Devil (Chainsaw Man Supplement)

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Devil[edit]

Physical Description[edit]

Chainsaw_Man_in_Hell.png
The Chainsaw Devil cleaving through devils in hell. [1]

The appearance and physiology of a Devil varies from one to another, as their shape and bodily structure often have to do with the "name" they embody. Most Devils possess human limbs, faces, bones, and other body parts, such as the Snake Devil's mouth being made of interlocking human arms, even their fears wouldn't indicate organs or limbs, given the Tomato Devil and Grape Devil both possess human eyes and limbs despite being based on plants.

Origin[edit]

Devils are born in Hell. All Devils are born with a "name" that correlates to a concept. These can range from highly tangible (Fish, Tomato) to entirely abstract (Future, Curse). The concept does not have to refer to something that exists; there is no indication that ghosts, zombies or angels exist in the world, yet all these names have corresponding Devils. Each name is unique to its respective Devil, though some overlap based on specificity is possible as there have been both a War Devil and a World War II Devil. Devils manifest according to the collective consciousness surrounding their names (for example: the Gun Devil appears to be constructed out of guns and has gun related abilities). They are the embodiment of the fear that "name" represents, so as long as that "name" instills fear, they continue to reincarnate.

Devil Names[edit]

Devil names are really simple, they always revolve around the name of their fear following by the word "devil". However, some devils hide their identities with human names, such as the control devil.

Dread Empowerment[edit]

The power of devils comes from the fear humans possess for them.

Dread Tiers

Dread Tiers are used to represent how afraid the population is of you, the more you have the stronger you are!

Initial Dread Tiers. All devils start with initial Dread Tiers, caused by the amount of fear they invoke. Their Dread Tiers are listed below their racial features.

Gaining Dread Tiers. Whenever a creature becomes frightened of you, you gain 1 Dread Tier. Additionally, you can gain Dread Tiers by causing horrible acts and as long as someone witnesses it and are frightened by it


Horrific Action Dread Tiers Gained
Threatening or something equally as horrible +1 Dread Tiers
Violence or something equally as horrible +2 Dread Tiers
Murder or something equally as horrible +3 Dread Tiers
Mass Murder or something equally as horrible +4 Dread Tiers

Additionally, depending on the amount of dread tiers you have, may also determine different permanent benefits you receive


Dread Tiers Benefits
200 The amount you can use on regeneration is now your Charisma modifier + your proficiency bonus.
400 You gain a +2 to attack rolls and saving throws
600 You can now add your Charisma modifier an additional time to your Devil power use calculation
800 You gain an additional amount of Fear Boons equal to your Charisma
1,000 You gain a +2 to any ability score of your choice, including its maximum

Losing Dread Tiers. Whenever you do actions that make humanoid creatures appreciate you (GM discretion), you lose 1 dread tier. If your Dread Tiers reaches -100, you die outright, with no way of being revived due to your name invoking no fear anymore. Depending on how bad your dread tiers are, also give you detriments depending on the number


Dread Tiers Detriment
-10 -1 to all your physical ability scores and your charisma score, including their maximums
-20 You gain a -4 to checks and saving throws
-30 You lose your 20th level Devil type feature
-40 You lose your 14th and 10th level Devil type features
-50 You lose all of your Fear Boons
-60 You instead gain a -8 to checks and saving throws, instead of a -4
-70 You gain a -8 to attack rolls
-80 Your maximum hp is halved
-90 Your regeneration dice are halved, and the amount of hit points you gain back are also halved
-100 You die outright

Dread Tier Maximum. You can have an amount of Dread Tiers equal to half your level times 100.

Devil Powers. Devils naturally have their very own unique powers; you gain new devil features at levels 1st, 3rd, 6th, 10th, 14th, and finally 20th. Additionally, these powers can’t be used for free, requiring Devil power uses.

You have a number of uses for your Devil Power equal to your Dread Tiers divided by 50 (rounded down) + your Charisma modifier (minimum of 1). You regain all uses on a short or long rest.

Devil Power Calcutaion. if a feature from your devil power calls for an attack roll or saving throw, you will calculate that in the following ways.

Power save DC = 8 + your proficiency bonus + your Charisma or Constitution (your choice)

Power Attack Modifier = your proficiency bonus + Charisma

Creating a Devil[edit]

Quick Build

You can make a Devil quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution or Charisma.

Class Features

As a Devil you gain the following class features.

Hit Points

Hit Dice: 1d12 per Devil level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Devil level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: Strength or Dexterity, Constitution or Charisma
Skills: Choose two from the following: Acrobatics, Athletics, Insight, Intimidation, Perception, Persuasion, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Devil

Level Proficiency
Bonus
Features Rabid Strikes
1st +2 Contract Maker, Fear Boon, Hellish Defense -
2nd +2 Rabid Strikes 1d6
3rd +2 True Terror 1d6
4th +2 Ability Score Improvement, Ability Score Improvement 1d8
5th +3 Extra Attack 1d8
6th +3 Fear Boon, Ability Score Improvement 1d8
7th +3 Resistant 1d8
8th +3 Ability Score Improvement, Ability Score Improvement 1d10
9th +4 Second Intentions 1d10
10th +4 Fear Boon 1d10
11th +4 Powerful Fear 1d10
12th +4 Ability Score Improvement, Ability Score Improvement 1d12
13th +5 Terrifying Critical 1d12
14th +5 Fear Boon 1d12
15th +5 Extra Attack (2) 1d12
16th +5 Ability Score Improvement, Ability Score Improvement 2d6
17th +6 Extra Attack (3) 2d6
18th +6 Fear Boon, Ability Score Improvement 2d6
19th +6 Ability Score Improvement, Near The Pinnacle Of Fear 2d6
20th +6 Lord Of Fear 2d6


Devil’s Contract[edit]

Starting at 1st level, the most powerful and essential thing about devils is their ability to make contracts. As an action while you're with a willing creature, you can make a contract with them. In the contract, both must offer something and both must accept the conditions. As a devil, you can offer part of your power to said creature, allowing them to use one or more of your devil type features depending on the contract. The creature can offer things such as their lifespan, one of their body parts, their ability to do something.

Design Note: While there are contract examples below, you can exchange about anything with another creature as long as both have agreed with the contract.

The things that you can exchange in the contract are:

Quick Summoning. You allow the creature to call for your aid once it needs it. As an action the creature can summon you until the end of its current turn, making you do one action before being desummoned.

Weapon. You grant the creature a weapon made out of your body, it can be any type of martial or simple weapon, although if it is a ranged weapon you won't provide ammunition for it. The weapon damage dice tier is increased by a number of tiers equal to your Charisma modifier at the time(Example: d8->d10->d12->2d8). Additionally, you may also allow this creature to use one of your powers when attacking with the weapon.

The things the creature can exchange in the contract are:

Limbs. The creature sacrifices one or more of their limbs, leaving that limb at 0 hit points and counting as if it was "removed". The total amount of hit points said limb(counting both to break and to remove it) had goes to a pool. As a free action, you can remove any amount of hit points from the pool and regain an equal amount of hit points(this cannot go above your maximum). After using all of the pool the limb of the creature will be fully removed, leaving an empty spot on where their limb used to be.

Lifespan. They can grant part of their lifespan to you in exchange for using your powers. Whenever the creature uses your power or the weapon you have granted them, they must pay a X amount of their lifespan, which is decided when you two make a contract. This lifespan is transferred to your own, increasing the years of your life by the years the creature has sacrificed.

Skills. The creature chooses an amount of levels they have in their class up to your Charisma, these levels do not need to be continuous and do not need to start at 1. They lose any features other than Ability Score Improvements and Extra Attacks that they gained at those levels, and you gain any features lost in this way. Any features gained this way that scale with level now scale with your pure devil level, and any spellcasting modifier it would normally use is instead your Devil Power modifier.

Vitality. The creature will lose a number of hit die of it's choice up to your Charisma modifier, reducing their hit points by the maximum of those dies. Those hit dies will be transferred to you, and your maximum hit points will increase by the maximum of those dies.

You can have a number of contracts equal to your dread tier maximum at any given time.

Fear Boons[edit]

Also 1st level,your increasing devil powers let you do many different things. You choose two of the Fear Boons detailed at the end of the class description. You gain an additional 2 fear boons at 6th, 10th, 14th, and 18th levels.

Hellish Defense[edit]

Finally, at 1st level, your Devil nature makes you harder to damage. While not wearing armor or wielding a shield, your AC is 10 + your Strength or Dexterity modifier + your Constitution or Charisma modifier.

Rabid Strikes[edit]

At 2nd level, your devilish nature makes you a monster at natural attacks. You gain the following benefits while you are unarmed:

  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain Devil levels, as shown in the Rapid Strikes column of the Devil table.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

True Terror[edit]

At 3rd level, you have an aptitude in scaring humans. Whenever a human makes a saving throw against being frightened by you, the roll is reduced by your proficiency bonus.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. At 15th level, you can attack thrice instead of twice. At 17th level, you can attack four times instead of thrice.

Resistant[edit]

At 7th level, your strength as a devil allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:

  • Brawn - Strength
  • Evasion - Dexterity
  • Endurance - Constitution
  • Intuition - Wisdom
  • Discernment - Intelligence

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Second Intentions[edit]

At 9th level, through your many experience of making contracts you learned some tricks about misleading people into going into contracts that's not actually beneficial for them. You gain proficiency in Persuasion or Deception, and expertise in case you were already proficient in them. You have advantage on Persuasion or Deception checks to make humans accept your contracts, and they roll their Insight checks with disadvantage when trying to find your true intentions with the contract unless they have already made a contract with you before.


Powerful Fear[edit]

At 11th level, your ability to terrify humans has evolved to another level. Whenever you gain a Dread Tiers, you gain an additional amount equal to half your Charisma modifier (rounded down).

Terrifying Critical[edit]

At 13th level, your attacks have become more terrifying to humans. Whenever you land a critical hit, you may roll an additional dice of damage. Additionally, the creature hit by the critical attack must make a wisdom saving throw against your devil save DC. On a failure they frightened for 1 minute, being able to remake the save at the start of its turn. On a success, they are not frightened.

Near The Pinnacle Of Fear[edit]

At 19th level, your devil prowess has almost reached its peak. You can pick two feats you meet the prerequisites of that aren't background feats.

Lord Of Fear[edit]

Finally at 20th level, you have reached your peak as a devil, becoming a true king of fear. You gain a +4 to either your Strength, Dexterity, Constitution, or Charisma. And the maximum for that stat is increased to 24.

Fear Boons[edit]

Physical Boons and Mental Boons are boons that are only meant to be taken once. While Devil Power Boons are able to be taken multiple times.

Physical Boons[edit]

Terrifying Brute

Prerequisites: 13 or more Strength score.

Your strength has made your appearance even more scary. You may add half your Strength modifier to Intimidation checks

Incredible Might

Prerequisites: 13 or more Strength score.

Your muscles allow you to carry around heavier objects than normal, Your carry capacity is now doubled.

Horrifying Monster

Prerequisites: 15 or more Strength score.,Level 10,  ;Terrifying Brute

Your strength has made your appearance 10 times more scary. You may add your full Strength modifier to Intimidation checks.

Empowered Frame

Prerequisites: 15 or more Strength score.,Level 10,  ;Incredible Might

Your muscles have gone beyond what the average devil can achieve, Your carry capacity is now tripled.

The Thing

Prerequisites: 18 or more Strength score.,Level 18,  ;Horrifying Monster

You are now a being of pure horror, your muscles making you look like a being beyond comprehension. You may instead use your Strength instead of Charisma for intimidation checks.

Titan

Prerequisites: 18 or more Strength score.,Level 18,  ;Empowered Frame

You have reached the peak of lifting, becoming a pure titan, Your carry capacity is now quadrupled. Additionally, you can add your strength modifier an additional time to your attack rolls with strength.

Acceleration

Prerequisites: 13 or more Dexterity score.

You're able to vastly increase your speed over time, compared to other devils. Whenever you use the dash action, your movement speed is instead doubled. Additionally, you may use Dexterity instead of Strength with unarmed attack rolls and damage rolls.

Immeasurable Speed

Prerequisites: 13 or more Dexterity score.

You possess extreme speeds even for a devil. You add +10 to your movement speed

Increased Acceleration

Prerequisites: 15 or more Dexterity score.,Level 10,  ;Acceleration

Your acceleration has improved even further. You may take the dash action as a bonus action.

Untold Speed

Prerequisites: 15 or more Dexterity score, Level 10, ;Immeasurable Speed .

Your speed is untold of allowing you to race through the lands with ease. You add +15 to your movement speed(25 in total)

Monarch Of Motion

Prerequisites: 18 or more Dexterity score.,Level 18,  ;Increased Acceleration

You have truly reached the true potential of your devilish acceleration. When you dash, your movement speed is instead tripled.

Unfathomable Speed

Prerequisites: 18 or more Dexterity score, Level 18, ;Untold Speed.

Your speed has reached unfathomable levels making you unable to be seen by the naked eye. You gain a +20 to your movement speed(55 in total) and gain an additional attack action

Devilish Resistance

Prerequisites: 13 or more Constitution score.

Your devil power has made you able to take more attacks. You gain damage reduction equal to half your Constitution modifier.

Super Natural Vitality

Prerequisites: 13 or more Constitution score.

Because of your devil biology, your vitality has increased. You gain a +2 to your hit point maximum everytime you level up.

Empowered Resistance

Prerequisites: 15 or more Constitution score.,Level 10,  ;Devilish Resistance

Your resistance has enhanced even further. Your damage reduction is now your full Constitution modifier.

Evolved Vitality

Prerequisites: 15 or more Constitution score.,Level 10,  ;Devilish Resistance

Your vitality has evolved even further. You instead gain a +3 to your hit point maximum everytime you level up, instead of a +2.

Resistance Maximum

Prerequisites: 18 or more Constitution score.,Level 18,  ;Empowered Resistance

You have reached the maximum of being able to shrug off attacks. You gain resistance to slashing, bludgeoning, and piercing damage. Additionally, your damage reduction is now double your Constitution modifier.

True Endurance

Prerequisites: 18 or more Constitution score.,Level 18,  ;Evolved Vitality

Your endurance is no match for other devils. You instead gain a +4 to your hit point maximum everytime you level up, instead of a +3. Additionally, you gain an additional hit die.

Devil Power Boons[edit]

Devil Power Damage Enhancement

Your devil power has become more damaging. Pick one feature from your devil type that deals damage, that feature will deal 1 additional dice of damage.

Devil Power Range Enhancement

Your devil power has increased in range. Pick one feature from your devil type that deals damage, that features range will increase by 10 ft.

Devil Power Knockback Enhancement

Your devil power now knocks opponents further away. Pick one feature from your devil type that deals knockback, that features knockback will increase by 10 ft.

Devil Traits[edit]

Ability Score Increase. Your Charisma score increases by 3 to a maximum of 20, and your Intelligence score decreases by 3 to a minimum of 7.
Age. Devils don't have a lifespan, living until they are killed by non-natural means.
Alignment. Devils tend to act as they want, not caring about the destruction they cause to those around them. Their alignment tends to be any kind of chaotic, generally tending towards the evil side of things. However, some devils are completely friendly, even being considered lawful.
Size. Devils vary extremely in size, from as small as a chicken to as big as a building. Your size is defined by your Devil Type.
Speed. Devils vary greatly in speed, your walking speed is defined by your Devil Type.
Devilish Nature. As a devil, you are born out of the fear and negativity surrounding your name. Your creature type is Fiend.
Fast Recovery. Being born a devil, your body needs much less to recover itself. You only need 4 hours of rest to gain the benefits of a long rest.
Born From Fear. You don't have the same problems as humans who act only on emotion. You gain advantage against being frightened.
Regeneration. By rapidly regrowing the cells in your body, you can heal yourself at an accelerated rate compared to humans. As a bonus action or reaction to taking damage, you may spend a number of blood points up to your Charisma modifier. Per blood spent you will regain a d4’s worth of hit points or regenerate a missing limb.

At 200 Dread Tiers the dice changes to d6's, at 400 Dread Tiers the dice changes to d8's, at 600 Dread Tiers the dice changes to d10's, and finally at 800 Dread Tiers the dice changes to d12's
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Devils come in various types, with those being the fear that has originated them from.

Devil Types[edit]

Blood Devil[edit]

The Blood Devil represents the abnormal and persistent fear of blood by humans, Causing extreme discomfort or panic in a human or even making them faint outright.

Size. The Blood Devil incarnation is a creature that resembles the humanoid figure, However iit is noticeably larger and shares many differences from a human. Your size is large.
Speed. Your base walking speed is 30 feet.
Blood Empowerment. Compared to other devils you gain far better benefits from ingesting blood, When consuming blood you gain a number of hit points equal to the slashing or piercing damage you’ve dealt, This cannot exceed your maximum. Additionally your blood point can be exceeded up to double its original limit.
Blood Transfer. Your blood can be transferred to other creatures in order to restore their health, As a bonus action you may cut yourself and transfer blood points to another creature you’re within 5ft of. Additionally half of the blood transferred is converted into hitpoints
Regenerative Disturbance.. Your blood is seen as a nuisance to other devils due to its capabilities, Whenever you hit a devil with any a feature that uses blood the amount of blood used to heal themselves will give half of the amount for 1 minute.

You start with 45 Dread Tiers.

Blood Proficiency

You are far more effective in healing yourself. Whenever you heal using your Blood Points it's counted as you spending double the amount.

Blood Morph

At level 1, For one use as an action and 10 Blood Points you may create any simple or martial melee weapons out of your blood. This works the same as the original weapon and lasts a number of minutes equal to your Charisma modifier. They're counted as magical weapons for the sake of resistance and immunities and you are considered proficient in these weapons. Lastly you may choose to make the attack deal necrotic damage instead.Additionally you may use up additional blood points to make the size of this weapon larger. Per 10 Blood Points the size of the weapon increases at a maximum of huge, This increases the die tier by 1 per size increases

At level 11 the die tier increases by 2 per size increase.

Bloody Marauder

At level 3, You’re able to memorize a creature's scent whilst they’re under the bleeding condition. You have advantage in perception checks against a bleeding creature, Additionally if you have reached double your blood point maximum you grow even more powerful! You gain the following:

  • Your attacks now add half your prof bonus
  • Your limb hp doubles
  • Your unarmed strike tier increases by 1
Hemophobia

At level 6, Blood transfusions are seen as a positive thing among human beings, Being able to bring one back to their former health. Different blood types however can lead to large consequences however, Whenever you land an attack using your blood points you may expend an extra two uses to force the creature to make a Constitution saving throw, On a failure the target is poisoned for one minute and may remake the save at the end of their turns, If they fail the save by 5 or more their speed is halved. On a success nothing happens.

Sanguis Scutum

At 10th level, You realize that using your blood as an offense is simple minded, You can also use it as a great defense. As a reaction for 2 uses and an amount of blood up to your proficiency bonus x 10, You may create a shield of blood with its hp being the amount of blood spent x 2, If the shield is broken you will take the remaining damage left over.

Blood Expulsion

At 14th level, As an action for four uses, you can manipulate the blood within a person's body to a certain degree, Exploding blood cells within a creature's body and forcing it out of their mouths. Creatures must make a Constitution saving throw, On a failure they receive 10d12 Necrotic damage and are knocked prone, On a success they take half damage and are not prone.

Thousand Tera Blood Rain

At Level 20, you can unleash a barrage of blood spears and blood swords for four uses, you may roll an attack roll against creatures within an 80 foot cone, On a hit targets receive 12d12 Piercing or Slashing and 12d12 Necrotic damage. Additionally creatures must make a Constitution saving throw, On a failure the target is poisoned for 1 minute and have disadvantage on Constitution saving throws, They may remake the saving throw at the end of their turns.

Bat Devil[edit]

The Bat Devil represents the fear of bats and has a form resembling a bat of any type from vampire bats to fruit bats.

Size. The Bat Devil incarnation is a creature that can range from different sizes. Your creature size can be up to large.
Speed. Your base walking speed is 30 feet.
Wings. Your wings allow you to soar through the clouds effortlessly. You gain flying speed equal to double your unarmored movement speed.
Echolocation. You were granted echolocation due to being the fear of bats, You have a blindsight of 30ft
Bloodhound. The smell of blood sends you into a frenzy, Going after any and all who bleed. If a creature has the bleeding condition you deal an additional damage die towards that creature

You start with 25 Dread Empowerment.

Wicked Claws

Your claws are extremely sharp, being able to cause large cuts in opponents.Whenever you land a critical hit on a creature they must make a Constitution saving throw, on a failure they’re bleeding.

Vampiric Slash

At level 3, your claws have grown serrated for the purposes of making your prey bleed for extended periods of time, for one use as a part of one attack action you may make a melee attack against a creature within 5 feet. On a hit, the target takes 4d6 slashing damage and must make a Constitution saving throw. On a failed save, the creature is bleeding. On a success they take half the damage rolled and are not bleeding, Additionally bleeding creatures have disadvantage against your intimidation checks.

At level 5 you instead deal 6d6 slashing damage, at level 11 8d6, at level 17 10d6 and lastly at level 20 you deal 12d6

Gob Cannon

At level 6, you can suck in the air around before launching a pressurized blast, as an action for two uses,You fire an immense blast of air that has a 30 feet cone in range, Creatures caught in this range must make a dex saving throw, on a failure they fall prone and take 6d6 Thunder Damage. On a successful save, The target takes half damage and is not knocked prone.

Level 11 this damage changes to 9d6, at 17th level 12d6 and finally at 20th level 15d6

Strong Immune System

Bats have an incredibly strong immune system and resistance to many afflictions. At level 10, you have advantage against saving throws that give the poisoned condition and resistance against poison damage.

Aerial Maneuvers

At level 14, you’ve grown proficient in flying along with aerial combat granting you multiple maneuvers, you gain the following maneuvers:

Thunderclap. Your wings are extremely wide and a single beat of them could cause immense damage. As an action for three uses you can clap your wings, Creatures within a 60ft cone must make a Dexterity saving throw, On a failure they take 8d10 Thunder Damage and are prone, On a success they take half the damage and are not prone

At 20th level this damage becomes 13d10

Nosedive. As an action for three uses, Whilst in the sky, you can dive bomb with full force using your flight speed to crash down at a singular point. Creatures hit by this within a 10ft radius must make a Dexterity saving throw. On a failed save, creatures take xd8 bludgeoning damage, X being the amount of feet (maxed out at 20d8) and are knocked prone. This damage is doubled against objects and structures. On a successful save, creatures take half damage and are not knocked prone.

Sonic Scream. As an action for three uses, You unleash a deafening cry unbearable to any who are in the range of it. All creatures within 60 feet in front of you must make a Constitution saving throw. On a failed save, creatures take 10d8 Thunder Damage and are deafened. Additionally, Creatures with advantage in hearing must make this saving throw with disadvantage. On a successful save, creatures take half damage and are not deafened.

At 20th level this damage becomes 15d8.

King Of The Caves

At level 20, you’ve become the king of the caves, a true terror in the night, as an action for four uses, You gain the following benefits for one minute:

You have advantage in perception checks that involve sight, hearing and smelling.

Your flight speed is now tripled.

You can dash, disengage and dodge as a bonus action if you’re in the air.

as a reaction to melee attack rolls that are not critical hits you may turn into many upon many miniature bats increasing your ac by your Charisma modifier(Maximum 5).

Your blindsight is now 60ft.

Centipede Devil[edit]

The Centipede Devil embodies the unnerving and relentless nature of centipedes, with a long, segmented, and multi-limbed body.

Size. Centipede Devils are long and lithe, with a body that can stretch across vast distances. Your size is large.
Speed. You have a walking speed of 40 feet and a climbing speed of 40 feet.
Segmented Durability. Your body is divided into many segments, each tough and resilient. You have resistance to Slashing damage.
Multi-Limbed Strike. Your numerous limbs allow you to attack with precision and speed. When you take the Attack action on your turn, you can make one additional attack as part of that action. This additional attack can only be made with a rabid strike.
Burrowers Instinct.. You can burrow through soft earth and loose gravel as easily as you walk. You gain a burrowing speed of 20 feet, allowing you to move through non-magical, unworked earth.

You start with 50 Dread Empowerement.

Endless Body

With the grace of a predator and the flexibility of your many segments, you can constrict and overwhelm foes with your seemingly endless body. As a passive ability, you can grapple creatures that are one size larger than you without disadvantage.

Venomous Fangs

At level 1 your fangs are capable of injecting potent venom, reflecting your predatory nature. You may expend one use when you hit a creature with a melee weapon attack, Injecting venom into the creature you sink your mandibles into. The creature must make a Constitution saving throw against your Devil Power DC. On a failed save, the creature takes 2d8 Poison damage and is poisoned for 1 minute. On a successful save, the creature takes half damage and is not poisoned.

Creatures may remake this save at the beginning of their turns

At level 5 this damage changes to 4d8, at 11th level 6d8, 17th level 8d8 and finally 10d8 at 20th level

Segmented Defense

At level 3 your segmented body allows you to absorb and deflect incoming attacks. As a reaction for one use, when you are hit by an attack, you can reduce the damage taken by an amount equal to your Constitution modifier.

At level 5th this increases to your Constitution modifier+half your Constitution modifier(rounded down), At level 11th it becomes your Constitution modifier added twice, at 17th level your Constitution modifier added twice+ half your Constitution modifier (rounded down), Finally at 20th level it becomes your Constitution modifier added thrice.

Constriction Command

At level 6, you can crush the life out of your prey. As a bonus action for two uses, when you have a creature grappled, you can automatically deal 3d6 bludgeoning damage to the creature.

At level 11 this damage changes to 6d6, At level 17 9d6 and lastly at 20th level 12d6

Burrowing Ambush

At level 10 you draw upon your burrowing prowess, striking from below with devastating surprise. As an action for three uses, you can burrow underground and move up to your burrowing speed. If you end this movement beneath a creature, you can make an unarmed strike attack roll with advantage. On a hit, the creature takes an additional 7d8 piercing damage and is knocked prone.

At level 14 this damage changes to 10d8, At level 20 this damage changes to 13d8

Relentless Pursuit

Driven by an unyielding pursuit, you close in on your quarry without hesitation. At level 14 as a bonus action for three uses, you can double your speed for 1 minute and gain advantage on any ability checks or saving throws made to avoid being restrained or grappled.

Underground Assault

At level 20 you can emerge from the earth with lethal precision, you surprise your enemies with a brutal underground assault. As an action for four uses, you can burrow underground and choose a point within 60 feet. You erupt from the ground at that point, forcing creatures under your chosen point to make a Dexterity saving throw. Creatures without tremorsense make this save with advantage. A failed save results in 20d12 piercing damage and the creature is knocked prone. On a successful save, the creature takes half damage and is not knocked prone.

Additionally, Creatures you have grappled now take a d12 of piercing damage at the beginning of their turns

Angel Devil[edit]

The Angel Devil represents the fear of celestial beings, Angels to be exact. The fear of something so heavenly is a mystery to many.

Size. The Angel Devils incarnation is depicted as being human in appearance. Along with some key differences such as wings and a halo. Your size is medium.
Speed. Your base walking speed is 30 feet.
Wings. Your wings allow you to soar through the clouds effortlessly. You gain flying speed equal to double your unarmored movement speed. Additionally your wings count as limbs, If they are to be attacked the creature must subtract 4 to their to hit
Angelic Appearance. You were granted an appearance resembling that of a human. This allows you to easily persuade humans or deceive them, You gain proficiency in persuasion and deception checks
Aevum Subtraction.. The Angel Devil can siphon the lives of humans who are in direct contact with this Devil, However this must be skin to skin contact bandages and clothes can prevent the drainage of years. Every unarmed strike landed on you from a human that is skin to skin contact drains 1 year for the user's lifespan.

You start with 25 Dread Tiers.

Wing Praesidium

Your wings are able to be used for another purpose other than flying as they can grant you or an ally a shield. as a reaction to a melee or ranged attack roll against you or an ally for one use you may use your wings to block this attack, These wings have an a equal to your proficiency bonus+your Charisma modifier and have hp equal to 2*your proficiency bonus*your charisma modifier(per wing), Once both wings run out of hit points you can no longer fly or use this reaction

Angelic Blight

Your angelic light can not only be used to bring hope or fear into a creature but also as a way of damaging a creature, At level 1 for one use as a bonus action you may release a blinding light within a 30 foot radius. Creatures in this radius must make a Constitution saving throw, On a failure they’re blinded and take 2d6 Radiant damage. On a success the damage is halved and they’re not blinded.

Usage:One Year

Your devil power allows you to not only drain the lifespan of those you have skin to skin contact with, But also use the years they’ve lost as a way of creating weapons. At level 3 as a bonus action for one use,You may create a spear used from the year of a human you’ve drained the lifespan of. The weapon damage dice tier a d8 however it is increased by a number of tiers equal to your Charisma modifier(Example: d8->d10->d12->2d6), Additionally the spear can be thrown and lasts a number of minutes equal to your Charisma modifier before you must make another.

This weapon has the finesse, light and thrown properties.

Usage: Five Years

At level 6 you’ve further advanced your usage of years now being able to use five years. As an action for two uses you can manifest a gold-handled, single-edged sword from your halo, You may use this weapon as an attack action the damage it deals is d8(slashing)+3d8 radiant damage. The weapon radiant damage dice is increased by a number of tiers equal to half your Charisma modifier(Example: d8->d10->d12->2d6)

This weapon has the finesse, light and versatile properties

Usage: Ten Years

At level 10 you now can use a collective ten years to create a greater weapon in order to defeat those who come in your way. As an action for three uses, You summon a single-edged, red-hilted, cleaver-like longsword from your halo. You may use this weapon to replace an attack action. This weapon adds a +3 to hit and damage and deals 3d8 radiant damage and a d8 of slashing damage.The weapons radiant damage dice is increased by a number of die equal to your Charisma modifier(Example: 2d8->3d8->4d8), Additionally this feature lasts a number of minutes equal to your Charisma modifier before you must make another. Any human hit with this attack will have a number of years drained equal to your Charisma modifier (maximum 5)


Usage: One Hundred Years

You’ve now gained the ability to use an astounding one hundred years to unleash a devastating attack on your foes. As an action for four uses you can manifest a single-edged sword with a crossguard, This uses 100 years out of the collected lifespans you’ve taken. This has a +4 to hit and damage dealing 5d8 radiant damage + a d10 of slashing damage. Additionally the weapons radiant damage dice is increased by a number of die equal to your Charisma modifier added with half of your Charisma modifier (Example: 2d8->3d8->4d8), Additionally this feature lasts a number of minutes equal to your Charisma modifier.

Usage: A Thousand Years

You’ve reached the pinnacle of your capabilities being able to use a thousand years of the stored lifespan you’ve taken, This amount of years creating your strongest attack, Being able finish off your enemy. At level 20 you may use a lengthy action for four uses to create a black, starlit portal propped up by three golden, humanoid effigies that were floating in the air, arms spread. Through the portal a massive blood-red spear is thrown down on one target. The target must make a Dexterity saving throw. On a failure the creature takes a number of d12’s in radiant damage equal to your Charisma modifier added thrice and piercing damage equal to your charisma modifier added twice in d10’s, On a success they take half of the damage. When hit they must also make a Constitution saving throw. On a failure they gain 2 levels of exhaustion and on a success do not take any levels of exhaustion.


Shark Devil[edit]

The Shark Devil represents the fear humans harbor towards sharks. This fear was amplified significantly via movies and the overall appearance of many species of sharks.

Size. The Shark Devils incarnation are usually based off of the largest and most dangerous sharks in the seas. Your size is Large.
Speed. Your base walking speed is 30 feet and a 60ft swim speed.
Frenzy. You have advantage in attacking creatures with the bleed condition
Enhanced Smell. You have no eyes however this does not prevent you from seeing things from all surroundings, You have a 30 foot radius of blindsight and are immune to the blinded condition.
Incredible Maw.. You have very strong teeth, being a perfect weapon to bite someone. You have a melee natural weapon attack, It deals 2d8+ your Strength modifier piercing damage on a hit, Additionally creatures must make a constitution saving throw on a failure they are stricken with the bleed condition

You have proficiency in Strength saving throws

You start with 50 Dread Tiers.

Selachimorpha

Your creation being due to the fear of many sharks gives you the following additional traits:

  • You gain advantage in perception checks if a target is bleeding
  • You can breathe in water
  • You ignore difficult terrain when swimming
  • You deal an additional damage die to creatures with the bleed condition
Velox Dive

At level 1, For one use as a bonus action you may go dive down deep into the water or ground in order to surprise your prey, Creatures must make a perception check in order to spot you the DC 10+proficiency bonus+dexterity mod. On a failure the creature does not see you making your attack roll with advantage, On a success you do not gain advantage as the creature notices your appearance. If you have any other way of advantage this instead lowers your crit range (Ex: 20 to 19). Lastly when using Velox Dive you use your swimming speed and not your walking speed.

Intangibility

At level 3, Your devil biology allows you to flow through walls with ease in order to catch your prey, for one use as a free action you can move through structures and obstacles for a duration of your charisma modifier in rounds.

Unescapable Maw.

At level 6, Your teeth now can grapple onto prey with ease, allowing you to drag prey around areas which can't grant even greater damage. When using ‘Incredible Maw’ creatures must make a contested acrobatics or athletics check, If the creature fails the contest you grapple them. If they succeed they’re not grappled. When grappled these creatures can be dragged around even when using ‘Velox Dive’. Using ‘Velox Dive’ when the target is grappled causes them to take d6 in bludgeoning damage per 10ft you and the grappled target move as they are dragged around. This can only work via dragging someone on land and doesn’t apply on a liquid platform, Creatures cannot go through solid structures or objects and take a d8 when colliding with an object or structure. Lastly ‘Incredible Maw’ increases by 1 die tier.

Cookie Cutter

Some species of shark have the hunting style that has them steal pieces of live prey. This is used to not only satiate hunger but wear down wounded prey. At level 10 Whenever you target a creatures arms or legs with ‘Incredible Maw’ you gain an temporary hitpoints equal to the damage dealt + your dread tier divided by 100

Great White.

At level 14, You have been granted enough power to become the king of the seas. No one can conquer you in the seas, You gain the following benefits:

  • You can now grapple a number of creatures equal to your Strength modifier, Your movement speed however will drop by 30ft per creature after the 1st grappled creature.
  • Whenever you target a creature's arms or legs with ‘Incredible Maw’ you gain an temporary hitpoints equal to the damage dealt+your level
  • Your swim speed has now doubled and you have advantage in dexterity saving throws while swimming.
Megalodon

At level 20, As a bonus action for four uses, you may reach the peak of your fear as your body shifts to resemble a shark of old .

You gain the following:

  • You’re now gargantuan
  • ‘Incredible Maw’ now deals 4d10+Strength modifier in piercing damage and make its saving throw with disadvantage
  • You have advantage in strength saving throws
  • You can now grapple a number of creatures up to your Strength modifier+half of your Strength modifier

Future Devil[edit]

Devil Biology

As the Future Devil, your lower half resembles a tree growing from the floor with branches and a trunk extending up to a humanoid body with outstretched arms and a horned head. Your face has three pairs of eyes stacked on top of each other vertically and its wide mouth is almost perpetually open. You have a large hole in the center of your chest, inside of which is another oversized eye.

Size. The Future Devil Reincarnations are always just a bit bigger than normal humans. Your size is medium.
Speed. Your base walking speed is 25 feet.
Anti Misleading. You always know what's up when reading people, it's as easy as reading a book! You have advantage on Wisdom (Insight) checks.
All Seeing Eye. The eye in your belly does not only sees the future, but also helps you to notice things better. You gain proficiency in the Perception skill.
Third Eye. While you’re good at using your stomach eye for seeing into the future, you’ve also gotten better at using the eye for a more conventional use. You gain a blindsight equal to your dread tier divided by 5
Glimpse Into Time. You alone have been blessed with the gift of divinity.

Whenever you roll a critical on a Perception or Investigation check, you may see a number of seconds into the future equal to your dread tier divided by 10.

The future you see will directly tie into the check that was made. For example, if you made a perception check to listen to your surroundings, you may hear the noises that would happen after the check, allowing you to react before the events happen..

You start with 40 Dread Tiers.

Predict Outcome

At level 1, For 1 usage of your devil power, you take a small peek in order to predict any and all outcomes from a scenario allowing you to avoid any negative outcomes.

Once per round, When you make an attack roll, an ability check, or a saving throw, you can choose to reroll the d20. You must reroll the die before the outcome of the initial roll is determined. Alternatively, when a creature you can see makes an attack against you or makes a saving throw against one of your spells or features, you can force that creature to reroll the attack roll or saving throw.

If the roll that triggers the reroll is made with advantage or disadvantage, both d20s are rerolled. Once you use this feature, you can’t use it again until you finish a long rest.

At level 5 you’re able to use this feature two times, At level 11 three times and at level 20 four times

Foresight Riposte

At level 3 You’ve learned to utilize your future sight to perform counter attacks on enemies.

When a creature misses you with a melee attack, you can use your reaction and 1 devil usage to make a melee attack against the creature.

Glimpse Into the Future

You’re always looking both ways, and have a knack for moving before your enemies.

At level 6, As a part of rolling an attack roll, you may spend 2 devil power usages to grant yourself advantage.

Forced Fortune

Any creature would hate seeing the way they die if they were told it was the worst way possible, Of course this helps you as you’re able to see all the realities in which one can die and with this knowledge, Forcefully have someone know such a shocking future.

At level 10 you may expend 3 devil power usages as an action to target a creature within your a 30ft range and force them to make a wisdom save, as you project the instance when they die into their mind. On failure, they will take xd8 physic damage( X being dread tier divided by 50 + half your level to a minimum of 1.) and will be stunned until the beginning of their next turn. On success, they will take half as much damage and not be stunned.

After a creature sees how they’ll die because of this feature, they will make the wisdom save at advantage. This advantage will last for a number of days equal to the creature’s history modifier.

Interchangeable Fate

You’ve delved into the future in order to change your fate and future once again! Allowing you to avoid an outcome with a far greater outcome. At level 14 you may use a reaction to a skill check, Attack roll or a saving throw you made for four devil power usages in order to add a d4 to that result. You may use this feature an amount of times equal to your proficiency bonus

At level 20 this die becomes a d6

Enhanced Dodge

You’ve begun to see the future without effort, allowing you to be near unhittable.

At level 20 whenever a creature has disadvantage on an attack against you, they will roll a number of times equal to your wisdom modifier and take the lowest number.

Additionally, you may dodge as a bonus action on your turn.

Ghost Devil[edit]

The Ghost Devil represents the abnormal and persistent fear of ghosts by humans, causing extreme discomfort or panic in a human, or even making them faint outright. Size. Your size is Large.
Speed. Your base walking speed is 30 feet, and you have a 40-foot hover speed.
Phasing. You can move through structures and obstacles. If you end your turn within an object or structure, you are sent 5 feet backward.
Undead Nature. You don’t need to eat, drink, or breathe. You don’t need to sleep. Additionally, you are immune to the exhaustion condition.
Intangible Fear. Once per round, you may use your movement speed to pass through a creature. The creature must make a Wisdom saving throw. On a failure, the creature is frightened for one minute and may remake this save at the beginning of its turn.
Blindsight. You have blindsight out to a range of 60 feet, but you are completely blind beyond that radius. You are immune to the blinded condition, and creatures that aren’t frightened of you cannot be seen by you.

You start with 35 Dread Tiers.

Ghost Physiology

You are immune to poison and the poisoned condition. As an action, for two usages, you may turn invisible for a number of rounds equal to your Charisma modifier. You may end this invisibility at will as a free action. It also ends if you fall unconscious. You can choose to have your damage be psychic instead of its original type.

Possession

At level 1, as a bonus action for one usage, you may possess an object of your choice. While inside the object, you are considered hidden, and you may expend a free action to leave the object. At level 14, your possession ability improves, allowing you to possess living creatures. As an action for four usages, you may attempt to possess a living creature. The creature must roll a Charisma saving throw against your Devil Save DC. On a failure, you possess the creature, using its physical features and unarmed strike die while within the body. However, contracts cannot be utilized unless they take the form of a weapon. Devils have advantage on this saving throw.

Telekinesis

At level 3, as a bonus action for two usages, you may “pick up” an object or structure within 30 feet of you and up to your carrying capacity, launching it at an enemy. Creatures must make a DC 15 Dexterity saving throw. On a failure, the creature takes 2d12 bludgeoning, piercing, or slashing damage, depending on the object. For every 10 feet the object travels, add a d8 to the resulting damage. At level 8, this damage increases to 4d12 with a range of 60 feet. At level 14, it increases to 6d12 with a range of 80 feet. At level 20, it increases to 8d12 with a range of 120 feet. Alternatively, you may throw a creature up to your carrying capacity. As an action for three usages, you may force a creature within 60 feet to make a DC 15 Constitution saving throw. On a failure, the creature takes 2d12 bludgeoning damage and is thrown 30 feet in a direction of your choice. If the creature collides with an object or structure, it takes an additional d8 of damage per 10 feet traveled. If it collides with another creature, both must make a Dexterity saving throw, taking the same damage on a failure. At higher levels, the damage and range scale similarly to the object-throwing ability. As a reaction to being targeted by a projectile or melee attack, you may call an object within 60 feet to shield you. The object grants AC depending on its size: +2 for Small, increasing by +1 for each size category above Small. If the attack misses due to this, the object takes the damage. If you have additional reactions, you may call more objects to protect you, up to a maximum of +10 AC. This feature can also be used to protect other creatures, with one object per creature.

Teleportation

At level 6, as a reaction to an attack roll, ranged attack roll, or saving throw, for three usages, you may teleport to an empty space within your movement speed, causing the attack or effect to miss if you are now out of range or area. Alternatively, you may use two usages during your movement action to teleport to an empty space within your movement speed. This feature can be used only once per round.

Advanced Telekinesis

At level 10, your telekinetic capabilities have improved. You can now use ‘telekinesis’ as a free action, additionally you can spend three usages to grab two object or structures

Phasmophobia

At level 14, your body reaches the pinnacle of undead potential, granting the following benefits:

  • You deal additional psychic damage equal to half your level (rounded down) on unarmed strikes.
  • You are immune to the exhaustion condition.
True Ghoul

At level 20, you transcend the pinnacle of ghostly fear, gaining the following:

  • Creatures make your telekinesis saving throw with disadvantage while you are invisible.
  • You gain an attack and damage roll bonus to unarmed strikes equal to your Charisma modifier while invisible.
  • Your critical hit range increases by 1 while invisible.

Octopus Devil[edit]

Devil Biology

The Octopus Devil incarnations take the form of a gigantic octopus, resembling the mythological Kraken.

Size. The Octopus Devil incarnations are as gigantic as sailors described octopus a long time ago. Your size is Gargantuan.
Speed. Your walking speed is 20 ft. of walking speed and 60 ft. of swimming speed.
Amphibious. You can breathe both air and water.
Siege Monster. You deal twice as much damage to objects and structures with melee weapon attacks.
Tentacles. You have 8 large tentacles from which you may attack or hold creatures with. You can make a 10 feet melee natural weapon attack. It deals 2d6 + your Strength modifier bludgeoning damage on a hit and the target is grappled. You have ten tentacles, each of which can grapple a different target.

You start with 25 Dread Tiers.

Tentacle Smash

You can spend an extra two devil power uses when using the “Tenctacles” trait to smash your tentacle in front of you as an action, creating a powerful shockwave. All creatures in a 10 foot long 5 foot wide line must make a Dexterity saving throw. On a failure, they take 5d6 bludgeoning damage and are knocked prone. On a success, they take half as much damage and are not prone.

If you are currently grappling a creature with said tentacle, the creature makes a Constitution saving throw instead, suffering the effects of this feature on a failure or success.

Freedom of Movement

At level 1 your giant octopus body makes it very easy to move. You ignore difficult terrain, and magical effects can't reduce your speed or cause you to be restrained. You can spend 5 feet of movement to escape from non-magical restraints or being grappled.

Ink Cloud

At level 3 you’re able to shoot out ink in order to blind an enemy allowing for opportunities of attack or escape. As a bonus action on your turn and reaction to a melee or ranged attack roll you can spend one devil power use to expel an ink cloud in a 30 foot radius. All creatures of your choice in the area must make a Constitution saving throw or be blinded until the beginning of your next turn.

The area affected by your ink becomes difficult terrain for 1 minute.

At 11th level, your ink cloud is filled with the acid that circulates your body. All creatures that failed the Constitution saving throw must now make a Dexterity saving throw. On a failure, any non-magical weapon they’re holding receives a -1 penalty to its attack and damage rolls. On a success, nothing happens.

This can reach a maximum penalty of -5

Crush

Your tentacles are incredibly powerful, allowing them to crush creatures effortlessly. At level 6 you can spend two devil power uses to crush a creature you are currently grappling with your tentacle. The creature must make a Strength saving throw. On a failure, they take 2d10 bludgeoning damage and are restrained until the beginning of their next turn. On a success, they take half as much damage and are not restrained.

You can do this to multiple tentacles at once, however each different tentacle costs an additional devil power use.

At 11th level this damage increases to 4d10, At level 17 this damage increases to 6d10, lastly at level 20 this damage increases to 10d10

Acid Tentacles

At 10th level tour tentacles now have a sticky acid attached to them that burns your prey, creatures you’re grappling take 1d10 acid damage at the start of their turns and have disadvantage on checks to escape your grapple.

At 17th level they instead take 2d10 acid damage while grappled.

Depths Creation

At level 14 you’ve learned that you may treat anywhere as the depths of the ocean. You can spend three devil power uses as a bonus action to touch a surface with one of your tentacles. Said tentacle will enter the surface and reappear at another unoccupied location within 5 times your level feet of you.

You can make any type of action with the tentacle, such as grappling, attacking or picking things.

The tentacle has an AC equal to your own reduced by 5, and occupies a 5 by 5 space. Whenever it is hit, it takes damage both on your hit points and the limb hit points.

You cannot move while said tentacle is in the depths, and may have multiple tentacles this way. You may deactivate this at will as a free action. If you deactivate this while grappling a creature, the creature shall be moved towards you alongside the tentacle.

Invading Tentacle

Your tentacles can appear in occupied locations when you use depths creation. When it appears this way, you must make a Tentacle attack roll against the thing occupying the space. On a hit, it takes your tentacle’s damage and is pushed 5 feet to a side you wish.

Legend of the Kraken

Finally at 20th level you’ve grown more powerful due to the legends of the legendary monster. You can spend four devil power uses as an action to create a number of lightning bolts up to your Charisma modifier (minimum of 1). Make a devil power attack roll against one or more creatures within 120 feet of you.

On a hit, they take 15d12 lightning damage and must make a Constitution saving throw. On a failure, they are stunned until the beginning of your next turn or until the target receives damage. On a success, they don’t receive additional effects.

You may instead expend two extra uses for a rooting action to ‘brew’ this storm(which requires concentration), On the next turn after your rooting action you may declare legend of the kraken as an action allowing for the feature to instead deal 20d12 lightning damage

Flamethrower Devil[edit]

The Flamethrower Devil is a fiend born from humanity's fear of fire and flamethrowers. It embodies the destructive, chaotic nature of fire, with a horrifying appearance reminiscent of twisted metal and flaming weaponry.

Size. Choose either Medium or Large.
Speed. Your base walking speed is 30 feet.
Arm-Mounted Flamethrowers. Instead of hands, you have large flamethrowers connected by metallic tubing fused with your arms. These flamethrowers deal 1d6 fire damage in a 10-foot cone. The damage increases to 2d6, 3d6, and 4d6 at levels 6, 10, and 20, respectively.
Tank-Like Canisters. Attached to your face are tank-like canisters fueling your fire abilities. When you take fire damage, you can use your reaction to absorb it, gaining temporary hit points equal to half the damage taken. This feature can be used once per short or long rest.
Scorched Armor Skin. Your flesh appears constantly charred and smoking, as though your body itself is smoldering. When unarmored, your AC is equal to 10 + your Dexterity modifier + your Charisma modifier. Additionally, you have resistance to fire damage.

Infernal Resilience

Your body is infused with the destructive essence of fire, making you resistant to fire and capable of withstanding intense heat. You have resistance to fire damage and advantage on saving throws against effects that would cause you to be burned or ignited.
You start with 50 Dread Tiers.

Flamethrower Physiology

You are immune to fire.

Fiery Burst

At level 1, as an action, you can release a jet of flame in a 10-foot cone. Creatures in the area must make a Dexterity saving throw or take 2d6 fire damage and be pushed back 5 feet. On a successful save, they take half damage and aren’t pushed back.

Searing Firestream

At level 3, you can unleash a continuous stream of fire in a 30-foot line 5 feet wide. Creatures in the line must make a Dexterity saving throw. On a failed save, they take 4d8 fire damage and are ignited, taking 1d6 fire damage at the start of each of their turns until they use an action to extinguish the flames. On a successful save, they take half damage and aren’t ignited.

Inferno Jets

At level 6, when you’re hit by a melee attack, you can use your reaction to activate jet-like flames to push away and burn nearby foes. Creatures within 5 feet of you must make a Dexterity saving throw. On a failed save, they take 3d6 fire damage and are pushed back 10 feet. On a successful save, they take half damage and aren’t pushed back.

Flamethrower Fury

At level 10, you can unleash an unrelenting blast of flames, creating a 15-foot cone. Creatures in the area must make a Dexterity saving throw. On a failed save, they take 6d6 fire damage and are knocked prone. On a successful save, they take half damage and are not knocked prone.

Molten Path

At level 14, for the next minute, any space you move through bursts into flames, causing 2d8 fire damage to creatures that enter or start their turn in the area. The flames last for one round.

All-Consuming Inferno

At level 20, you unleash an overwhelming firestorm in a 40-foot radius centered on you. Creatures must make a Constitution saving throw. On a failed save, creatures take 12d10 fire damage and are incapacitated with fear until the end of their next turn. On a successful save, they take half damage and are not incapacitated. Creatures reduced to 0 HP by this ability are incinerated, leaving no remains.

Hell Devil[edit]

The Hell Devil represents the fear of Hell itself, causing intense dread in mortals subjected to its flames and infernal presence. It can summon chains from the depths of Hell and manipulate fire with terrifying precision, feeding on the fear it invokes.

Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Infernal Chains. As a bonus action, you can summon chains from Hell that attempt to grappled a creature within 30 feet of you. The target must succeed on a Strength saving throw or become grappled for 1 minute. You can use this feature once per short rest.
Fiery Constitution. You are immune to fire and have resistance to cold. Additionally, creatures that grappled or are grappled by you take fire damage equal to your Constitution modifier (minimum of 1) at the beginning of their turn.
Hellish Mark. As an action, you can mark a creature within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, they become frightened of you for 1 minute, with a chance to break free by making another Wisdom saving throw at the start of each of their turns.

Hell's Presence

The presence of the Hell Devil instills terror in those around it. Creatures within 30 feet of you have disadvantage on saving throws against being frightened. Additionally, creatures reduced to 0 hit points by your abilities are immediately pulled into Hell's domain, where they are trapped in torment for 1 minute before being released to the mortal realm with no memory of their experience. This effect cannot be resisted by magic or abilities that would normally prevent fear effects.

You start with 50 Dread Tiers.

Hell's Reach (Level 1)

As a bonus action, you can summon a large infernal chain that strikes a creature within 30 feet, dealing 2d6 fire. The creature must make a Strength saving throw or be pulled 10 feet toward you. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Hell's Fury (Level 3)

As an action, you summon a wave of hellfire in a 20-foot radius. All creatures in the area must make a Dexterity saving throw, taking 3d6 fire on a failed save or half as much on a success.

At level 10, the radius increases to 30 feet, and the damage increases to 6d6.

Hell Portal (Level 6)

Once per long rest, as an action, you can open a portal beneath a creature within 30 feet. The target must make a Constitution saving throw (DC = your Devil DC) or be dragged into a hellish dimension for 1 minute. While inside, the creature takes 4d6 fire at the start of each of its turns. The creature can attempt another saving throw at the end of each of its turns to escape.

Hell’s Embrace (Level 10)

As a bonus action, you summon infernal chains that wrap around you and nearby allies. You and up to three creatures of your choice within 30 feet gain temporary hit points equal to your level + your Constitution modifier. This effect lasts for 1 minute or until the temporary hit points are depleted.

At level 20, this shield also grants resistance to Necrotic damage.

Infernal Dominion (Level 14)

Your presence exudes hellish might. As an action, you cause all creatures of your choice within 30 feet to make a Wisdom saving throw or become frightened of you for 1 minute. A creature frightened in this way takes 2d6 fire damage at the start of its turn if it remains within 30 feet of you. Creatures that succeed on their saving throw are immune to this effect for 24 hours.

True Hellfire (Level 20)

Your flames reach their ultimate form, becoming inescapable. You gain the following benefits:

  • Your fire damage increases by 2d6.
  • You are immune to fire damage.
  • Whenever you deal fire damage, all creatures within 10 feet of you take half of the damage dealt as additional fire damage

Longsword Devil[edit]

The Longsword Devil embodies the fear of swords—lethal tools of war and symbols of combat mastery. Its form exudes deadly precision and an aura of inevitability.

Size. Longsword Devils are tall and lean, their bodies appearing as if forged from blade-like metal. Your size is Medium.
Speed. You have a walking speed of 40 feet.
Relentless Blades. Your limbs are natural melee weapons. On a hit, they deal 2d8 slashing damage and have a reach of 5 feet. These attacks score a critical hit on a 19 or 20.
Deflective Form. When you are hit by a melee weapon attack, you can use your reaction to reduce the damage by 1d10 + your Constitution modifier. You can use this feature a number of times equal to your proficiency bonus per long rest.
Momentum Kill. When you reduce a creature to 0 hit points with a melee weapon attack, you may move up to 15 feet and make another melee weapon attack as part of the same action. This feature can only trigger once per turn.
You start with 25 Dread Tiers.

Sword of Resolve

At level 1, the discipline of the Longsword Devil hardens your resolve. When you reduce a creature to 0 hit points, gain temporary hit points equal to your Charisma modifier (minimum 1). For the next round, creatures within 10 feet of you have disadvantage on saving throws against being frightened.

Longsword Devil Traits

Level 1: Razor Barrage

When you take the Attack action on your turn, you may make a single additional attack with your blade limbs. This extra attack deals only 1d6 slashing damage, but it does not add your ability modifier. You can use this feature a number of times equal to your proficiency bonus per long rest.

Level 3: Carving Momentum

Your movement fuels your offense. For one use, if you move at least 10 feet in a straight line toward a target before attacking it with a blade limb, you gain advantage on the first attack roll made against that target this turn and may push the target 5 feet away on a hit.

Level 6: Parry Riposte

When a creature misses you with a melee attack, for two uses you can immediately make a melee weapon attack against it as a reaction. If this attack hits, you may also halve the target's movement speed until the end of their next turn.

Level 10: Shredding Dash

As an action for three uses, you dash in a 30-foot line. Each creature in your path must make a Dexterity saving throw or take 6d8 slashing damage, or half as much on a success. You do not provoke opportunity attacks during this movement.

Level 14: Blade Vortex

You spin with terrifying speed, creating a storm of slashes. As an action for three uses, all creatures within 10 feet of you must make a Dexterity saving throw or take 4d10 slashing damage. If a creature fails by 5 or more, it is also bleeding—taking 2d4 slashing damage at the start of each of its turns for 1 minute or until it receives magical healing. Usable once per short or long rest.

Level 20: Unstoppable Edge

For 1 minute and 4 uses, you enter a transcendent state of cutting mastery. During this time:

  • You may make one additional attack whenever you take the Attack action.
  • Your melee attacks score a critical hit on a roll of 18–20.
  • When you reduce a creature to 0 hit points, you may immediately move up to half your speed and make a melee weapon attack as part of the same action.
  • Your movement speed increases by 10 feet, and you ignore difficult terrain.

Whip Devil[edit]

The Whip Devil embodies the fear of whips—symbols of control, cruelty, and punishment. Its strikes are not only painful but manipulative, dragging, binding, and dominating the battlefield with lightning-fast precision.

Size. Your size is Medium.
Speed. Your base walking speed is 45 feet.
Living Whips. Your arms are long, barbed whips that count as natural melee weapons with a reach of 10 feet. On a hit, they deal 2d4 slashing damage. If you hit the same creature twice in one turn with your whip limbs, the creature must succeed on a Strength saving throw or be knocked prone.
Flickering Speed. When you take the Dash or Disengage action, you may make one whip attack as a bonus action against a creature within reach. If it hits, the target cannot take reactions until the start of its next turn.
Flexible Motion. Your segmented, wiry body is difficult to pin down. You have advantage on saving throws against being grappled, restrained, or knocked prone.
You start with 25 Dread Tiers.

Killer’s Gait

Your long, sinuous reach gives you a unique combat rhythm. When you hit with a melee weapon that has the finesse or reach property on your turn, your movement speed increases by 10 feet until the end of your turn, and you don’t provoke opportunity attacks from the target of that strike.

Crack of Terror

At level 1, your presence is marked by the horrifying sound of cracking barbed whips. At the start of each of your turns, all creatures of your choice within 10 feet must succeed on a Wisdom saving throw or have disadvantage on their next attack roll and be unable to take reactions until the start of your next turn.

Hook and Haul

At level 3, when you hit a creature with a whip attack, you can pull them up to 10 feet closer to you. If the target ends this movement within 5 feet of you, you may immediately make a grapple check against them as a bonus action.

Whipping Combo

At level 6, if you hit two different creatures with whip attacks during your turn, you may immediately make a third whip attack against a third creature within 10 feet. On a hit, this attack deals an additional 1d8 slashing damage and reduces the creature's speed by 10 feet until the end of its next turn.

Flensing Arc

At level 10, for two uses as an action, you unleash a brutal arc of lashes in a 15-foot cone. All creatures in the area must make a Dexterity saving throw. On a failure, they take 5d6 slashing damage and are blinded until the end of their next turn. On a success, they take half damage and are not blinded.

Spider's Dance

At level 14, your whip limbs extend and retract with terrifying speed. For two uses as a bonus action, you can lash at up to three creatures within 20 feet of you, each taking 3d8 slashing damage on a hit and must succeed on a Dexterity saving throw or be restrained until the end of their next turn. You can move up to 10 feet between each attack without provoking opportunity attacks.

Razor Hellscape

At level 20, for three uses as an action, you unleash a storm of barbed whips erupting from the ground in a 20-foot radius centered on you. Enemies in the area must succeed on a Strength saving throw or take 6d10 slashing damage and become restrained for 1 minute. While in this area, enemies take 2d10 slashing damage if they move more than 5 feet on their turn. The terrain counts as difficult terrain for all enemies. You can end the effect early as a bonus action.

Spear Devil[edit]

The Spear Devil embodies the fear of impalement and the terrifying precision of spear-wielding executioners. With a form honed for velocity and reach, it becomes a blur of lethal thrusts and calculated aggression.

Size. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Relentless Precision. Once per turn when you miss with an attack, you can reroll the attack with a -2 penalty. If the reroll hits, the attack deals only half damage but counts as a hit for all other effects.
Piercing Limbs. Your elongated spear limbs count as natural melee weapons with a reach of 15 feet. On a hit, they deal 2d6 piercing damage.
Harpoon Launch. Once per short rest, you can launch one of your spear limbs at a target within 30/60 feet. On a hit, it deals 3d8 piercing damage and attempts to pin the creature. The target must succeed on a Strength saving throw against your Devil DC or become restrained until the start of your next turn.
Aerodynamic Form. You ignore movement penalties from difficult terrain. Additionally, when you move at least 20 feet straight toward a creature, you gain advantage on your next melee weapon attack made this turn.
You start with 20 Dread Tiers.

Spear Devil Traits
Impaling Pressure

Your presence drives enemies to keep their distance—or die trying. While wielding a spear, pike, or other piercing melee weapon, creatures provoke opportunity attacks from you even if they take the disengage] action, as long as they move within your weapon's reach.

Level 1: Shatterpoint Thrust Once per turn when you hit with a melee weapon attack, you can choose to target a weak point. The target must succeed on a Constitution saving throw or take an additional 1d8 piercing damage and lose any temporary hit points they currently have. Creatures that fail the save by 5 or more also lose any resistance to piercing damage until the end of your next turn.

Level 3: Spear Storm As an action for one usage, you unleash a whirling flurry of spear strikes. Make three melee weapon attacks against creatures within 15 feet. Each hit deals an extra 1d6 piercing damage and forces the creature to succeed on a Dexterity saving throw or be pushed 10 feet away from you.

Level 6: Impaler's Grasp For two usages as a bonus action, you may designate a creature you've hit within the last round. Until the end of your next turn, your movement doesn't provoke opportunity attacks from that creature, and when you hit it again, it takes an extra 2d8 piercing damage and has disadvantage on ability checks until the end of your next turn.

Level 10: Harpoon Vault As a bonus action for one usage, you launch yourself toward a creature within 15 feet. If you hit with a melee attack during this movement, you may land adjacent to the target without using movement and the creature must make a Strength saving throw or be knocked prone and pushed 10 feet away. You land in the vacated space.

Level 14: Rain of Fangs As an action for two usages, you conjure a volley of spectral spears in a 20-foot-radius cylinder within 30 feet. All creatures in the area must make a Dexterity saving throw. On a fail, they take 6d8 piercing damage and cannot benefit from cover until the end of your next turn. Half damage on a success.

Level 20: Apex Impalement As an action for three usages, you designate a creature you can see within 30 feet. Make a single melee or ranged attack. On a hit, the target takes 10d8 piercing damage and must succeed on a Constitution saving throw or suffer the following for 1 minute:

-Their speed is halved.

-They cannot take the dash or disengage action.

-They may attempt the saving throw again at the end of each of their turns, ending the effects on a success.

Darkness Devil[edit]

Devil Biology

The Darkness Devil embodies the primal fear of darkness and the unknown. Its grotesque form consists of emaciated human bodies fused together: two serve as legs, and four others form its torso, each with a unique and unsettling face. The first torso face lacks eyes, nose, and has a vertical mouth. The second has open eyes and a stitched mouth. The third lacks a nose, has an open mouth, and stitched eyes. The fourth bears no eyes and a somber expression. Its head resembles that of a pterodactyl, adorned with curved horns. The first torso’s arms stretch outward, holding a flowing cape of pure darkness.

Size. The Darkness Devil is a towering, multi-bodied entity. Your size is Medium.
Speed. You have a base walking speed of 40 feet. You can move through any surface or space covered in darkness.
Aura of Perfect Darkness. You emanate an aura of absolute darkness in a 30-foot radius. Non-magical light cannot illuminate this area. Any creature within the aura must make a Wisdom saving throw at the start of its turn or become frightened for 1 minute. A successful save renders them immune for 24 hours. Additionally, due to being darkness manifested, light is your weakness. You gain vulnerability to fire damage.
Cape of Shadows. As an action, you can extend your dark cape to envelop creatures. Choose up to three creatures within 60 feet. Each must succeed on a Dexterity saving throw or take 5d8 necrotic damage and be restrained by shadow tendrils for 1 minute. A restrained creature can repeat the save at the end of each of its turns.
Embrace of the Abyss. As a reaction when you take damage, you can momentarily merge with darkness, becoming intangible. Until the start of your next turn, you gain resistance to all damage except force and radiant, and attacks against you have disadvantage. You can use this ability a number of times equal to your proficiency bonus per long rest.

Finally, you start with 100 Dread Tiers.

Boosted Regeneration

Whenever you are in darkness, you regenerate twice as many hit points than normal.

Darkness Inducement

At 1st level, as the Devil of Darkness, you have the ability to bring it whenever with you. As an action for one use, you can engulf an area in magical darkness. Choose a point within 60 feet. A 20-foot-radius sphere of magical darkness spreads from that point. The darkness lasts for 1 minute or until you dismiss it with no action required. Only creatures with Truesight can see through this darkness.

Darkness Manipulation. Additionally, you can shape the darkness into solid weapons. As a bonus action for one you, you can form a weapon of pure darkness. This weapon can take the form of any melee or ranged weapon and lasts for 1 minute. It counts as magical and deals necrotic damage. You are proficient with these weapons. You may spend a number of uses up to your proficiency bonus to create additional weapons equal to the number spent.

You may use a free action to cause the weapons to float and control them telepathically allowing you to attack creatures within 30 ft of you.

Dark Hemorrhaging

At 3rd level, when you create a weapon using Darkness Manipulation, you can summon spectral bells that ring out, causing internal damage. As an action for two uses, you may ring these bells. All creatures within 30 feet must make a Constitution saving throw or take 6d12 necrotic damage and be stunned until the beginning of their next turn. On a success, they take half as much damage and aren't stunned.

Shadow Step. Additionally, you can now teleport from one shadow to another. As a bonus action for two uses, you can teleport to a space of darkness within 120 feet. Both the starting and ending spaces must be in darkness.

Force Manipulation

At 6th level, you can manipulate an invisible force, allowing you to rain destruction on your enemies. When you take the Attack action, you can spend an amount of uses up to two + your Charisma modifier added twice to replace one of those attacks with a ranged attack roll against a creature within 320 feet of you. On a hit, the target takes 1d10 force damage damage uses spent and must make a Constitution saving throw. On a failure, they are bleeding. On a success, they receive no additional conditions.

You make this attack roll with advantage if the target can't see invisible objects. You can replace multiple attacks with Force Manipulation, but you must spend appropriate uses for each attack.

At 10th level, you can spend up to your charisma modifier added twice + half of your charisma modifier(rounded up). At 14th, you can spend up to your charisma modifier added thrice and at 20th level, you can spend up to your charisma modifier added four times.

Force Barrier. Additionally, you can use the force to shield yourself. As a reaction for two uses, you create a barrier of invisible force around you. Until the start of your next turn, you gain a bonus to your AC equal to the uses spent times half your proficiency bonus (rounded down)

Force Manipulation Gaze

At 10th level, can now induce force manipulation through just your sight. As a bonus action action for three uses, you may gaze at an amount of creatures equal to your charisma modifier that are within 30ft of you to force them a Constitution saving throw. On a failure, these creatures take an amount of damage equal to Force Manipulation as if you spent an amount of uses equal to your proficiency bonus. On a success, they take half as much damage.

At 20th level, it counts as if you spent an amount of uses up to your proficiency bonus added twice.

Force Amplification. At 14th level, your control over force becomes more potent. When you use Force Manipulation, you can expend an additional amount of uses up to your proficiency bonus to add an additional 1d10 to the damage dice for every use spent.

Devil Manifestation

At 14th level, you can summon lesser devils made of darkness. As an action for three uses, you can target a creature within 30ft that has a contract with a devil. That creature is forced to make a charisma saving throw. On a failure, the devil it is contracted to is summoned within 5ft in an unoccupied space. This devil stays summoned for an amount of rounds equal to your charisma modifier. On a success nothing happens.

If the devil is hostile, you may make one attack against it. If the devil dies, the contracted creature dies as well.

Regeneration Nullification

At 20th level, you can now prevent others from healing. When a creature is damaged through force manipulation in any way, you gain the ability to halt its healing. Once per round when you hit a creature with any of your features, you may force the creature to make a charisma saving throw. On a failure, they cannot regain hit points or regenerate for 1 minute. On success, they cannot regain hit points or regenerate for a number of rounds equal to your proficiency bonus.

Absolute Negation. If a creature fails the saving throw by 5 or more, the attack renders regeneration totally useless. The target must make a Constitution saving throw. On a failure, one of the following happens (your choice):

  • They lose a limb permanently if the attack removed the limb. The limb lost cannot be the skull, neck, or torso.
  • Their maximum hit points are reduced by the damage dealt. To restore them, they must complete a number of long rests equal to your Charisma modifier minus their Constitution modifier.

Aging Devil[edit]

Devil Biology

The Aging Devil embodies the primal fear of growing old and decaying. Its grotesque, withered form is tall and emaciated, composed of shriveled, sagging flesh riddled with gaping holes. The largest hole yawns open at the center of its chest, where a heart should be, exposing a hollow void.

Its head is the split remnants of an elderly person’s skull, their long, wispy hair draping over its shoulders. From within this sundered visage emerges its true face—a smooth, featureless surface with only a gaping mouth, bound by taut strings that stretch and connect it to the two halves of the original face.

The Aging Devil’s feet are elongated and raised as if standing on invisible stiletto heels, forcing it into an unnatural, rigid posture with each step.

Size. The Aging Devil is a gaunt, multi-bodied entity. Your size is Medium.
Speed. You have a base walking speed of 30 feet. You can move freely along any surface, regardless of orientation, and ignore difficult terrain caused by environmental aging effects.
Withering Presence. Your very existence accelerates the decay of those around you. Any creature that starts its turn within 30 feet of you must make a Constitution saving throw. On a failure, the creature’s body begins to deteriorate, reducing its movement speed by 10 feet and giving it disadvantage on Strength and Dexterity checks and saving throws for 1 minute. A creature can repeat the saving throw at the start of each of its turns, ending the effect on a success. A creature that succeeds is immune for 24 hours.
Time’s Decay. You can erode the durability of objects and armor with a touch. As an action, you may force a creature within 5 feet to make a Dexterity saving throw. On a failure, their armor, weapons, or a worn item of your choice deteriorates, reducing its effectiveness. Armor provides 2 fewer AC (to a minimum of 10), weapons deal 2 fewer damage (to a minimum of 1), and magical items must succeed on a charisma saving throw using the user's modifier or become non–magical for 1 minute. Youu can use this ability a number of times equal to your proficiency bonus per long rest.
Inevitable Frailty. Your attacks sap the vitality of your foes, making them weaker with every strike. When you deal damage to a creature, you can force it to make a Constitution saving throw. On a failure, the creature becomes weakened for 1 minute, reducing its attack rolls and saving throws by 1d6. A creature can attempt the saving throw again at the end of each of its turns, ending the effect on a success. A creature that succeeds is immune to this ability for 24 hours. You can use this ability a number of times equal to your proficiency bonus per long rest.

Finally, you start with 100 Dread Tiers.

Withering Presence

Your very existence accelerates the passage of time for those around you. Whenever a creature within 30 feet of you fails a saving throw against the frightened or charmed condition, it also begins to wither for 1 minute. A withering creature has its Strength and Dexterity scores reduced by 2 (to a minimum of 1) and suffers disadvantage on Constitution saving throws. The effect ends early if the condition causing it is removed.

Time Manipulation

At 1st level, as the Devil of Aging, you command the passage of time, accelerating or halting its effects on creatures and objects at will. Your mere presence can make living beings feel the weight of years in an instant.

Accelerated Aging. As a bonus action for one use, you can choose a creature within 30 feet, forcing them to make a Constitution saving throw. On a failure, the target visibly ages, suffering one of the following effects of your choice for 1 minute:

Withered Body. The creature’s movement speed is halved, and it has disadvantage on Strength and Dexterity checks saving throws.
Fading Mind. The creature suffers disadvantage on Wisdom and Intelligence ability checks and concentration checks.

A creature affected by this feature can attempt a new saving throw at the end of each of its turns, ending the effect on a success.

Aging Reversal. As an action for one use, you can reverse time’s effect on yourself or another willing creature within 30 feet. The target regains hit points equal to Xd10 (with X being your proficiency bonus) and is cured of one condition of your choice such as poisoned, blinded, or stunned.

Temporal Stasis. As a reaction for one use, when a creature within 30 feet takes an action, you can suspend their movements in time for a brief moment. The creature must make a Charisma saving throw. On a failure, the action is wasted, and they cannot take reactions until the end of their next turn.

Rapid-Onset Aging

At 3rd level, your ability to manipulate time’s effects extends to the rapid acceleration of aging in others. As an action for two uses, you can touch a creature or object within 5 feet, causing them to rapidly age. The target must make a Constitution saving throw. On a failure, the target is aged to the point of disintegration or transformation:

Living Creatures. The creature ages 10 years instantly and suffers physical deterioration. The target takes 1d12 necrotic damage for every 2 years they've aged, and if the creature reaches 0 hit points, they crumble into dust or they turn into a tree
Objects or Structures. The object or structure ages into a state of decay, crumbling away or transforming into something else entirely, such as becoming petrified or turning into a tree. The object’s durability is reduced based on how much it has aged, potentially making it fragile or useless.

A creature that succeeds on the saving throw is unaffected by this feature for 24 hours.

Aging's World

At 6th level, you gain the ability to create an alternate reality known as Aging's World. This realm appears as a lush forest with a lake, though it can adapt to various conditions depending on the nature of the Devil you transport into it. Once you create this reality, it becomes a domain where its residents lose their need for food and water and are incapable of dying. However, the constant passing of time causes their sanity to deteriorate over time.

As an action for two uses, you can force a creature within 120 feet to make a Charisma saving throw. On a failure, they are transported to Aging's World, and they lose their ability to die from natural causes. Their powers are suppressed, and they begin to slowly lose their sanity. After 1,000 to 2,000 years, they will transform into a tree. These trees are still flesh and blood on the inside, which can be consumed by Devils to regenerate. Only once they decompose and merge with nature can they return to their original form.

At the beginning of a creature's turn, they may remake the saving throw. On a success, they successfully escape the Aging world, becoming immune to the feature for 24 hours.

At 10th level, you can target up to two creatures with this feature. At 14th level, you can target up to three creatures. At 20th level, you can target up to four creatures.

Temporal Distortion. Additionally, you can slow time within Aging's World. As an action for two uses while outside, you can cause time to move slower in the world for 1 hour. This grants you and any creatures you designate within the world advantage on Wisdom (Perception) checks and a +2 bonus to all attack rolls..

Remote Harm

At 10th level, you gain the ability to remotely harm a creature by sacrificing the limb of a creature you have a contract with. When the limb is sacrificed, it is violently destroyed, and you can direct this pain and damage to another target of your choice, regardless of distance as long as the target is within sight.

As an action for three uses, you may choose a creature within sight to target. You must sacrifice a limb of a creature you have a contract with, which is violently destroyed in the process causing the creature to take an amount of damage equal to the hit points of the limb. The target creature you choose must make a Constitution saving throw. On a failure, the target takes 5d12 force damage, plus an additional 1d12 force damage for every hit point the sacrificed limb had. On a success, the target takes half the damage.

At 20th level, the damage increases to 10d12 force damage, plus an additional 1d12 force damage for every hit point the sacrificed limb had.

Exquisite Agony. At 14th level, you can intensify the pain caused by the limb’s sacrifice. The target now takes 2d12 for every hit point the sacrificed limb had.

Hell Connection

At 14th level, you gain the ability to manifest floating mirrors that connect directly to Hell, allowing you to send and receive powerful attacks and messages.

As a bonus action for three uses, you can create a mirror within 60 feet that acts as a conduit to Hell. This mirror can summon a massive hand, similar to that of the Hell Devil, to attack your enemies. Choose a creature within sight. The target must make a Dexterity saving throw. On a failure, the target is struck by the hand, taking 8d12 force damage and is pushed 10 feet away. On a success, the target takes half the damage and is not pushed.

Additionally, any creature standing within 5 feet of the mirror can attempt to contact you. As an action, a creature may speak into the mirror, sending a message to you. You may respond in kind. This communication is one-way unless you choose to allow a back-and-forth conversation.

At 20th level, the hand summoned becomes even more powerful, dealing 12d12 force damage on a failed saving throw, and it can also grapple the target (Strength save) for 1 minute if the creature fails the saving throw. The target can escape the grapple on a successful Strength saving throw at the end of each of its turns.

Mirror of Hell. At 18th level, you can create mirrors that trap enemies for 1 minute. As an action for two uses, you can target a creature within 60 feet to make a Charisma saving throw. On a failure, they are transported into a mirror, trapped in Hell for up to 1 minute. The creature can attempt the saving throw to escape at the end of each of its turns. On a success, the creature escapes, and the creature is immune to this effect for 24 hours.

Time Collapse

At 20th level, your control over time reaches its peak, allowing you to briefly halt the passage of time for everything but yourself.

As an action for four uses, you may stop time within a 60-foot radius around you for 1 minute. During this time, you can freely act, move, and take actions without any interference. However, all creatures and objects are frozen in place, and time appears to stand still for them. The effects of this ability extend to the environment, preventing any changes to the surroundings while time is stopped.

While time is frozen, you can move up to your full movement speed and interact with objects or creatures as you see fit. You may use non-damaging abilities and features, such as preparing traps, manipulating the environment, or performing non-harmful actions like healing or buffing. However, you cannot directly harm creatures, affect their bodies, or alter their status in any way (e.g., no debuffs or damage effects) until time resumes.

To be affected by your Time Collapse, a creature must make a Charisma saving throw. On a failure, they are frozen in time for the duration. A creature can reattempt the save at the end of each of their turns, ending the effect on a success. Creatures that aren't frozen for the full duration do not take the psychic damage.

At the end of the 1-minute duration, time resumes for all affected creatures and objects. Any creature that was within the affected area must make a Charisma saving throw. On a failure, they take 20d12 psychic damage as their bodies adjust to the passage of time, suffering disorientation and mental strain. On a success, they take half damage and are not disoriented.

Falling Devil[edit]

Devil Biology

The Falling Devil embodies the primal fear of falling. Its grotesque, feminine form is large and headless, composed of mangled human corpses. Its feet are replaced with grasping hands, and a pointed tendril covers its groin.

It has two multi-jointed arms, a pair of scythe-like limbs resembling featherless wings, and two additional pairs of arms sprouting from its back. One pair holds a decapitated head with a black ponytail, from which blood drips out of the ever-closed eyes, nostrils, and mouth.

Size. The Falling Devil is a towering, multi-bodied entity. Your size is Medium.
Speed. You have a base walking speed of 30 feet. You can move freely along any surface, regardless of gravity or orientation.
Gravity’s Grasp. You exert a supernatural influence over gravity. As a bonus action, you can choose one creature within 60 feet. The target must succeed on a Strength saving throw or be lifted 20 feet into the air and become restrained for 1 minute. A restrained creature can attempt the saving throw at the end of each of its turns to end the effect.
Descent Into Madness. Your presence forces others to relive their deepest moments of despair. Any creature that starts its turn within 30 feet of you must make a Wisdom saving throw or be overcome with grief, suffering disadvantage on all attack rolls and ability checks for 1 minute. A creature can repeat the saving throw at the beginning of each of its turns, ending the effect on a success. A creature that succeeds on the saving throw is immune to this effect for 24 hours.
Unstable Footing. You can disrupt the stability of the world around you. As an action, you can force all creatures of your choice within 20 feet to make a Dexterity saving throw. On a failure, they are knocked prone and their movement speed is halved until the end of their next turn. Additionally, creatures affected by this ability cannot take reactions until the end of their next turn. You can use this ability a number of times equal to your proficiency bonus per long rest.

Finally, you start with 100 Dread Tiers.

Weight of Despair

Your presence warps gravity and the emotions of those around you. Whenever a creature within 30 feet of you fails a saving throw against the frightened or charmed condition, it also becomes weighed down for 1 minute. A weighed down creature has its speed halved and disadvantage on Dexterity saving throws. The effect ends early if the condition causing it is removed

Gravity Manipulation

At 1st level, as the Devil of Falling, you exert control over gravitational forces, selectively altering gravity for yourself, the environment, or individuals around you. Your influence is so immense that even passive fluctuations can trigger tremors and landslides in your presence.

Gravitational Shift. As a bonus action for one use, you can change the gravity within a 30-foot radius of yourself for 1 minute. You may choose one of the following effects:

Increase Gravity. Creatures of your choice within the radius or creatures that enter the radius must make a Strength saving throw. On a failure, they are knocked prone and their speed is halved.
Reduce Gravity. Creatures of your choice in the area have their jump distance tripled and gain resistance to fall damage.

Traumatic Anti-Gravity. As an action for one use, you can reverse gravity for a single creature within 60 feet. The target must make a Wisdom saving throw, with the DC increasing based on the amount of trauma and regret they have experienced in their life, the DC increases by 2 for each condition the creature is suffering from (such as frightened, charmed, or otherwise emotionally distressed) and the DC decreases by 2 for each condition the creature is not suffering from. On a failure, they begin falling upward at a rate of 60 feet per round to a maximum of 100ft up. A creature can attempt to grab onto a solid object or surface within reach to stop themselves from falling. A creature that succeeds on the save is immune to this effect for 24 hours. You may cancel this feature from creatures and cause them to start falling, causing them to take 1d10 bludgeoning damage for every 10ft they fall.

Directional Gravity. As a reaction for one use, when a ranged attack is made against you or an ally within 30 feet, you can redirect its trajectory. The attack is automatically deflected in a direction of your choice, potentially striking another target within range.

Levitation

At 3rd level, your control over gravity has increased to the point that you can affect your and others own personal gravity. As a bonus action for two uses, you touch a willing creature, granting them a flying speed equal to their movement speed for 1 minute. You may end this at will.

Gravity Domination

At 6th level, you can manipulate gravity on a massive scale, disrupting the battlefield and hurling objects with devastating force.

As an action, you can spend an amount of uses up to 2 + your Charisma modifier added twice to raise a gravitational eruption. Choose a point within 120 feet. Each creature within a 20-foot-radius centered on that point must make Strength saving throw. On a failure, they take 1d12 force damage per use spent and are knocked prone. On a success, they take half damage and are not knocked prone.

Objects and Structures take twice as much damage from this feature.

At 10th level, you can spend up to your Charisma modifier added twice + half your Charisma modifier (rounded up). At 14th level, you can spend up to your Charisma modifier added thrice. At 20th level, you can spend up to your Charisma modifier added four times.

Crushing Gravity. Additionally, you can manipulate gravity to isolate and devastate a singular target. As an action for two uses, you can force a creature or object within 120 feet to make a Strength saving throw. On a failure, the target is lifted 60 feet into the air and restrained for 1 minute. On subsequent turns, you can use a bonus action to move the target 60 feet in any direction or slam them into the ground, dealing 1d12 force damage per foot traveled. The restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Mindfall Gaze

At 10th level, your mere gaze can drag creatures into their worst memories. As a bonus action for three uses, you may gaze at a number of creatures equal to your Charisma modifier within 30 feet. Each target must make a Wisdom saving throw. On a failure, the creature is overwhelmed by its past trauma, taking psychic damage as if you spent a number of uses equal to your proficiency bonus on Gravity Domination. Additionally, the target becomes frightened for 1 minute. A frightened creature can repeat the saving throw at the beginning of each of its turns, ending the effect on a success. On a success, they take half as much damage and are not frightened.

At 20th level, this ability counts as if you spent your proficiency bonus added twice on Gravity Domination for damage calculation.

Emotional Collapse. At 14th level, your influence over emotions deepens, allowing you to amplify the despair of those you afflict. When a creature fails a saving throw against your Mindfall Gaze, you may spend additional uses up to your proficiency bonus to force them into submission. For each additional use spent, the creature takes 1d12 extra psychic damage. It then suffers one of the following conditions, your choice, charmed, stunned, or prone until the end of its next turn. If the creature is already frightened, it must make an additional Wisdom saving throw or fall into utter despair, rendering it incapacitated until the end of its next turn.

Marionette Grip

At 14th level, your control over bodies extends beyond your own form, allowing you to manipulate others like puppets.

As an action for three uses, you can target a creature within 30 feet that is not immune to being charmed or frightened. The target must make a Charisma saving throw. On a failure, you take control of the creature’s body for a number of rounds equal to your Charisma modifier. While controlled, the target cannot take actions, bonus actions, or reactions unless you choose to let them. Instead, on each of their turns, you may force them to move, attack, or take any action they are physically capable of; however you cannot use any supernatural abilities they might have. The target remains fully aware but cannot resist your control. On a success, nothing happens, and the creature is immune to this ability for 24 hours.

A controlled creature may repeat the saving throw at the end of each of their turns, ending the effect on a success.

Twist the Flesh. If you force a creature to move using Marionette Grip, you may spend an additional use to contort their body in unnatural ways. The target must make a Constitution saving throw or become paralyzed until the end of its next turn.

Heaven's Descent

At 20th level, you can summon a devastating beam of energy from above, obliterating anything in its path.

As an action for four uses, you may choose a point within 120 feet. A 40-foot-radius column of searing energy descends from the sky, forcing all creatures in the area to make a Dexterity saving throw. On a failure, creatures take 20d12 force damage and are blinded for 1 minute. They may repeat the saving throw at the end of each of their turns to end the blindness. On a success, creatures take half damage and are not blinded.

Absolute Erasure. If a creature fails the saving throw by 5 or more, the energy disintegrates a portion of their body. The target must make a Constitution saving throw. On a failure, one of the following happens (your choice):

  • They lose a limb permanently. The limb targeted cannot be the skull, neck, or torso.
  • Their maximum hit points are reduced by the force damage dealt. To restore them, they must complete a number of long rests equal to your Charisma modifier minus their Constitution modifier.

Bomb Devil[edit]

The Bomb Devil represents the fear of explosive annihilation. It has an unnerving aura of impending destruction, with its very presence radiating a violent, volatile energy. Its form is fluid, often taking on explosive properties at will. It thrives in chaotic, destructive environments, using its ability to create blasts from within its body to crush and destroy enemies.

Size. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Explosion Immunity. You are resistant to fire and force damage.
Explosion Creation. As a bonus action, you can cause an explosion from your body. Creatures within 10 feet must make a Dexterity saving throw or take 3d6 fire damage. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Blast Propulsion. Your explosive nature enhances your mobility. As part of your movement, you can propel yourself up to 15 feet in any direction without provoking opportunity attacks. If you use this feature, you take 1d6 fire damage as you trigger a minor explosion.
Detonation Limitation. If you are fully submerged in water, you cannot use your explosive abilities or any actions that require detonation until you are no longer submerged.
You start with 50 Dread Tiers.

Explosive Form

At level 1, your body radiates volatile energy. Whenever you take damage from a melee attack, the attacker takes fire damage equal to your Constitution modifier (minimum of 1). Additionally, you are immune to fire damage and resistant to bludgeoning damage caused by explosions.

Torpedo Limbs

At level 3, as an action for one use, transform your limbs into explosive torpedoes. Your unarmed strikes deal an additional 2d8 fire damage and push creatures back 10 feet on a hit. This lasts for 1 minute.

Explosive Spark

At level 6, you can create an explosive spark for two uses as a bonus action. Choose a creature within 30 feet, who must make a Dexterity saving throw or take 4d6 fire damage (half on success). This ability can be used twice per short rest.

Remote Detonation

At level 10, as a reaction, when hit by a melee attack, you can use your reaction for three uses to detonate a small explosion in your vicinity. Creatures within 10 feet of you must make a Dexterity saving throw or take 3d6 fire damage. You may use this ability once per short rest.

Explosion Mastery

At level 14, your explosive abilities become more potent. The damage of your Explosion Creation ability increases to 6d6, and you can now use it four times per short rest. Additionally, when you deal fire damage, you can add your Constitution modifier (minimum of +2) to the damage dealt.

Cataclysmic Detonation

At level 20, as an action for four usages, you cause a massive explosion from your body. Creatures within a 30-foot radius must make a Dexterity saving throw or take 10d6 fire damage (half on success). This explosion also causes the area to be set ablaze, dealing 3d6 fire damage to creatures who start their turn within the area. You can use this ability once per long rest.

Knife Devil[edit]

The Knife Devil embodies the fear of sharp, precise, and relentless strikes. Its humanoid form is adorned with knife blades protruding from its limbs, shoulders, and head, exuding an aura of violence and inevitability.

Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Blade Appendages. Your unarmed strikes deal 1d8 + your Strength or Dexterity modifier slashing damage. You are proficient with them.
Relentless Cuts. When you hit a creature with a melee weapon attack, you can make an additional attack against a creature within 5 feet of the first target as a bonus action.
Steely Precision. You gain proficiency in Dexterity saving throws and advantage on saving throws against being restrained.
You start with 30 Dread Tiers.

Knife Devil Traits
Butcher’s Grace

You thrive in the chaos of close combat. While within 5 feet of a creature, you gain a +1 bonus to AC and have advantage on attack rolls against any creature that is also within 5 feet of you and another hostile creature.

Level 1: Razor Edge Your attacks are unnervingly precise, aimed at exploiting weaknesses. When you attack a creature that is frightened, you score a critical hit on a roll of 19 or 20. Additionally, your attacks ignore resistance to slashing damage.

Level 3: Blade Dance As an action for one use, you can make two melee weapon attacks against different targets within 5 feet of you. Each attack deals an additional 2d6 slashing damage.

Level 6: Serrated Barrage As an action for two uses, you unleash a whirlwind of knife strikes in a 10-foot radius around you. All creatures of your choice in the area must make a Dexteritysaving throw. On a failure, they take 4d8 slashing damage and are prone.

At 11th level you now deal 6d8, at level 16 you deal 8d8 and finally at 20th level you deal 10d8

Level 10: Piercing Onslaught As a bonus action, your attacks ignore resistance to slashing damage for 1 minute and gain an extra attack when taking the attack action.

Level 14: Razor Storm As an action for three uses, you summon a storm of blades in a 20-foot radius centered on you. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 5d10 slashing damage or half as much on a successful save.

Level 20: Unstoppable Flurry As an action for four uses, you unleash a relentless flurry of strikes in a 30-foot radius around you. Make three attacks against each creature in the area. Each attack deals 6d10 slashing damage. Creatures that fail a Dexterity saving throw are restrained for 1 minute as knife-like tendrils anchor them in place, on a success you’re not restrained and you take half of the damage dealt. Lastly this you can make a Strength saving throw at the beginning of your turns to escape being restrained

Katana Devil[edit]

The Katana Devil embodies the fear of blades and lethal precision, invoking dread in those who face its sharp, unrelenting attacks. Its presence strikes with terrifying speed and mastery, leaving no escape from its cutting reach.

Size. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Katana Limbs. Your arms can transform into long, katana-like blades. These count as unarmed strikes and deal 1d10 slashing damage. On a roll of 19 or 20, they score a critical hit.
Precision Strikes. Once per turn, when you hit with a melee weapon or katana-limb attack, you may add your proficiency bonus as additional slashing damage.
Fear-Cut Flow. When you hit a creature with a katana-limb strike, you may forgo damage to mark the target with a Fear Cut. The next time they fail a saving throw against being frightened, they take psychic damage equal to your Dexterity modifier + your proficiency bonus.
You start with 35 Dread Tiers.

Relentless Edge

Your movements are methodical and unnerving, honed by killing instinct. When you roll initiative, you can choose to gain temporary hit points equal to your Dexterity modifier + your proficiency bonus.These fade after 1 minute. Additionally, if you reduce a creature to 0 hit points with a melee attack on your turn, you gain advantage on the next melee weapon attack you make before the end of your next turn.

Katana Physiology

At level 1, when you take the Attack action, you can move up to 10 feet in a straight line before or after the attack, slicing through anything in your path. This movement does not provoke opportunity attacks and ignores difficult terrain. If you pass through a creature during this movement, they must succeed on a Dexterity saving throw or take slashing damage equal to your Dexterity modifier and have their speed halved until the start of their next turn.

Crimson Cascade

At level 3, your strikes become terrifyingly fluid. When you reduce a creature to 0 HP with a melee weapon or katana-limb, you may immediately move up to 15 feet and make an additional melee attack as part of the same action. This movement does not provoke opportunity attacks. Usable once per turn.

Blade Dance

At level 6, you can enter a whirling state of perfect aggression. As a bonus action for 2 uses, you gain the following benefits for 1 minute:

You may make an additional katana-limb or melee weapon attack up to your proficiency on your turn.

Opportunity attacks against you are made with disadvantage. This ability ends early if you are incapacitated or fall unconscious.

Slash of Terror

At level 10, for 3 uses, you unleash a slash in a 15-foot cone. All creatures in the area must make a Dexterity saving throw. On a failure, they take 6d6 slashing damage and are frightened until the end of your next turn. Half damage and no fear on a success.

At level 15, the damage increases to 10d6.

At level 20, the damage increases to 14d6.

Unyielding Edge

At level 14, when you reduce a creature to 0 HP with a melee or katana-limb attack, you gain temporary hit points equal to your Dexterity modifier + proficiency bonus. Additionally, enemies within 10 feet of you have disadvantage on saving throws against being frightened for 1 minute after you kill a creature.

Swordstorm Requiem

At level 20, once per long rest, you can enter a state of pure cutting wrath. As an action, for 4 uses, you make a sweeping, supernatural strike in a 30-foot radius. All creatures in the area must make a Dexterity saving throw.

On a failure, they take 12d12 slashing damage and are restrained by ethereal blades until the end of their next turn.

On a success, they take half damage and are not restrained. You are resistant to all damage until the end of your turn when this is used.

Violence Devil[edit]

The Violence Devil embodies the fear of violence, manifesting as a humanoid with unnaturally powerful muscles and a mask that suppresses its true strength. Despite its imposing form, it exhibits surprising control and agility, turning its overwhelming force into precise and devastating attacks.

Size. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Unrestrained Might. Your unarmed strikes deal 1d10 + your Strength modifier bludgeoning damage. You have advantage on Strength checks and saving throws.
Poison Suppression Mask. Your mask suppresses your overwhelming power. As a bonus action, you can remove your mask, unleashing your full strength for 1 minute. During this time, your unarmed strikes deal an additional 2d6 bludgeoning damage. After this duration, you gain one level of exhaustion.
Resilient Form. You have resistance to poison damage and advantage on saving throws against being poisoned.
You start with 50 Dread Tiers.

Fear Fueled Flesh

You are sustained not by food or rest, but by the ambient fear of violence itself. When a creature within 30 feet of you takes damage in combat, you gain temporary hit points equal to your Constitution modifier (minimum of 1). This effect can trigger once per turn.

Lash Out

When struck, you strike back harder. At level 1, When a creature hits you with a melee attack, you can use your reaction for one use to make a melee attack against them. On a hit, this attack deals an additional 2d6 bludgeoning damage plus 1d6 per creature that took damage since the end of your last turn (max 3d6).​

At 5th level, this damage increases to 4d6; at 10th level, to 6d6; at 15th level, to 8d6; and at 20th level, to 10d6.

Seismic Blow

You are a whirlwind of pain made flesh. At level 3, As an action for one use, you strike the ground with immense force. All creatures within a 10-foot radius must make a Dexterity saving throw, the radius increases by 5 feet per creature that took damage up to a max of 20 feet. On a failure, they take 2d8 bludgeoning damage, and the ground in the area becomes difficult terrain.​

At 15th level, this damage increases to 8d8; at 20th level, to 12d8.

Violent Flurry

Your fists move with brutal intent. At level 6, as an action for one use, you can make two unarmed strikes against a single target. If any creature has taken damage or been knocked prone this round, you may reroll one of the attack rolls made as part of this flurry. If both attacks hit, the target must succeed on a Strength saving throw or be pushed 10 feet away from you.

Overwhelming Force

You have become a force opposed to none. At level 10, as an action for two uses, you unleash a powerful swing. Each creature within 10 feet of you must make a Strength saving throw. For each creature that took damage this round before you use this feature, the damage increases by 1d10, up to a max of 3d10. On a failed save, a creature takes 6d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half damage and isn't knocked prone.

Frenzied Onslaught

There’s no room for hesitation in a storm of fists. At level 14, as a bonus action for three uses, you enter a violent frenzy for 1 minute. During this time, you can make an two additional unarmed strikes whenever you take the Attack action, you score a critical on a 19-20, lastly you gain advantage on strength based checks and saving throws. Once this frenzy ends, you gain one level of exhaustion.

Wrath Unbound

You become the avatar of unchecked destruction. At level 20, as an action for three uses , you remove all restraints and unleash your full power for 1 minute. During this time:

  • You gain temporary hit points equal to your maximum hit points.
  • Your unarmed strikes deal an additional 3d12 bludgeoning damage.
  • At the start of each of your turns, each creature of your choice within 10 feet of you takes 2d6 bludgeoning damage.
  • While frenzied, if two or more creatures take damage on the same turn, you may immediately use your reaction to make a bonus unarmed strike at any creature within reach.

After this transformation ends, you take 4d12 damage and gain one level of exhaustion.

Snake Devil[edit]

Devil Biology

The Snake Devil is the fear of snakes, likely due to the venom most snakes possess along with the stories told about venomous snakes and pythons.

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The Snake Devil consuming its prey, source [2]

Size. The Snake Devil incarnations are generally massive in size. Your size is gargantuan.
Speed. You have a walking, climbing and swimming speed of 35.
Slider. You slide through everything and anything. You ignore any non-magical difficult terrain.
Boa Constrictor. Once per turn, after delivering a rabid strike you may force a creature into a contested grapple check.
Consumer. as an action you may make a melee attack roll against a devil, dealing 4d6 piercing damage, if the target is reduced to 0 hit points or is on death saving throws you consume the creature adding it into your storage pile. Creatures added into your storage pile can be spat out as an action and are under your control for the rest of the combat, being able to be commanded via bonus action. After the battle ends the creature will regain sentience and you must consume the devil again in order to use it again. Devils consumed by you regain their hit points on a long rest, lastly you can only consume a number of devils equal to half your Charisma modifier

Tail Slam

Beginning at 1st level you’re able to use your gigantic tail and slam it on your enemies. As an action for one use you may target creatures in a 30ft line with your tail. Creatures hit by this attack must make a strength saving throw, on a failure the creature is prone and takes take 3d4+your strength modifier in bludgeoning damage, on a success the creature takes half the damage and is not prone.

At level 5 this damage becomes 6d4+your Strength modifier, at level 10 this becomes 9d4+your Strength modifier+half of your Strength modifier, at level 15 this damage becomes 12d4+your Strength modifier added twice and finally at 20th level you now deal 14d4+your Strength modifier added thrice.

Venomous Bite

At level 3, your fangs carry a coat of venom that can immobilize your foes and make it easier for you to consume. Once per round upon hitting a creature with a rabid strike, for one use you may force a creature to make a Constitution saving throw on a failure the target becomes poisoned. If a creature fails by 5 or more they become envenomed. The envenomed creature is on the medium envenoment. Finally, you can make your rabid strikes do poison damage instead of bludgeoning.

At 11th level creatures make this saving throw at disadvantage, at level 17 you become immune to the poisoned condition.

Never Let Go

At 6th level, you’ve become greater at constricting creatures, your muscles have grown even stronger for the purposes of draining the life out of your prey. For two uses you may make a contested grappled check with advantage, additionally creatures grappled by you now take an amount of damage on the beginning of their turns equal to your rabid strike die.

Pet Keeper

At 10th level, your stomach has grown larger, allowing for you to store up more devils that you can command at a later date. you can now store an amount of creatures equal to your Charisma modifier.

Shed

At 14th level, you’ve finally grown enough to be able to shed your skin. Shedding is important for a snake's growth and removes parasites and reduces risks of infection however for you it will rid yourself of a condition! As an action for 3 uses you may attempt to shed your skin, you will completely shed your skin on your next turn doing so will result in the loss of any conditions that aren’t grappled, restrained, paralyzed, unconscious, stunned, hallucinating or confused. Additionally you remove one level of exhaustion.

King Cobra

Finally at 20th level, you’ve proven to be the king of venom in your world, you gain the following benefits:

  • your venom bypasses immunities
  • you can store an amount of devils equal to your Charisma added twice
  • your poison damage can now bypass resistances
  • creatures grappled by you now count as restrained

Zombie Devil[edit]

Devil Biology

The Zombie Devil appears as a limbless torso with a face in its chest, as well as organ-like tentacles and a spinal cord leaking from its stomach cavity. It is the fear of zombies.

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The Zombie Devil and its horde, source [3]

Size. Your size is Large.
Speed. You always hover, you have a base flying speed of 30ft, although you may not hover more than 10 feet off of the ground. If you are knocked prone or otherwise unconscious you will fall to the ground.
Undead Nature.. You don’t need to eat, drink, or breathe. You don’t need to sleep. Additionally you are both an Undead and Fiend.
Tentacles.. You have no hands, although you do have tentacles that you may use to grapple and interact with things. You may replace attacks in an attack action with a grapple and may use your rabid strikes and grapples with a range of 30 feet. Additionally you may throw medium or smaller things with your tentacle, first they must be grappled, then replacing an attack in an attack action you may throw them within 60 feet at a target, make an attack roll against the targets AC, both the thrown object or creature and target will take 1d6 damage per 10 feet travelled, plus your Strength modifier. This counts as a natural weapon attack that you are proficient in, it uses strength. Additionally your tentacles are limbs, treat them as arms.
Hard to Kill.. As a zombie you are hard to kill, when you would be dropped to 0 hit points you are instead reduced to 1, you may use this feature an amount of times equal to half of your proficiency bonus(rounded down) per long rest.

Zombie Contract.

As the zombie devil your power is creating zombies, so when you contract with a human and give them your “power” they are turned into a zombie, as per “Zombie Creation”. Of course you may choose to give them your features as normal, but if the contract isn’t specific enough to dictate which feature you will give them, you may turn them into zombies.

You start with 30 Dread Tiers.

Zombie Creation

At level 1, as a bonus action for 1 use, you may resurrect a dead human within 30 feet into a zombie, you may have an amount of zombies equal to your Charisma modifier. They may be controlled as a bonus action, you can control an amount of zombies equal to your Charisma and they gain the following benefits.

  • They gain additional maximum hit points equal to your Charisma bonus(min 1) plus your Proficiency Bonus
  • The creature will regain half half of its maximum hit points.
  • Their movement speed will drop by 5ft
  • It loses its freewill and will mindlessly follow orders you give
  • Their creature type will change to undead
  • They gain your Hard to Kill feature
  • They do not regain hit points on short or long rests

They will gain the following attacks:

Unarmed Strike. Their unarmed strikes will now deal 1d8 + its Strength modifier bludgeoning damage unless it did more than that before its transformation. They are considered proficient with their unarmed strikes. Bite. They can bite their target and deal 1d4 + its Strength modifier piercing damage(unless they had a bite attack that already did more than that). They are considered proficient with this attack. If they hit another humanoid with this attack and said humanoid is below 1/4th of their hit points, the humanoid must make a Constitution saving throw. On a failure, they become another one of your zombies as per “Zombie Creation”.

If a creature is turned into a zombie before they die, via a bite, then they will not regain half of their maximum hit points and will instead have their hp set to what it was before the attack that turned them into a zombie.

At level 5 you may have an amount of zombies equal to double your Charisma modifier, at level 11 you may spend triple your Charisma modifier, at level 17 it becomes four times your Charisma modifier, and at level 20 it becomes five times your Charisma modifier.

Unbreakable Control

At 3rd level, your zombies cannot be controlled by others no matter what. Your zombies are immune to any abilities that would control their minds or movements. Additionally they are immune to psychic damage.

Regenerative Zombies

At level 6, your zombies regain health on long rests, additionally they gain Regeneration as if they were a fiend with no Dread Tiers. Regeneration. As a zombie you gain a devilish ability to regenerate, but it's heavily dampened. As a bonus action or reaction to taking damage, you may spend a number of blood points up to your Charisma modifier(minimum 1). Per blood spent you will regain half a d4’s worth of hit points or regenerate a missing limb.

Zombie Devils

At level 10, when using Zombie Creation, you may use it on devils or fiends for an additional devil power use, additionally a zombies bite now triggers its save against devils and fiends as well as humans. They may not use their devil powers, although they will keep any fear boons that they had.

Zombie Power

At level 14, your Zombie Devils and Zombie Fiends may use their devil powers at your command as per the summon commanding rules, although you must use your devil power uses. Additionally you may trigger any contracts that your Zombies had, Human or Devil.

Airborne Plague

At level 20, just being near you is enough to turn someone into one! As an action for 4 uses, you may leak a deadly miasma from your body in a 30 foot sphere. Anybody coming into contact with this miasma must make a Constitution saving throw or take 16d10 necrotic damage, if this would reduce their health below 1/4 of their maximum they must make another constitution save or be turned into a zombie on a failure. On a success they take half damage and are otherwise unaffected.


Leech Devil[edit]

The Leech Devil represents the fear of Leeches. Their ability to drain the blood of other creatures and their appearance is able to instill fear into the human beings in our world.

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The Cockroach Devil locked in combat with Chainsaw Man, source [4]

Size. The Leech Devils incarnation is depicted as being large in size with a seemingly durable yet slimy skin. Your size is Large.
Speed. Your base walking speed is 30 feet.
Parasites. Some species of leeches contain plenty of parasites, Normally residing in their mouths or slimy bodies. When landing an unarmed strike, targets must make a Constitution saving throw. On a failure, they’re poisoned until the beginning of your next turn. On a success, they’re not poisoned
Sensory Organs. You have no eyes however this does not prevent you from seeing things from all surroundings, You have a 30 foot radius of blindsight and are immune to the blinded condition.
Salivic Agent.. The agents you contain in your mouth and body prevent creatures and yourself from developing blood clots. You lose half blood points instead of full when receiving an attack that would have you lose bloodpoints

You start with 25 Dread Levels.

Sanguis medicamentum

Leeches can be used for medical procedures such as reducing blood clots, removing toxins and increasing blood flow. Once per turn as a bonus action for one use you may latch onto an ally or enemy and begin drinking their blood. Roll 3d6, the amount rolled is the amount of blood points removed from the target and added to your current blood point pool. If a creature has the poisoned condition and they lose more than 10 blood they will no longer be poisoned.

At level 5 this becomes 6d6, at level 11 9d6, at 17th level 12d6 and finally at 20th level 15d6

Sanguis Devorabit

At 1st level, for one use as an action or replacing an attack action when a target is grappled you may roll a melee attack roll. On a hit you deal 4d6 Necrotic damage with a third of this damage being accumulated to temporary hit points and half of this damage taking blood points.

At level 5 this damage becomes 7d6, at level 11 10d6, at 17th level 13d6 and finally at 20th level 16d6.

Antibacterial Components

Leeches carry many antibacterial components, preventing them from receiving ill effects at the hands of drinking blood or even harsh conditions! At 3rd level you now have advantage in saving throws that grant the poisoned condition and resistance to poison damage.

Double The Love.

Leeches interestingly enough possess two hearts! This incorporates well into your survival as a devil. At level 6 your torso hp is now doubled to represent this factor.

Gusher

At level 10, as an action for 3 uses and up to an amount of blood points equal to your charisma modifier x 10, You may shoot a large amount of blood from either your mouth or arms. This will deal an amount of necrotic damage equal to xd8 x being the amount of Blood Points spent divided by 10 and has a 30ft cone range. Additionally creatures that are the human species must make a constitution saving throw, On a failure they’re poisoned and may remake the save at the end of their turns.

At level 17 you can spend up to your Charisma modifier added twice, lastly at 20th level this damage is double your Charisma modifier+half your Charisma modifier.

Fortis Ligare.

To top it all off, You simply can't resist draining the blood of enemies or allies! It's just too good to resist! At 14th level whenever you grapple a creature they lose a number of blood points equal to their constitution score, Half of this blood lost is given to you in hit points.

Usage: Absolute Drainage

At 20th level, you’ve reached the peak of your potential as the Leech devil allowing you to gain new abilities.

You gain the following:

- You have advantage in attack rolls if a creature is grappled by you

- You drain double the blood points in all features that drain blood from opponents or allies.

- You’re now immune to the poisoned condition

- You now gain a swimming speed equal to your unarmored movement.

Cockroach Devil[edit]

Devil Biology

The Cockroach Devil embodies the fear of insects, primarily the cockroach. A wide nuisance across the world.

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The Cockroach Devil locked in combat with Chainsaw Man, source [5]

Size. What's more scary than a normal cockroach? A huge cockroach! The Cockroach Devils size is huge.
Speed. You have a walking speed of 40 feet, a flying speed of 30ft and a climbing speed of 30 feet.
Hard To Kill. When you are reduced to 0 hit points you instead go to 1 hit point, you can only use this feature as many times equal to half your proficiency bonus and recover these uses over the course of a long rest.
Disease Spread. Cockroaches carry a large amount of diseases, this can lead to people getting sick if they’re unsanitized. Once per round you may force a creature to perform a Constitution saving throw after you’ve landed a rabid strike. On a failure, the creature is poisoned for 1 minute. On a success, the creature isn't poisoned, the creature may remake this save at the beginning of their turns.
Unkillable. Cockroaches have the tendency to survive powerful attacks with ease, this transfers over to this devil. You gain a damage reduction equal to your Constitution modifier.

You start with 50 Dread Tiers.

Senses

Your antennae and compound eyes allow you to have greater perception than most devils, you have a blindsight of 10ft.

Multiple Arms

At 1st level, you’re able to use your 4 arms to their advantage. You have advantage when initiating grapple and shove checks.

At 11th level you can perform an additional attack as a part of an attack action.

Evasive Maneuvers

Your speed is unmatched, allowing you to flee from devil hunters or catch them off guard. At 3rd level you may use the dodge, dash and disengage actions as bonus actions instead, when dashing you may expend 1 use to instead gain extra movement equal to double your movement speed.

Gunk Shot

At 6th level, you’re able to mix your saliva and consumed food and regurgitate it towards an enemy, as an action for 2 uses you may target a creature within 15ft of you and roll a ranged power attack roll, on a hit you deal 6d6 acid damage.

At level 11 this damage changes to 9d6, at level 17 12d6 and finally at 20th level 15d6.

Body Split

Whenever you're dealing with a cockroach in an area, it's likely that you're actually dealing with more than one. At 10th level as an action for 3 uses you may split your body and create a body clone of yourself, this clone has an amount of hit points equal to the amount split from your current hit points and has an amount of maximum hit points equal to half your maximum hit points. Furthermore you lose half of your uses as they are then given to your body clone. This clone is identical to you, it is controlled by you and acts on your turns. You're able to see and hear through the clone’s eyes and ears. Your clone can also use your features. As a free action when your clone is within 5ft of you, you may reabsorb it by touching it or it touching you, causing you to regain an amount of hit points and uses the clone has left. You cannot create another clone until the current clone has died or you reabsorb it.

Strength Unleashed

At 14th level you’ve learned to use your strength to its potential, allowing you to perform different performances, you can do the following abilities:

Powerful Toss As an action, for 3 uses, you can choose a creature or object of a size up to 1 size category larger than you within your unarmed strike reach, and make an athletics check contested by their athletics or acrobatics(their choice) or a set DC for objects, 5 for tiny, 7 for small, 10 for medium, 15 for large, 20 for huge, and 25 for gargantuan. On a success, you can throw the creature or object up to 60 feet, dealing Xd6 bludgeoning damage to them and anyone in the path they’re thrown in who fails a Dexterity saving throw, where X is your Strength modifier times the creature or objects size category number above small (minimum of 1), so 1 for medium, 2 for large, 3 for huge, and 4 for gargantuan. The d6s become D8s if the target is large, d10s if they’re huge, and d12s if they’re gargantuan.

Explosive Blow. Once per round upon landing a melee attack roll for 3 uses you may hit your opponent with a powerful blow, being able to easily knock a creature off their feet. Creatures must make a Strength saving throw. On a failure, the creature is prone on a success, the creature is unaffected.

Counter. As a reaction to a melee attack roll missing you, for 3 uses you may make a melee attack roll.

Gokiburi

Finally at 20th level you’ve finally reached the pinnacle of your strength, now incorporating all that is from your name. You gain the following benefits:

Heightened Senses.Your antennae and compound eyes have greater perception. You have a blindsight of 30ft.

Foul Odor. As a reaction to a melee attack roll being made against you, for 4 uses you may unleash a foul stench to stun the opponent. Creatures roll with disadvantage when making their attack roll.

Plague Spreader. You can now use disease spreader twice per round.

Hard Carapace. Unkillable’s damage reduction is now your Constitution modifier added twice.

Chainsaw Devil[edit]

The Chainsaw Devil embodies the fear of chainsaws and the terror of being erased from existence. Feared even by the most powerful devils, it can permanently consume other devils and their concepts, making them vanish from memory and reality. Its form is a horrifying mass of spinning chainsaws, and its power grows stronger in the presence of fear and bloodshed.

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The Hero Of Hell, source [6]

Size. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Devil Erasure. When you reduce a devil, fiend or hybrid to 0 hit points, you may choose to erase it(or the devil the hybrid possesses). Erased creatures that are consumed by you vanish from existence entirely—they cannot be revived, and their concept begins to fade from memory. This effect is limited to true fiends and devils, and cannot be used on unique named beings unless the DM allows it. Furthermore those you have consumed can be regurgitated willingly by you as an action or forcibly removed if you take an amount of damage from a single attack equal to double your Constitution score, this prompts a DC 25 Constitution saving throw. On a failure a creature of the DM’s choice is regurgitated; however on a success, you do not regurgitate.
Multiple Arms. you’re able to use your 4 arms to their advantage. You have advantage when initiating grapple and shove checks. At 11th level you can perform an additional attack as a part of an attack action.
Great Durability. Your body is able to take damage with ease that most devils wouldn’t be able to survive. You reduce damage by half your Constitution modifier, at level 5 you can reduce damage by your Constitution modifier, at 11th level you can reduce this damage by your Constitution modifier+half your Constitution modifier and finally at 17th level you can reduce damage by your Constitution added twice.

You start with 50 Dread Tiers.

Chainsaw Appendages

As the Chainsaw Devil you can use your chainsaws for various things, these appendages can be used for the following:

Chain Entanglement. You can launch chains to restrain enemies. As an action for one use, choose one creature within 30 feet; it must succeed on a Strength saving throw or be restrained. On a success the creature is not restrained.

At level 11 you may grab up to 2 creatures with this feature, at level 17 you may grab up to 3 creatures with this feature and finally at 20th level you can grab up to 4 creatures with this feature. For each creature you grab, you spend one additional use. (e.g. If you want to grab 4 creatures, you must spend 4 uses)

Chainsaw’s Fury. For one use you may replace your attack action with a melee power attack, mincing your enemies down until they become small bits. On a hit you deal 2d6 slashing damage.

At level 5 this damage changes to 5d6, at level 11 this damage changes to 8d6, at 17th level this becomes 11d6 and finally at 20th level this becomes 14d6

Chainsaw Propulsion. As a bonus action for one use, you can use your spinning chains to lunge forward. As a bonus action, you may launch yourself up to 30 feet in a straight line. This movement does not provoke opportunity attacks.

At level 5 you can launch yourself up to 45ft, at level 11 you can launch yourself up to 60ft, at 17th level you can launch yourself up to 75ft and finally at 20th level you can launch yourself up to 90ft.

Finally, you can change your rabid strikes' damage to slashing.

Fear Monger

Your creation along with your abilities make devils afraid of encountering you and facing your might. At 1st level devils and fiends count towards your Dread Empowerment, furthermore you have advantage on making creatures frightened by you.

Sawstorm Vortex

At 3rd level, you can spin yourself at great speeds becoming a spinning maelstrom of blades. As an action for 2 uses, all creatures within 15 feet must make a Strength saving throw or take 6d6 slashing damage and be knocked prone. On a success, they take half damage and are not knocked {{5c|Prone}.

At level 5 this damage changes to 9d6, at level 11 this damage changes to 12d6, at 17th level this damage changes to 15d6 and finally at 20th level this damage changes to 18d6.

Chainsaw Blitz

Using your speed in other ways than just spinning allows you to attack creatures before they even realize they’ve been minced down. As an action for 2 uses at 6th level you may target creatures within a 30ft line of you, creatures targeted must make a Dexterity saving throw, on a failure the creature receives 6d10 slashing damage. On a success, the creature takes half of the damage, furthermore after performing this attack you are moved to the end of the line of attack.

At 11th level you deal 9d10 slashing damage, at level 17 you deal 12d10 slashing damage and finally at 20th level you deal 15d10 slashing damage.

Iron Embrace

When grappling creatures you can use your chainsaws to injure them as they begin to cut the opponent slowly but surely, at 10th level whenever you grapple a creature they will take your Chainsaw’s Fury damage at the beginning of their turns.

Deep Lacerations

Your chainsaws are able to cause deep cuts and immense bleeding to those who can survive the onslaught of attacks. At 14th level whenever you land a critical hit to a creature they must roll a Constitution saving throw, on a failure the creature is bleeding until the end of their turn.

Hero Of Hell

Finally at 20th level you’re now known as the hero of hell, a devil who devils fear, worship or admire. For 4 uses you may go into a state that is depicted by the devils as the “Hero Of Hell” as you gain the following benefits for 1 minute:

  • You become resistant to piercing, bludgeoning and slashing damage.
  • Sawstorm Vortex’s range is increased to 30ft.
  • Chainsaw Blitz’s range is now increased to 45ft.
  • Your Strength, Dexterity, Constitution and Charisma scores and maximums increase by 2

Gun Devil[edit]

Devil Biology

The Gun Devil embodies the fear of firearms and mass violence. It is a terrifying amalgamation of steel, with barrels, triggers, and cylinders jutting out from a grotesque, vaguely humanoid form.

Size. Gun Devils can be towering entities. Your size can be up to Gargantuan.
Speed. You have a flying speed of 30 feet. However, you cannot fly more than a number of feet off the ground equal to your Dread Tiers divided by 10, rounded down to the nearest 5 feet.
Living Arsenal. Your body is a weapon. As a normal attack, you can fire as though using a Handgun. This attack mimics the weapon's properties, range, and damage dice. It requires no ammunition and counts as both a ranged weapon attack (firearm) and a natural weapon. You cannot be disarmed of this weapon.
Imposing Form. Your massive, weaponized body strikes fear into those who see it. You have advantage on Intimidation checks. Additionally, creatures that can see you must make a Wisdom saving throw or become frightened for 1 minute. On a successful save, they are immune to this effect for 24 hours. At the beginning of their turns, a creature may remake the save.
Steel Resilience. Your body, made of hardened steel, grants you resistance to non-magical bludgeoning, piercing, and slashing damage. You also have advantage on saving throws against being pushed or knocked prone.

Finally, you start with 60 Dread Tiers.

Gunmetal Aura

The fear of firearms emanates from your very being, instilling unease in those around you. Creatures within 10 feet of you have disadvantage on attack rolls against targets other than you. Additionally, any creature that makes an attack roll against you must first succeed on a Wisdom saving throw or become frightened until the end of their turn. This effect only works once per creature per turn.

Weapon Bench

At 1st level, you can tap into the creativity of mankind to modify your guns. As a bonus action for one use, you may choose one common or uncommon Special ammunition type. For the next minute, attacks made with your gunfire are treated as being of that type. This effect enhances the power of your gunfire, granting the chosen ammunition type's benefits (such as explosive, armor-piercing, or other special properties) to all attacks for the duration.

At 5th level, you can pick rare ammunition. At 11th level, you can pick very rare ammunition. At 17th level, you can pick legendary ammunition.

Additionally, as you progress in power, you discord that you can emulate other guns! The below features are the guns you gain:

Armory - Pistols. At 3rd level, you can now forge advanced firearms from your gunmetal flesh. When you use your Living Arsenal feature, you can choose to treat your attack as either a Revolver or a Heavy Handgun.
If you miss with one of these weapons, you can expend a use of your Devil powers to reroll the attack, potentially turning it into a hit. You must use the new roll.
Armory - Shotguns. At 5th level, you've learnt to expand your weaponry to include shotguns. When you make an attack with your Living Arsenal feature, you can choose to treat the attack as if you were using either a Pump Shotgun or a Double-Barrel Shotgun.
When using such a weapon, you can expend two uses of your Devil powers to reroll the spread die. You must use the new roll.
Armory - Rifles. At 11th level, you now gain access to another class of weapon: Rifles. When you make an attack with your Living Arsenal feature, you can choose to treat the attack as if you were using either a Bolt-Action Rifle or a Battle Rifle.
When you make an attack with this weapon, you can expend three uses of your Devil powers to double its range and grant yourself advantage on the attack roll.
Armory - Automatic. At 17th level, you gain access to the most feared of firearms: automatic weapons. When you make an attack with your Gunfire feature, you can choose to treat the attack as if you were using a Submachine Gun, Automatic Shotgun, Automatic Rifle, or a Machine Gun.
Additionally, you can expend three uses of your Devil powers when making an attack with such a weapon to make two attacks instead, both at disadvantage.
Great Equalizer

At 3rd level, you realize that your weapon is an equalizer of all. When you deal damage with a firearm to a creature whose CR or level is 3 levels/CR or higher than yours, you can expend two uses of your Devil powers to deal additional damage equal to the difference in CR or level, multiplied by your proficiency bonus.

Suppressing Fire

At 6th level, you gain the ability to unleash massive hailstorms of gunfire. As an action for two uses, choose a weapon you can emulate with your Living Arsenal range. You create a 10-foot wide line of gunfire that extends from you to the chosen range for 1 minute. You may dismiss this feature at will.

Any creature that starts its turn in that area or enters it must make a Dexterity saving throw or take damage from the weapon you selected. The attack is treated as though you shot them. the attack has the spread (1d4) property if it did not already, and if it does, its spread die is increased by one stage (1d4 → 1d6 → 1d8).

Deadeye

At 10th level, you can execute the most precise kill: the headshot. When targeting a limb with your Living Arsenal feature, you may spend two uses as a bonus action to reduce the attack penalty by half your proficiency bonus, rounded down.

Additionally, you no longer suffer disadvantage when attacking at long range with firearms.

Nowhere to Hide

At 14th level, you realize that guns are the ultimate weapon, permeating all aspects of human-on-human violence. You can use your Living Arsenal feature on any creature within a number of feet equal to your Dread Tiers times your proficiency bonus (rounded down to the nearest 5 feet), rolling to hit as normal. You must choose to target creatures that fit a vague description, such as being born in a certain month, within a specific age range, or other broad identifiers within the number of feet. You can choose a number of vague descriptions equal to your proficiency bonus. This feature only works on the people with the chosen descriptions.

Gun God

At 20th level, you've now become an unstoppable force of military law. You can now add your proficiency bonus twice to attack rolls with firearms. Additionally, your critical hit range with firearms is expanded to 18-20.

Bow Devil[edit]

The Bow Devil embodies the fear of being hunted and struck from a distance, representing the terror of bows and precision attacks. With sinewy tendons that form taut bowstrings and sharp arrow-like appendages, its form merges mechanical precision with organic power, allowing it to strike fear from afar.

Size. Bow Devils are slender and slightly taller than average humanoids. Your size is Medium.
Speed. You have a walking speed of 35 feet.
Arrow Strikes. Your limbs function as ranged weapons. You can fire bone-like projectiles as natural ranged attacks (range 60/120 feet). On a hit, they deal 2d6 piercing damage and count as magical.
Draw and Release. Once per turn when you make a ranged attack, you can add 1d6 force damage to the attack.
Sniper's Focus. Your vision and aim surpass human limits. You can see clearly up to 1,000 feet, ignoring disadvantage on long-range attacks with ranged weapons. Additionally, your attacks with ranged weapons score a critical hit on a roll of 19 or 20.

Finally, you start with 40 Dread Tiers.

Devil Powers

Hunting Rhythm

You are the embodiment of a perfect predator — calm, methodical, and deadly. Whenever you hit a creature with a ranged weapon attack on your turn, you gain a Hunting Stack (maximum of 3). On your next ranged attack, you can expend all Hunting Stacks to deal 1d6 force damage per stack and cause the target to disadvantage on their next attack roll before the end of their next turn. All stacks expire at the end of your turn if not used.

Unerring Precision

At level 1, your mastery with the bow transcends mortal limits. Ranged weapon attacks you make ignore half cover, and critical hits with ranged attacks deal an additional 1d6 piercing damage. Additionally, your arrows are infused with your essence, causing any creature hit by your ranged attacks to have disadvantage on Stealth checks until the start of your next turn.

Split Shot

At level 3, for one use as a bonus action, you fire an arrow that splits mid-air, targeting two creatures within range. Each target takes 2d8 piercing damage on a hit.

Stalking Arrow

At level 6, for one use as an action, you fire an arrow that follows its target. Choose one creature within 120 feet. The arrow curves around obstacles and automatically hits unless the target uses its reaction to dodge, forcing a Dexterity saving throw. On a failed save, the target takes 3d8 piercing damage, and their speed is reduced by 10 feet until the end of their next turn.

Bone Shards

At level 10, for one use as an action, you fire a burst of bone arrows in a 15-foot cone. All creatures in the area must make a Dexterity saving throw, taking 4d6 piercing damage on a failed save or half as much on a success.

Deadeye Reflex

At level 14, for two uses as a reaction, you can fire a preemptive arrow in response to movement or aggression. When a creature you can see within 60 feet takes an action you may immediately make a ranged attack against them before their action resolves. On hit, The creature’s triggering action is made with disadvantage and must succeed on a Constitution saving throw or have their movement speed reduced to 0 until the end of their turn.

Perfect Kill Volley

At level 20, as an action for four uses, you unleash a storm of arrows with godlike speed and precision. Choose any number of creatures within 120 feet that you can see. You make a separate ranged attack against each chosen creature. These attacks:

  • Automatically ignore all cover, and have advantage.
  • On a hit, deal 6d12 piercing damage, and the target must succeed on a Constitution saving throw or be instantly incapacitated until the end of their next turn as the impact overwhelms their body.
  • If at least three creatures are reduced to 0 hit points during this volley, you can immediately take another action this turn.
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