Barbed Devil (5e Race)/Guardian

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Barbed Devil Guardian[edit]

When you create your barbed devil character, or when you gain a level, you can take a level in the barbed devil guardian class instead of a normal class. Levels in this class can only be taken by a barbed devil.

Creating a Barbed Devil Guardian[edit]

Make Strength your highest ability score, and Charisma your next highest. Take the hellborn background.


As a Barbed Devil Guardian you gain the following class features.

Hit Points[edit]

Hit Dice: 1d8 per Barbed Devil Guardian level
Hit Points at 1st Level: + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Barbed Devil Guardian level after 1st

Proficiencies[edit]

Armor: None
Weapons: None
Tools: None
Saving Throws: Strength, Charisma
Skills: Perception, and either Deception or Insight

Level Proficiency
Bonus
Infernal Points Features
1st +2 Fire and Poison Immunity
2nd +2 2 Infernal Magic, Fear Strike
3rd +2 3 Infernal Resistances
4th +2 4 Devil's Sight
5th +3 5 Multiattack

Fire and Poison Immunity[edit]

You are immune to fire and poison damage, and you are immune to the poisoned condition.

Infernal Magic[edit]

At 2nd level, you have 2 infernal points, and you gain more as you reach higher levels, as shown in the Infernal Points column of the barbed devil guardian table. You can never have more infernal points than shown on the table for your level. You regain all spent infernal points when you finish a long rest.

Fear Strike

When you hit a creature with one of your claws, you can spend 1 infernal point to have the target make a Wisdom saving throw. The DC is 8 + your Charisma modifier + your proficiency bonus. On a failed save, the creature is frightened for 1 minute. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can repeat the saving throw. On a successful save, the effect ends.

Infernal Resistance[edit]

Starting at 3rd level, you gain the following benefits.

  • You have resistance against cold damage.
  • When you are the target of a spell or other magical effect that requires you to make a saving throw, you can spend 1 infernal point to have advantage on that saving throw.

Devil's Sight[edit]

Beginning at 4th level, magical darkness doesn't impede your darkvision. In addition, the range of your darkvision increases to 120 feet.

Multiattack[edit]

From 5th level onwards, when you use the Attack action on your turn, you can spend 1 infernal point to make an extra attack with your barbed tail. Your barbed tail is a melee weapon with which you are proficient. It deals 2d6 piercing damage.

In addition, when you use your hurl flame feature, you can spend 1 infernal point to make an additional attack with it.

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