The Sinner's Cinder Grimoire
A pact-bound infernal scholar carries a living grimoire whose elemental spells promise dominion over flame, frost, storm, and the burning laws of Hell.
Spellbook · Fiend Patron Warlock · Level 20
The Sinner's Cinder Grimoire
A pact-bound infernal scholar carries a living grimoire whose elemental spells promise dominion over flame, frost, storm, and the burning laws of Hell.

Ex librisVeyra MordaneFiend Patron Warlock

At a glance
Level
20
Fiend Patron Warlock
Spells
11
5 signature
At the table
A margin note
Plot hook
Spells
11 spells1st level
2- Curse one creature within range. Choose one ability; the target has disadvantage on ability checks using it, and whenever you hit it with an attack, it takes an extra necrotic damage. If the target dies, you may use a bonus action to curse another creature.
- Duration
- Concentration, up to 1 hour
- Target
- One creature
- Components
- V, S, M, a petrified eye of a newt
- Save or attack
- No save to curse a willing target or a target already affected by the spell's successful casting; the target makes no initial save
- Damage
- necrotic damage each time the target is hit by an attack
- Higher levels
- At higher spell levels, the duration increases to 8 hours with a 3rd or 4th-level slot, and 24 hours with a 5th-level slot.
- Conditions
- hexed target suffers disadvantage on ability checks using one chosen ability
- Source
- Player's Handbook, Hex
- Point at the creature that damaged you. It is wreathed in infernal flame and takes fire damage on a failed Dexterity save, or half as much on a success.
- Duration
- Instantaneous
- Target
- The creature that damaged the caster
- Components
- V, S
- Save or attack
- Dexterity saving throw for half damage
- Damage
- fire damage, half on a successful Dexterity save
- Higher levels
- Damage increases by for each slot level above 1st.
- Conditions
- attacker suffers fire damage
- Source
- Player's Handbook, Hellish Rebuke
2nd level
1- Paralyze one humanoid within range on a failed Wisdom save. The target repeats the save at the end of each of its turns, ending the effect on a success.
- Duration
- Concentration, up to 1 minute
- Target
- One humanoid
- Components
- V, S, M, a small crystal or glass sphere
- Save or attack
- Wisdom saving throw; repeat at the end of each target's turns
- Damage
- cold damage on a failed save, half on success
- Higher levels
- When cast using a 3rd or 4th-level slot, concentration can last up to 10 minutes. With a 5th-level slot, it lasts up to 1 hour.
- Conditions
- target's speed is halved, target cannot take reactions, target has disadvantage on Dexterity saving throws
- Source
- Player's Handbook, Hold Person
3rd level
2- Open a sphere of blackness filled with unknown horrors. The area is heavily obscured, and creatures inside take cold damage at the start of their turns. The ground is difficult terrain.
- Duration
- Concentration, up to 1 minute
- Target
- 20-foot-radius sphere
- Components
- V, S, M, a pinch of ash from a burnt contract
- Save or attack
- Constitution saving throw for creatures starting their turn in the area
- Damage
- cold damage
- Higher levels
- Damage increases by for each slot level above 2nd.
- Conditions
- area is heavily obscured to creatures inside, creatures entering the area are blinded while within it
- Source
- Player's Handbook, Hunger of Hadar
- A fiery explosion fills a 20-foot-radius sphere. Creatures in the area take fire damage on a failed Dexterity save, or half as much on a success.
- Duration
- Instantaneous
- Target
- A point within range
- Components
- V, S, M, a tiny ball of bat guano and sulfur
- Save or attack
- Dexterity saving throw for half damage
- Damage
- fire damage
- Higher levels
- Damage increases by for each slot level above 3rd.
- Conditions
- objects not being worn or carried can ignite
- Source
- Player's Handbook, Fireball
4th level
1- Create a wall of fire on a solid surface. One side deals no damage, while the other side deals fire damage to creatures entering it or ending their turns there.
- Duration
- Concentration, up to 1 minute
- Target
- A wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ring up to 20 feet in diameter
- Components
- V, S, M, a pinch of sulfur
- Save or attack
- Dexterity saving throw for half damage
- Damage
- fire damage when a creature enters the wall for the first time on a turn or ends its turn there
- Higher levels
- Damage increases by for each slot level above 4th.
- Conditions
- area is filled with fire, fire ignites flammable objects not being worn or carried
- Source
- Player's Handbook, Wall of Fire
5th level
1- A blast of freezing air erupts from you in a 60-foot cone. Creatures in the area take cold damage and may have their speed reduced for 1 minute.
- Duration
- Instantaneous
- Target
- Creatures in a 60-foot cone
- Components
- V, S, M, a piece of ice or a small white rock chip
- Save or attack
- Constitution saving throw; half damage on success and no speed reduction
- Damage
- cold damage
- Higher levels
- Damage increases by for each slot level above 5th.
- Conditions
- target's speed is reduced by 10 feet for 1 minute on a failed save
- Source
- Player's Handbook, Cone of Cold
6th level
1- One creature begins turning into obsidian-like glass. On a failed save it takes acid and bludgeoning damage and becomes restrained. It repeats the save at the end of each turn. After three failed saves, it is petrified. Three successful saves end the spell.
- Duration
- Concentration, up to 1 minute
- Target
- One creature
- Components
- V, S, M, a pinch of dust and a drop of acid
- Save or attack
- Constitution saving throw, repeated at the end of each turn
- Damage
- acid damage plus bludgeoning damage
- Higher levels
- Damage increases by acid and bludgeoning for each slot level above 6th.
- Conditions
- restrained, petrified after three failed saves
- Source
- Original Creation
7th level
1- Create a 20-foot-radius storm of flame, ash, and thunder. Creatures entering the area for the first time on a turn or starting their turn there take fire and thunder damage. A failed Constitution save also blinds and deafens them until the start of their next turn.
- Duration
- Concentration, up to 1 minute
- Target
- 20-foot-radius sphere
- Components
- V, S, M, a shard of black glass worth at least 500 gp
- Save or attack
- Dexterity saving throw for half damage; Constitution saving throw against blindness and deafness
- Damage
- fire damage plus thunder damage
- Higher levels
- Damage increases by fire and thunder for each slot level above 7th.
- Conditions
- blinded, deafened, unable to breathe normally
- Source
- Original Creation
8th level
1- A burning crown descends at a point you can see, detonating in a 30-foot-radius sphere. Creatures take fire and thunder damage, and creatures that fail a Wisdom save become frightened of you for 1 minute. A frightened creature repeats the save at the end of each turn.
- Duration
- Instantaneous
- Target
- Creatures in a 30-foot-radius sphere
- Components
- V, S, M, a ruby worth at least 1,500 gp that is consumed
- Save or attack
- Dexterity saving throw for half damage and Wisdom saving throw against fear
- Damage
- fire damage plus thunder damage
- Higher levels
- This spell cannot be cast using a slot higher than 8th.
- Conditions
- frightened for 1 minute on a failed save
- Source
- Original Creation
9th level
1- Choose a point you can see within range. A colossal pillar of elemental hellfire erupts in a 40-foot-radius sphere. Creatures in the area take fire and radiant damage, become frightened for 1 minute on a failed Wisdom save, and are blinded until the end of your next turn on a failed Dexterity save.
- Duration
- Instantaneous
- Target
- Creatures in a 40-foot-radius sphere
- Components
- V, S, M, a carved ruby heart worth at least 2,000 gp
- Save or attack
- Dexterity saving throw for half damage and Wisdom saving throw against fear
- Damage
- fire damage plus radiant damage
- Higher levels
- This spell cannot be cast using a slot higher than 9th.
- Conditions
- frightened, blinded by supernatural fire
- Source
- Original Creation
In the margins
5 notes
DiaryThe first rule of fire is obedience. The second is making certain the fire believes it chose obedience.
WarningWARNING: Never pronounce the final consonant of the Furnace Name while standing on wooden flooring.
DiagramA seven-point diagram maps fire, ice, thunder, acid, lightning, ash, and the empty heat between stars.
FormulaFormula: pain plus promise divided by breath equals flame under contract.
WarningIf this page is warm, someone has just broken an oath within one mile.
The book itself
The pages smell of brimstone, scorched parchment, and hot coins.
Infernal script crawls into new shapes when the reader lies.
Every spell bears a tiny blank space where a future sin may be recorded.
The book grows warmer whenever a devil nearby speaks a binding promise.
The caster
Fiend Patron WarlockVeyra Mordane
Studies: Infernal elemental devastationManner: Veyra is composed, exacting, and unfailingly polite. She treats every conversation as a negotiation and every insult as a debt awaiting collection.Focus: A black iron brand worn as a ring, heated by a drop of the caster's blood and used to trace infernal sigils in the air.Quirk: She taps her iron ring three times before casting, as if requesting permission from an unseen clerk.Wants: She seeks to become independent of her patron by collecting enough infernal clauses to rewrite the terms of her original pact.Veyra Mordane was once a furnace worker in a city built around a volcanic rift. After surviving an industrial fire that killed everyone else in her district, she accepted a pact with a pit fiend and learned to make elemental destruction obey legal forms.
The book
A heat-warped iron folio bound in red dragonhide, its brass corners shaped like tiny hooked horns. Every page is written in Sinner's Tongue, a cramped infernal script that smolders faintly when read aloud. The ink shifts between soot-black, blood-red, and molten gold according to the reader's intent.
Its wards · GM only
About the book
FormatInfernal ironbound folio
ThemeElemental power through the laws, fires, storms, and frozen wastes of the Nine Hells
Written by aFiend Patron Warlock
Caster level20
SystemDungeons & Dragons 5th Edition
Plot hooks
1A devil claims that the grimoire contains the true name of an elemental tyrant imprisoned beneath Nessus, and offers a dangerous bargain for its recovery.
2The folio's infernal script begins rewriting one spell each night, replacing its final line with the name of a mortal who has not yet committed a particular sin.
3An archdevil's agent demands the book because one of its original formulas can extinguish the eternal fires of a Nine Hells fortress.
4The warlock discovers that each use of the grimoire's signature spell adds a new sentence to a contract hidden beneath the back cover.
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