Professional Documents
Culture Documents
Apendix
Apendix
Apendix
At some point after the destruction of the Sword of Zariel, Zariel gives her servants (including the characters if they have taken on
that role) the task of forging a new blade for her. This endeavor comes with the following objectives:
• If Bel is still in Zariel's service, she calls on him to forge the blade. Otherwise, her servants must scour the cosmos for a worthy
weaponsmith, such as an efreeti from the City of Brass on the Elemental Plane of Fire.
• Zariel needs at least ten pounds of metal or material to make the blade of the sword. Adamantine would do, or a talon from Tiamat.
• To grant the blade its power, the freshly forged weapon must be quenched in the blood of a celestial, a demon lord, and an
archdevil. Zariel can supply her own blood, but her servants must collect the other two sacrifices. Zariel names this new artifact the
Blade of Avernus. This longsword is an artifact that requires attunement, and which has the fo llowing properties. Magic Weapon.
The Blade of Avernus is a magic weapon that functions as a vorpal sword. Random Properties. The sword has the following
randomly determined properties, as described in chapter 7 of the Dungeon Mast.er's Guide: 2 minor beneficial properties
• 1 major beneficial property
• 1 major detrimental property, which is suppressed while the sword is attuned to an archdevil
Ruler of Avernus. As an action, you can point this sword at one devi l you can see within 60 feet of you. That devil must succeed on a
DC 22 Charisma saving throw or be charmed by you for 1 hour. While charmed in this way, the devil follows your orders to the best
of its abi lity. If you command the devil to do something it perceives as suicidal, the effect ends and you can no longer use this power
of the sword against that devil.
Infernal Recall. As an action, you can use the sword to cast word of recall. Creatures transported by this spell appear in an
unoccupied space within 30 feet of the current ruler of Avernus, or a sanctuary you designate if you rule Avernus.
Destroying the Sword. The sword can be destroyed by casting it into the River Styx or melting it down in the forge that created it.
INFERNAL HIERARCHY
Diabolical deals start with either the devil or the character broaching the subject and offering something. The terms of the deal
require, at a minimum, the devil to offer a gift and the character to agree to a price. If the terms aren't acceptable to either
party, they can negotiate and try to sweeten the deal by offering more valuable terms, or simply walk away. Not every deal is
meant to be. If the price is anything less than the character's soul, a devil often stipulates a penalty in the event the character
fails to meet the deal's price. Once both parties agree to the terms, they seal the deal with a physical contract, which can take
one of many forms.
SOULS
When characters give up their souls to devils, they are promising to serve in the Nine Hells as devils themselves after death.
Once promised to a devil, a character's soul can't be claimed by another creature.
SERVICES
A devil that can't claim a character's soul might demand a service by way of compensation. Such services drive the character
toward committing evil or morally questionable acts designed to make the character more amenable to darker deals in the
future. Here are a few examples:
• Without using magical coercion, the character must convince another mortal to enter into an infernal contract with the devil.
• The character is told about a plague, an invasion. Or other calamity that the devil has orchestrated, but must do nothing to
affect the outcome.
• The character must steal a holy relic from a goodaligned temple and deliver it to the devil or one of its subordinates.
FEALTY (ARCHDEVILS)
Archdevils prize fealty almost as much as souls. One way in which a mortal can demonstrate fealty to an archdevil is to lead a
religious cult devoted to the archdevil or perform heinous acts in the archdevil’s name. A character can also enter into an
agreement to serve the archdevil as a warlock. Such a character must take at least one level in the warlock class, choosing the
Fiend (represented in this case by the archdevil) as their otherworldly patron.
LESSER DEVILS
A lesser devil can offer any or all of the following:
• Up to 500 gp worth of art objects, coins, or gems
• An uncommon magic item
• Loyal service for a period not exceeding nine years
GREATER DEVILS
A greater devil can offer any or all of the following:
• Up to 5,000 gp worth of art objects, coins, or gems
• An uncommon or rare magic item
• Loyal service for a period not exceeding nine days
ARCHDEVILS
An archdevil can offer any or all of the following:
• Up to 50,000 gp worth of art objects. coins, gems, or property
• An uncommon, rare, or very rare magic item
• A valuable piece of information that can't be acquired by any other means
• A single task that the archdevil or one of its minions can complete within the next nine days
• A supernatural gift manifesting as a charm
• The benefit of a wish spell (with no exhaustion for using an effect other than duplicating another spell)
INFERNAL CONTRACTS
Once the devil and the character agree to the terms of a deal, the agreement must be sealed with a contract, which the devil
can produce as an action. The contract often appears in some theatrical manner; for example, it might arrive in a puff of
smoke, accompanied by a fiendish cackle or an imp waving a sparkler. Contracts take a variety of forms, with the terms of
the deal written out in Infernal, and are made binding in one of several ways, ranging from a simple signature to a revolting
act. Once all concerned parties perform the actions necessary to enter the contract, the deal is struck. The character who struck
the deal gains the benefits of the devil's gift and is bound to pay the price.
BREACH OF CONTRACT
A character bound by an infernal contract who fails to pay the price specified in the cont ract immediately suffers a penalty for
breaching the contract, as specified in the contract itself. Common penalties include the following:
• The character's soul is forfeit when the character dies (that is, the character is reborn in the Nine Hells as a lemure).
• The character loses all monetary wealth and property, or a powerful magic item (determined by the DM), to the devil.
• The character grows horns, a tail, or some other devilish features that can't be removed by any means short of divine
intervention (though illusions or disgujses can conceal them). As long as these marks persist, the character detects as a fiend
when subjected to detect evil and good spells or similar magic.
The character gains a new flaw. A character who exhibits behavior inconsistent with this flaw has disadvantage on all attack
rolls, ability checks, and saving throws until the behavior changes to match the flaw.
VOIDING A CONTRACT
Voiding an infernal contract releases all parties from its terms without penalty, as if the deal never happened. Any gifts or
prices revert immediately, though some contracts might leave a scar or other lasting effect. The devil and the character who
signed the contract must both agree to void the terms of the contract. As an action, the devil magically produces the contract.
When both parties state their agreement to terminate it, the contract crumbles to dust and is destroyed. Devils require
compensation in exchange for voiding a contract. Some cowardly devils might be willing to void a contract in exchange for
their lives, but most would rather risk death than demotion to a lower form of devil and the scorn of its peers. A devil might be
persuaded to void a contract in exchange for one of the following:
One or more soul coins (lesser devils will often settle for three, greater devils for nine, and archdevils have no interest in such
a paltry alternative)
An exorbitant sum of gold plus the sacrifice of many humanoids in the devil's name
• A powerful artifact, such as the Hand of Vecna or the Sword of Zariel
CONTRACT FORMS
The Contract Forms table has examples of different forms of infernal contracts. The sections that follow the table describe the
various contracts and the means by which they can be destroyed and voided.
CONTRACT FORMS
d6 Contract Form
l Baby dolls
2 Damned wretch
3 Infernal scroll
4 Lemure kiss
5 Song of the devil
6 Written in stone
Baby Dolls. The devil produces two baby dolls made of dirty rags or rotting wood. The dolls recite the deal in high-pitched
voices (in Infernal) and spew blood when they are hugged. To enter the contract, the devil and the character making the deal
must each hug a doll. When the contract is finalized, the devil keeps one doll and the character keeps the other. To void such a
contract, each doll must be destroyed within 1 minute of the other. Failure to destroy the second doll in the allotted time
causes the first doll to re-form after 1 minute. Each doll is a Tiny object with AC 9, 9 hit points, vulnerability to fire damage,
and immunity to poison and psychic damage.
Damned Wretch. A portal opens, and a humanoid bound in chains with its eyes and mouth sewn shut stumbles through it. This
individual is likely someone who breached their own infernal contract and is now paying the price. The terms of the deal are
carved into the poor wretch's skin. To enter the contract, the devil and the character who made the deal carves their names into
the wretch, who is then promptly banished. Use the commoner stat block to represent the wretch, who is blinded whjle its eyes
are sewn shut. Once the contract is signed by both parties, the wretch no longer ages or needs food, drink, air, or sleep, and it
gains immunity to all damage that isn't dealt by the devil or the character who made the deal. If the wretch dies, the contract
is void.
Infernal Scroll. The devil produces a vellum scroll with the deal written on it in blood. To enter the contract, the devil and the
character making the deal sign the scroll in their own blood, or that of a humanoid who has been dead for no longer than 1
minute. Immediately after it's signed by both parties, the contract vanishes to a secure location in the Nine Hells. Burning the
scroll voids the contract. It's immune to all other damage and harm.
Lemure Kiss. The devil summons a lemure with the deal printed in glowing runes on its lumpy flesh. To enter the contract, the
devil and character making the deal and must kiss the lemure. When that happens, the lemure is transformed into a stone
statue with the deal visible on the surface. The statue then vanishes to the depths of the Nine Hells. The statue is a Medium
object with AC 17, 50 hit points, and immunity to all damage except radiant damage. No spell can turn it back into a lemure.
Destroying the statue voids the contract.
Song of the Devil. The devil produces sheet music with the deal written on it. To enter the contract, the devil and the character
making the deal must sing or play the discordant song, which remains stuck in their heads until the deal is fulfilled. Soaking
the sheet music in holy water destroys and voids the contract, and causes the character and the devil to lose the ability to
speak. A greater restoration spell or similar magic ends the effect on its recipient.
Written in Stone. A swell of lava oozes from a crack in the ground and quickly cools into rock. The deal appears as glowing
script on the hardening lava. To enter the contract, the devil and the character making the deal must each place their left hand
into the lava, which doesn't harm them, and leave a hand-shaped imprint in the stone. The slab of cooled lava then vanishes to
a place of safekeeping. If the left hands of both the devil and the character who struck the deal are severed and placed into the
handprints, the hands and the contract are destroyed, which also voids the contract.
ARCHDEVIL CHARMS
CHARM OF AGELESSNESS
While you have this charm, you don't age naturally, and your skin gains the waxy complexion of a doll. Magical aging still
affects you, however. This charm varushes from you when you die.