Hellbound Aspirant
Though their exact motivations vary, the end goal for a hellbound aspirant is always the same: power. Devils who offer this power make convincing arguments to their marks, fawning over them while explaining the benefits they will receive should they become hellbound. Of course, no devil hands out power for free, and the price the recipient must pay is always the same: their soul, eternally bound to Hell, payable on death. Many are aware of this cost, and many volunteer regardless, the temptation far too great for them.
Those who've dealt with devils in a cordial manner before are most likely to become hellbound aspirants. As such, it's no surprise that many arise within the nation of Cheliax; bargaining with devils is familiar to the country's elite. However, devils never seem to have trouble locating those brave or desperate enough to sell their soul, and they'll eagerly loan some of their powers briefly to draw a mark in for good.
Adventurers seeking to gain these powers must be wary, as once one becomes hellbound, there's no going back—all deals are final.
You've acquired a taste of infernal power at a very high price: When you die, your soul belongs to Hell. When you take this dedication, you are branded by your benefactor's influence with a permanent mark. The mark usually appears on your hand and can be concealed by mundane or magical means.
You gain resistance to fire equal to half your level and the Invoke Infernal Bargain action.
Special You can't retrain out of this feat unless you are able to terminate the agreement that gives you power, usually a contract with a devil. This requires a Diplomacy check against a very hard DC of your level, though the GM might set a higher DC depending on how many feats you've taken from this dedication. On a failure, you can't attempt to retrain out of this feat for 1 year. On a critical failure, a clause in your contract invokes an additional penalty, usually causing you to become Doomed 1 for the next year, although the GM might determine a more appropriate punishment.
Your devilish features develop, mutating your body. You gain a hoof unarmed attack that deals 1d4 bludgeoning damage and a horn unarmed attack that deals 1d6 piercing damage. Both attacks are in the brawling group and have the finesse and unarmed traits, and the hoof also has the agile trait. Strikes with these unarmed attacks gain the sanctified trait. You also gain the Invoke Infernal Flames action.
You pledge your allegiance to Asmodeus, Moloch, or a high-ranking archdevil. You gain the devil, fiend, and unholy traits, as well as weakness to holy damage equal to half your level. Additionally, you gain the cleric's Domain Initiate feat but must select fire, trickery, or tyranny as your domain. If you can't cast spells already, you gain the Cast A Spell activity and are trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for hellbound aspirant spells is Charisma, and they are divine spells. You also gain the Invoke Infernal Focus action.
Embracing your devilish nature, you've grown accustomed to changing your appearance to deceive others. If you are Doomed when you assemble a disguise to Impersonate, you gain a +2 circumstance bonus to your Deception checks to interact with someone while disguised and to the DC for observers to detect your disguise. Additionally, you can cast 3rd-rank Illusory Disguise as a divine innate spell once per day.
You have a few pieces of devilish magic at your disposal. You can cast Divine Lance as a divine innate spell at will, heightened to half your level rounded up. Additionally, you can cast 1st-rank Fear and 2nd-rank Spiritual Armament as divine innate spells once per day each. You also gain the Invoke Infernal Potency action.
You unleash a blast of hellish fire. Each creature in a 10-foot emanation around you takes 6d6 fire damage and 1d4 persistent spirit damage, with a basic Basic Reflex save against the higher of your class DC or spell DC. This damage increases by 2d6 at 10th level and every 2 levels thereafter.
Requirements You are doomed, and your last action was a successful Demoralize action.
When you terrify your foes, you implant the fiendish visions of Hell into their mind. The creature you successfully Demoralized takes 4d6 mental damage or 8d6 mental damage if you're legendary in Intimidation. You then increase the value of your doomed condition by 1.
Trigger Your turn begins.
Requirements You are doomed.
By questioning the terms of your contract, you temporarily stave off your doom at the cost of fiendish misfortune. Reduce the value of your doomed condition by 1. You roll your next attack roll, skill check, or saving throw twice and take the worse result.
You've gained the ability to unleash your inner devil. Once per day, you can cast 6th-rank Devil Form as a divine innate spell. When you cast devil form, you add the fire resistance you gain from Hellbound Aspirant Dedication to the fire resistance granted by the spell.
A pair of leathery wings emerges from your back. You gain a fly Speed equal to your Speed.
Hellbound Aspirant Feats
| Name | Level | Rarity | Traits |
|---|---|---|---|
| Hellbound Aspirant Dedication | 2 | Rare | |
| Fiendish Arms | 4 | Common | |
| Unholy Pact | 4 | Common | |
| Devil in Disguise | 6 | Common | |
| Infernal Magic | 6 | Common | |
| Call Hellfire | 8 | Common | |
| Infernal Anguish | 8 | Common | |
| Dispute Terms | 10 | Common | |
| The Devil Inside | 12 | Common | |
| Devil's Wings | 16 | Common |