Devil Bound (5e Class)

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A hobgoblin in battered leather armor faces off against monstrous goliath on the sandy floor of an arena as the thousands of people in the crowd cheer and yell. The goliath hefts a massive greataxe, and takes a step towards he hobgoblin. The hobgoblin stands her ground, and smiles as her eyes begin to glow, and she transforms, a pair of curved black horn sprouting from her head, and her fingernails growing into curved, wickedly sharp claws. The goliath's once-confident expression gives way, his face now a n=mask of fear, and stumbles backwards as the fiend in front of him stalks closer.

An elf screams as he hurls himself into a hoard of undead, and as he does, blades erupt from his face and forearms, drenched in his own blood. In a frenzy of steel, he slashes left and right, hacking ruthlessly at the waves of zombies that surround him. As more undead pile onto him, clawing and biting and tearing at his flesh, he struggles harder, felling many foes. His injuries seem too grievous and too many, but when he is struck down, he still manages to regain his feet, his body patching some of his wounds and keeping him alive. The gory battle wares on until at last his final foe is felled. Standing amid the mounds of mutilated bodies, the elf takes a deep breath, and grins as his blades retract into his body.

Creating a Devil-Bound[edit]

Devil-Bounds are fiendish warriors who have gained their abilities by forming an unbreakable contract with a devil. In return for sacrificing a part of themselves to the devil they are bound to, a Devil-Bound is able to inherit part of their devil's abilities. A Devil-Bound contract lasts until the Devil-Bound is slain. If a devil is killed while the contract lasts, it returns to life back int the Nine Hells. All Devil-Bounds share some common fiendish traits, but depending on what kind of devil they formed a contract with, some of their abilities will vary. A contracted devil bound to its partner, and part of its conscience is stored in its partner's heart, allowing them to communicate telepathically. Sometimes, the devil and its partner will share a common goal, but it's also common for the devil to attempt to persuade or trick its partner into doing something for it. When making a Devil-Bound, ask yourself why you formed a contract with a devil. Did you chose to willingly, or were you forced or tricked into the contract? Also ask yourself what you intend to do, now that a devil is eternally bound to your soul. Work with your DM to determine who your devil is, and what they hoped to gain by forming this contract with you.

Devilish Mark[edit]

Forming your contract has physically changed you, and part of your appearance now reflects that of your contracted devil. Chose or roll on the Devilish Marks table to determine what infernal brand you now wear.

Devilish Marks (d6)
  1. Your teeth are pointed and razor-sharp.
  2. Your tongue is pitch black and abnormally long.
  3. A pair of horns grows from your head.
  4. One of your eyes is a weird color, such as black, red or flaming orange.
  5. You always smell faintly of sulfur.
  6. You grow a thin, whip-like tail

Quick Build

You can make a Devil-Bound quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Acolyte background.

Class Features

As a Devil-Bound you gain the following class features.

Hit Points

Hit Dice: 1d10 per Devil-Bound level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Devil-Bound level after 1st


Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, History, Intimidation, Persuasion, Religion, Survival.


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

  • (a) scale mail or (b) studded leather armor
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a longbow and 20 arrows or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Table: The Devil-Bound

Level Proficiency
1st +2 Contract, Fiendish Endurance
2nd +2 Devil Form, Fighting Style
3rd +2 Devil's Sight, Undaunted Savagery
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Contract Feature
7th +3 Fiendish Vigor
8th +3 Ability Score Improvement
9th +4 Devil's Assistance
10th +4 Ability Score Improvement
11th +4 Contract Feature, Devil Form Improvement
12th +4 Ability Score Improvement
13th +5 Magic Resistance
14th +5
15th +5 Fiery Hatred
16th +5 Ability Score Improvement
17th +6 Contract Feature
18th +6 Hellish Rebirth
19th +6 Ability Score Improvement
20th +6 Devil's Heart


You have formed a contract with a devil, which grants you your power. This contract lasts until you die, and cannot be undone. As part of this contract, you were forced to sacrifice a part of yourself to your devil. Work with your DM to determine what you sacrificed. Some examples of potential sacrifices include an eye, a piece of your skin or flesh every day, or the control of one of your hands or arms. If this last example or something similar to it is chosen, your DM decides what and when your devil does with that part of your body, and whether they control it all the time, or just part time. You can communicate telepathically with your devil partner at all times.

There are different types of devils that people can make contracts with. You can choose one of the following four types of devil to form your contract with: Blade devil or Blood devil. Your choice grants you features at 1st level, and again at 6th, 11th, and 17th level.

Fiendish Endurance[edit]

Your contract allowed you to inherit some of your partner's supernatural fortitude. You hit point maximum increase by 2, and it increases by 1 every time you gain a level in this class.

Devil Form[edit]

At 2nd level, you gain the ability to partly transform into a terrifying fiend. As a bonus action, you can cause spines to erupt from your body, your teeth to grow into sharp fangs, and deadly claws to grow from your fingers. You gain the following benefits for 1 minute, or until you die:

  • Your base walking speed increases by 10 feet
  • You can roll a d6 in place of the normal damage of your unarmed strikes, and you chose whether that attack deals either piercing or slashing damage.
  • If you aren't wearing armor, your Armor Class equals 10 + your Constitution modifier + your Charisma modifier. You can use a shield and still gain this benefit.
  • Your weapon attacks deal an extra 1d6 according to the weapon's damage.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses of it when you finish a long rest.

Fighting Style[edit]

When you reach 2nd level, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take the Fighting Style more than once, even if you later get to chose again.


You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature in that range, unless that creature successfully hides form you.


When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die, and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Devil's Sight[edit]

Starting at 3rd level, your eyes have changed and become like those of your devilish partner. You have gain darkvision with a range of 60 feet. If you already have darkvision, its range increases by 30 feet. In addition, magical darkness does not impede your darkvision.

Undaunted Savagery[edit]

At 3rd level, your rage burns brightly, and is hard to quench. While you are in your devil form, you have advantage on saving throws against being charmed or frightened.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fiendish Vigor[edit]

Starting at 7th level, your connection to the fiends of hell has made you far stronger. While you are in your devil form, you have advantage on Strength saving throws and Strength (Athletics) checks.

Devil's Assistance[edit]

At 9th level, you can call upon your contracted devil to aid you. As an action, you can attempt to summon your partner. They can either come willingly, or attempt to resist your summons. If they resist being summoned, they must make a Charisma saving throw. The DC for this saving throw is equal to 8 + your proficiency bonus + your Charisma modifier. If they succeed on the saving throw, you fail to summon them. If they fail the saving throw, or if they come willingly , they appear in the nearest unoccupied space from you. Your bonded devil remains for 1 minute, until your are reduced to 0 hit points, or until you dismiss them as a bonus action. Your partner follows your commands, and rolls its own initiative in combat. Links for your partner's statistics are provided at the end of the class description, and their statistics will vary depending on what kind of devil they are. Once used, this feature can't be used again util you finish a long rest, regardless of whether you managed to successfully summon your partner or not.

Devil Form Improvement[edit]

When you reach 11th level, the devil within you grows stronger. While you are in your devil form, you gain the following benefits:

  • The damage you deal with your weapon attacks now counts as magical, for the purpose of overcoming resistances and immunities.
  • You can roll a d8 in place of the normal damage of your unarmed strikes, and you gain a +2 bonus to attack and damage rolls you make with them.
  • Your weapon attacks deal a 1d10 fire damage.
  • You sprout a pair of clawed, leathery wings, which grant you a flying speed equal to your current speed.

Magic Resistance[edit]

Beginning at 13th level, you have been gifted with a devil's innate resistance to magic. You have advantage on saving throws against spells and other magical effects.

Fiery Hatred[edit]

At 15th level, your anger manifests as angry red flames, which surround you and lash out at your foes. While you are in your devil form, your melee weapon attacks deal an extra 1d6 fire damage. In addition, when a creature you can see touches you or hits you with a melee weapon attack, you can use your reaction to deal 1d6 fire damage to that creature.

Hellish Rebirth[edit]

Starting at 18th level, your devil partner will do anything to keep you alive and preserve your contract, even if they have to drag you through hell to do it. When you die, you can make a Constitution saving throw. If you fail, your body and soul alike are completely and utterly destroyed, and you cannot be revived by any methods. If you succeed, you are magically transported to the Nine Hells in an eruption of hellfire, and each creature within 20 you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier), taking 4d10 fire damage on a failed save, or half as much on a successful one. You remain in the Nine Hells for seven days, after which you reappear in the place you were transported from with all your hit points restored. All of your nonmagical equipment is destroyed from your journey to hell and back.

Heart of the Devil[edit]

When you reach 20th level, you have been all but consumed by the powers of hell. You can now use your devil form an unlimited number of times. However, after you have used your devil form three times, every time your devil form ends after that you suffer one level of exhaustion. In addition, you gain the following benefits:

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


Blade Devil[edit]

You have formed a contract with a blade devil. A blade devil's powers are based mainly around the creation and manipulation of weapons, as well as being able to recover from grievous injuries. Your contract with a blade devil has granted you similar abilities.


At 1st level, you can cause deadly weapons to grow from out of body. As a bonus action, you can summon up to three weapons. One can grow from each of your arms and legs, and one can grow from your head. When you conjure the weapons, you take 1 slashing damage for one you summoned, as they erupt from inside of your body. Each weapon can be up to three feet long, and can resemble any melee weapon you choose. These weapons deal 1d6 damage. For each weapon, you choose whether it deals bludgeoning, piercing, or slashing damage. These weapons' damage die increases to 1d8 at 6th level, and to 1d10 at 11th level. In addition, when you use the Attack action with one or more of these weapons on your turn, you can make one additional attack with one of these weapons as a bonus action. You can retract any or all of these weapons as a bonus action.

Depending on which limbs you summoned these weapons from, you may suffer certain disadvantages. If you summon a weapon from one of your arms, you can no longer use that arm to wield a weapon or hold a shield, and you have disadvantage on any Dexterity (acrobatics), Strength (athletics), or Dexterity (sleight of hand) checks you make using that hand. If Both of your hands have these weapons protruding from them, you automatically fail any of the aforementioned checks if they require the use of your arms or hands.

If you summon a weapon from one of your legs, your walking speed is halved. If you summon a weapon from both or your legs, your walking speed is reduced to 5 feet, as you can only crawl. In addition, you have disadvantage on any Dexterity (acrobatics) or Strength (athletics) checks you make that requires your legs if one of your legs has a summoned weapon protruding from it, and you automatically fail any of the aforementioned checks if they require the use of your legs if both of your legs have weapons protruding from them.

Demonic Weaponry

At 6st level, you can use your bonus action to spend a deadly weapon and summon a demonic weapon. This weapon looks like any weapon you want and deals a 1d12 damage, with you choosing whether to deal damage by bludgeoning, piercing, or slashing damage. Its damage increases to 2d8 at 11th level and you gain a +3 bonus to attack and damage rolls.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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