Immunities** fire
* **Condition Immunities** frightened, paralyzed
* **Senses** blindsight 60 ft., truesight 120 ft., passive Perception 14
* **Languages** The Languages You Normally Know
* **Challenge** N/A

***Magic Weapons.*** All attacks made by the Beast Within (Fiend) are considered magical for the purposes of overcoming resistances and immunities.

***Magic Resistance..*** The Beast Within (Fiend) has advantage on all saving throws imposed by magical effects.

### Actions

***Multiattack..*** The Beast Within (Fiend) makes one Claw attack and two Flame Claw attacks or one Flame Claw attack and one Flame Slam attack.

***Claw..*** Melee weapon attack: +15 to hit, Reach 10ft, one target. Hit: 21 (2d12 +10) Slashing damage

***Flame Claw..*** Melee weapon attack: +15 to hit, Reach 15ft, one target. Hit: 29 (3d12 +10) Bludgeoning damage and 16 (3d10) Fire damage.

***Flame Slam (Recharge 5-6)..*** The Beast Within (Fiend) slams their arm down in a 30ft line. All creature in the line must make a DC:23 Strength saving throw, on a failed save being knocked prone and taking 31 (6d6 +10) Bludgeoning damage and 35 (10d6) Fire damage, on a successful save taking half as much damage.