Infernal Items

Infernal Magic Items

# Introduction

Magic items from the lower planes function differently than those from the material plane. While most of the properties of magic items from these planes are similar to those in the material plane, they have m+one major difference to them that makes them unique to their material plane counterparts: they scale in their power with their user.

# Power Scaling

When a Player Character is attuned to an infernal magic item, they can choose to allocate a certain amount or all of the experience they receive to the item.

The experience thresholds are the same as the ones for character advancement. This means that an infernal magic item, when attuned for the first time, starts at first level and needs 300 exp to scale to the second level, etc.

When the attunement to an infernal magic item from a previously attuned creature is ended or that creature dies, the item looses its 1d4 levels for every workweek until the same creature attunes to it anew. However, if in that period the item is attuned by another creature, the level of the weapon reverts back to first level.

# Infernal Properties

There are four types of infernal magic items:

* Infernal weapons
* Infernal Vessels
* Infernal Focuses
* Infernal Wondrous Items

Each one of these types has their own infernal properties they can be enhanced with.

These properties are categorized into four different tiers depending on the item’s level:

* Tier 1 (level 1-4)
* Tier 2 (level 5-10)
* Tier 3 (level 11-16)
* Tier 4 (level 17-20)

For example, a Tier 2 item can only be enhanced with a Tier 1 or Tier 2 infernal property.

## Infernal Weapons

Infernal weapons are considered magic weapons and every infernal weapon posses the infernal blast property, for which you choose the damage type after you attune to it for the first time.

Every time you make an attack with your infernal weapon, you can choose any number of creatures 5 feet from you (other than the one you attacked) who will be caught in your infernal blast.

The chosen creatures have to make a Dexterity saving throw with a DC equal to your Attack roll. On a failure, they will receive 1d4 of your chosen damage type.

Your infernal weapon has three infernal blast charges. All charges are regenerated after a long rest.

Infernal weapons can be further enhanced with the following infernal properties:

### Tier 1 Infernal Weapon Properties

#### Infernal Attack

Increase the weapons Attack bonus by +1 to a maximum of +5.

#### Infernal Damage

Increase the weapon's Damage bonus by +1 to a maximum of +5.

#### Infernal Blast Distance

Increase the range of your infernal blast by +5 feet to a maximum of 60 feet.

#### Infernal Blast Damage

Increase your infernal blast damage by 1d4 to a maximum of 12d4.

### Tier 2 Infernal Weapon Properties

#### Infernal Blow 1

On a hit, the weapon deals an extra 1d6 damage of the type dealt by your infernal blast.

#### Infernal Blast Carnage

Creatures affected by your infernal blast take half the damage if they succeed on their Dexterity saving throw.

#### Infernal Melee Blast

If your infernal weapon is a melee weapon, you can choose to reroll one infernal blast damage die.

#### Infernal Range Blast

If your infernal weapon is a ranged weapon, you can choose that the creatures impacted by your infernal blast are the ones around the creature you hit with your weapon attack instead of the ones surrounding you.

#### Infernal Charge

You can increase the number of charges of your infernal blast by +1 up to a maximum of 10.

#### Infernal Blast Die 1

All your infernal damage dice are now d6’s.

#### Infernal Stacking 1

If you roll a 19 on your Attack roll and the attack hits a creature, the attack is considered a critical hit.

#### Infernal Railing 1

If you miss a creature with your infernal weapon, you get an AC bonus of +1 until the start of your next turn or until you hit a creature with the infernal weapon.

### Tier 3 Infernal Weapon Properties

#### Infernal Blow 2

Requirements: Infernal Blow 1

The extra damage dealt by the weapon increases to 2d6.

#### Infernal Combustion

If you take damage from an enemy, you can use your reaction to spend one infernal blast charge to absorb the damage into the weapon instead. If your next attack with the infernal weapon hits a creature, the absorbed damage is added to the damage you dealt to the creature. However, if you miss, you receive double of the absorbed damage.

#### Infernal Concentration

If you use the Dodge action on your turn, the first attack you do on your next turn with the infernal weapon hits automatically.

#### Infernal Advantage

For any damage dealt with your infernal weapon, you roll the weapon's damage dice with advantage.

#### Infernal Change

Your infernal blast can do one additional type of damage, up to a maximum of 5 different types. Every time you do damage with your infernal blast, you can declare what type of damage it does.

#### Infernal Swiftness

If your infernal weapon is a melee weapon, and you use your reaction for an opportunity Attack, you can attack twice as part of the same attack.

#### Infernal Silence

If your infernal weapon is a ranged weapon, any ammunition fired from it is silenced. A silenced piece of ammunition can hit a creature before rolling initiative if the target is not aware of your presence. Hitting a creature immediately initiates combat, and the creature knows your location.

#### Infernal Blast Die 2

Requirements: Infernal Blast Die

All your infernal damage dice are now d8’s.

#### Infernal Stacking 2

Requirements: Infernal Stacking 1

If you roll an 18 on your Attack roll and the attack hits a creature, the attack is considered a critical hit.

#### Infernal Railing 2

Requirements: Infernal Railing 1

If you miss a creature with your infernal weapon, you get an AC bonus of +2 until the start of your next turn or until you hit a creature with the infernal weapon.

### Tier 4 Infernal Weapon Properties

#### Infernal Blow 3

Requirements: Infernal Blow 2

The extra damage dealt by the weapon increases to 3d6.