What do you mean, those cultists seemed to know me? I don’t know what you’re talking about.
Throughout Faerûn’s history, the North has ever been a breeding ground for cults, whether they serve devils, demons, or any of a thousand other dark masters. The last decades have grown progressively darker, presenting a great opportunity for cultists that promise protection from the terrors of the frontier—at the comparatively small cost of eternal loyalty and secrecy. Or so the stories and tales go.
In reality, most of the cults that operate in the North have no deific connections, but are composed of indolent noble scions using the threat of darkness to gain romantic favor or to intimidate business rivals into closing up shop and skipping town. In such cults, young nobles claim to supplicate devils for the sake of their own jests, then drink themselves into oblivion while waiting for their servants to clean up the mess.
You used to belong to one such false cult—or at least you thought you did.
It seemed like a good idea at the time—allying with powerful individuals in Waterdeep in the mutual pursuit of authority, pleasure, and coin. Now, however, you’ve made a terrible mistake—one that you might end up paying for with your eternal soul.
Although you come from a noble bloodline, you’ve never been particularly wealthy or influential. In the cult, however, you could rub shoulders with powerful and wealthy noble heirs who are excited to delve into the dark. You saw the potential in making important connections to your fellow noble scions, in the hope of securing a good marriage when you finally decided to settle down.
At your infrequent rituals, celebrants would gather around braziers of white-hot coals and invoke the power of strangely named beings. Chanting would ensue, along with tedious and false religious mummery. Nothing ever came of these rites, of course, and each secret conclave would eventually devolve into the more important business of drinking, scheming, and hedonism. It all seemed harmless.
Then one day, you were late for a meeting. When you arrived, it was to discover a ritual chamber covered in blood and gore. Your fellow cultists had been brutally dismembered as by a storm of ravaging claws and fangs. The central brazier burned with an unbelievably hot flame, drawing your attention. Enraptured, you stepped toward it, unable to resist. Fire flared, driving into your chest like a lance as it burned you, body and soul.
When you awoke, it was in your own bed, far from the scene of the cult’s massacre. You were happy to dismiss the memory as a nightmare—until you glimpsed a mark on your chest that made the nightmare real. You bear a crimson brand now—a sigil that you somehow recognize as the mark of Asmodeus. What it means, you have no idea—but the implications terrify you.
Tricked, confused, and scared out of your mind, you fled Waterdeep for a place where you might hope to hide from those who know you. In N everwinter, you have spent uncounted days looking over your shoulder and dreaming of treachery, violence, and fire.
You seek to gather allies to your side, fearful of what the power that binds you has in store. However, you hesitate to share your dreadful secret with them—and the dark dream that has begun to haunt you, wherein you betray those closest to you. Devil's Pawn Starting Feature (1st level)
: You gain the hellfire and brimstone power Devil's Pawn Level 5 Feature (5th level)
: You gain a +4 bonus to Diplomacy checks made to interact with devils, duergar, devil cultists, and other creatures devoted to devils. Devil's Pawn Level 10 Feature (10th level)
: You gain resist 10 fire. If you already have fire resistance as a racial trait, it increases by 5.
Devil's Pawn Attack Hellfire and Brimstone
Your brand burns, searing through clothing and flesh as hellfire springs up around you.
Encounter Arcane, Fire, Zone
Minor Action Close burst 2
Effect: Creatures in the burst take 5 fire damage. The burst creates a zone that lasts until the end of your next turn. While in the zone, enemies take a -2 penalty to attack rolls and all defenses.
Level 11: 7 fire damage.
Level 21: 10 fire damage.
Devil's Pawn Utility 2Traitor's Brand
The fiendish brand on your chest flares, causing your enemy to lash out.
Daily Arcane, Fire
Immediate Reaction Close burst 5
Trigger: An enemy within 5 squares of you hits you.
Effect: Creatures adjacent to the triggering enemy take 1d6 fire damage.
Infernal Pact: This power deals extra fire damage equal to your Intelligence modifier.
Devil's Pawn Utility 6Shielding Hellfire
Flames flicker into life around you, drinking in the darkness and blessing your graceful movements.
Daily Arcane, Fire, Stance
Minor Action Personal
Effect: You enter the shielding hellfire stance. Until the stance ends, whenever you have any concealment, you gain a +4 power bonus to Stealth checks and resist 5 fire. If you already have fire resistance, increase that resistance by 5.
Infernal Pact: Whenever your Warlock’s Curse is triggered, you gain a +4 power bonus to damage rolls with fire attack powers until the end of your next turn.
Devil's Pawn Utility 10Pit Fiend Harbinger
Glorious pain rips through you as your skin blackens and hardens into devilish scales and great black wings, a crown of fire wreathing your brow.
Daily Arcane, Polymorph
Minor Action Personal
Effect: Until the end of your next turn, you gain a +2 power bonus to AC, a fly speed equal to your speed, and fire resistance equal to 5 + your level (if you already have fire resistance, increase it by 5). While this effect persists, you cannot spend healing surges, and you must make an attack on your turn each round or take damage equal to your level at the end of your turn. This damage cannot be prevented or reduced in any way.
Sustain Minor: The effect persists until the end of your next turn.
Infernal Pact: You gain 10 temporary hit points each time you sustain this power.
Published in Neverwinter Campaign Setting, page(s) 40.