Asmodeus, Archfiend of Hell

Asmodeus the Archfiend is ruler of the Ninth Level of Hell and is respected by all devils of Baator; even the Archdukes of the other levels of Hell pay their respect to Asmodeus. His dominance of Hell reaches beyond that plane, however, and extends thoroughly into the mortal realm. The Archfiend has been known to bestow pacts to mortals, gifting them with power but only in return for their souls. Pacts with Asmodeus are usually direct so that he knows he can control the mortal however he wishes. Cult leaders are usually the ones he entertains forging a pact with, although some non-Asmodeus obsessed individuals have been known to join with the Archfiend. Most of the warlocks who have pacted with Asmodeus are unknown, however, and instead lead lives in control of great lands or have far-reaching powers that none know they owe to the King of Hell himself.

Disciples of Asmodeus are leaders. They constantly seek greater glory of power and control and whenever they eschew dominating, it is almost always in some effort to subdue their foes and allies at a later time. Calculating and brilliantly devious, those who have pacted with Asmodeus are expected to know victory.

Expanded Spell List

Asmodeus lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlcok spell list for you.

Disciple of Asmodeus Expanded Spells

Spell Level Spells
1st command, detect magic
2nd detect thoughts, locate object
3rd clairvoyance, nondetection
4th confusion, locate creature
5th dominate person, geas

Commanding Presence

At 1st level, you may tap into the dominating presence of Asmodeus and effect your own magic. Whenever you cast the command spell and at least one target fails their saving throw, you may use a bonus action to recover the spell and not lose a spell slot. Creatures who succeed on their saving throw against your command spell are immune to that spell from you for 24 hours.

Additionally, you gain proficiency and expertise in Intimidation.

Devilform

At 6th level, you can partake in a ritual where you split from your body and take on the form of a devil. After performing a ritual that takes 1 hour and 25gp worth of resources in magical candles, unholy relics, and a pentagram of your own blood that deals 1d4 slashing damage to you, you become paralyzed for 1d4 hours. During this time, a devil slowly materializes before you that is hollow. You then enter the hollowed devil and lose all statistics and features of your previous character and take on only the statistics of the devil that materialized, all of your sensibilities are transfered to your new devil form. Roll a 1d20 + your Charisma modifier on the chart below to see which devil may materialize. You may choose any devil up to your result. Once you use this feature, you cannot use it again until you complete a short or long rest.

Devilform Table

Charisma Result
Devilform Tier
1-8 Tier 1: Imp
9-14 Tier 2: Spined Devil or Bearded Devil
15-19 Tier 3: Barbed Devil
20-23 Tier 4: Chain Devil
24+ Tier 5: Horned Devil

If you die while in your devilform, you immediately return to your body taking 1d20 per tier of the devilform you took in necrotic damage and you are no longer paralyzed. If your normal body is slain while you are in your devilform, you immediately die. Once you use this feature you cannot do so again until you finish a long rest.

Evil Authority

At 10th level, you may exert your authority over others. As an action, all creatures you target within 30 feet of you that can see you must make a Wisdom saving throw or become charmed by you and view you as their superior. Affected creatures do as you command as though you casted suggestion on them. Non-evil creatures may make additional saves at disadvantage every 10 minutes. This effect lasts 24 hours and creatures are unaware of any magical influence you had over them, although a few significantly insightful individuals may grow suspicious of your influence.

Greater Devilform

At 14th level, your Devilform power increases. You may now select any devil from the Devilform table when using Devilform. Additionally, you can remain a devil up to 48 hours, or until you dismiss it as an action, in which the devil turns into a husk and dissolves, returning you to your body.

Alternative Pact Boons

Pact of the Nine Hells

Prerequisite: Otherworldly Patron resides in Hell

Your patron from the Nine Hells of Baator gifts you with diabolic ingenuity that is designed to not only corrupt you further, but perpetuate a cycle of corruption that follows you wherever you go. When you are making a roll and you are unsatisfied with the result, you may roll again and take that result as you call upon Hell itself to infuse you with success. If you succeed on your new roll, your very soul incurs a Hellish Toll from the table below. The only way to remove tolls from this feature is to pay the toll described based on the number of tolls acquired. Thus, the more toll incurred the higher the price to pay it. Once a toll is paid, your toll incurred drops down to 1 if it was 2 or higher, otherwise you no longer have any toll incurred. Once you use this feature to reroll you cannot do so again until you finish a short or long rest.

Hellish Toll

Toll Incurred Toll Payment
1 Finish a long rest.
2-3 Convince, through guile or magic, a creature to betray their morality in (at least) some subtle or small way (such as lying, stealing, being prideful or lustful, etc.).
4 Steal from, frame, betray (if friendly), or slay a non-hostile creature with an intelligent score of at least 6.
5 Defile a sanctified or holy (good-aligned) place.
6+ You can no longer use this feature until you perform a Dark Ritual (see Dark Ritual note).

Pact of Vile Magic

Your patron bestows upon you dark energies that can augment your magic. Whenever you cast a spell of 1st level or higher and that spell deals damage, you may instead deal vile damage. The appearance of spells change, perhaps subtly or conspicously (your choice), but they cannot entirely look the same. An arcana (Intelligence) check of 14 + the level of the spell reveals there is something “off” about the magic by anyone who witnesses you cast the spell. A check whose result is 5 or more of the DC reveals that the spell is tainted by vile magic. Creatures who are immune to radiant or necrotic damage have resistance to vile damage. All fiends are immune to vile damage. Whenever a good-aligned creature takes vile damage, they must make Wisdom saving throw against your warlock spell save DC or become vulnerable to vile magic until the end of their next turn. Once a creature saves against this effect, they need not save again for 24 hours. You may cast eldrtich blast and deal vile damage once before you must take a long rest to do so again.

Dark Ritual

Any creature may use this ritual to entertain the darker denizens of worlds beyond the Material Plane. All fiends, of greater or lesser power, are intrigued by the cruel sacrifice and corruption of the innocent. Any mortal who would perform a dark ritual, depending upon the sacrifice, may be noticed by a simple fiend, a powerful fiend, or even a demon lord or archduke of hell.

Alignment: You must be evil-aligned to perform a dark ritual. Any non-evil creature who willfully completes a dark ritual becomes evil and perhaps gain madness.

Resources: You must possess 50gp worth of resources in candles, symbols, and ink. You must slay a creature with an Intellgience score of at least 6 that has never wronged you in anyway and within 24 hours of that death use its blood to create a symbol of a fiend, or a pentagram, on the floor. The stronger or more important the creature, the higher chance a more significant fiend may notice your ritual.

Time: Dark Rituals take 1 hour to complete.

Result: After the ritual is completed, roll 1d20 + your highest mental ability modifier (Intelligence, Wisdom, or Charisma). If your result is less than 9, nothing you are aware of happens. If your result is 10-19, a fiend notices. If your result is above 20, an even more powerful fiend may notice.

Being Noticed: Being noticed by a fiend is not always a pleasant experience. Sometimes you simply feel a whisper of wind in your ear that you suspect is a fiend replying to you, even the Demon Lord you may worship — but it only manifests in the form of inspiration to you — because the fiend really bestowed some dark favor, or perhaps the placebo effect encourges you. In rarer times, the ritual itself causes a gentle rip in reality that permits a fiend to project part of their presence before you, sometimes a voice, other times just their ability to hear you. In even rarer times, a fiend may fully realize before you momentarily, offering you favor or requesting a task be completed in exchange for something. To be noticed means you may be noticed more and more.