
Conjure Hell [two-actions] Feat 12Archetype Concentrate Divine Fire Manipulate Spirit Unholy Source Hellfire Dispatches pg. 26Archetype HellknightFrequency once per day
Prerequisites Hellknight Signifer Preferment
Though you might not worship
Asmodeus or other devils, you've studied enough of Hell to call forth a brief burst of its fire. Each creature in a 15-foot burst within 120 feet takes 9d6 fire damage with a
basic Fortitude save against your spell DC. This fire damage ignores an amount of fire resistance equal to your level, but not immunity to fire. A creature that fails its save also has its soul set aflame, taking 2d6
persistent spirit damage (or 4d6 persistent spirit damage on a critical failure). At 14th level and every 2 levels thereafter, the initial fire damage increases by 2d6.
Traits
Archetype: This feat belongs to an archetype.
Concentrate: An action with this trait requires a degree of mental concentration and discipline.
Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
A creature with this trait is primarily constituted of or has a strong connection to divine magic.
Fire: Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Manipulate: You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Spirit: Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
Unholy: Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.