Devil Hunter, 4th Variant (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Devil May Cry franchise, and/or include content directly affiliated with and/or owned by Capcom. D&D Wiki neither claims nor implies any rights to Devil May Cry copyrights, trademarks, or logos, nor any owned by Capcom. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

==Devil Hunter== We use ready-made ideas and bases, but changes to the structure will be made and differ from the original content

"Two millennia ago, there was a war. Between the human world and the other... Underworld. But someone from the underworld awoke to justice, and stood up against this legion, alone. His name was Sparda. Later, he silently reigned over the human world, and continued to preserve harmony, until his death. He became a legend, the legendary Dark Knight, Sparda."

Creating a Devil Hunter[edit]

ErrZ41mRxUvlzW2mnLyYkQGsaqKJZP0H.png
Dante with Vergil and Nero by Playstation


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Devil Hunter you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Dependant on Path
Tools: Dependant on Path
Saving Throws: Dependant on Path
Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Performance and Survival.

Equipment

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

  • (a) an explorer's pack or (b) a dungeoneer's pack or (c) artisan's tools
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Devil Hunter

Level Proficiency
Bonus
Features
1st +2 Style Ranks, Defining Path, Unarmored Defense
2nd +2 Devil Arms
3rd +2 Path Feature
4th +2 Ability Score Improvement
5th +3 Style Rank Improvement, Extra Attack
6th +3 Ability Score Improvemen, Path Feature
7th +3 Path Feature, Evasion, Mind Purity
8th +3 Ability Score Improvement
9th +4 Devil Arms
10th +4 Ability Score Improvemen, Style Rank Improvement
11th +4 Quickened Movement Feature, Extra Attack
12th +4 Ability Score Improvement
13th +5 Path Feature
14th +5 Ability Score Improvemen, Style Rank Improvement
15th +5 Path Feature
16th +5 Ability Score Improvement
17th +6 Path Feature
18th +6 True Form
19th +6 Ability Score Improvement
20th +6 Final Path Feature

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

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

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Style Ranks[edit]

Starting at 1st level, you have a counter referred to as your style meter. Whenever you deal damage, you add that amount to your style meter as well. Whenever you are hit, you subtract the damage you took from your style meter. As soon as you reach one of the thresholds listed below, you gain the following benefits.

Rank Damage Requirement Bonus
Eh... 0 +0
Dismal 10 +1d4 damage dealt
Crazy! 30 +2d4 damage dealt.
Badass! 60 +3d4 damage dealt.
Apocalyptic! 100 +4d4 damage dealt.
Savage! 150 +5d4 damage dealt.
Sick Skills!! 210 +6d4 damage dealt.
Smokin’ Sexy Style!!! 280 +8d4 damage dealt.

When you roll initiative, you start at rank E and gain ranks during combat. You can taunt an enemy within 35 feet of you as a bonus action to take half the damage needed to gain the next rank, however you are vulnerable to all damage from that enemy until the start of your next turn. For example, you have dealt 50 damage and are at rank C. You taunt as a bonus action, adding 15 extra damage towards your style meter, getting you to rank B. Hundred over 280 adds another damage die and every hundred after 380 adds a +1. Taunting on consecutive turns without dealing damage does not add to the Style Meter.

Defining Path[edit]

At 1st level, you choose the path you take in life. Choose between Legendary Devil Hunter, Deadweight, and the Alpha and the Omega all detailed at the end of the class description. Your choice grants you features 1st level and again at 3rd, 7th, and 15th level.

Unarmored Defense[edit]

Starting at 1st level or acquired during the game, while you are not wearing armor and not wielding a shield, your AC is equal to 10 + your Dexterity modifier + path-dependent ability modifire.

Devil Arms[edit]

Depending on your Path, you gain different weapons or tools to assist you on your journey. This feature grants you different weapons and tools at 2nd and again at 9th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 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. Proficiency The bonus will increase by 0.5 at each level. As normal, you cannot increase an ability score above 20 using this feature. instead you can choose an available resource in the resource chapter.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 9th level in this class. The number of attacks increases to four when you reach 17th level in this class.

Style Rank Improvement[edit]

When you reach 5th level and again at 10th and 14th, you gain upgrades for your Style Rank feature:

5th level

The die used for extra damage based on your style rank change to d8. Add +1 to Style Rank for each non-consecutive attack.

10th level

The die used for extra damage based on your style rank change to d10. Add +3 to Style Rank for each non-consecutive attack.

14th level

The die used for extra damage based on your style rank change to d12. Add +5 to Style Rank for each non-consecutive attack.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Mind Purity[edit]

Staring at 7th level, you become immune to the frightened and charmed conditions.

Quickened Movement Feature[edit]

At 11th, you have a newfound knack for combat, and you are constantly prepared to fight. Depending on your path, the name of the ability will be different, but the benefits will be the same. .

True Form[edit]

At 18th level, you have unlocked your True Form, and depending on your path, this form will change. For Legendary Devil Hunter and The Alpha and the Omega, you will unlock the ability Sin Devil Trigger. For Deadweight, you will unlock Devil Trigger.

Final Path Feature[edit]

At 20th level, your journey is over and you unlock your final ability. This changes depending on which path you take. For Legendary Devil Hunter and The Alpha and the Omega, you will unlock the ability Quadruple S. For Deadweight, you will unlock the ability Unbreakable Breakers.

Legendary Devil Hunter[edit]

The Legendary Devil Hunter path utilizes multiple fighting styles to adapt to any situation, with plenty of style to spare. This party is going crazy! Let's Rock!

Tool Proficiencies: None Saving Throws: Dexterity and Charisma on weapons that use the strength modifier, you can add your dexterity modifier. Unarmored Defense: Charisma

Rebellion[edit]

At 1st level, you are equipped with the shard of a legendary demon, the mystical sword Rebellion. Deals 1d8 magic slashing damage and has the Versatile property, you can use your Dexterity or Strength modifier in Rebellion to either roll the Hit Die or the Damage Die to use it with style on your enemies. You can also use "High time" skill as an attack on your turn.

High Time
You can use Rebellion to launch an enemy into the air, the target must make a Constitution saving throw against your spell save DC (Dexterity), if it fails, it is stunned until the start of your next turn, if they succeed, they are not stunned.

Ebony & Ivory[edit]

At 2nd level, you gain two exquisitely crafted crossbows or handguns. These weapons can only be fired when used together, which means you can shoot both of them once as a ranged attack. They deal 1d6+1d4 piercing damage and do not have the charge property. However, His range is 30/120.

Playstyles[edit]

At 3rd level, you may utilize each of the following 4 playstyles. You can switch freely between the 4 playstyles a number of times equal to half your character’s level, rounded down. The number of changes you possess refreshes at the beginning of your next turn.

Trickster

When using this playstyle, your movement speed increases by 10 feet and you may use the dash, dodge and disengage action as a bonus action.

Swordmaster

Helm Breaker: Immediately after you use High time and the target is stunned, you may use Helm Breaker freely. This attack does max damage with Rebellion and throws the target to the ground.

BoltSlinger

When using this playstyle, your ranged attacks deal an extra 2d4 damage.

Royal Guard

When using this playstyle, if an enemy attacks you, you may make a check to halve the damage of that attack. You must pass a dexterity check of 10 to succeed, if you fail, you take half damage and use one charge. If you succeed, you do not consume a charge. You have an amount of charges equal to half your level rounded down. When you run out of charges, you can no longer use royal guard. You regain all charges after a long rest Once you gain Devil Trigger, it instead utilizes charges of Devil Trigger.

Devil Trigger[edit]

Beginning at 6th level, on your turn, you can tap into demonic energies as a bonus action and enter a new form. This form consumes 1 charge and heal 4 hitpoints per turn. While in this form, you have the following benefits:

You can add your Proficiency bonus on all damage rolls you make.
Your movement speed increases by 10 feet.
You gain advantage on all attacks
You have resistance to all damage

You can also end your transformation on your turn as a bonus action. You have an amount of charges equal to your level. You regain these charges on a long rest. You can also regain these charges by doing damage, when you deal a total of 75 damage, you gain back a charge of Devil Trigger. You cannot go over the limit due to regaining a charge.

Improved Playstyle[edit]

At 7th level, your playstyles improve.

Trickster

Air Trick: As a bonus action, you may teleport to an enemy you can see within 60ft.

Swordmaster

When using this playstyle, once per turn your melee weapon attacks cause two extra die of damage.

BoltSlinger

Rainstorm: As an action, your character leaps high into the air and spins around, wildly firing Ebony and Ivory in all directions as they descend. All enemies in a 20 foot radius must make a Dexterity saving throw against your spell save DC (Dexterity). If they fail, they take 4d4. If they succeed, they take half damage.

Royal Guard

For each successful Royal Guard, you gain a stack. The maximum amount of stacks is 10. As an action, you can activate Release, dealing 10 force damage to the enemy per stack. Using Release will consume all stacks of Royal Guard. The stacks last until your next long rest.

Balrog[edit]

At 9th level, you forge the gauntlets, greaves, and shoulder pads created with the sealed power of the king of Fire Hell.

2 in 1!

Balrog consists of 2 different fighting modes: Blow Mode, and Kick Mode. You may use a bonus action to swap between Blow Mode or Kick Mode.

Blow Mode

Flurries of punches followed by insanely powerful killer blows, this mode strikes fear into even the most hardened demons. Each blow deals 2d4 magical bludgeoning per punch and enemies have disadvantage on attacks against you. But there’s a trick up your sleeve, after 4 successfully landed punches, flames engulf your arms, enhancing the power of your punches! This status is called Ignition Mode and powers up your attacks with Balrog in both modes! When in Ignition Mode and in Blow Mode, Balrog deals a total of 3d4 bludgeoning + 2d8 fire damage! This effect lasts for 2 turns before the flames dissipate. Heat it up!

Kick Mode

Intense strings of mighty kicks characterize this style! Each kick deals 2d6. Ready to kick things up a notch? Use your action to violently breakdance and heat up the battle! Doing so will trigger Ignition Mode, or if you want to be more stylish, it will “Ignite the Flame” and grant you fire damage in addition to your already existent damage! The total damage you will be doing is 3d6 magical bludgeoning + 2d8 fire damage. Similarly to Blow Mode, this effect ends after 2 turns.

Let’s Get This Party Started![edit]

At 11th level you get advantage on initiative rolls and during your first turn in combat, all your attacks have advantage.

Devil Trigger Improvement[edit]

At 13th level, when you are in Devil Trigger you regain health equal to your player level + proficiency bonus at the start of each of your turns.

Playstyle Mastery[edit]

At 15th level, you master your playstyles.

Trickster

As a bonus action, you may freely cast the Mirror Image spell. This effect disappears if you change off of Trickster.

Swordmaster

This amount of moves is getting crazy! Depending on what weapons you use, you gain new abilities!

For Rebellion / Devil Sword: Roundtrip

Roundtrip: As an attack, you can hurl your sword at an enemy within 60 feet. They must make a Dexterity saving throw against your spell save DC (Charisma). If they fail, they are hit by the sword for the maximum amount of damage, their movement is set to 0, and the sword stays there spinning in place for two turns, coming back at the start of the third turn, or earlier if you decide to call it back. The enemy is stuck within the swords range for the duration of those two turns, as their movement is set to 0. If they pass the saving throw, they are hit by it once for maximum damage, and it comes back as normal. When you receive your Devil Sword, instead of throwing it, you summon a spectral duplicate of your Devil Sword and throw that instead. The ability acts the same, except for when the sword returns. Instead of the spectral sword returning after the two turns or returning early, it simply vanishes.

For Balrog: Rising Phoenix / Around the World

Rising Phoenix: When in Blow Mode and Ignition Mode, you may use all your attacks to violently uppercut one enemy, dealing triple the normal damage, but instantly ending Ignition Mode.

Around the World: When in Kick Mode and Ignition Mode, you may use all your attacks to viciously kick an enemy an absurd amount of times, juggling them in the air, dealing triple the normal damage die, but also ending Ignition Mode.

The damage of these moves go past resistances and immunities

For Polearms: Revolution

Revolution: Flail your polearm wildly in front of you, racking up hits, and finish with a demobilizing swipe. This ability uses all your attacks to hit one enemy, but each hit does one more damage die than it usually does. The enemy must then pass a Constitution saving throw against your spell save DC (Charisma) or be knocked prone. Once you use this ability, you cannot use it again until next combat. If you miss all of your attacks with this ability, you regain the use of this ability.

For Axes: Devil May I Axe you a Question

Devil May I Axe you a Question: If trees could feel fear, they’d understand your enemies situation. You spin around wildly, ending in an incredibly destructive chop. Choose a target within a range that equals your movement speed. With your axe in hand, you wildly spin around while making your way to your designated target. If you cross by an enemy within reach on your way to your designated target, they must make a Dexterity saving throw against your spell save DC (Charisma) or be hit for your weapons damage + 2 more damage die and knocked prone on a failed save or hit for normal damage and not knocked prone on a passed save. When you reach your target, roll to hit with disadvantage, but if you hit, you deal 4 times the normal damage. Regardless of if you hit the last attack or not, you cannot use this ability again until the next combat. Spin to win!

For Nunchucks: Lightning Percussion

Lightning Percussion: Choose a target within 20 feet, you extend your nunchucks beyond their normal limit and attack that target for 3d6 bludgeoning + 4d8 lightning damage. This ability counts as one attack. You can only use this ability three times, regaining the use of this ability at the start of next combat.

BoltSlinger

Twosome Time: You may shoot at two enemies at once when using a ranged attack.

Royal Guard

When making a successful Royal Guard check, you will take no damage, gain a stack of Royal Guard, and receive a charge of Devil Trigger. Royal Guard stacks now deal 15 damage per stack. Also something fun you can do if you roll a natural 20 on the royal guard check you may choose to as a reaction to use release and have it hit for sure.

Quicksilver[edit]

How about we slow things down a bit? At 15 level you gain a new play style, quick silver. When using this playstyle you use your action to use the spell time stop at the cost of dt gage. For each turn your in time stop it costs one bar of dt and lasts until your dt gage runs out or you end it as an action however unlike others you can attack while in time stop but if you change playstyles your time stop will end early. Stand still~.

Note: damaging enemies while in stopped time will not refill devil trigger

Devil Sword[edit]

At level 17, you concentrate colossal amounts of demonic energy into Rebellion, forging your Devil Sword. Infused with demonic power and your own power alike, well, let’s just say this is a party you don’t want to miss. 2d10 magical slashing damage with the versatile (2d12) property with a +3 to attack and damage rolls. And due to the sword being infused with your energy, it has become one with you, allowing you to summon it whenever you deem necessary. Rebellion’s abilities carry over.

Sin Devil Trigger[edit]

At 18th level, you may use all of your Devil Trigger charges and an action to absorb your Devil Sword into yourself, transforming you into Sin Devil Trigger. This form lasts for 1 minute, and you gain the following benefits additionally to the benefits of Devil Trigger:

You may add your Strength modifier to all attack and damage rolls.
You have immunity to all non-magical physical damage, and resistance to all magical physical damage.
You have a flying speed of 60 feet.

While in Sin Devil Trigger, you do not gain the benefits of the playstyles from the Legendary Devil Hunter path. You may end Sin Devil Trigger early by performing the Judgement attack, dealing 20d10 force damage to all creatures within 60 feet of you that fail a dexterity saving throw against your spell save DC (Charisma), or half as much on a successful save.

Quadruple S[edit]

At 20th level, when your style rank is “Smokin' Sexy Style!!!”, you can enter Sin Devil Trigger freely. This ends at the start of your next turn. You cannot perform the Judgement attack during this time.

Alpha and the Omega[edit]

The Alpha and the Omega path utilizes swift swordsmanship to defeat enemies, building their concentration to gain even more power over the course of the battle. Now I’m motivated!

Tool Proficiencies: None

Saving Throws: Dexterity and Wisdom

Unarmored Defense: Wisdom

Yamato[edit]

At 1st level, you are equipped with the sword Yamato, the sword used to separate the mortal world and demon world. Although it is currently depowered, it deals 1d8 magical slashing damage at 1st level, 1d10 at 5th, 2d10 at 8th, 2d12 at 10th, 2d15 at 15th. It has the Finesse property. You also gain the abilities Upper slash and Aerial cleave.

Upper Slash
You may use Yamato to knock an enemy high into the air, the target must make a Constitution saving throw against your spell save DC (Wisdom), if they fail, they are stunned until the start of their next turn, if they succeed, they are not stunned.
Aerial Cleave
Immediately after you use Upper Slash and the target is stunned, you may use Aerial Cleave freely. This attack does max damage with Yamato and throws the target back down to the ground,

Trick Actions[edit]

At 2nd level, you become more methodical with your movements, this increases your fighting prowess, as it allows you to make complex movements with relative ease. You may use the abilities listed below when you reach the appropriate level. You also gain 10 additional movement speed. This bonus increases when you reach certain, 20ft at 5th, 25ft at 8th, 30ft at 10th, 35ft at 12th, 40ft at 15th. In addition your movement does not provoke opportunity attacks. You gain trick action benefit if you aren't wearing armor only

Trick Dodge
When you are attacked, you may make a Dexterity saving throw equal to the enemy's Intelligence DC (8 + Proficiency bonus + Intelligence Modifier) and vanish at the very last second before an enemy hits you, reappearing 10 feet away in a direction of your choice. You may do this a number of times equal to your level, regaining uses at short or long rest. In addition to this, you may use the dash, dodge and disengage action as a bonus action.
Air Trick
As a bonus action, you may teleport within 60ft.
Trick parry
While you wielding your Devil arm, you can use your reaction to deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your level.

Beowulf[edit]

At 2nd level, you can now equip set of flash gauntlets and greaves Devil Arm, it deals 1d8+ magical force damage,1d10 at 8th, 1d12 at 12h, 1d15 at 15th. you can use your Dexterity or Strength modifier in Beowulf to either roll the Hit Die or the Damage Die. You also gain the abilities Rising Dragon, Starfall and Lunar Phase. In additional while equiping Beowulf you can use ready action to perform a charge attack, deal damage equal turn you charging attack.

Rising Dragon
Lunge toward an enemy and launch them into the air with a heavy uppercut, the target must make a Constitution saving throw against your spell save DC (Wisdom), if they fail, they take Beowulf double damage and stunned until the start of their next turn, if they succeed, they are not stunned. In additional while in Devil Trigger this move deal triple damage.
Starfall
Immediately after you use Rising Dragon or landing hit Beowulf, you may use Starfall to dive down feet first to send them hurtling away 20 feet if the target is stunned they take Beowulf maximum damage, If the target is not stunned, it must roll a Dexterity saving throw against your spell save DC (Wisdom), if it fails the saving throw it takes Beowulf Maximum damage but not be push away. In addition while in Devil Trigger this move deal double damage.
Lunar Phase
This move can be use at level 5th. Chose target within 20 feet and perform vicious spin attack, finishing with a forceful heel kick. Target must make a Dexterity saving throw against your spell save DC (Wisdom)

a target that fails the saving throw takes Beowulf triple damage, or half as much on a successful save. In addition you can use this move as a extra attack.

Mirage Blades[edit]

At 3rd level, you unlock some form of power that allows you to create spectral short swords that are suspended in the air. You may make ranged attacks with these blades. They deal magical piercing 1d6+your proficiency bonus and their range is 30 / 120. After you attack with these blades, they disappear after 30 seconds. As you gain levels in this class, your mirage blades gain damage increases, 2d6 at 5th level, 3d6 at 10th level, 4d6 at 15th level,

5th level, Spiral Swords

You summon multiple spectral swords that spin around you for 1 minute and damage anyone that comes close. Each creature that enters a 5ft cube around you will take slashing damage equal your Mirage Blades damage additionally if a creature starts its turn within the 5ft cube they take slashing damage until they leave the 5ft cube. You can use this feature Two times per long rest. You gain an additional use at 8th, 10th 12th and 15th level.

7th level, Heavy Sword Rain

You summon tens of spectral swords above all creatures within a 25ft cube. Creatures under the swords must make a Dexterity saving throw or take 6d6 slashing damage and are stunned, half as much on a successful save and they are not stunned.

Yamato additional moveset[edit]

At 5th level your Yamato gain new three moveset and Aerial Cleave no need to use after the target is stunned.

Rising Star
Dash forward within 20 feet Yamato to knock an enemy high into the air, target mush make a Constitution saving throw against 8 + your proficiency bonus + your Dexterity modifier. if they fail, they are stunned until the start of their next turn, if they succeed, they are not stunned, In additional this move deal equal Yamato damage two time. While in devils trigger this move deal equal Yamato damage three time.
Aerial rave
Immediately after you use Upper Slash or Rising Star and the target is stunned, you may use Aerial Rave freely. This move deal Yamato damage three time. In addition you can use Aerial Cleave after you perform Arial Rave.
Rapid slash
Dash forward through enemy within 30 feet, relentlessly slashing everything in your path. Target within your path mush make a Dexterity saving throw against 8 + your proficiency bonus + your Dexterity modifier. Target that fails the saving throw take Yamato damage, or half as much on a successful save. You may use Rapid slash as A bonus action or Extra attack, While in devils trigger this move deal equal Yamato damage twice.

Devil Trigger[edit]

Beginning at 6th level, on your turn, you can tap into demonic energies as a bonus action and enter a new form. This form consumes 1 charge per turn and heals 4 per turn. While in this form, you have the following benefits:

You can add your Proficiency bonus on all damage rolls you make.
Your can add you Proficiency bonus to your strength roll.
You gain advantage on all attacks and saving throws
You have resistance to all damage


You can also end your transformation on your turn as a bonus action. You have an amount of charges equal to your level. While in devil trigger you are immune to any debuff you got. You regain these charges on a long rest. You can also regain these charges by doing damage, when you deal a total of 55 damage or kill the enemy, you gain back a charge of Devil Trigger. You cannot go over the limit due to regaining a charge. In addition you gain necrotic damage to all attack you make.

Concentration[edit]

At 6th level, During battle, your abilities are enhanced by your focus on the battle. This focus is measured through the Concentration Gauge. This gauge consists of a total of 2 levels. Each level enhances your attacks and natural abilities. Each level requires 3 stacks to reach, meaning level 1 is gained at 3 stacks of concentration and level 2 is 6 stacks. Every time you take damage, you lose 1 stack of Concentration, and for each successful Trick Action or landing hit, you gain one stack of concentration. At level 1 of concentration, Yamato gains the reach property, Mirage Edge deals twice the damage die(Including Style). At level 2 of the concentration gauge, Yamato gains an additional damage die, and Mirage Edge deals triple the damage die(Including Style). In addition whenever you make a saving throw and fail, you can spend 2 Concentration Gauge to reroll it and take the second result.

The Fear of Devil[edit]

At 6th level, You learn how use your devil power to terrify any creature. You gain proficiency in Intimidation skill. In addition if you entering Devil Trigger form creature that can see you must make a Wisdom saving throw against your spell save DC (Wisdom). On a failed save, each creature is frightened until you out of Devil trigger form

Judgement Cut[edit]

At 7th level, as an attack, you can slash through space and time itself and eviscerate your enemies without so much as moving your sword slightly out of the scabbard. Choose a 10 foot area centered on a point within 30 feet of you. All enemies within that area make a dexterity saving throw against your spell save DC (Wisdom). A creature that fails the saving throw takes 4d6 force damage and is stunned until the end of your next turn. On a successful save a creature takes half of the damage and is not stunned. You may do this a number of times equal to half your level rounded up, regaining uses at the start of your turn. You cannot use this attack on consecutive turns, however, you may use it multiple times in one turn due to Extra Attack.

Mirage Edge[edit]

At 8th level, You decide to create a permanent version of a Mirage Blade, but instead opting to use it as a melee weapon. Mirage Edge deals 4d8 magical slashing damage. It can be summoned at will, and can be one-handed alongside Yamato , adding extra attacks when used(Yamato plus extra attacks then Mirage Edge plus extra attacks). It also has the abilities Roundtrip, High time, and Helm Breaker.

Stinger
Lunge toward an enemy within your movement and skewer them with a deadly thrust. The target must make a dexterity saving throw against your spell save DC (Wisdom) or take Mirage edge damage and their movement is set to 0 until the start of their next turn.
Million Stab
Perform blinding whirlwind of stabs target must make a Constitution saving throw against your spell save DC (Wisdom) or take Mirage Edge double damage. You can use this move after you use "Stinger" and the target fails on saving throw to make the target take Mirage Edge double damage automatically.
Roundtrip
As an attack, you can hurl your sword at an enemy within 60 feet. They must make a Dexterity saving throw against your Wisdom. If they fail, they are hit by the sword for the maximum amount of damage, their movement is set to 0, and the sword stays there spinning in place for two turns, coming back at the start of the third turn, or earlier if you decide to call it back. The enemy is stuck within the swords range for the duration of those two turns, as their movement is set to 0. If they pass the saving throw, they are hit by it once for maximum damage, and it comes back as normal. When you receive your Devil Sword, instead of throwing it, you summon a spectral duplicate of your Devil Sword and throw that instead. The ability acts the same, except for when the sword returns. Instead of the spectral sword returning after the two turns or returning early, it simply vanishes.

Mirage Edge and Yamato can be used together in the form of a Two-Weapon Fighting Style. The weapons combine damage and be considered 2 handed. When dual wielding the weapons, the user is able to spend all their extra attacks to multiply the damage dealt double the amount of extra attacks by the weapons(Not including style points). Meaning at 9th level they would be able to multiply the damage dealt by 4 as they have 2 extra attacks.

Performance Boost[edit]

At 9th level, When your hit points drops to 0, You can roll 8d12 to gain temporary hit point and entering Devil trigger form. Your temporary hit point will gone after you out of Devil trigger form. You can use this feature one per long rest.

Doppelgänger[edit]

At 9th level, You are in need of an ally, so you decide the best help you could use is your own. As a bonus action, you may consume 3 charges of Devil Trigger to create a doppelgänger of yourself. This doppelgänger has a half of your maximum health, and can do anything you can do, and it acts on your turn.

Devil arm Mastery[edit]

At 10th level, you may switch your devil arm without spending an action

Void Slash[edit]

At 10th level, you create a new ability from your time using Yamato. Void Slash would be added on and used as Aerial Cleave and Upper Slash. The opponent will have to roll an Intelligence saving throw against your spell DC (Wisdom), if they fail Yamato gains triple damage on the attack made(Not including style), applies a slow. Affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Now I’m a Little Motivated[edit]

At 11th level, you have advantage on initiative rolls, saving throws and during your first turn in combat, all of your attacks have advantage.

Devil Trigger Improvement[edit]

At 13th level, when you are in Devil Trigger you gain bonus attack equal to your player level + proficiency bonus + dexterity bonus at the start of each of your turns. One turn moves like "Judgment Cut" gains triple the damage, but must be used two turns after instead of the turn after.

Judgement Cut: End[edit]

At 15th level, You may use all of your attacks to use this ability. You focus all your motivation into your Judgement Cut, this attack covers a 30 foot radius around you. Creatures within the area make a Dexterity saving throw against your spell save DC (Wisdom). A creature that fails the saving throw takes 12d12 force damage, or half as much on a successful save. You cannot use this on consecutive turns.

True Hell on Earth[edit]

At 15th level, you discover potent energy within yourself. True Hell on Earth is unleashed, raising your hand into the sky absorbing the light and slamming it into the ground creating an explosion within a 45ft radius damaging enemies for 10d10 fire (Intelligence Proficient). The move knocks enemies and allies back 10ft if they fail a Strength saving throw against your spell DC (Wisdom). The user can also choose to have the explosion knock up for a Dexterity saving throw against your spell DC (Wisdom). If used in Devil Trigger Hell on Earth now has swords that get summoned above the enemy adding a 10d10 magical, causing for a Strength save against your spell DC (Wisdon) in addition to the original attacks of Hell on Earth. You cannot use this attack on consecutive turns, however, you may boost it by 8d8 in one turn equal to the amount of extra attacks not used.

Devil Sword[edit]

At level 17, you concentrate colossal amounts of demonic energy into Yamato, renewing its once lost strength. This forges your Devil Sword. Infused with demonic power and your own power alike, well, let’s just say this is a party you don’t want to miss. 2d20 magical slashing in addition to this, it has a +3 to attack and damage rolls and your Yamato can overcoming resistance and immunity to magical or nonmagical attacks and damage. And due to the sword being infused with your energy, it has become one with you, allowing you to summon it whenever you deem necessary. You may also use Yamato to create portals that last for as long as you want, and you may teleport to anywhere you choose.

Sin Devil Trigger[edit]

At 18th level, you may use all of your Devil Trigger charges and an action to absorb your Devil Sword into yourself, transforming you into Sin Devil Trigger. This form lasts for 1 minute, and you gain the following benefits additionally to the benefits of Devil Trigger:

You may add your Strength modifier to all attack and damage rolls.
You have immunity to all non-magical physical damage, and resistance to all magical physical damage.
You have a flying speed of 60 feet.

You may end Sin Devil Trigger early by performing the True Judgement Cut: End attack, dealing 20d12 force damage to all creatures within 60 feet of you that fail a dexterity saving throw against your spell save DC (Intelligence), or half as much on a successful save.

Quadruple S[edit]

At 20th level, when your style rank is “Smokin' Sexy Style!!!”, you can enter Sin Devil Trigger freely. This ends at the start of your next turn. You cannot perform the True Judgement Cut: End attack during this time.

Home of user-generated,
homebrew pages!


Advertisements: