The Demon Forger Those who follow the path of the Demon Forger act as a gateway between the realm of the mortals and the Abyss. They use their forging skills to create bodies that act as a vessel to demons from another realm to possess it. Even though the Demon Forger can create as many monsters as they want, they are able to maintain control of only a few of them, which gives them a bad reputation of unleashing an uncontrollable army of demons in the land. Devil Forger Features Level Feature 3rd Tool Proficiency, Cursed Bound, Soul Forge 5th Cursed Infusions 9th Curse Expertise 15th Curse Mastery Demon Forger Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Demon Forger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Level Spells 3rd Detect Evil and Good, Puppet 5th Darkness, Flaming Sphere 9th Speak with Dead, Summon Lesser Demons 13th Blight, Summon Greater Demon 17th Contact Other Plane, Hallow Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with the Herbalism Kit. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. Cursed Bound Starting when you choose this archetype at 3rd level, your soul becomes bounded to the Abyss. You gain the ability to speak and write Abyssal. You also gain the ability to speak with demons in the realm of the Abyss. During a short or long rest, you can meditate for 10 minutes to enter in contact with a random demon in the Abyss. If you know their true name, you can choose to enter in contact with that demon instead. You can then request that demon be summoned as your Night Creature with your Soul Forge Ritual feature. If the demon doesn't want to be disturbed, it can make a Wisdom saving throw against your Spellcasting Ability and if it succeeds, you cannot enter in contact with him for the next 24 hours. Soul Forge Starting when you choose this archetype at 3rd level, you learn how to transform dead bodies into vessels for demons to possess it. You can spend one Spell Slot to make a 1-hour Ritual to create these demons called Night Creatures. You can make this Ritual once during a short or long rest. The Ritual requires a small or medium size non-demonic dead body with all its limbs intact and some herbs with healing properties worth 10 pieces of Gold. If you use a small body, you create a Nightling Creature and if you use a medium body you create a Night Creature. The stat blocks of these creatures are shown in the end of this sub-class. The Night Creature assumes a form that you want, as long as it retains the original number of limbs and size of the body used for its Soul Forge Ritual. It will always look fiendish in nature and will always look suspicious for those around it. Your Night Creature's maximum hit points is equal to its Constitution modifier plus your Intelligence modifier plus 10 times the Level of the Spell Slot used for its Ritual. As soon as you finish this Ritual, you can try to gain control over your demon. The Night Creature must then make a Wisdom saving throw against your Spellcasting Ability. If you know the true name of the demon possessing the body, it rolls this Saving throw with disadvantage. If it fails the saving throw, it becomes friendly to you and your companions and obeys your commands in Abyssal (no action required by you). If it succeeds, it becomes hostile to you and all non-demonic creatures and might attack you or try to escape from you. The Night Creature's is under your control for 24 hours, after which it stop obeying your commands and become hostile to you. You can maintain control over your demons for another 24 hours by expending 1 spell slot on them before the current 24-hour period ends. When you use a spell slot of 2nd level or higher this way, you can maintain control over 1 additional Night Creature for each slot level above 1st. In combat, roll initiative for your Night creatures, which acts on its own turns. Once their hit points are reduced to 0, they die, but you can use your Spell Slot to make a 1 minute Ritual to revive them with 10 hit points per slot level. At 3rd level, you can control only 1 Night Creature, at 5th level you can control 2 Night creatures and at 9th level you can control 3 Night Creatures. 1

Cursed Infusions At 5th level in this class, you learn how to modify your Night Creatures with cursed infusions. When you gain this feature, you can choose to replace as many infusions you know with these cursed infusions. The List with these cursed infusions is shown in the End of this sub-class. You can then infuse each of your Night Creatures as if they were a non-magical item with only 1 cursed infusion. Whenever you gain a level in this class, you can replace up to three cursed infusions you learned with other three cursed infusions from the Cursed Infusion List. Curse Expertise At 9th level in this class, you become an expert in demonology and learn how to modify your Night Creatures with more curses. You can now Infuse each of your Night Creatures with 2 cursed infusions at the same time, but this counts as infusing 2 different items. In addition, your Night Creature attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Curse Mastery At 15th level in this class, you mastered the ability to create Night Creatures. You can now Infuse each of your Night Creatures with 3 cursed infusions at the same time, but this counts as infusing 3 different items. In addition, the maximum number of items you can infuse at once increases by 3, but all of your infusions made must be cursed infusions. Cursed Infusions List The Demon Forgers learned how to modify the bodies of their Night Creatures, changing their appearance and abilities. Some of the most powerful Demon Forgers can transform a small goblin size demon into a Large and mighty Demon Troll and giving them incredible powers. The description of each cursed infusion tells you the type of modification the Night Creature gets. Some infusions can change the stat block of the Night Creature completely. In this case, a Night Creature can only have 1 cursed infusion that changes its stat block. Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level. Unless a cursed infusion’s description says otherwise, you cannot infuse two or more different Night Creatures with the same Cursed Infusion. Cursed infusions: Sharp Claw: The Claws of your Night creature becomes sharper. Your Night Creature gains 1d6 slashing damage to its claw attack. Precision Instincts: Your Night Creature battle instincts become more sharpened. It gains a +2 bonus to hit in its melee attacks, and +1 bonus damage on its melee attacks. Fetid Cloud: The Night Creature can use its action to use the ability below: Fetid Cloud (3/Day): A 10-foot radius of disgusting green gas extends out from the Night Creature. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. Aquatic Structure: Your Night Creature now resembles a fish. It gains a swimming speed of 30 feet and it can breathe under water. You can use this infusion in more than one Night Creature at the same time. Mole Claws: Your Night Creature now resembles a mole. It gains 30 feet blindsight and a burrow speed of 10 feet. You can use this infusion in more than one Night Creature at the same time. Wolf in Sheep's clothing: Your Night Creature looks becomes less fiendish and draws less attention. Its Charisma stats also becomes 10. You can use this infusion in more than one Night Creature at the same time. Demon Wings: Prerequisite: 7th-level artificer. Your Night Creature gains demonic wings. It gains a flying speed of 30 feet. You can use this infusion in more than one Night Creature at the same time. Cursed Healing: Prerequisite: 7th-level artificer. Your Night Creatures body now can magically heal itself. At the start of each of its turns, it regains hit points equal to its Constitution modifier (min. of 1) if it has at least 1 hit point. It also regains lost limbs when it finishes a long rest. Spider Fang: (requires attunement). Prerequisite: 7th-level artificer. Your Night Creature now resembles a Spider. It gains the actions and the traits of a Giant Spider. Spider Climb: The Night Creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense: While in contact with a web, the Night Creature knows the exact location of any other creature in contact with the same web. Web Walker: The Night Creature ignores Movement restrictions caused by webbing. Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 Hit Points, the target is stable but Poisoned for 1 hour, even after regaining Hit Points, and is Paralyzed while Poisoned in this way. Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an action, the Restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). 2

Toad Mouth: (requires attunement). Prerequisite: 7th-level artificer and Medium or Larger Size Night Creature. Your Night Creature now resembles a Toad. It gains a swimming speed of 40 feet and it can breathe under water. It also gains the actions of a Giant Toad. Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, and the toad can't bite another target. Swallow: The Night Creature makes one bite Attack against a Medium or smaller target it is Grappling. If the Attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside, and it takes 10 (3d6) acid damage at the start of each of the Night Creature's turns. The Night Creature can have only one target swallowed at a time. If the Night Creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Night Servant: (requires attunement). Prerequisite: 9th-level artificer. You now infuse your Night Creature with cursed powers so it can assume the form of an Abyssal Knight. You now replace the stat block of your Night Creature with the stat block of a Night Servant. The stat blocks of the creature is shown in the end of this sub-class. Cursed Magic: (requires attunement). Prerequisite: 9th-level artificer. Your Night Creature gains the ability to cast spells. Its Intelligence stats also becomes 18. Innate Spellcasting: The Night Creature's spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells: Frequency Spells At will Thaumaturgy 3/day each Disguise Self, Inflict Wounds 1/day each Flame Sphere, Flame Blade Burning Soul: (requires attunement). Prerequisite: 9th-level artificer. Your Night Creature flesh is now made out of fire. It gains Immunity to fire damage and vulnerability to cold damage. It also gains the following trait: Heated Body. A creature that touches the Night Creature or hits it with a melee attack while within 5 feet of it takes 1d6 fire damage. All of the Night Creature's melee attacks also deals an additional 1d6 fire damage. Stone Armor: (requires attunement). Prerequisite: 9th-level artificer Your Night Creature's body is now cover with blocks of stone. It gains Resistance from Bludgeoning, Piercing and Slashing damage from non-magical attacks, as well as a bonus of 3 to its AC. Deadly Claw: Prerequisite: 11th-level artificer. The Claws of your Night creature become much sharper and deadlier. Your Night Creature gain the following attack: Deadly Claw Attack: Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 4) slashing damage. Killer Instincts: Prerequisite: 11th-level artificer. Your Night Creature battle instincts naturally make him a ferocious killer. It gains a +4 bonus to hit in its melee attacks, and +3 bonus damage on its melee attacks. Multiattack: (requires attunement). Prerequisite: 13th-level artificer. The Night Creature becomes more ferocious and more eager to kill. It can now use its action to make 2 melee attacks. Shamantic Demon: Prerequisite: 13th-level artificer and Cursed Magic infused in Night Creature. Your Night Creature Spellcasting ability is now even stronger. Its Intelligence stats also becomes 20. Innate Spellcasting: The Night Creature's spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells: Frequency Spells At will Thaumaturgy, Disguise Self, Inflict Wounds 3/day each Flame Sphere, Flame Blade 1/day each Fear, Fireball Night Troll: (requires attunement). Prerequisite: 15th-level artificer. You now infuse your Night Creature with cursed powers so it can assume the form of an Abyssal Troll. You now replace the stat block of your Night Creature with the stat block of a Night Troll. The stat blocks of the creature is shown in the end of this sub-class. Night Angel: (requires attunement). Prerequisite: 15th-level artificer. You now infuse your Night Creature with cursed powers so it can assume the form of a fallen angel. You now replace the stat block of your Night Creature with the stat block of a Night Angel. The stat blocks of the creature is shown in the end of this sub-class. 3

Night Creature Stats Night Angel Medium fiend, chaotic evil Armor Class 17

17 Hit Points 10 per Level of Spell Slot used for its Ritual + CON Mod + your INT mod

10 per Level of Spell Slot used for its Ritual + CON Mod + your INT mod Speed 30ft., fly 30ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 16 (+3) 16 (+3) 14 (+2) 7 (-2) Saving Throws Str +8, Con +6

Str +8, Con +6 Skills Acrobatics +6, Athletics +8, Perception +5

Acrobatics +6, Athletics +8, Perception +5 Condition Immunities exhaustion

exhaustion Damage Resistance Radiant, Necrotic

Radiant, Necrotic Senses Truesight 30 Ft., passive Perception 15

Truesight 30 Ft., passive Perception 15 Languages Abyssal, Celestial

Abyssal, Celestial Challenge 5 Innate Spellcasting. The Night Angel's spellcasting ability is Intelligence (spell save DC 14). The Night Angel can innately cast the following spells: At will: Detect evil and good, Detect Magic. 3/day each: Sanctuary, Searing Smite, Shield Actions LongSword Attack. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 10 (1d10 +5) slashing damage plus (1d10) necrotic damage. Night Creature Medium fiend, chaotic evil Armor Class 11

11 Hit Points 10 per Level of Spell Slot used for its Ritual + CON Mod + your INT mod

10 per Level of Spell Slot used for its Ritual + CON Mod + your INT mod Speed 30ft. STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 14 (+2) 9 (-1) 14 (+2) 7 (-2) Saving Throws Str +4, Wis +4

Str +4, Wis +4 Skills Athletics +4, Perception +4

Athletics +4, Perception +4 Condition Immunities exhaustion

exhaustion Senses Darkvision 60ft., passive Perception 14

Darkvision 60ft., passive Perception 14 Languages Abyssal

Abyssal Challenge 1/2 Actions Claw Attack. Melee Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slashing damage. `` Nightling Creature Small fiend, chaotic evil Armor Class 14

14 Hit Points 10 per Level of Spell Slot used for its Ritual + CON Mod + your INT mod

10 per Level of Spell Slot used for its Ritual + CON Mod + your INT mod Speed 30ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 7 (-2) 9 (-1) 14 (+2) 7 (-2) Saving Throws Dex +4, Wis +4

Dex +4, Wis +4 Skills Acrobatics +4, Perception +4,

Acrobatics +4, Perception +4, Sleight of Hand +4, Stealth +4

Condition Immunities exhaustion

exhaustion Senses Darkvision 60ft., passive Perception 14

Darkvision 60ft., passive Perception 14 Languages Abyssal

Abyssal Challenge 1/2 Actions Claw Attack. Melee Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slashing damage. 4