Devil (Chainsaw Man Supplement)
Devil[edit]
Physical Description[edit]
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.
Fear Empowerment[edit]
The power of devils comes from the fear humans possess for them.
- Fear Levels
Fear levels are used to represent how afraid the population is of you, the more you have the stronger you are!
Initial Fear Levels. All devils start with initial fear levels, caused by the amount of fear they invoke. Their fear levels are listed below their racial features.
Gaining Fear Levels. Whenever a creature becomes frightened of you, you gain 1 fear level. You cannot gain fear levels this way more than once per creature.
Losing Fear Levels. Whenever you make a creature stop being frightened of you, do actions that make humanoid creatures appreciate you (GM discretion), you lose 1 fear level. If your fear level reaches -100, you die outright, with no way of being revived due to your name invoking no fear anymore.
Fear Level Maximum. You can have an amount of fear levels equal to your level times 100.
Devil Powers. Devils are born with powers often related to their fears, but sometimes they may have extraordinary powers that aren’t expected. You start with your first devil power. For every 200 fear levels you obtain, you gain your next devil power. If you lose fear levels to the point of being below the prerequisites for a devil power, you lose said devil power.
You have a number of uses for your Devil Power equal to your Fear Level divided by 100 (rounded down) + your Charisma modifier (minimum of 1). You regain all uses on a short or long rest.
Devil Traits[edit]
Ability Score Increase. Your Charisma score increases by 3.
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.
Hellish Defenses. Your body comes straight from hell, making it very durable. Your AC while unarmored is 10 + your Dexterity modifier + your Charisma modifier
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]
AIDS Devil[edit]
- Devil Biology
The AIDS devil incarnations generally take the form of a humanoid male with a flesh made red ribbon that resembles the Aids ribbon around his neck.
Size. The AIDS Devil Incarnations are the same height of an average human. Your size is medium.
Speed. Your base walking speed is 30 feet.
Devil’s Call. You have quite a thing for calling humans to sleep with you. You have advantage in Charisma (Persuasion) checks to make a Humanoid creature indulge in carnal activities with you.
Disease Filled Body. Your body is filled with disease, making you naturally immune against them. You are immune against disease. Also, you have resistance against poison damage and advantage on saving throws against being poisoned.
Persuasive. You are very good at convincing others. You have proficiency in the Persuasion skill.
You start with 50 Fear Levels.
- Infected Arts
While you look completely normal on the outside, you actually have AIDS, and you’re not afraid or even bothered by spreading it to others. Whenever you have intercourse with another creature or you are hit by an unarmed strike or melee natural weapon attack while you’re Bleeding, they must make a Constitution saving throw against your Devil Power DC. On a failure, the creature is infected with aids. On a success, nothing happens.
While infected with aids, the creature has disadvantage on all Constitution saving throws, receives a -5 penalty on saving throws against diseases and is considered vulnerable to poison damage. Additionally, whenever the creature urinates they receive 1d4 + your Charisma modifier poison damage.
If a infected creature has intercourse with another creature or is hit by an unarmed strike or melee natural weapon attack while they are Bleeding, they must make a Constitution saving throw against your Devil Power DC. On a failure, the creature is infected with aids. On a success, nothing happens.
The creature may repeat the Constitution saving throw at the end of a week, losing the disease on a success. If the creature has failed the first Constitution saving throw by 5 or more, they need to wait a month to remake the saving throw.
- Mating
200 Fear Levels
You can bend over the will of people to make you seem more attractive than normal. As an action, you can spend one Devil Power use to force one creature you can see within 30 feet of you to make a Wisdom saving throw. On a failure, you have advantage in all Charisma checks but Intimidation against them for 1 minute. On a success, nothing happens.
If a creature fails by 5 or more, you have advantage for 1 hour instead.
- Devil’s Fruit
400 Fear Levels
You are very desirable, however is it really worth it to have fun with you? Whenever a creature makes the saving throw against Aids from having intercourse with you, they do it so with disadvantage.
- Charmed by the Flesh
600 Fear Levels
Your power to bend wills by utilizing people’s lust grows stronger, now being able to have a limited control above them. When a creature fails the Mating saving throw, they are also charmed for the duration or until you or your companions do something harmful to it. The charmed creature sees you as a love interest.
- Siren’s Call
800 Fear Levels
The call for mating is overheard by all. Whenever you use the mating feature, you can spend one additional devil power use to make it target a number of additional creatures up to your Charisma modifier (minimum of 1).
- Complete Domination
1000 Fear Levels
Those who love you will stay by your side no matter what. When a creature is charmed by your Mating, they stay under the condition for 1 hour on a normal failure and for 10 hours if they fail by 5 or more. Also, while they are charmed by you they follow all of your orders (no action required), even if it would put their lives at risk. However, whenever the target takes damage they can remake the Wisdom saving throw.
- Burning Desire
1200 Fear Levels
You can ignite the flames creatures have for eachother, making them wish to be together. As an action for three devil power uses, you force two creatures within 100 feet of you to make a Wisdom saving throw. If they are charmed by you they automatically fail.
Creatures that fail are overwhelmed by carnal urges to mate, and are magically drawn to one another, even if these creatures would not normally be capable of mating for 1 minute. If both creatures fail, they spend the duration writhing in intense copulation with each other. If only one creature fails, it spends the duration doing everything it can to forcibly mate with the other creature. At the beginning of each of its turns while in contact with the creature affected by this spell, the saving creature must succeed an opposed dexterity saving throw against the failing creature or be grappled by it.
At the beginning of each subsequent turn after this spell is cast, failing creatures that aren’t charmed by you may make another Wisdom saving throw. On a success, the Devil Power ends for that creature.
Creatures affected by this Devil Power remember their actions after it ends and react appropriately.
- Primal Desires
1400 Fear Levels
Those who possess weak wills have a hard time resisting their desires. Whenever a creature fails the burning desire devil power by 5 or more, they are affected by it for 1 hour and remake the saving throw at the end of every minute. If a creature is charmed by you, they count as if they have failed by 5.
- Orgy
1600 Fear Levels
By utilizing the full extent of your powers, you have learned how to create an orgy of humans. You can spend one additional devil power use when using Burning Desire to target additional creatures up to your Charisma modifier (minimum of 2). You must choose which creature is attracted to which.
- Touch of Disease
1800 Fear Levels
Your disease has grown so strong that even a mere touch infects others. Whenever you or a creature infected with aids touches another creature, they must make the Aids Constitution saving throw.
- Total Immune System Death
2000 Fear Levels
Aids has reached its peak. Whenever a creature is infected with aids, you can spend 4 devil power uses to make them paralyzed while they have the disease.
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.
You start with 50 Fear Levels.
- 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. Additionally, you can grapple up to two creatures at a time, causing them to become restrained.
- Venomous Fangs
‘’200 Fear Levels’’
Your fangs, capable of injecting potent venom, reflect your predatory nature. As an action for one use, when you hit a creature with a melee attack, you can choose to inject venom. 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.
- Segmented Defense
‘’400 Fear Levels’’
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 level.
- Thousand-Limbed Frenzy
‘’600 Fear Levels’’
In a flurry of limbs, you become an overwhelming force of relentless strikes. As an action for two uses, when you take the Attack action, you can make three additional unarmed strikes as part of that action.
- Constriction Command
‘’800 Fear Levels’’
With a powerful constriction, 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.
- Burrowing Ambush
‘’1000 Fear Levels’’
Drawing upon your burrowing prowess, you strike from below with devastating surprise. As an action for two 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 6d8 piercing damage and is knocked prone.
- Relentless Pursuit
‘’1200 Fear Levels’’
Driven by an unyielding pursuit, you close in on your quarry without hesitation. 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.
- Endless Wrath
‘’1400 Fear Levels’’
Your fury knows no bounds, as you strike at every foe in your vicinity with relentless force. As an action for three uses, when you take the Attack action, you can attack every creature within 10 feet of you with an unarmed strike.
- Underground Assault
‘’1600 Fear Levels’’
Emerging from the earth with lethal precision, you surprise your enemies with a brutal underground assault. As an action for three uses, you can burrow underground and choose a point within 30 feet. You erupt from the ground at that point, forcing all creatures within 10 feet to make a Dexterity saving throw. Ceatures without tremorsense automatically fail the save and creatures with blindsight make the save with disadvantage. A failed save results in 4d10 piercing damage and the creature is knocked prone. On a successful save, the creature takes half damage and is not knocked prone.
- Centipede Swarm
‘’1800 Fear Levels’’
In a terrifying display of your nature, you can transform into a swarm of centipedes, overwhelming your enemies with sheer numbers. As an action for four uses, you can split into a swarm of centipedes that spreads out in a 60-foot radius. Any creature in the area must make a Dexterity saving throw or take 8d6 piercing damage. You can reform at any point within this radius after the swarm disperses.
- Eternal Constriction
‘’2000 Fear Levels’’
Your grip is so strong that it can incapacitate even the most resilient foes indefinitely. As an action for four uses, you can incapacitate a creature already grappled by you. The creature takes 10d10 bludgeoning damage and remains incapacitated until you release them or you are killed or removed from them.
Claw Devil[edit]
- Devil Biology
The Claw Devil incarnations take the form of a giant tiger’s paw that has five fingers with long and sharp claws, they have a single eye in their palm and each finger has a mouth. They have small claws on the lower part of their body which can be used for movement.
Size. The Claw Devil incarnations are very big by nature. Your size is large.
Speed. You have 30 feets of walking speed.
Grappler. Due to being a literal hand, you have a very good grip. Creatures have disadvantage to escape your grapple check, and if they already had disadvantage before this feature they receive a -2 in their check. Additionally, while grappling someone due to your claws the creature takes 1d4 piercing damage per turn, and you cannot attack another creature but them.
Athletic. You gain proficiency in the Athletics skill.
Claws. You can use your claws to slash through foes. You can make a melee natural weapon attack with your claws, on a hit it deals 2d8 slashing damage.
You start with 35 Fear Levels.
- Horrid Claws
You gain climbing speed equal to your movement speed. Whenever you score a critical with slashing damage, you roll an additional die of damage.
- Sharpened Claws
200 Fear Levels
You have learned how to sharpen your claws to grant you an easier method of reaching your opponent’s vital parts. You can spend one devil power use as a free action to increase the critical hit range of your claws by 1 (20-19) for 1 minute. You can only use this again after the effect has ended.
- Quicker Slashes
400 Fear Levels
You’re very proficient with your slashes, being able to deal quick blows. Whenever you have made at least one claw attack as part of your attack action, you can make a claw attack as a bonus action.
Additionally, you can spend one devil power use as part of said bonus action to make 2 claw attacks instead of 1.
- Long Claws
600 Fear Levels
You can spend two devil power uses to increase the length of your claws, increasing their attack range by 10 feet for 1 minute as a free action.
You may end this at will.
- Dissect
800 Fear Levels
You can spend two devil power uses to force your fingers to make specific movements. Make a ranged Devil Power attack roll against an object or structure within 100/200 feet of you. On a hit, it takes your claws damage die + 5d8 slashing damage.
In addition, this feature deals twice as much damage to objects and structures.
- Bisect
1000 Fear Levels
You may now also use Dissect on living creatures. If you damage a limb with Dissect it deals twice as much damage.
- Invisible Cuts
1200 Fear Levels
Your slashes happen so quickly they are invisible. If the creature you are targeting with Dissect doesn't have blindsight or has no method of seeing invisible objects, then you have advantage on the attack roll against them.
- Lightning Fast Claws
1400 Fear Levels
You can make one additional attack on your attack action, however it must be a claw attack.
- Barbed Claws
1600 Fear Levels
Whenever you damage a creature with your claws or dissect, they must succeed a Constitution saving throw. On failure, they suffer the effects of bleeding. On a success they don't suffer any conditions.
Additionally your claws damage increases to 2d12. Also, your claws and dissect ignores resistances but not immunities.
- Sever
1800 Fear Levels
You can spend three devil power uses to make a melee attack roll against a target. On a hit, they take two damage rolls of your claw die + 15d8 slashing damage. This attack ignores resistances and immunities. Also, it deals thrice as much damage to limbs.
- Claw Of Horrors
2000 Fear Levels
Whenever you make a claw attack, you can replace it with a Dissect. Also, whenever you take the attack action you can make an additional attack that must be used to make a claw attack, Dissect or Sever.
Cockroach Devil[edit]
The Cockroach Devil embodies the resilience and adaptability of the common cockroach, with a huge, tough, and insectoid physique.
Size. Cockroach Devils are big and resilient, with a height similar to that of a tall building or a gigantic dragon. Your size is Huge.
Speed. You have a walking speed of 30 feet and a climbing speed of 30 feet.
You start with 50 Fear Levels.
Vermin's Resilience The idea of enduring despite overwhelming odds. You gain an additional use of your Unyielding Resilience racial trait, allowing you to use it twice per long rest.
- Swarm Sense
‘’200 Fear Levels’’
The idea of heightened awareness through sheer numbers. As a bonus action, you can sense the presence of all creatures within a 30-foot radius of you, even if they are invisible, hidden, or behind obstacles. This effect lasts for 1 minute and takes one use.
- Hardened Carapace
‘’400 Fear Levels’’
The idea of a shell so tough that it can deflect almost anything. As a reaction, when you take damage, you can gain temporary hit points equal to 1d8 + your Constitution modifier. This takes one use.
- Adaptive Survival
‘’600 Fear Levels’’
The idea of evolving to survive in any environment. As a reaction when you fail a saving throw, you can reroll the save with advantage. This takes two uses.
- Swarm Command
‘’800 Fear Levels
The idea of controlling a mass of lesser beings with sheer willpower. You can summon a swarm of cockroaches that follows your commands for 1 minute. The swarm deals 3d6 Poison damage to any creature it ends its turn in. This takes two uses. (We can change to make cockroaches enhanced by the Cockroach Devil or smth.)
- Infestation Burst
‘’1000 Fear Levels
The idea of overwhelming your enemies with a sudden burst of numbers. As an action, you can cause the area within 30 feet of you to become infested with cockroaches for 1 minute. The area becomes difficult terrain, and any creature that starts its turn in the area must make a Dexterity saving throw or take 6d10 Poison damage. This takes two uses.
- Creeping Dread
‘’1200 Fear Levels’’
The idea of instilling fear through sheer persistence. When you hit a creature with a melee attack, you can impose disadvantage on their next saving throw. This effect lasts for 1 minute and takes three uses.
- Inexorable March
‘’1400 Fear Levels
The idea of advancing relentlessly, no matter the obstacles. As a bonus action, you can ignore difficult terrain and any effects that would reduce your movement speed for 1 minute. Additionally, during this time, opportunity attacks against you have disadvantage. This takes three uses.
- Undying Persistence
‘’1600 Fear Levels
The idea of continuing to fight, even when others would fall. When you drop to 0 hit points, you can instead drop to 1 hit point and gain an extra action on your next turn. This takes three uses.
- Infested Ground
‘’1800 Fear Levels’’
The idea of making the very earth around you a breeding ground for your kind. As an action, you can cause the ground within 60 feet of you to become infested with cockroaches for 10 minutes. The area becomes difficult terrain for all creatures except you, and any creature that starts its turn in the area must make a Constitution saving throw or be poisoned for 1 minute. This takes four uses.
- The Swarm’s Will
‘’2000 Fear Levels’’
The idea of becoming one with the swarm, commanding them with your thoughts. As an action, you can merge with a massive swarm of cockroaches, gaining a flying speed of 60 feet, resistance to all damage, and the ability to move through spaces as narrow as 1 inch wide. You remain in this form for 1 hour. This takes four uses.
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 Fear Levels.
- Boosted Regeneration
Whenever you are in darkness, you regenerate twice as much hitpoints than normal.
- Darkness Inducement
200 Fear Levels
As the Devil of Darkness, you're 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 as a bonus action. Only creatures with Truesight can see through this darkness.
- Darkness Manipulation
400 Fear Levels
You can shape the darkness into solid weapons. As a bonus action for one use, you can form a weapon of pure shadow. 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 30ft of you.
- Dark Hemorrhaging
600 Fear Levels
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, ring these bells. All creatures within 30 feet must make a Constitution saving throw or take 6d12 necrotic damage and be stunned until the end of their next turn.
- Shadow Step
800 Fear Levels
You can 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
1,000 Fear Levels
You can manipulate 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 2 + 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 1400 fear levels, you can spend up to your charisma modifier added twice + half of your charisma modifier(rounded up). At 1600 fear levels, you can spend up to your charisma modifier added thrice. At 1800 level, you can spend up to your charisma modifier added four times and at 2000 fear levels, you can spend up to your charisma modifier added six times.
- Force Amplification
1,200 Fear Levels
Your control over force becomes more potent. When you use Force Manipulation, you can expend an additional amount of uses up 3 plus to your proficiency bonus to add 2d10 to the damage dice for every use spent.
- Devil Manifestation
1,400 Fear Levels
You can summon lesser devils made of darkness. As an action for 3 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.
- Force Barrier
1,600 Fear Levels
You can use force to shield yourself. As a reaction for three 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)
Additionally, you can spend three additional uses to Amplfiy the barrier, giving you resistance against all damage until the turn.
- Force Manipulation Gaze
1,800 Fear Levels
You can now induce force manipulation through just your sight. As a bonus action action for four uses, you may gaze at an amount of creatures equal to your charisma modifier that are within 30ft of you, these creatures take an amount of damage equal to Force Manipulation as if you spent an amount of uses equal to your proficiency bonus.
At 2000 fear levels, it counts as if you spent an amount of uses up to your proficiency bonus added twice.
- Regeneration Nullification
2,000 Fear Levels
You can prevent others from healing. When a creature is damaged through force manipulation in any way, you gain the ability to halt its healing. You may force the creature to make a charisma modifier. On a failure, they cannot regain hitpoints or regenerate for 1 minute. On success, they cannot regain hit points or regenerate for a number of rounds equal to your proficiency bonus..
If they fail by 5 or more, the damage now reduces Maximum Hitpoints that cannot be regained in anyway. If this is used to target a limb, it is lost forever. If they succeed by 5 or more, nothing happens.
Ear Devil[edit]
- Devil Biology
The Ear Devil incarnations take the form of an eyeless humanoid with a gaping mouth, and two large ears propped on the top of his head.
Size. The Ear Devil incarnations all tend to be similar to humans in size. Your size is medium.
Speed. You have 30 feet of walking speed.
Blind. Due to your lack of ears you cannot see, and are permanently under the effects of the blinded condition, but in turn you gain an x ft. radius of blindsight (x = your level times 10 ). If you’re deafened, you cannot use your blindsight.
Earful. You gain proficiency in the Perception skill, additionally you may add your wisdom and proficiency bonus a second time when using perception for audio based checks. You gain a +5 to your passive perception. If a creature makes a sound within the range of your blindsight, you are aware of their location if they aren’t hidden or cannot pass your passive perception on a stealth roll.
Vulnerable Eardrums. Due to your giant ears, your eardrums are more exposed. You gain vulnerability to thunder damage and disadvantage on saving throws against being deafened. This effect can be canceled by covering your ears.
You start with 20 Fear Levels.
- Ear Targeter
With your large ears, you understand how valuable they are to all forms of life.
Whenever you hit a creature with a melee weapon attack they will receive a penalty of -1 to perception checks based on hearing.
If a creature gains a penalty of -5, they must make a constitution saving throw against your devil saving throw. On failure they will be deafened for a number of hours equal to your fear level divided by 10, or until you die.
If a creature succeeds the save they will not be deafened and lose their penalties.
- Deafening Scream
200 Fear Levels
For 1 usage of your devil power, you may release a loud screech to heavily damage a creature’s eardrums as an action.
Upon using this ability, every creature within 40 ft. of you must make a Constitution saving throw or be deafened for a number of rounds equal to your Charisma modifier (minimum of 1).
If the creature fails the save by 5 or more they are deafened for a number of rounds equal to Charisma modifier added twice (minimum of 2).
- Ear Crush
400 Fear Levels
When you score a critical against a creature with a melee attack, you may choose to expend 1 usage of your devil power to crush the ears of the target. The creature must succeed a Constitution saving throw or be deafened for a number of rounds equal to your Charisma modifier and incapacitated until the end of their next turn. If they fail by 5 or more, they are stunned until the beginning of your next turn instead of incapacitated.
- Silence
600 Fear Levels
You may spend two uses of your devil power as a reaction to a creature speaking, preventing them from completing their statement.
This cancels any effects their words may have, such as using contracts.
If this is used in reaction to a Charisma ability check, the creature rolling must redo the check at disadvantage, receiving a penalty equal to your Charisma modifier (minimum of 1).
- Silencer
800 Fear Levels
You can spend two uses of your devil power to completely mute an object. The object is silenced for 1 minute.
You may use this devil power to silence an object making sound as a reaction.
- Ear Pressure
1000 Fear Levels
You can spend two uses of your devil power to replace an attack on your turn, crushing a creature's ear.
A creature within your blindsight range must make a Constitution saving throw. On a failure, they take 4d10 thunder damage and are deafened for a number of minutes equal to your Charisma modifier (minimum of 1). On a success, they take half as much damage and are not deafened.
- Silent Movement
1200 Fear Levels
As the ear devil, you’re constantly aware of your every movement, and you always believe that you’re being too loud. So you’ve learnt how to silence yourself.
As a bonus action for three uses of your devil power, you may silence yourself for a number of hours equal to your charisma modifier.
You can spend three uses of your devil power to silence yourself as a bonus action, staying like this for a number of hours equal to your Charisma modifier (minimum of 1). For the duration, you receive a +5 bonus to Dexterity (Stealth) checks. You may end this at will.
This silence is broken if you use Deafening Scream or speak above a hushed tone.
- Silent Speech
1400 Fear Levels
You can spend three devil power uses for no action required to make your speech as secure as a private phone line.
For a number of hours equal to your Charisma modifier (minimum of 2), you may modify the ears of a number of creatures up to your level, causing their speech to be only heard by other creatures affected by this devil power feature.
- Quiet World
1600 Fear Levels
You can spend three devil power uses, to make a mile long radius completely silent, with no sound being able to exist in this area.
If a creature starts their turn in this area, they must make a Wisdom saving throw. On failure they take 6d8 physic damage, as the complete silence overwhelms their system. On a success, they take half as much damage. If they fail by 5 or more, they are also Hallucinating until they hear any form of sound.
Additionally, creatures within the radius will have vulnerability to thunder damage.
Creatures that lack hearing cannot be affected by the secondary effects of the ability. Additionally, you may still use your sound based attacks while in this zone.
- Ear-ternal destruction
1800 Fear Levels
You can spend four uses of your devil power as an action to completely destroy a creature’s ear.
A creature within your blindsight range must make a Constitution saving throw. On a failure, they are permanently deafened until healed by magical means. On a success, they take 10d10 thunder damage and are not deafened.
- Infinite Hearing
2000 Fear Levels
You’ve finally heard it all, there’s nothing left to understand.
Your blindsight now covers a number of miles equal to your level, and you gain a +10 to your passive perception.
Flamethrower Devil[edit]
- Devil Biology
The Flamethrower Devil is a devil 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. The Flamethrower Devil is a large hulking mass of singed metal, larger than the average human. Your size is large.
Speed. You have a walking speed of 30 feet.
Arm-Mounted Flamethrowers. Instead of hands, the Flamethrower Devil has large flamethrowers connected by metallic tubing that seem organically fused with its arms. As an attack you may force all creatures within a 10 ft cone to do a Dexterity save or take 1d6 fire damage. The damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at level 17.
Fuel Canisters. Attached to its face are tank-like canisters fueling its fire abilities. When you take fire damage, you can use your reaction to absorb it and gain temporary hit points equal to half the damage taken.
Counter Weight. Its flesh appears constantly charred and smoking, as though its body itself is smoldering. When unarmored, you may use your Constitution in place of Dexterity when calculating your armor class. Additionally, you have resistance to fire damage.
You start with 50 Fear Levels.
- Fiery Burst
Your flames are more potent than that of earthly flame, any creature that has vulnerability to fire damage will take thrice as much fire damage from your abilities.
- Searing Firestream
200 Fear Levels
You unleash a continuous stream of fire, scorching everything in a line. As an action for 1 usage of your devil power, you create a 30-foot line of flame 5 feet wide. Each creature in the line must make a Dexterity saving throw. On a failed save, creatures 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 for a number of turns equal to your Charisma. On a successful save, they take half damage and aren’t ignited.
- Inferno Jets
400 Fear Levels
When you’re hit by a melee attack, you can activate jet-like flames to push away and burn nearby foes. As a reaction for 1 usage of your devil power, all 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
600 Fear Levels
You can unleash an unrelenting blast of flames as an action for 2 usages of your devil power, creating a 15-foot cone of fire. Each creature in the area must make a Dexterity saving throw. On a failed save, creatures take 6d6 fire damage and are knocked prone. On a successful save, they take half damage and are not knocked prone.
- Molten Path
800 Fear Levels
As a bonus action for 2 usages of your devil power, you may cause flames to erupt beneath your feet, creating a fiery path as you move. For the next minute, any space you pass through bursts into flames. The flames last for one round, causing 2d8 fire damage to any creature that enters or starts its turn in the burning area.
- Blazing Cyclone
1000 Fear Levels
As an action for 2 usages of your devil power, you release flames in a violent spiral around you, creating a 20-foot radius cyclone of fire that lasts until the start of your next turn. Creatures in the area must make a Dexterity saving throw or take 5d8 fire damage and be thrown 10 feet away. Creatures that start their turn in the area must repeat the save, taking 3d8 fire damage on a failed save or half as much on a success.
- Hellfire Dash
1200 Fear Levels
As a bonus action for 3 usages of your devil power, you become a streak of flames, dashing forward up to 60 feet in a straight line, passing through creatures and obstacles. Creatures you pass through take 4d8 fire damage and must make a Dexterity saving throw or be knocked prone. You cannot end your movement inside a creature or object.
- Flame Barrage
1400 Fear Levels
You use an action and 3 usages of your devil power to bombard an area with bursts of flame, hitting all creatures in a 20-foot radius within 60 feet. Each creature in the area must make a Dexterity saving throw. On a failed save, they take 8d6 fire damage. On a successful save, they take half damage. Any flammable objects in the area that aren’t being worn or carried are set on fire.
- Incinerate
1600 Fear Levels
As an action for 2 usages of your devil power, you begin concentrating all your fiery might into a single, devastating blast in a 10-foot radius within 30 feet. Each creature in the area must make a Constitution saving throw. On a failed save, creatures take 10d8 fire damage, are blinded until the end of their next turn, and take an additional 1d8 fire damage at the start of each of their turns for the next minute. On a successful save, creatures take half damage, aren’t blinded, and take no additional damage.
- Infernal Eruption
1800 Fear Levels
With terrifying force, as an action for 4 usages of your devil power you release an explosion of hellish fire in a 30-foot radius centered on you. Each creature in the area must make a Dexterity saving throw. On a failed save, creatures take 10d6 fire damage and are set on fire, taking 1d10 fire damage at the start of each of their turns until extinguished as an action. On a successful save, creatures take half damage and are not set on fire.
- All-Consuming Inferno
2000 Fear Levels
You unleash an overwhelming firestorm as an action for 4 usages of your devil power, consuming everything within a 60-foot radius centered on you. Each creature 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.
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.
The Future Rules. Nothing ever worries you, since you can see the future, and the future rules! Whenever you roll for something, you may choose to add a d4 to the total result.
You start with 40 Fear Levels.
- Devil of Divinity
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 fear level 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.
- Predict Outcome
200 Fear Levels
For 1 usage of your devil power, you can see a tiny glimpse into the future to determine the potential negative outcome of a situation and avoid it.
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.
- Foresight Riposte
400 Fear Levels
You can predict your opponent's movements, turning their offense into an opportunity for counterattack.
When a creature misses you with a melee attack, you can use your reaction and 1 devil point to make a melee attack against the creature.
- Glimpse Into the Future
600 Fear Levels
You’re always looking both ways, and have a knack for moving before your enemies.
As a part of rolling initiative or an attack roll, you may spend 1 devil power usage to grant yourself advantage on the initiative roll.
- Forced Fortune
800 Fear Levels
You’ve adapted to use your seeing abilities to harm your prey, showing them how they’ll die.
You may expend 2 devil power usages as an action to target a creature within your sight 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 and will be stunned for a number of rounds equal to your fear level divided by 10 (x = fear level divided by 100) 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.
- Combat Preparation
1000 Fear Levels
You've honed your Seeing ability to a point where you can glimpse further into the future, anticipating your enemies' actions before they even occur.
When you roll for initiative, you can choose to gain advantage on all your attack rolls until the end of your first turn. Additionally, you can take the Dodge action as a bonus action on your first turn.
- Third Eye
1200 Fear Levels
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 fear level divided by 5. Additionally, if a creature within that radius targets you with a ranged attack, they will have disadvantage on the roll.
- Enhanced Dodge
1400 Fear Levels
You’ve begun to see the future without effort, allowing you to be near unhittable.
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.
- Frightful Seeing
1600 Fear Levels
Your agility and reaction speed is some of the fastest that any human may see.
Whenever you dodge an enemy’s attack, or spend usages of your devil power to see into the future, any humanoid creature who sees you react must make a wisdom save or be frightened of you for 1 minute.
- Change the Future
1800 Fear Levels
You’ve seen into the future, and sometimes it doesn’t work in your favor.
Whenever a creature uses an ability, rolls a skill check, or takes damage you may expend 4 points of your devil power to change the future in a way so the trigger for this ability check doesn’t happen.
- The Ruler of the Future
2000 Fear Levels
You’ve seen the future, and have recited it multiple times.
At the end of a long rest you may spend 4 devil points to view the future for that day, until your next long rest you cannot fail an attack roll or ability check.
Guillotine Devil[edit]
The Guillotine Devil embodies the relentless efficiency of the guillotine, with a formidable appearance reminiscent of a massive, menacing blade. This devil is characterized by its towering, heavily armored frame with a huge, sharp-edged head resembling a guillotine blade. Its entire body is built for precision and power, with metallic, razor-sharp appendages and a visage that strikes fear into those who face it.
Size. Guillotine Devils are massive and intimidating, with a form akin to a colossal guillotine. Your size is Large.
Speed. You have a walking speed of 30 feet.
You start with 50 Fear Levels.
Executioner's Edge A ruthless strike of lethal precision. As a bonus action for one use, you can deal an additional 4d6 Slashing damage when you hit a creature with a melee weapon attack.
- Swift Decapitation
200 Fear Levels
A swift and decisive strike that incapacitates your opponent. As an action for one use, you can make a melee weapon attack against a creature. On a hit, the target must make a Constitution saving throw or be stunned until the start of your next turn.
- Guillotine's Reach
400 Fear Levels
Extending your reach to bring down your blade from afar. As an action for one use, you can extend the range of your melee weapon attacks by 10 feet for 1 minute. During this time, your attacks gain a +1 bonus to attack rolls and damage rolls.
- Unending Strikes
600 Fear Levels
You've learned to take advantage of a creature's death, aiming to take down their allies with multiple strikes.. As a reaction for two uses, when a creature within 30 feet of you drops to 0 hit points, you can make a melee weapon attack against another creature within your reach. This attack is made with advantage and deals an extra 4d6 Slashing damage.
- Relentless Assault
800 Fear Levels
An unyielding barrage of strikes. As an action for two uses, you can make two melee weapon attacks against a single target. If both attacks hit, the target takes an additional 6d6 Slashing damage twice.
- Reaping Strike
1000 Fear Levels
A sweeping strike that cleaves through multiple foes. As an action for two uses, you can make a melee weapon attack that affects all creatures in a 10-foot line, dealing 8d6 Slashing damage to each creature hit.
- Decapitating Fury
1200 Fear Levels
A flurry of unstoppable, precise strikes. As an action for three uses, you can make up to three melee weapon attacks with advantage against a single target. Each successful hit deals an additional 4d6 Slashing damage.
- Severing Blow
1400 Fear Levels
A devastating attack that disrupts enemy defenses. As an action for three uses, you can make a melee weapon attack that, on a hit, reduces the target's AC by your Charisma modifier (minimum of 3) for 1 minute.
- Executioner's Domain
1600 Fear Levels
Controlling an area with overwhelming presence. As an action for three uses, you can create a 20-foot radius area around you that becomes difficult terrain for all creatures except you. Any creature that starts its turn in this area must make a Dexterity saving throw or take 8d10 Slashing damage. This effect lasts for 1 minute.
- Guillotine's Wrath
1800 Fear Levels
Becoming an unstoppable force of destruction. As an action for four uses, you can gain a +3 bonus to attack and damage rolls for 1 minute. During this time, any melee weapon attack you make automatically critically hits on a roll of 19 or 20.
- Final Judgment
2000 Fear Levels
A devastating final act of retribution. As an action for four uses, you perform a melee weapon attack with a range of 60 feet in a line, dealing 12d10 Slashing damage to all creatures in the line. Creatures must make a Dexterity saving throw, taking half damage on a successful save.
House Devil[edit]
As the House Devil, you embody the fear of domestic spaces and the lurking threats within. Your form allows you to blend seamlessly into structures, using them to trap and consume those who enter.
Size. The House Devil appears as a large-sized creature with a disturbing, yet oddly familiar, domestic appearance. Your size is large.
Speed. Your base walking speed is 30 feet.
Unseen Predation. You can blend into architectural structures. As an action, you can disguise yourself as a building or part of a structure. You gain advantage on Stealth checks made to remain hidden while in this form. Your true form remains concealed, and you can use this ability to ambush or trap unsuspecting creatures.
Eerie Transformation. You can transform into a haunting and unsettling version of a familiar domestic structure. While disguised, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. This resistance remains active as long as you maintain your disguise.
Interior Manipulation. You can alter the internal layout of your form. As a free action, you can change the configuration of your internal space, creating false passages, walls, or traps. These changes last for 10 minutes, confusing and disorienting anyone inside.
You start with 25 Fear Levels.
Facade of Terror As a passive ability, you can use your disguise to create illusions of normalcy. When disguised as a building or part of a structure, you can emit faint, eerie sounds or flickering lights to lure creatures inside. These illusions require no concentration and last as long as you maintain your disguise. Additionally, any creature that enters your space under the influence of this illusion gains the Hallucinating condition. You control the manifestations of the hallucination, determining what the creature sees, hears, or feels.
- Concealed Trap
‘’200 Fear Levels’’
As a bonus action for one use, you can create a concealed trap within your internal space. Choose a point within your interior. The area around that point becomes a hidden pit or snare. Any creature that enters this area must make a Dexterity saving throw. On a failed save, the creature falls into a hidden pit, taking 4d6 bludgeoning damage and becoming restrained for 1 minute. On a successful save, the creature avoids the pit but is still trapped for the duration. The restrained condition can be ended by repeating the saving throw at the end of each of its turns.
- Grasping Shadows
‘’400 Fear Levels’’
As an action for one use, you can summon shadowy tendrils within your internal space to ensnare enemies. Choose one creature within 30 feet of you. The creature must make a Strength saving throw. On a failed save, it is restrained by the tendrils for 1 minute. On a successful save, the creature is unaffected by any conditions.
- Distorted Reality
‘’600 Fear Levels’’
As an action for two uses, you can warp the internal space of your form to create disorienting effects. Choose a 20-foot radius area within your interior. All creatures in this area must make an Intelligence saving throw. On a failed save, they take 6d6 psychic damage and are disoriented, suffering disadvantage on attack rolls and ability checks until the end of their next turn. If a creature fails by 5 or more, the disorientation lasts for 1 minute. On a successful save, they take half damage and are not disoriented.
- Phantom Maze
‘’800 Fear Levels’’
As an action for two uses, you can create a shifting maze within your interior. Choose a 30-foot radius area within your interior. All creatures within this area must make a Wisdom saving throw. On a failed save, they become Confused for 1 minute. If a creature fails by 5 or more, it suffers the Confused condition for the full duration. On a successful save, they take half damage and are only disoriented until the end of their next turn.
- Living Trap
‘’1000 Fear Levels’’
As an action for two uses, you can create a living trap within your internal space. Choose a point within your interior. All creatures within a 40-foot radius of that point must make a Dexterity saving throw. On a failed save, they are caught in a grasping, shifting trap that deals 10d6 bludgeoning damage and restrains them for 1 minute. On a successful save, they take half damage and are not restrained. The restrained condition can be ended by repeating the saving throw at the end of each of its turns.
- Terrifying Enclosure
‘’1600 Fear Levels’’
As an action for three uses, you can envelop creatures in a terrifying internal space. Choose a point within your internal space. All creatures within a 70-foot radius of that point must make a Wisdom saving throw. On a failed save, they are stunned. If they fail by 5 or more, they are paralyzed. On a successful save, they are only frightened until the end of their next turn.
- Nightmare Realm
‘’1800 Fear Levels’’
As an action for four uses, you can manifest a nightmarish realm within your internal space. Create a 100-foot radius area of shifting, horrifying illusions inside your form. All creatures within this area must make a Wisdom saving throw. On a failed save, they are paralyzed. If they fail by 5 or more, they are knocked unconscious. On a successful save, they are only incapacitated until the end of their next turn.
- Master of Illusions
‘’2000 Fear Levels*’’
As an action for four uses, you can control the entire internal space to create a realm of unending fear. Create a 120-foot radius area within your internal space that is filled with nightmarish illusions and traps. All creatures within this area must make an Intelligence saving throw. On a failed save, they take 10d10 psychic damage and are incapacitated by the overwhelming terror until the end of their next turn. If they fail by 5 or more, your illusions become reality for them, causing physical and mental harm, causing them to take twice as much damage on a failure. On a successful save, they take half damage and are only incapacitated until the end of their next turn. Any creature who has failed by 5 or more have illusions caused by you to take form in reality and allow them to affect the creature as their real counterpart.
Longsword Devil[edit]
- Devil Biology
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.
Blade Precision. When you score a critical hit with a melee weapon attack, you deal an additional 1d6 slashing damage.
Blade Limbs. Your limbs count as natural melee weapons. On a hit, they deal 2d8 slashing damage and have a reach of 5 feet. Additionally, your attacks with these limbs score a critical hit on a roll of 19 or 20.
Sword Body. Your hardened, blade-like body allows you to deflect incoming attacks. As a reaction, when you are hit by a melee weapon attack, you can reduce the damage by 1d10 + your Constitution modifier. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Cleave. When you reduce a creature to 0 hit points with an attack, you can use your bonus action to attack another creature within 5 feet of you. This attack deals 1d6 slashing damage and does not benefit from modifiers to damage rolls.
Finally, you start with 50 Fear Levels.
Devil Powers
- Sword of Resolve
The relentless power of your longsword instills a sense of unstoppable determination in you. Whenever you reduce a creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier (minimum of 1). Additionally, creatures within 10 feet of you have disadvantage on saving throws against being frightened. This effect lasts until the start of your next turn.
- Sword Manifestation
200 Fear Levels
As an action for one use, you summon a spectral longsword that deals 2d10 slashing damage. The sword counts as magical for overcoming resistances and lasts for 1 minute or until dismissed as a bonus action.
- Swift Strike
400 Fear Levels
For one use as a bonus action, you make an additional melee attack. If this attack hits, the target’s AC is reduced by 1 until the end of your next turn.
- Cleaving Blade
600 Fear Levels
For two uses as an action, you make a sweeping attack. All creatures within a 10-foot cone must make a Dexterity saving throw. On a failed save, they take 3d10 slashing damage, or half on a success.
- Shadow Slash
800 Fear Levels
For two use as a reaction, when a creature misses you with an attack, you can teleport up to 10 feet and make a melee attack against them.
- Sword Tempest
1,000 Fear Levels
For two uses as an action, you spin in place, making a melee attack against all creatures within 15 feet. On a hit, they take 4d8 slashing damage.
- Blade Reflection
1,200 Fear Levels
For one use as a reaction, when you are hit by a melee attack, you can parry the blow, reducing the damage by 3d10 and making a melee attack against the attacker.
- Piercing Slash
1,400 Fear Levels
For three uses as an action, you unleash a devastating linear attack. All creatures in a 30-foot line must make a Dexterity saving throw. On a failed save, they take 6d8 slashing damage and are knocked prone. On a success, they take half damage and remain standing.
- Blade Barrage
1,600 Fear Levels
For three uses as an action, you summon spectral swords that float around you for 1 minute. At the start of each of your turns, the swords strike up to three creatures within 10 feet, each dealing 3d6 slashing damage.
- Relentless Onslaught
1,800 Fear Levels
For four uses as an action, you make five melee attacks against a single target. If at least three of these attacks hit, the target must make a Constitution saving throw or be paralyzed until the end of your next turn.
- Eternal Blade
2,000 Fear Levels
For four uses as an action, you transform into a massive spectral sword and hurl yourself at a point within 60 feet. All creatures within a 30-foot radius of the impact must make a Dexterity saving throw. On a failed save, they take 12d12 slashing damage and are knocked prone. On a successful save, they take half damage.
Mantis Devil[edit]
The Mantis Devil embodies the swift and deadly nature of a praying mantis, with sharp, scythe-like limbs and a predatory instinct.
Size. Mantis Devils are sleek and agile, often standing taller than most humanoids but remaining lean and deadly. Your size is Large.
Speed. You have a walking speed of 35 feet and a climbing speed of 35 feet.
You start with 30 Fear Levels.
Razor Precision Your strikes are executed with the utmost accuracy, allowing you to refine your attacks. As a passive ability, you can reroll one attack roll per turn, and you must use the new roll.
- Decapitating Strike
‘’200 Fear Levels’’
Your precision is so acute that you can target vital points. As an action for one use, when you score a critical hit with an unarmed strike, the target must make a Constitution saving throw. On a failed save, they are stunned until the beginning of your next turn. If the target has a head or similar vital organ, they make the saving throw with disadvantage.
- Silent Hunter
‘’400 Fear Levels’’
You can move with stealth and grace, making you nearly invisible in your surroundings. As a bonus action for one use, you can move up to your speed without making a sound and become invisible until the beginning of your next turn.
- Ambush Master
‘’600 Fear Levels’’
You are adept at striking from concealment, enhancing your attack's effectiveness. As a passive ability, when you attack a creature that hasn’t taken a turn in combat yet, you add an extra 1d6 damage to the attack. If the creature has already had a turn, you can spend one use to add this damage if the creature fails a Perception check against your attack roll.
- Sudden Strike
‘’800 Fear Levels
You strike with blinding speed, delivering a rapid barrage of blows. As an action for two uses, when you take the Attack action, you can make two additional unarmed strikes as part of that action.
- Deadly Grace
‘’1000 Fear Levels
You move with unparalleled agility, evading attacks with ease. As a reaction for two uses, when you are targeted by an attack, you can impose disadvantage on the attack roll. If the attack misses, you can move up to half your speed without provoking opportunity attacks.
- Lethal Momentum
‘’1200 Fear Levels’’
Your attacks build momentum, making each successive strike more devastating. As a passive ability, when you hit a creature with an unarmed strike, you increase the damage of your next attack by 1d8. This effect stacks up to three times and lasts until the end of your turn.
- Reaper’s Dance
‘’1400 Fear Levels
Your combat style flows seamlessly from one opponent to the next, allowing you to strike with grace and precision. As a bonus action for three uses, you can move up to your speed and make one unarmed strike against each creature you move past. If a creature has a Passive Perception lower than your Devil Power DC or Dexterity score (whichever is higher), your attacks against them are made with advantage.
- Bladed Wings
‘’1600 Fear Levels
Your mantis-like wings give you the ability to soar and strike from above. As an action for three uses, you can sprout wings that grant you a flying speed of 60 feet for 1 hour. While flying, you can use a bonus action to deal 2d10 Slashing damage to any creature you fly within 5 feet of.
- Final Cleave
‘’1800 Fear Levels’’
You deliver a devastating finishing blow that can cleave through multiple foes. As an action for four uses, you make a single unarmed strike. If this attack hits, it deals an additional 8d6 Slashing damage. If it reduces the target to 0 hit points, you can move up to half your speed and make another unarmed strike against a new target. If this second attack reduces the new target to 0 hit points, you can repeat this process for up to two additional targets.
- Phantom Predator
‘’2000 Fear Levels’’
The idea of becoming a near-unstoppable predator, unseen and deadly. As an action, you can become invisible for 1 hour, during which time you have advantage on all attack rolls and you cannot be tracked or seen by non-magical means. Additionally, you can make two unarmed strikes as a bonus action during this time. This takes four uses.
Marshmallow Devil[edit]
- Devil Biology
The Marshmellow Devil incarnations take the form of a harmless-looking blob of flesh with four eyes, two in the back and two at the bottom. There are many small tentacles at the base of its body.
Size. The Marshmallow Devil incarnations are all small and meek. Your size is tiny.
Speed. You have tentacles that are great for climbing but not that great for walking. You have a walking speed of 15 but a climbing speed of 30.
Tentacles. You have tentacles that may be used like hands. Your tentacles have a reach of 5 feet, and you may make unarmed strikes with them. Additionally, whenever you hit a creature you may choose to make them grappled by you.
Sticky. Whenever a creature grapples you or you grapple a creature, they are considered restrained as they're stuck in your sticky body. They may try a DC 15 Strength saving throw at the beginning of their turns to leave your body and end the grapple.
Tough Body. You may be cute to look at but no one can mess with you! You gain 2 additional hit points whenever you gain a level, starting at 1st level.
- Delicious
While you are a devil, you're still a delicious marshmallow! Whenever a creature bites you, they may choose to consume part of your body. If they do, they regain hit points equal to the damage they dealt to you. If they don’t have a bite attack, they deal 1 + their Strength modifier piercing damage.
This cannot exceed their hit point maximum.
- Tasty
200 Fear Levels
Your body is not only delicious, it also has healing properties! How could someone not take a bite?
Whenever a creature consumes you, they regain hit points equal to the damage dealt + your Charisma modifier.
- Extra Tasty
400 Fear Levels
You become twice as tasty now! The amount of hit points a creature regains with Tasty is doubled.
- Healthy Meal
600 Fear Levels
You can imbue your flesh with healthy properties, making whoever eats you gain benefits. Whenever you are consumed, you can spend two devil power uses to grant one of the following benefits to the consumer:
- The creature regains 6d8 + your Charisma modifier hit points.
- One of the creature’s limbs is completely healed, even if they were removed.
- They lose one condition currently affecting them that’s not the grappled or prone conditions.
- They lose all diseases currently affecting them.
You can spend two additional devil power uses to grant one additional benefit from the list or to grant the same benefit twice.
- Boosted Meal
800 Fear Levels
You may use your powers to adulter your body, turning it into some sort of drug that boosts the user. Whenever you are consumed, you can spend two devil power uses to grant one of the following benefits to the consumer for 1 minute:
- The target gains advantage in Strength checks and saving throws. They add your Charisma modifier to all rolls using said scores.
- The target gains advantage in Dexterity checks and saving throws. They add your Charisma modifier to all rolls using said scores.
- The target gains advantage in Constitution checks and saving throws. They add your Charisma modifier to all rolls using said scores.
- The target gains advantage in Intelligence checks and saving throws. They add your Charisma modifier to all rolls using said scores.
- The target gains advantage in Wisdom checks and saving throws. They add your Charisma modifier to all rolls using said scores.
- The target gains advantage in Charisma checks and saving throws. They add your Charisma modifier to all rolls using said scores.
If a target tries to consume you again, they may benefit from another boost that they’re not currently benefiting from.
- Food Poisoning
1000 Fear Levels
While being eaten is your function, sometimes you’re just not in the mood for it. People don’t understand that, so you have to make sure they understand in other ways.
Whenever you are consumed, you can spend two devil power uses to force them to make a Constitution saving throw. On a failure, they receive 1d10 + your Charisma modifier poison damage and receive one additional effect listed down below. On a success, they take half as much damage and receive no effects.
They receive one of the following effects:
- Their movement speed is halved for 1 minute.
- They become poisoned for 1 minute.
- They become stunned until the beginning of your next turn.
- They start Hallucinating.
If a creature fails by 5 or more, you may grant them two of the effects listed above.
- Growth Spurt
1200 Fear Levels
As the fear of marshmallows spreaded in the world, your power increased. And so did your size. Your size increases by three categories (to a minimum of Large), and your tentacles now have a range of 15 feet. Also, your tentacles now deal 1d8 + your Strength modifier bludgeoning damage.
- Tentacle Injection
1400 Fear Levels
Your elongated tentacles serve as a method to grant creatures parts of your body much easier! You can spend three devil power uses to make a devil power attack roll against a number of creatures up to your Charisma modifier within your tentacles’ reach. On a hit, you lose any amount of hit points and make them regain twice the amount + your Charisma modifier.
If a creature is willing, there’s no need to make an attack roll.
- Flavor Tentacles
1600 Fear Levels
You have learned how to manipulate your body better, even through your tentacles. Whenever you use the Tentacle Injection feature, you may use the Healthy Meal, Boosted Meal or Food Poisoning powers alongside it.
- Exchange of Nutrients
1800 Fear Levels
While inside someone’s belly, they share nutrients through the part of you that was consumed. Whenever you are consumed, you’ll have a biological connection to said creature for a number of minutes equal to your Charisma modifier. For said duration, any bonuses, penalties, or hit points they gain are also gained by you.
- Delicious Rebirth
2000 Fear Levels
Those who devour you are nothing more than potential hosts, as your legacy shall never end. If you die while a creature has consumed you in the last 24 hours, you may choose to reincarnate into their body as if the True Resurrection spell was cast on you.
The creature instantly dies, as their body shifts to become exactly like you.
Mold Devil[edit]
As the Mold Devil, you embody the terror of relentless decay and rot. Your form is covered in layers of mold and fungi, symbolizing the dread of spreading contamination and decay.
Size. The Mold Devil incarnations are large creatures covered in a thick layer of mold and fungi. Your size is large.
Speed. Your base walking speed is 30 feet.
Decay Aura. You emit an aura of decay. Any creature that starts its turn within 10 feet of you must make a Constitution saving throw. On a failed save, the creature has disadvantage on saving throws against poison and disease until the start of its next turn.
Moldy Resilience. Your body is highly resistant to the effects of mold and decay. You have resistance to poison damage.
Fungal Growth. You can spread mold inside structures you control. As a bonus action, choose a 10-foot square area within 30 feet of you. This area becomes difficult terrain for 1 minute. Any creature that starts its turn in this area must make a Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and is slowed, reducing its movement speed by 20 feet until the end of its next turn. On a successful save, the creature takes no damage and is not slowed.
You start with 25 Fear Levels.
- Spores of Decay
Your body is surrounded by a cloud of toxic spores that spreads in a 10-foot radius. Any creature that starts its turn within this radius must make a Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and is affected by nausea, giving it disadvantage on attack rolls until the end of its next turn. On a successful save, the creature takes half damage and is not affected by the nausea.
- Infesting Touch
‘’200 Fear Levels’’
You can inflict mold with your touch. As an action for one use, make a melee devil power attack roll against a creature within 5 feet. The creature must make a Constitution saving throw. On a failed save, the creature takes 4d6 poison damage and is infected with mold. While infected, it takes 1d6 poison damage at the start of each of its turns. The mold can be removed with a successful Constitution saving throw at the end of each of the creature’s turns or by magical means. This effect lasts for 1 minute.
- Rotting Spores
‘’400 Fear Levels’’
You can release a cloud of noxious spores. As an action for one use, create a 20-foot radius cloud centered on a point within 30 feet. All creatures in the cloud must make a Constitution saving throw. On a failed save, they take 4d6 poison damage and are poisoned for 1 minute. On a successful save, they take half damage and are not poisoned. The poisoned condition can be ended by repeating the saving throw at the end of each of its turns.
- Moldy Terrain
‘’600 Fear Levels’’
You can cover an area in spreading mold. As an action for two uses, choose a 30-foot square area within 60 feet. This area becomes difficult terrain covered in mold. Any creature that starts its turn in this area must make a Constitution saving throw. On a failed save, the creature takes 5d6 poison damage and is restrained by mold until the end of its next turn. On a successful save, the creature takes half damage and is not restrained. The restrained condition can be ended by making a successful Strength (Athletics) check against your devil power DC at the end of its turn.
- Fungal Storm
‘’800 Fear Levels’’
You can summon a storm of toxic spores. As an action for two uses, choose a 30-foot radius area within 60 feet. All creatures in this area must make a Constitution saving throw. On a failed save, they take 6d6 poison damage and are blinded by the spores until the end of their next turn. On a successful save, they take half damage and are not blinded. The blinded condition can be ended by repeating the saving throw at the end of each of the creature’s turns.
- Spore Swarm
‘’1000 Fear Levels’’
You can release a cloud of mold-infested spores. As an action for two uses, create a 20-foot radius cloud centered on a point within 60 feet. All creatures in the cloud must make a Constitution saving throw. On a failed save, they take 6d6 poison damage and are incapacitated by the swarm until the end of their next turn. On a successful save, they take half damage and are not incapacitated.
- Rotting Vortex
‘’1200 Fear Levels’’
You can create a vortex of rotting mold. As an action for three uses, choose a 30-foot radius area within 100 feet. All creatures in this area must make a Constitution saving throw. On a failed save, they take 7d6 necrotic damage and are restrained by rotting mold for 1 minute. On a successful save, they take half damage and are not restrained. The restrained condition can be ended by making a successful Strength (Athletics) check against your devil power DC at the end of its turn.
- Apocalyptic Decay
‘’1400 Fear Levels’’
You can invoke a decaying infection that targets both living creatures and objects. As an action for three uses, choose a 60-foot radius area within 150 feet. All creatures and non-magical objects in this area must make a Constitution saving throw. On a failed save, creatures take 8d6 necrotic damage and are paralyzed by spreading mold for 1 minute. Non-magical objects take 4d6 necrotic damage and begin to rot, becoming brittle and less effective. On a successful save, creatures take half damage and are not paralyzed, and objects take half damage and remain intact.
- Decaying Plague
‘’1600 Fear Levels’’
You can release a powerful plague of decay. As an action for three uses, choose a 100-foot radius area within 200 feet. All creatures and non-magical objects in this area must make a Constitution saving throw. On a failed save, creatures take 9d6 necrotic damage and are afflicted by a spreading plague, reducing their maximum hit points by 30 for 1 minute. Non-magical objects take 6d6 necrotic damage and become highly vulnerable to further decay, taking double damage from any of your features . On a successful save, creatures take half damage and are not affected by the plague, and objects take half damage without additional vulnerability.
- Corrosive Erosion
‘’1800 Fear Levels’’
You can summon a wave of corrosive mold that destroys everything in its path. As an action for four uses, choose a 120-foot radius area within 200 feet. All creatures and non-magical objects in this area must make a Constitution saving throw. On a failed save, creatures take 10d6 necrotic damage and are afflicted by severe mold rot, reducing their movement speed by 30 feet and imposing disadvantage on attack rolls for 1 minute. Non-magical objects take 8d6 necrotic damage and become significantly weakened, taking double damage from further decay effects for the next hour. On a successful save, creatures take half damage and are not affected by the rot, and objects take half damage without additional weakness.
- Ultimate Decay
‘’2000 Fear Levels’’
You can unleash an ultimate wave of all-consuming decay. As an action for four uses, choose a 150-foot radius area within 200 feet. All creatures and non-magical objects in this area must make a Constitution saving throw. On a failed save, creatures take 10d10 necrotic damage and suffer severe decay, reducing their maximum hit points by an amount equal to the damage taken for 1 minute. Non-magical objects are completely consumed, taking 10d6 necrotic damage and disintegrating into dust. On a successful save, creatures take half damage and are not affected by the maximum hit points reduction, and objects take half damage and are reduced to a severely weakened state.
Muscle Devil[edit]
- Devil Biology
The Muscle Devil incarnations take the form of a large snake-like mass of skinless muscles with multiple eyes and a mouth full of crooked teeth.
Size. The Muscle Devil incarnations all tend to be slightly bigger than humans. Your size is medium.
Speed. Your base walking speed is 30 feet.
Crooked Teeth. Your mouth is full of crooked teeth. You may use your mouth as a natural weapon attack, dealing 1d8 + your Strength modifier piercing damage on a hit.
Muscular. As the Muscle Devil, you are very muscular by nature. You gain proficiency in Athletics.
Powerful Build. While you look slim, your muscles are very much there. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
You start with 40 Fear Levels.
- Skin Crawler
Due to your slender, snake-like body you can slip into the corpses of humanoid creatures, becoming a puppet master.
As a bonus action, you may burrow inside of a medium sized corpse within reach. While inside a body you can control the bodily functions of the creature, such as their vocal cords & jaw to mimic speech. Additionally, while hiding in a creature, any other creature must roll an Investigation check at disadvantage to discern you as a devil. While inside of a corpse, you gain the following benefits:
Layered Skin. You are resistant to bludgeoning, piercing, and slashing damage and any other resistances that the body had do due a bodily feature. Additionally, you gain a damage reduction equal to the corpse’s constitution modifier that can be bypassed by psychic damage. Flesh Puppet. Your physical stats increase by the corpse’s proficiency bonus.
The corpse will begin rotting after a number of days equal to your fear level divided by 10, once the corpse begins rotting creatures will not have to roll investigation checks to identify you. Once the corpse begins to rot, the body may continue to be used for 10 days before it is unusable because of decay.
- Pure Muscle
‘’200 Fear Levels’’
Due to being a devil made of primarily muscle tissue, you’re really good at athletics.
Whenever you perform an athletics check while not puppeteering a body you may spend 1 devil power use to add your strength modifier an additional time to the athletics check.
- Muscle Contraction
‘’400 Fear Levels’’
Natural muscles found in living organisms have the ability to contract to fit in smaller spaces, you’ve begun to do the same.
As a bonus action for 1 usage of your devil power you may decrease your size by 1 category. This will last for a number of hours equal to your devil level, during this time you may fit into a small-sized corpse. You may return to your normal size as a free action.
- Minor Muscle Manipulation
‘’600 Fear Levels’’
By learning to manipulate both the muscles in your body and others, you’ve given yourself a slight edge in combat.
After hitting a creature with a melee attack, you may expend 1 usage of your devil power as part of hitting the attack; you may force the target to make a constitution saving throw or have disadvantage on attack rolls and strength saving throws and checks until the end of their next turn.
Alternatively, you may spend 1 usage of your devil power to make your own muscles more efficient, doubling your movement speed and giving yourself advantage on melee attacks for a number of rounds equal to your fear level divided by 10.
- Muscle Expansion
‘’800 Fear Levels’’
A common attribute found in muscles is the ability to expand to fit and support their body more efficiently, you’ve begun to do the same.
As a bonus action for 1 usage of your devil power you may increase your size by 1 category. This will last for a number of hours equal to your devil level, during this time you may fit into a large-sized corpse. You may return to your normal size as a free action.
- Muscular Efficiency
‘’1000 Fear Levels’’
Muscles are some of the most important organs in the body, so they must never tire and you’ve begun to mimic that efficiency.
When affected by the exhaustion condition, you need twice as many points of exhaustion to be affected by its effects.
Additionally, it only takes 2 hours for you to benefit from a long rest.
- Elastic Muscles
‘’1200 Fear Levels’’
Using your muscles to expand and contract, you’ve increased your natural elasticity.
Whenever you target a creature with a natural weapon or unarmed strike attack, you may choose to expend 2 devil power usages to increase your reach by an amount equal to 10 times your strength modifier. If the attack hits, it will deal additional damage dice equal to your strength modifier.
- Advanced Muscle Manipulation
‘’1400 Fear Levels’’
Whenever you hit a creature with a melee weapon attack, you may expend 3 uses of your devil power to force the target to make a strength saving throw. On failure, the creature’s muscles will weaken, restricting the creature to only using their action, bonus action, free action, or reaction per round. This effect will last for a number of rounds equal to your fear level divided by 200.
- Enhanced Muscle Size
‘’1600 Fear Levels’’
Your muscles have become both as large and as small as they can be, and you’ve learnt how to utilize this.
As a bonus action for 1 usage of your devil power you may increase your size to tiny or huge. This will last for a number of hours equal to your devil level, during this time you may fit into a respective sized-corpse. You may return to your normal size as a free action.
- Muscle Manipulation Mastery
‘’1800 Fear Levels’’
Whenever you hit a creature with a melee weapon attack, you may spend 4 uses of your devil power to destroy the muscles of the creature. The targeted creature must make a strength saving throw or have their movement speed reduced to 0, auto fail strength saving throws and cannot make melee attack. This lasts for 1 round.
- Strength of Olympus
‘’2000 Fear Levels’’
You’ve reached the peak of devilish strength, surpassing some of the mightiest primal fears.
Once per turn, if you miss an attack that uses strength as part of the attack roll, you may choose to hit. Additionally, you may add your strength modifier 3 additional times for strength checks and saving throws.
Axis Devil[edit]
As the Axis Devil, you embody the fear, oppression, and authoritarian control associated with the Axis regime. Your form is a terrifying figure, clad in twisted military attire that radiates dominance and dread.
Size. The Axis Devil stands tall and imposing, reaching over 7 feet in height. Your size is large.
Speed. Your base walking speed is 30 feet.
Oppression Aura. You radiate an aura that instills fear and submission in those around you. All enemies within 10 feet of you have disadvantage on saving throws against being frightened.
Brutal Enforcement. Your unarmed strikes are charged with the brutal power of authoritarianism. They deal 1d8 necrotic damage, and you can add your Charisma modifier to the damage.
March of the Tyrant. You are relentless in your pursuit of control. You gain advantage on saving throws against being paralyzed or restrained, and you can move through difficult terrain without any penalty.
You start with 60 Fear Levels.
Law of Subjugation As a being born of oppression, whenever an enemy within 30 feet of you makes an attack roll or saving throw, they must succeed on a Wisdom saving throw or have their result reduced by 1d6. This effect lasts as long as the enemy remains within this range or until they pass the save, which they can repeat at the end of their turns. This effect does not require any uses.
- Dark Allegiance
200 Fear Levels
You can command lesser fiends to do your bidding. As an action for one use, choose one fiend within 60 feet. The target must succeed on a Wisdom saving throw or be charmed by you for 1 minute. While charmed, it views you as an ally and follows your orders. The target may repeat the saving throw at the end of their turns, ending the effect on a success.
- Crushing Tyranny
400 Fear Levels
You can exert oppressive force on those around you. As a bonus action for one use, all creatures of your choice within 30 feet must make a Strength saving throw. On a failed save, they fall prone and cannot stand up until the end of their next turn. If they fail by 5 or more, they are incapacitated for 1 turn.
- Blood Purge
600 Fear Levels
You unleash a wave of dark energy. As an action for two uses, release a burst of necrotic energy in a 20-foot radius around you. All creatures in this area must make a Constitution saving throw. On a failed save, they take 4d10 necrotic damage (8d10 if they are humanoids) and are stunned until the end of their next turn. On a successful save, they take half damage and are not stunned.
- Siege of Fear
800 Fear Levels
Create a battlefield of twisted terrain. As an action for two uses, create a 15-foot by 15-foot area of difficult terrain centered on a point you can see within 60 feet. Enemies that start their turn in this area take 1d8 necrotic damage. This effect lasts for 1 minute or until you use this ability again.
- Judgment of the Reich
1000 Fear Levels
Invoke a powerful judgment. As an action for two uses, choose one creature within 120 feet. The target must make a Wisdom saving throw. On a failed save, the creature takes 8d6 psychic damage and is paralyzed with fear for 1 minute, their movement speed reduced to 0. If they fail by 5 or more, they are stunned instead. On a successful save, the creature takes half damage and is not paralyzed. The target may repeat the saving throw at the end of its turns, ending the paralysis early on a success.
- Shadow of Total Control
1200 Fear Levels
Extend your influence to those who are scared of you. As a bonus action for three uses, choose up to a number of frightened creatures equal to your Charisma modifier within 60 feet. Each creature must make a Wisdom saving throw or be charmed by you for 1 minute. While charmed, they follow your commands. The target may repeat the save at the end of their turns, ending the effect on a success.
- Empire of Oppression
1400 Fear Levels
You channel overwhelming authority. As an action for three uses, enemies within 30 feet must make a Wisdom saving throw at the start of their turns. On a failed save, they have disadvantage on attack rolls and saving throws. Additionally, your unarmed strikes deal an extra 3d6 necrotic damage. This effect lasts for 1 minute.
- Fearsome Finale
1600 Fear Levels
Invoke a display of terror. As an action for three uses, all enemies within a 60-foot radius must make a Wisdom saving throw. On a failed save, they are frightened and take 8d10 necrotic damage. On a successful save, they take half damage and are not frightened. This effect lasts for 1 minute, and they may repeat the saving throw at the end of their next turn to end the frightened condition early.
- Eradication Wave
1800 Fear Levels
Unleash a wave of devastation. As an action for four uses, create a 60-foot radius zone centered on yourself. All creatures within this zone must make a Constitution saving throw or take 10d10 necrotic damage and be knocked prone. Non-hostile creatures take twice as much damage. On a successful save, creatures take half damage and remain standing. This effect lasts for 1 minute, leaving the area as a desolate wasteland, making it difficult terrain.
- Absolute Dominion
2000 Fear Levels
Create a zone of total control. As an action for four uses, create a 100-foot radius area centered on yourself. You control the environment, creating trenches and obstacles. All creatures within this area must make a Wisdom saving throw at the start of their turns or be incapacitated by your authority. This effect lasts for 1 minute, after which the area becomes a barren wasteland, making the terrain difficult to navigate.
Pig Devil[edit]
The Pig Devil represents the fear of grotesque and violent deaths and has a form resembling a bloated, monstrous pig. Its blood is highly corrosive and dangerous.
Size. The Pig Devil incarnations is a large creature, appearing as a bloated, menacing pig. Your size is large.
Speed. Your base walking speed is 30 feet.
Corrosive Blood. Your blood is highly corrosive. Any creature that makes a melee attack against you must make a Dexterity saving throw. On a failed save, the creature takes 2d6 acid damage.
Swine’s Resilience. You have advantage on saving throws against being knocked prone, and you are resistant to poison damage.
Gruesome Snout. Your snout is exceptionally powerful. You can use it to make an unarmed strike that deals 1d6 bludgeoning damage. Additionally, you can use your snout to push or shove a creature within 5 feet of you, adding 10 feet to the distance you can push or shove the target.
You start with 25 Fear Levels.
- Pig Pen
As a passive ability, you can secrete a thick, sticky slime from your pores. Any creature that starts its turn within 5 feet of you must make a Dexterity saving throw or be slowed, reducing its movement speed by half until the end of its next turn.
- Hog Tusk Strike
‘’200 Fear Levels’’
As an action for one use, you can make a tusk strike with your snout. Make a melee attack against a creature within 5 feet. On a hit, the target takes 4d6 piercing damage and must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you and knocked prone. If the creature strikes something while being pushed, it takes an additional 1d4 bludgeoning damage. On a successful save, the creature takes half damage and is not knocked prone.
- Porker’s Charge
‘’400 Fear Levels’’
As a passive ability, when you move at least 20 feet in a straight line toward a creature and end your movement within 5 feet of that creature, the target must make a Strength saving throw. On a failed save, the target takes 6d6 bludgeoning damage and is knocked prone. On a successful save, the target takes half damage and is not knocked prone.
- Squealing Terror
‘’600 Fear Levels’’
As an action for two uses, you can emit a deafening, terrifying squeal. All creatures within a 30-foot radius must make a Wisdom saving throw. On a failed save, creatures are frightened for 1 minute. The frightened condition can be ended by making a successful saving throw at the end of each of the creature's turns. On a successful save, creatures are not frightened.
- Pigpen Trap
‘’800 Fear Levels’’
As an action for two uses, you can create an area of disgusting, sticky mud. Choose a 20-foot radius area within 60 feet. The area becomes difficult terrain and any creature that starts its turn in this area must make a Dexterity saving throw. On a failed save, the creature is restrained by the mud for 1 minute. The restrained condition can be ended by making a successful Strength (Athletics) check against your DC at the end of the creature's turn. On a successful save, the creature is not restrained. This effect lasts for 1 minute.
- Swine’s Frenzy
‘’1000 Fear Levels’’
As a bonus action for two uses, you can enter a frenzied state. You gain advantage on all melee attack rolls and make an additional unarmed strike with your snout on each of your turns for 1 minute. While in this state, you deal an additional 2d6 bludgeoning damage with each successful attack. Additionally, you must make a Wisdom saving throw at the start of each of your turns or become bloodlusted toward all hostile creatures within sight.
- Bacon Scent
‘’1200 Fear Levels’’
As an action for three uses, you can release a scent that attracts creatures. Choose a point within 60 feet. All creatures within a 30-foot radius of that point must make a Wisdom saving throw. On a failed save, creatures are drawn to the scent and must move toward the point as their movement allows. Creatures that do not need to eat food or don't have noses are not attracted. This effect lasts for 1 minute. On a successful save, creatures are not affected.
- Porcine Devastation
‘’1400 Fear Levels’’
As an action for three uses, you can unleash a devastating charge. Move up to 60 feet in a straight line toward a creature or a point, trampling over everything in your path. All creatures within a 20-foot radius of your path must make a Dexterity saving throw. On a failed save, creatures take 8d6 bludgeoning damage 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.
- Tusked Rampage
‘’1600 Fear Levels’’
As an action for three uses, you can go on a rampage with your tusks. Make a tusk attack against all creatures within a 10-foot cone in front of you. Each creature must make a Dexterity saving throw. On a failed save, creatures take 10d6 piercing damage and are knocked prone. Additionally, all creatures affected must make a Constitution saving throw or take 1d6 poison damage. On a successful save, creatures take half damage and are not knocked prone.
- Pig King’s End
‘’1800 Fear Levels’’
As an action for four uses, you can create a massive shockwave of destructive energy. Choose a 100-foot radius area centered on yourself. All creatures in this area must make a Dexterity saving throw. On a failed save, creatures take 10d6 bludgeoning damage and are paralyzed by fear for 1 minute. Additionally, structures within this area are damaged by the shockwave, taking 10d6 bludgeoning damage. The paralysis can be ended by a successful Constitution saving throw at the end of each creature’s turn. On a successful save, creatures take half damage and are not paralyzed.
- Swine’s Judgement
‘’2000 Fear Levels’’
As an action for four uses, you can summon a horrific apparition of a gigantic pig. Choose a 150-foot radius area centered on yourself. All creatures in this area must make a Wisdom saving throw. On a failed save, creatures take 12d6 bludgeoning damage and are stunned for 1 minute. Additionally, creatures that fail their saving throw have their maximum hit points reduced by the amount of damage taken until they finish a long rest. The stunned condition can be ended by making a successful Constitution saving throw at the end of each creature’s turn. On a successful save, creatures take half damage and are not stunned.
Pillbug Devil[edit]
Devil Biology The Pillbug Devil incarnations take the form of a massive Pillbug. With its carapace’s shape resembling that of a samurai’s armor.
Size. The Pillbug Devil incarnations are often quite large, comparable to modern cars. Your size is Huge.
Speed. Your walking speed is 30 ft..
Samurai Carapace. Your tough outer shell grants you natural armor. While unarmored, your Armor Class equals 12 + your Dexterity Modifier + your proficiency bonus.
Bug Mandibles. As an insectoid devil, you have a mouth full of sharp mandibles. As natural weapon attack, dealing 1d6 + your Strength modifier piercing damage on a hit.
Coil Up. As a bonus action on your turn, you may coil into your exoskeleton. While coiled in your shell, your armor class increases by your constitution modifier and you will count as resistant to bludgeoning, slashing, piercing, and fire damage. While coiled your movement speed is reduced by half and you cannot take the attack action, you may uncoil as a bonus action on your turn.
You start with 20 Fear Level.
- Rolling Rush
Your tough shell can be used for more than just defense. While coiled you may use your action to move forward in a straight line with a distance equal to twice your movement speed. A creature in this line must make a dexterity saving throw or take a number of your unarmed strike dice equal to your level.
You may use your devil power to increase the distance, per usage of your devil power spent your movement speed will be increased by your base movement speed.
- Air Tunnel
200 Fear Levels
When you use Rolling Rush, you may expend 1 devil power usage to create a powerful aura around yourself, giving your line a width of 30 feet for 1 turn.
- Segmented Body
400 Fear Levels
Due to your insectoid nature, your body is segmented into multiple parts.
Your hit point maximum increases by an amount equal to your level + your constitution modifier.
- Shell Molt
600 Fear Levels
As your shell takes damage, it starts to ache, you’ve learnt how to fix that.
As a reaction to taking damage for 1 devil power usage, you may remove your shell to reduce the amount of damage. The damage of the attack is reduced by half, and further reduced by an amount equal to your level times your constitution modifier.
After using this ability, you now lack a shell. In this form you are vulnerable to the damages in Coiled Up and your Armor class is equal to 10 + your dexterity modifier.
Whenever you regain health equal to your Constitution score, your shell will return, causing the effects of losing your shell to be reverted. While without a shell you cannot use Coiled Up or any features related to it.
- Rolling Thunder
800 Fear Levels
When you use Rolling Rush, you may now choose to change the type of damage caused to thunder.
If Rolling Rush is under this effect, you may spend 2 additional devil points to add additional damage die equal to half your level.
- Wrecking Ball
1000 Fear Levels
When using Rolling Rush, the damage dealt to structures and inanimate structures will be doubled.
- Roll Out
1200 Fear Levels
While Coiled Up your movement speed is instead reduced by ¼ instead of half.
- Balance of Decay
1400 Fear Levels
As an action for 3 devil power usages, you may cause everything around you to rapidly decay.
Upon using the ability, every creature within 60 ft. of you must make a constitution saving throw or take 6d8 necrotic damage, objects in this area will begin to rapidly age by a number of years equal to your devil level.
- Balance of Vitality
1600 Fear Levels
As an action for 3 devil power usages, you may cause everything around you to rapidly regress.
Upon using this ability all creatures within 30 ft. must make a constitution saving throw or be reverted to the status they were at a number of rounds equal to your devil level.
A creature who is reverted regains any hit points, status effects, or class resources according to the round that they are regressed to.
- Directed Decay
1800 Fear Levels
As a full turn action for 4 devil points you direct your powers of decay at a single target within 30 ft, forcing it to make a constitution saving throw.
On failure the creature will age a number of years equal to your devil level and take 14d10 necrotic damage.
On success the creature will be aged a number of months equal to half your devil level.
- Directed Vitality
2000 Fear Levels
As an action for 4 devil usages, you may restore a creature to peak health.
A creature within 15ft. of you will return to maximum hit points, class resources, and will have any missing body parts fully regenerated.
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 3d6 + your Strength modifier bludgeoning damage on a hit and the target is grappled. Whenever you grapple a creature with your tentacles, they are also restrained. You have ten tentacles, each of which can grapple a different target.
You start with 25 Fear Level.
- Freedom of Movement
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
200 Fear Levels
On your or another creature’s turn you can spend one devil power use to expel an ink cloud in a 60 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.
- Crush
400 Fear Levels
You can spend one devil power use to crush a creature you are currently grappling with your tentacle. The creature must make a Strength saving throw. On a failure, they take 4d10 bludgeoning damage and are incapacitated until the end of their next turn. On a success, they take half as much damage and are not incapacitated.
You can do this to multiple tentacles at once, however each different tentacle costs an additional devil power use.
- Acid Tentacles
600 Fear Levels
Your tentacles now have a sticky acid attached to them that burns your prey. Whenever you hit a creature with a tentacle attack, they take additional 1d10 acid damage.
Also, creatures you’re grappling take 1d10 acid damage at the start of their turns and have disadvantage on checks to escape your grapple.
- Acid Cloud
800 Fear Levels
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.
If a weapon reaches a -5 penalty, it is destroyed.
- Tentacle Smash
1000 Fear Levels
You can spend two devil power uses 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 10d6 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.
If you’re not currently grappling a creature with said tentacle, you may choose to grapple a creature who failed this saving throw with said tentacle.
- Depths Creation
1200 Fear Levels
You have 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 unocuppied location within 10 times your level feets 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. If you deactivate this while grappling a creature, the creature shall be moved towards you alongside the tentacle.
- Invading Tentacle
1400 Fear Levels
Your tentacles can now 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. On a miss, the tentacle forcefully pushes the target to another area.
- Full Submersion
1600 Fear Levels
You can completely engulf yourself into the depths by using three devil power uses as an action. While in the depths, you are moving below the ground and you’re under the effects of full cover. Also, you move using your swimming speed.
You can leave the depths by using half of your movement speed, appearing back at the surface.
- Legend of the Kraken
1800 Fear Levels
You grew more powerful due to the legends of the legendary monster. You can spend four devil power uses 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 3d12 lightning damage and must make a Constitution saving throw. On a failure, they are stunned until the beginning of your next turn. On a success, they don’t receive additional effects.
- Call of the Storm
2000 Fear Levels
You have learned how to control the weather, always being in the advantage like the great Kraken. You can cast the control weather spell with no material components.
Sixth Sense Devil[edit]
The 6th Sense Devil embodies heightened awareness and perception beyond normal limits, with an uncanny ability to sense and understand things that are normally hidden.
Size. 6th Sense Devils have a ghostly, ethereal presence, often appearing as if they are slightly out of phase with reality. Your size is Medium.
Speed. You have a walking speed of 30 feet.
Enhanced Perception. Your senses are acutely tuned to the environment around you. You have advantage on Wisdom (Perception) checks and can detect the presence of invisible creatures or objects within 30 feet of you.
Preternatural Awareness. You have a sixth sense that alerts you to danger. You can add your proficiency bonus to your Dexterity saving throws against effects you can see, such as traps and attacks. You also have advantage on saving throws against being surprised.
Ethereal Insight. Your ability to perceive the intangible allows you to understand things beyond normal comprehension. You can communicate with creatures that do not speak your language telepathically if they have a language, and you can sense the emotional state of creatures within 30 feet of you.
You start with 25 Fear Levels.
- Precognitive Vision
Your senses reach beyond the immediate, granting you glimpses of danger before it fully manifests. This foresight allows you to react swiftly to threats, giving you an edge in critical moments. As a reaction, when a creature attacks you, you can gain advantage on your next saving throw against that attack's effects if it requires a save, or grant disadvantage on the attack roll if it’s an attack roll.
- Phantom Perception
‘’200 Fear Levels’’
Your sight pierces the veil of deception, allowing you to see things as they truly are. No illusion or transformation can escape your enhanced perception. As a bonus action for one use, you can perceive the true form of shapechangers and creatures concealed by illusions for 1 minute.
- Heightened Intuition
‘’400 Fear Levels’’
Your senses sharpen in the face of danger, granting you a near-instant reaction to threats. Your body moves instinctively, evading attacks or hazards just in time.
As a reaction for one use, you can impose disadvantage on an attack roll against you or a saving throw against an effect that targets you.
- Sense
‘’600 Fear Levels’’
Your heightened perception allows you to anticipate threats and avoid danger with uncanny accuracy. As an action for two uses, you can enhance your awareness to detect hidden dangers. For 10 minutes, you gain advantage on Dexterity saving throws and can sense the presence of traps and hazards within 30 feet of you, even if they are concealed. Additionally, you can use this heightened sense to grant advantage on saving throws against effects that you can see.
- Forewarning Sense
‘’800 Fear Levels’’
The world seems to slow down in moments of peril, and your mind races ahead to anticipate dangers not only for yourself but also for those near you.
As a reaction for two uses, you can grant yourself and a number of allies within 30 feet (up to your Charisma modifier) advantage on saving throws against a single attack or effect of your choice.
- Clairvoyant Awareness
‘’1000 Fear Levels’’
Your consciousness expands beyond physical boundaries, allowing you to project your awareness to distant places and see events unfold from afar. As an action for two uses, you can create an invisible sensor within 1 mile of you, allowing you to see and hear through it for 10 minutes. The sensor can be moved up to 60 feet per round.
- Psychic Shield
‘’1200 Fear Levels’’
A mental barrier forms around you or an ally, warding off any attempts to breach the mind or inflict psychic harm.
As a reaction or bonus action for three uses, you can create a psychic shield around yourself or an ally within 30 feet, granting them advantage on saving throws against psychic attacks or mental effects for 1 minute.
- Omniscient Gaze
‘’1400 Fear Levels’’
Your awareness extends beyond physical sight, giving you a sweeping view of all that happens within a vast area. Nothing remains hidden from your gaze. As an action for three uses, you can become aware of all creatures and objects within a 1-mile radius. You gain knowledge of their general location, size, and type, but not specific details or intentions. This lasts for 10 minutes.
- Sensory Veil
‘’1600 Fear Levels’’
Your form becomes cloaked in a shroud of distorted senses, making it difficult for others to pinpoint your location or even perceive you accurately.
As an action for three uses, you can create a sensory field around yourself, making it difficult for enemies to detect your true position. For 1 minute, you gain a bonus to your AC equal to your Charisma modifier, and creatures have disadvantage on Perception checks to locate or target you specifically.
- Sixth Sense Mastery
‘’1800 Fear Levels’’
Your mastery over heightened senses grants you and your allies the ability to anticipate and counter any threat, reacting with unparalleled speed and precision.
As an action for four uses, you can gain the ability to perceive and react to all forms of danger within 60 feet of you, granting you and your allies within range advantage on all saving throws and attack rolls for 1 minute. Additionally, attack rolls made against you and your allies have disadvantage.
- Divine Awareness
‘’2000 Fear Levels’’
You have transcended ordinary perception, achieving an all-encompassing awareness that reveals every hidden thing around you. You are now constantly under the effect of the Foresight spell.
Spear Devil[edit]
Size. Spear Devils have lean, elongated bodies, optimized for swift and deadly strikes. Your size is Medium.
Speed. You have a walking speed of 40 feet.
Precision Strikes. Your strikes are unnervingly accurate. Once per turn, when you miss an attack roll, you can roll a d6 and add it to your attack roll.
Piercing Limbs. Your spear-like appendages count as natural melee weapons with a reach of 15 feet. They deal 2d6 piercing damage on a hit. These attacks ignore resistance to piercing damage.
Harpoon Throw. Once per short rest, you can detach one of your spear limbs and hurl it at an enemy. This is a ranged weapon attack with a range of 30/60 feet. On a hit, it deals 3d8 piercing damage and grapples the target (Strength saving throw against your Devil DC). The spear limb regenerates during a short or long rest.
Finally, you start with 60 Fear Levels.
- Piercing Presence
Your body radiates an aura of deadly precision. Whenever you make a melee attack against a creature, their movement speed is reduced by 10 feet until the end of your next turn. Additionally, you have advantage on opportunity attack rolls.
- Spear Manifestation
200 Fear Levels
As an action for one use, summon a spectral spear that deals 2d8 piercing damage and has a reach of 15 feet. This spear counts as magical for overcoming resistances. It lasts for 1 minute or until dismissed as a bonus action.
- Rapid Barrage
400 Fear Levels
For one use as an action, make two additional melee weapon attacks. Each attack that hits deals an extra 1d8 piercing damage.
- Piercing Aura
600 Fear Levels
For two uses as an action, emit an aura of piercing energy in a 10-foot radius for 1 minute. Creatures of your choice in this area take 2d6 piercing damage at the start of their turn.
- Harpoon Leap
800 Fear Levels
For two uses as a bonus action, hurl yourself at a target within 30 feet, making a melee attack roll with advantage. On a hit, deal 3d8 piercing damage and knock the target prone.
- Spear Rain
1,000 Fear Levels
For two uses as an action, spectral spears rain down in a 20-foot radius within 60 feet. Creatures in the area must make a Dexterity saving throw or take 6d8 piercing damage, or half on a success.
- Heart Piercing Strike
1,200 Fear Levels
For three uses as an action, make a single melee or ranged spear attack with terrifying precision. The creature must make a Constitution saving throw or take 10d8 piercing damage as the spear pierces their heart. On a failed save, the creature's speed is halved, and they have disadvantage on attack rolls and saving throws until the end of their next turn.
- Endless Spears
1,400 Fear Levels
For three uses as an action, summon 10 spectral spears that hover around you for 1 minute. When a creature enters your reach, you can spend a spear to make an opportunity attack without using your reaction.
- Devastating Impale
1,600 Fear Levels
For three uses as an action, target a creature within 30 feet. They must succeed on a Constitution saving throw or take 8d8 piercing damage and become paralyzed until the end of their next turn.
- Impaling Field
1,800 Fear Levels
For four uses as an action, spectral spears erupt from the ground in a 20-foot radius around you. Each creature in the area must make a Dexterity saving throw or take 10d8 piercing damage and be restrained until the end of your next turn.
- Piercing Obliteration
2,000 Fear Levels
For four uses as an action, summon an enormous spectral spear and hurl it at a point within 60 feet. All creatures in a 30-foot radius must make a Dexterity saving throw. On a failed save, they take 12d12 piercing damage and are knocked prone. On a success, they take half damage.
Whip Devil[edit]
- Devil Biology
The Whip Devil embodies the fear of whips, representing their cruel and lashing power.
Size. Whip Devils are lithe and sinuous, their bodies flexible and built for agility. Your size is Medium.
Speed. You have a walking speed of 45 feet.
Barbed Whips. Your whip-like limbs count as natural melee weapons with a reach of 10 feet. On a hit, they deal 2d4 slashing damage. When you roll a natural 20 on an attack, the barbs embed themselves in the target, causing the target to take 1d4 slashing damage at the start of its next turn unless it uses an action to remove the barbs.
Entangling Lash. As a bonus action, you can target a creature within 15 feet of you with one of your whip limbs. The target must succeed on a Strength saving throw against your Devil DC or be restrained until the end of its next turn. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Whip Reflexes. Your flexible body gives you advantage on Dexterity saving throws to avoid area effects.
Finally, you start with 50 Fear Levels.
- Lashing Fear
The sharp crack of your presence unnerves foes around you. At the start of your turn, all creatures within 10 feet of you must make a Wisdom saving throw. On a failed save, they have disadvantage on their next attack roll against you before the start of your next turn.
- Whip Manifestation
200 Fear Levels
As an action for one use, summon a spectral whip with a reach of 20 feet. It deals 2d6 slashing damage, and the creature must make a Dexterity saving throw or become grappled.
- Crippling Strike
400 Fear Levels
For one use as an action, when you hit a creature with your whip, they must make a Dexterity saving throw or have their movement speed reduced to 0 until the end of their next turn.
- Whiplash Wave
600 Fear Levels
For two uses as an action, you sweep your whip in a 15-foot cone. All creatures in the area must make a Strength saving throw or take 3d8 slashing damage and be knocked prone.
- Whip Surge
800 Fear Levels
For two use as a bonus action, your reach with melee attacks increases by 10 feet for 1 minute.
- Tangling Lashes
1,000 Fear Levels
For two uses as an action, you lash your whip at up to three creatures within 30 feet. Each creature must make a Dexterity saving throw or be restrained for 1 minute.
- Crushing Grasp
1,200 Fear Levels
For one use as a reaction, when a creature restrained by your whip takes damage, you deal an additional 3d6 slashing damage.
- Whip Dance
1,400 Fear Levels
For three uses as an action, you lash out at all creatures within 20 feet. Make a melee attack roll against each creature. On a hit, they take 6d8 slashing damage.
- Razor Snare
1,600 Fear Levels
For three uses as an action, you create a 20-foot radius field of spectral whips. Creatures in the area must make a Strength saving throw or take 4d10 slashing damage and be restrained for 1 minute.
- Lashing Maelstrom
1,800 Fear Levels
For four uses as an action, you create a storm of whips around you for 1 minute. At the start of your turn, all creatures within 15 feet take 6d6 slashing damage.
- Executioner’s Whip
2,000 Fear Levels
For four uses as an action, summon a massive spectral whip and lash out in a 60-foot line. All creatures in the line must make a Dexterity saving throw, taking 12d12 slashing damage and falling prone on a failed save, or half damage on a success.
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