Devil User, Variant (5e Class)
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Devil User[edit]
Devils are a race of supernatural creatures appearing throughout the World. They are creatures that feed upon humanity's fears. Sometimes even taking control of a creature body for their own benefit. Some devils however, are friendly to humans, and may even sacrifice their lifes for a human to live.
Hell Origins[edit]
You have come from the depths of hell, the place of the sinners and of the worst evil there is in humanity, now looking for a new host or prey. Since you fused with your devil, became possessed or was a devil from birth, you gain the strenghts of the devils. You gain 60ft of darkvision, if you already have darkvision you gain Devil's Sight.
Creating a Devil User[edit]
Two Hybrid Devils fighting, source [1] |
- Quick Build
You can make a Devil User quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the any background.
Class Features
As a Devil User you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Devil User level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Devil User level after 1st
- Proficiencies
Armor: none
Weapons: Simple Weapons
Tools: Artisan’s tools
Saving Throws: Constitution and Charisma
Skills: Choose 3 from the following: Arcana, Athletics, Acrobatics, Deception, History, Insight, Intimidation, Persuasion and Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- 1 Simple Weapon
- If you are using starting wealth, you have 4d4 x 10 gp. in funds.
Level | Proficiency Bonus |
Blood Regeneration | Features | Enhanced Strength |
---|---|---|---|---|
1st | +2 | - | Devil Type, Enhanced Strenght, Devil Resistance | 1d6 |
2nd | +2 | 1d4 + Constitution modifier | Blood Regeneration | 1d6 |
3rd | +2 | 2d4 + Constitution modifier | Devil Types feature, Devil Transformation | 1d6 |
4th | +2 | 2d4 + Constitution modifier | Ability Score Improvement | 1d8 |
5th | +3 | 3d4 + Constitution modifier | Extra Attack, Devil Types feature | 1d8 |
6th | +3 | 3d4 + Constitution modifier | Feared Around The Wolrd | 1d8 |
7th | +3 | 4d4 + Constitution modifier | Devil Types feature, Blood Hunter | 1d8 |
8th | +3 | 4d4 + Constitution modifier | Ability Score Improvement | 1d8 |
9th | +4 | 5d4 + Constitution modifier | Extra Attack, Demonic Ressurection | 1d10 |
10th | +4 | 5d4 + Constitution modifier | Devil Types feature, Devil Transformation Mastery | 1d10 |
11th | +4 | 6d4 + Constitution modifier | New Pact | 1d10 |
12th | +4 | 6d4 + Constitution modifier | Ability Score Improvement | 1d10 |
13th | +5 | 7d4 + Constitution modifier | Extra Attack, Devil Types feature | 1d12 |
14th | +5 | 7d4 + Constitution modifier | Abyssal Powers | 1d12 |
15th | +5 | 8d4 + Constitution modifier | Devil Types feature | 1d12 |
16th | +5 | 8d4 + Constitution modifier | Ability Score Improvement | 1d12 |
17th | +6 | 9d4 + Constitution modifier | Extra Attack, Devil Types feature | 1d12 |
18th | +6 | 9d4 + Constitution modifier | — | 2d12 |
19th | +6 | 10d4 + Constitution modifier | Ability Score Improvement | 2d12 |
20th | +6 | 10d4 + Constitution modifier | Forbbiden Name, Devil Types feature | 2d12 |
Devil Type[edit]
Your demon origins make you inherit devil powers, but you have used them in different manners. You choose your devil type, you may choose between these three:
- Fiend
Fiends are devils who possessed a corpse. Fiends are considerably less powerful than their devil counterparts and are able to use toned-down versions of their respective supernatural abilities. They can regenerate from drinking blood and get strength from it, but unlike hybrids, they can die if they are fatally wounded. Some fiends are able to transform into their devil forms temporarily.
- Half-fiendish nature
Your creature type is both humanoid and fiend.
- Possessed
You can understand all the languages of the creature you have possessed, and you gain 1 extra proficiency.
- Just Another Live
If you die in battle, you can roll Constitution saving throw, if you roll a 20 or higher, you can get back as your true demon form. You gain temp hitpoint equal half of your maximum hitpoints. You can spend your actions just to use the charge. If you contacting with dead humanoid you steal his body and heal hp equal your Devil User level.
- Hybrid
Hybrids have human consciousness and appearance, but can transform into a human-devil hybrid and manifest the supernatural abilities of the fused devil. Hybrids are able to transform into their hybrids forms by a bodily trigger. Their regenerative abilities are nigh-limitless and they can revive if there is an adequate amount of blood to consume.
- Half-fiendish nature
Your creature type is both humanoid and fiend.
- Hard To Kill
After you have taken 5 hits from the same damage type, you gain resistance to it until you are unconscious or take a long rest.
- True Pact
Your pact wont let you take your mind out of one of your goals, you have advantage against being charmed or frightened.
- True Strength
You will gain a +2 in your Dexterity, Strength and Constitution score and its maximum too.
- Pure
Pure devils are generally grotesque, may look like monstrosities and are generally aggressive towards humans, however they can do contracts with humans to lend part of their power.
- Fiendish nature
Your creature type is fiend.
- Corpse Feeding
Pure devils can feed on other dead creatures recovering xd12 health, with "X" being your Proficiency Bonus, but this process can take 1 turns, during which time you may suffer an opportunity attack.
- Contract Making
You can make mutual contacts with living beings, providing some of your powers in exchange for their vitality or supernatural abilities. A contract can only be made with a willing being who is not a construct, fiend, ooze, or elemental. All the terms of the contract are determined by you, although you are obliged to notify the creature about them. If a creature dies, it is considered that the contract has been broken on its part.
A contracted creature is exposed to one or more of these effects:
Stat steal: You gain +X from one of their stats while they lose -X of the same stat. X is a number determined at the conclusion of the contract, it should not be such as to lower the characteristics of the creature below 4. The stats gained from this feature still do not go above 30.
Life Power: You gain a quarter (roll down) of the creature's hit points as temporary hit points, this hit points will always replenish after a long rest. The creature loses as many maximum hit points as you get temporary hits.
Feature Trade: You will gain one of the creature's features, which can be actions, bonus actions, reactions or passive skill (such as pack tactic). You can only pick up features that are not weapon attacks, unarmed attacks, or natural weapon attacks. You uses the creatures saving throw difficulties and attack modifire for these effects. The creature loses the ability to use this feature.
Service: The creature can carry out any order you give it. The deadline for its completion may be specified in the contract or it may be infinitely long. If a creature intentionally tried to do something contrary to this order, it will be considered that it violated the contract.
After the creature has fulfilled its part of the contract, you grant it one of the following benefits:
Demonic Power: You're betraying one of your demonic powers to the creature. It uses your saving throw difficulties for these effects. You're losing the ability to use that power.
Return service: You can complete a task or an order from a creature. If you decide not to complete this assignment or do something that contradicts it, then you will be considered to have violated the contract.
If any of the parties to the contract knowingly violates it, then all the effects of the contract stop working, and the one who violated it receives the punishment determined when creating the contract. If the punishment was not chosen, then the offender dies.
You can have as many contracts equal to your proficiency bonus + Your Charisma modifier.
Enhanced Strength[edit]
Your findic essence gives you mastery of combat styles that use unarmed strikes. You gain the following benefits:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain Devil User levels, as shown in the Enhanced Strength column of the Devil User table.
- When you use the Attack action on your turn, you can make one unarmed strike or attack with one-handed weapon as a bonus action.
At 6th level, your Unarmed Strikes are considered magical for the sake of overcoming resistance.
Devil Resistance[edit]
While you are wearing no armor and not wielding a shield your AC is 10 + Strength or Dexterity modifier (whichever is higher) + Constitution modifier. You will also gain resistance to one damage type, and at 12th level you can choose another one damage type of your choice to gain resistance.
Blood Regeneration[edit]
At 2nd level, when in battle you become a semi immortal being who will continue attacking while having blood. On a critical hit with the melee attack you regain 1d4 + Constitution modifier Hit Points. The amount of regeneration increases as you gain Devil User levels, as shown in the Blood Regeneration column of the Devil User table.
This only works on creatures that have blood, and if you are at full hp you don't regain Hit Points, and the creature takes additional necrotic damage the amount of hit points you would recover.
Devil Transformation[edit]
At 3rd level, you have gained more power from your demonic origins, being able to bring them out in a violent manner. Your demonic transformation lasts for 1 minute, and will give you benefits depending on your Devil Type. After the transformation ends, you will gain 1 level of exhaustion.
Hybrids:
As a hybrid, you can use an action to bring forth your inner devil rage by spending ¼ of your maximum hit points.:
- Devil Resistance: Your AC increases by 2.
- Demonic Strikes: Your Unarmed Strikes will gain 2 extra dice in their damage roll.
- Demonic Regeneration: In the beggining of your turns, if you have at least 1 hit point, you will regain 5 + your Devil User level of your Hit Points.
- Demonic Might: You will gain a +2 in your Dexterity, Strength and Constitution score.
Hybrids can only use their skills while in devil transformation (except for the basic ability).
Fiends:
Unlike hybrids, you do not need to suffer while transforming because you are no longer human.
Basic abilities:
- Demonic Will. At your turn you can take an additional bonus Action, on top of your regular Action and a possible bonus Action.
- Devil's Prey. You don’t provoke opportunity attacks from any creatures.
You can also decide that your vessel has retained half of its brain, then you get the following advantages and disadvantages in addition to the basic ones.
Alive abilities:
- Enhanced Strength. Due to your immense strength, you will gain advantage in Strength saving throws and you will add your proficiency bonus to your unarmed strikes damage rolls.
- Enhanced Speed. While in this state, your movement speed doubles and you have advantage on Dexterity saving throws.
If you allowed your vessel to keep half the brain, you cannot assume control over your body if it's under stress, such as a dead vessel that will not be inspired if under stress. To do so, you need to succeed on Wisdom saving throw DC = 10 + stress level (defined by DM), on a failure you are stunned until the end of your next turn. This trigger when a battle starts:
Stress level = low: 0 / mid: 5 / hard: 10;
Fiends can use their skills in and out of demon transformation, but get a bonus of 1 dice of damage to any moves they do while in the transformation.
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]
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, to four at 13th level, and then to five at 17th level in this class.
Feared Around The World[edit]
At 6th level, your fame as a demon increases and you gain a proficiency in Intimidation and Persuasion skills. Your proficiency bonus is doubled for any ability check you make that uses Intimidation and Persuasion.
Blood Hunter[edit]
At 7th level, if you have already encountered a creature and have regenerated from their blood, you gain advantage in perception checks in locating that type of creature, and will double the regeneration from that type of blood(You may have as many blood types as your Constitution modifier allows). You can also once per battle, make one attack from the creature type to have disadvantage against you.
Demonic Ressurection[edit]
At 9th level, when your hit points would turn to 0, you can instead drop to 1 hit point. When you get back with 1 hit point, when you do so you regain double the normal hit points for blood regeneration for 4 turns. You can use this feature once per long rest.
Devil Transformation Mastery[edit]
At 10th level you learned how to better canalize your devil form, and how to use your powers more effectively. You can support Devil Transformation indefinitely without getting any penalties. You can finish Devil Transformation at any time as a bonus action.
New Pact[edit]
At 11th level, when you have half your hit points you can create a new pact to save your life, sacrificing something to gain something.
Fiend:
- Your hit point maximum increases by an amount equal to twice your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
- You gain advantage in all Constitution saving throw.
If your vessel is half alive, then you get the following features instead of the ones described above:
- You no longer need to make a Wisdom saving throw in stressful situations.
- You gain advantage in all Wisdom saving throw.
Hybrid:
- You can talk to the devil who united with you, asking for more power, they grant you a new more powerful form. You will now gain the double of the stats bonuses from the devil transformation.
Pure:
- Now you can have twice as many contracts.
Abyssal Powers[edit]
At 14th level your demonic powers have increased greatly, which makes you increase one of your stats limit by 2, at the cost of you sacrificing one action, reaction, or bonus action you have. You may do this again at 16th level, once at level 18 and once at level 20.
Forbbiden Name[edit]
When you reach the 20th level, nothing in this world dares to say your name from fear, even mindless creatures bow to you.
You gain one of these features depending on your devil type:
- Fiend
You can possess more than one creature's body at a time, and all the creatures you possess will now gain +2 to all their stats. Your current vessel will also gain a +2 in all their stats.
- Hybrid
When you activate demon transformation, you will receive half damage from all sources. For every 20 hit points you recover, you gain a +1 in your attack rolls.
- Pure
When making contracts, you can make the benefits always go to you, and may extract even more from the creatures you make contract's with. For every contract you make you gain +10 temporary hit points, and can choose one of your skills to gain 1 additional dice of damage.
Devil Types[edit]
Fiends[edit]
Blood Devil[edit]
When you choose this devil, you can create weapons with your owm blood. You gain 4 Blood Points per level +Constitution, and have disadvantage in anything when the blood points run out. You can regain it all after a long rest.
- Blood Hammer
At 3rd level, for 4 Blood Points you can create an enormous hammer out of your own blood to smash your enemies. The hammer is a two handed weapon that deals 2d8 Bludgeoning Damage. Or for 2 Blood Points you can also create two small light hammers that can be used twice to attack dealing 1d4 Bludgeoning Damage.
- Blood Axe
At 5th level, you can create a blood axe for 4 Blood Points, that deals 1d8 Slashing Damage, or for 2 Blood Points you can create two throwable axes that deal 1d6 Slashing Damage.
- Blood Spear
At 7th level, you can create for 5 Blood Points to create a spear that deals 2d8 Piercing Damage, with a range of 10ft. It can also be throw at an target for 3d6 Piercing Damage.
- Blood Transfer
At 10th level, you can spend 10 blood point to heal one ally with 3d6 Hit Points, for each 10 Blood Points you spend you may add a 1d6. This effect is doubled if the ally is an fiend or undead. You can also choose to regain half the hit points from blood regeneration to regain blood points.
- Barrage Of Spears
At 13th level, for 30 Blood Points you can create 5 Blood Spears, which can all be throwm at an target at the same time. For each spear hit, the target must make a Constitution Saving Throw, to not get 1d6 Piercing Damage from internal Bleeding, and all the damage received by them may be transfered to your blood points.
- Stronger Blood Transfer
At 15th level your blood transfer skill has gotten stronger, when your ally receives the blood it gains advantage on it's next actions for 1d4 turns, and will gain a +2 to all their attacks.
- Thousand Tera Blood Rain
At 17th level for 40 Blood Points you can create 10 Blood Swords, which may be used as an melee weapon dealing 2d10 Slashing Damage, or be throwm at the opponent dealing 3d12 Piercing Damage each. For every sword that hits an opponent, you can summon 5 another Blood Swords for 10 Blood Points.
- The Blood Devil
At 20th level you have unlocked your true devil form, while in the devil transformation you will now gain the following benefits:
- You will regain twice as much Hit Points from blood regeneration
- Your blood weapons will now deal 1 extra dice of damage, and can be used twice instead of once.
- Your unarmed strikes will now deal slashing damage, and may add 1d4 Piercing damage for every sucessefull hit.
Shark Devil[edit]
You gain 50 swimming Speed which can be used to swim even trough non liquid surfaces. Every attack made underwater may grant you +10 swimming Speed.
- Shark Bite
At 3rd level, you can transform your head fully into a shark and give a bite dealing 2d6 Piercing Damage, if you were running before you did the attack the damage changes to 3d6.
- Shark Charge
At 5th level, you can jump in your opponents throat from 15ft, bitting them dealing 3d8 Piercing Damage. For each 5ft you jumped, you add 1d6 Piercing Damage. If underwater, the extra damage increases by 2d6.
- Full Shark
At 7th level, you can transform fully into a demon shark, which doubles your current swimming speed and makes it so every place you pass with a creature in the way, the creature must make a DC 14 Dex saving Throw, on a succes they dodge, on a failure they take two Unarmed Strikes.
- Surprise Attack
At 10th level, while you are swimming you cannot be detected, only by truesight. When you make an attack while swimming and undetected, you will deal double the normal damage.
Violence Devil[edit]
When you make an unarmed strike against a creature you gain 1 violence points. For each 8 violence points when ever you take Attack action on your turn you can make an additional attack. You lose all violence points at the end of combat.
- Made For Combat
At 3rd level, for every Unarmed Strike you do, you will add +2 to the unarmed strike damage roll until the end of your turn.
- Unstoppable Fists
At 5th level, as a bonus action you can gain advantage to all of your Unarmed Strikes until the end of your turn. You may do this for 5 violence points.
- Violent Charge
At 7th level, as an action you can charge in a straight line with a length equal to 60 feet and make an unarmed strike. If the attack hits, the target takes additional 3d6 force damage and must make a Constitution saving throw. On a failure, it is stunned until the end of his next turn. You may do this for 7 violence points.
- Big Muscles
At 10th level, as a bonus action you can increase your muscle mass for 3 turns, and can augment the size out of your arms or legs, making your unarmed strikes gain a +2 to attack rolls and deal double damage. You may do this for 10 violence points.
- Limit Breaker
At 13th level, your Strength and Dexterity score increase by 2, as well as it's maximum. And when you roll death saving throws, you may add +5 to roll. If the final result of death saving throw is equal to or exceeds 20, then it is considered that you threw a clean 20 in the cube..
- Unstopable
At 15th level, you are a true machine of destruction, and will not fall dowm so easily. If you fall to 0 hit points, your body may get up for x turns to do only attack actions, with x being ¼ your acumulated violence points. You may do this once per long rest.
- Killing Spree
At 17th level, as an action you give 15 Unarmed Strikes to one creature within 5ft. of you, this attacks don't give you violence points. You may do this for 20 violence points.
- The Violence Devil
When you enter your demon transformation state, you turn into a multi eyed, multi armed large humanoid with immense phisycal prowess, gaining the following atributes:
- Violence Master: Each unarmed strike now gives you 2 violence points
- Agressive Resilience: You will gain a +3 bonus to your AC.
- Desire to kill: For each creature you kill you gain 20 temporary Hit Points.
War Devil[edit]
For each object or living creature that you consider yours, you force them to make a Constitution Saving Throw to not get transformed in one of your living flesh, that you use to make your tools.The creature has disadvantage against the check if he has some type of bond with you, and will automatically fail if it's dead or has no life at all, you can have as much living flesh as your Strength or Constitution and Charisma ability score + your Proficiency Bonus.
Flesh Save DC 8 + Your proficiency bonus + Strength
- Flesh Weapon
At 3rd level, you can create a martial weapon from one of your living flesh, you will be proficient with, and the weapon damage will gain 1 Extra damage dice, and gain +2 to it's attack rolls. You can perform this skill with lifeless objects, but cannot spend living flesh with that, and have to carry with you to transform into a weapon.
Also at 5th level, you can create a bomb from one of your living flesh . You can throw the bomb in 15foot of you to create a 5ft explosion dealing 3d6 Force Damage.
- Made For War
At 5th level you have been around war for a long time, so you know how to handle yourself in the battlefield, when you are subjected to an effect that allows you to make a Dexterity or Constitution 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.
Also at 10th level, when you are hit by a ranged weapon attack, you can use your reaction to deflect the missile. When you do so, the damage you take is reduced by 1d12 + your character level + your Constitution modifier. If you reduce the damage to 0 or less, you slice the projectile out of the air, destroying it.
- Flesh Net
At 7th level, you make a net made of 2 living flesh, 10ft infront of you, dealing 2d8 Necrotic Damage. The creature hit must make a Constitution Saving Throw, on a succes they are just stuck for 1 turn, and on a failure they become one of your living flesh.
- Flesh Terrain
At 10th level, you can use 5 of your living fleshs to create a terrain of 50ft made of flesh, anything inside this field must make a Constitution Saving Throw, on a success they get their movement speed reduced by half, have disadvantage on their actions, and take 4d8 Necrotic Damage per turn inside the terrain. On a failure, you can choose to turn them in one of your flesh tools. For every end of your turn, you must spend 1 living flesh to keep the Flesh Terrain Active.
- Flesh Protection
At 13th level, while you have at least 4 Living Flesh your AC increases by 2. Also, as an reaction you can spend 2 Living Flesh to protect yourself from an incoming attack, reducing the damage by 2d12, for every 2 extra flesh you spend you can add 2d12 to the damage reduction.
- Flesh Manipulation
At 15th level, every flesh object you have created can now be called back to your flesh storage, and you may create stronger versions of the flesh objects spending double the flesh required, the weapons will now deal 1 extra dice of damage. The flesh weapons created may also force other creatures to become living flesh by making the same save.
You may also create flesh shields, which as an reaction for 4 Living Flesh you may use it to give you +3 AC for the turn.
- Flesh Creatures
At 17th level, for 5 living flesh you can create a new living beings from the flesh. These flesh creatures have the same stats as you, and half your maximum health, they can only do unarmed strikes, which gives double the damage from your unarmed strike, and when they touch a creature the creature must make the same save to not become a living flesh.
Also as a bonus action, you can turn your living flesh Crearures into objects as long as they are within 15ft of you.
At 20th level, you can fuse 4 or more livng flesh creatures to merge into a big flesh ball that has all of their combined stats, but it will only last for 5 turns before exploding dealing in 10ft around it 4d8 Force Damage.
- War Devil True Form
At 20th level, when you use your devil transformation you turn into a large owl, you gain the normal effects of devil transfomation, but also gain the following:
- You gain 120 Flying Speed.
- You can make double the flesh from living creatures.
- Your damage rolls get 2 extra dices, and you may attack with your flesh weapons as a bonus action.
- For each flesh object you make, you may regain xd6 Hit Points, with "X" being the total amount of flesh used to make the object.
Gun Devil[edit]
For each attack you give with your weapons, you must roll 1d3 to know how many times you shoot. For each shot you hit you can add one extra dice to the damage(The buffs leave after you finish your turn).
- Pistol Head
At 3rd level, your fiend form gives you a gun in your head, as a bonus action you may shoot with it having 30ft range and 1d8 Piercing Damage.
- Gatling Gun
At 5th level, as a bonus action you can use the Rifle in your arm to shoot extra 1d2 times, each bullet dealing 2d6 Piercing Damage.
- Accurate Aim
At 7th level, as a bonus action you can choose 1d4 of your shots to have hit instead of missing. You can only do this twice per battle.
- Shoot To Kill
At 10th level, for every shoot you missed, you add 1d8 to the next shot, the skill resets once you hit a creature. This can be used 3 times per long rest.
- Bullet Hell
At 13th level, all of your bullets will change their type accordingly to the damage vulnerability of the creature, and until your next turn, you gain the damage resistance from the bullet that hit the target.
- Aim For The Heart
At 15th level, you can spend your whole attack action into one precise shot, in which the creature must make a DC 18 Dexterity Saving throw, on a sucess they dodge the bullet, on a failure they take a shot directly in their heart or most vital organ, part etc, dealing 10d12 Damage.
- Heart Eraser
At 17th level, you can roll 1d10, the number rolled will be the creatures hit by your shots in this turn. All the shots will be with double the damage, and they will also gain a +1d8 + your proficiency bonus to their damage.
- The Gun Devil
At 20th level, you have joined all the parts of your body, and can grow back into your full monster form, when you use devil transformation you now gain the following buffs:
- Armored Skin: Your AC increases by 5 and all resistances becomes immunities.
- Killing Spree: For each creature you kill you gain 2 dices of damage, and will gain a +2 in your next attacks.
- Flying Demon: Your flying speed increases by 60.
- Hatred For Life: You must roll a Wisdom saving throw to not go Berserk, but if you do go berserk your shots will aways land 4 in the 1d4.
Hybrids[edit]
Chainsaw Devil[edit]
For each turn you have your transformation active, for each damage you inflict in your enemies, you may add half of it to your next damage, with it stacking at 3. For each turn one third of the damage you dealt will be converted in life points. You may choose to devour an dead creature, which makes the creature be erased from existence, even the memories of the creature are erased from history. When you transform, you can now give three Devil Strikes as one attack action.
- Chainsaw Arms
At 3rd level, when you transform you gain 3 chainsaws, one in your head and 2 in your arms. When attacking with your Devil Strikes, it will add 2d4 Slashing Damage.
- Chainsaw Kicks
At 5th level, you can create chainsaws out of your legs and give 2 kicks, each dealing 2d6 + Your Devil Strikes Slashing Damage.
- Chainsaw Gore
At 7th level, when you have hit an enemy 3 times with your chainsaws, you can add 1 extra dice to your Devil Strikes damage. And for each extra damage dice, you regain Hit Points equal to your current Devil Regeneration.
- Triple Chainsaw Attack
At 10th level, you can attack with your 3 chainsaws, each creature in 10ft infront of you must make a Dexterity Saving Throw, on a succes they take half damage, on a failure they take the full 6d12 Slashing Damage. If they fail this saving throw you may choose to grapple them with your chainsaws, dealing 2d8 Slashing Damage per turn they are grappled.
Katana Devil[edit]
You gain proficiency in two-handed weapons, and for each slashing damage you deal in a creature, the creature will take extra 1d4 Slashing Damage from internal bleeding. This damage will stack overtime, and may only go out after 1d4 turns, you cannot use this effect if the creature has resistance or immunity to slashing damage.
- Katana Hands
At 3rd level, you have two katanas in your arms and one in your head when you transform, and can attack twice with them each dealing 1d8 Slashing Damage.
- Foward Slashing
At 5th level, you can go 10 foot foward making the creature having to make a Dexterity saving Throw, on a succes they take half damage, on a failure they take the full 2d10 Slashing Damage.
- Air Slash
At 7th level, just by you swiwing your katanas you create 1d4 air slashes with each dealing 1d10 Slashing Damage.
- Swift Death
At 10th level, when you hit a target with a slashing attack, they take xd8 extra damage, with "X" being the smallest number on the damage rolled, and if the smallest number is 0 the next smallest number will count.
- Cut To Kill
At 13th level, when a creature is taking damage from internal bleeding, you may focus your attention on that creature, and give your best slash to kill it. Your slashing damage on the bleeding creature will deal double the damage, and if you kill the creture you may give a bonus attack on a nearby enemy.
- Assassin
At 15th level you gain expertise in Stealth, and while you are sneaking you can deal twice as much damage. While you are hiding, your momvement speed increases by 40.
- Mighty Sword
At 17th level, your katanas have gotten stronger with the time, your katana damage increases by 1d12 Slashing Damage, and you can attack with it 3 times.
- Whirlwind Of Slashes
At 20th level, your mastery with the blade has evolved to a whole new level. You can make every creature in a 60ft by 30 line make a Dexterity Saving Throw, on a succes they take half damage, on a failure they take 7d12 Slashing damage per 10ft you have travelled while in the technique.
Bomb Devil[edit]
For every unarmed strike you give in someone the target gains 1 bomb points, after 10 bomb points the creature explodes receiving 4d12 Damage. You also gain resistance to Force Damage.
Explosion DC: 8 + Constitution and your proficiency bonus.
- Explosion Fists
At 3rd level, while doing an Unarmed Strike you can create an explosion of 5ft dealing 2d10 Force Damage. They must make a Dexterity Saving Throw, in a failure they take this damage, on a succes they take half. You can do this twice per turn.
- Explosive Spark
At 5th level, by flicking your hands, you can release a spark which explodes upon impact in 30ft, dealing 4d8 Force Damage in a 5ft radius. They must make a Dexterity Saving Throw, on a failure they take this damage, on a succes they take half. You may use this 5 times per combat.
- Explosive Movement
At 7th level, you can use your explosions to fly extra ft. As a bonus action you can use 3 explosions, each propulsing you in 15ft.
- Explosion Creations
At 10th level, you can create explosives just by touching objects, they take 1d3 turns to explode, and will deal 5d10 Force Damage upon explosion. You may increase the timer to 2d3 to increase the damage to 10d8 Force Damage.
- Wound Explosions
At 13th level, every time you suffer any kind of damage you can explode the wound dealing half the damage dealth in a 5ft radius. This also can be used as an reaction when you have less than half of your maximum health and someone would attack you, exploding them dealing 2d6 Force Damage.
- Self Explosion
At 15th level, you can sacrifice half of your hit points to self explode to create a huge crater. Every creature in a 60ft radius must make a Dexterity Saving Throw, on a success they take half damage, on a failure they take the full 12d10 + Constitution + Half your Hit Points Force Damage. You can use this twice per long rest.
- Land Mines
At 17th level, you can create a field full of mines within 60ft. You can create as many mines as your Constitution and Strength modifier, if a creature enter the area with the mines, you can choose to detonate any quantity you may want of mines, each exploding in a 10ft circle dealing 4d12 Force Damage.
- Nuclear Explosion
At 20th level, you can become the wolrd's most feared bomb, the Nuclear Bomb. Every creature in 600ft must make a Dexterity Saving Throw, on a sucess they take half the damage, on a failure they take the full 30d20 Force Damage and will take 2d6 Acid Damage for 1d6 days. After you use this explosion, you go unconscious and may only use your powers again after drinking blood or waiting 1d3 days.
Crossbow Devil[edit]
When you make a ranged strike against a creature you can "mark" a its, if a target is marked you will gain advantage attacking him, and deal aditional damage equal to your doubled proficiency bonus. You may mark targets as much as your proficiency bonus. You also gain proficiency with all ranged weapon and can ignore the loading property for any weapon.
- Crossbow hands
At 3rd level, bulky crossbows appear on your hands. Instead of making an unarmed strike on your turn, you can use the crossbow on your hand, it has a range of 100/400 and deals the same damage as your unarmed attacks. Also your speed increased by 20 feet.
- Vital Organs
At 5th level, your critical hit radius is 19-20 if the target is marked. Also your speed increased by 30 feet.
- Heavy Arrows
At 7th level, . Also your speed increased by 40 feet.
- Arrow Barrage
At 10th level, you can make two attacks for each attack made whenever you use unarmed attacks or attacks with a ranged weapon. Also your speed increased by 50 feet.
- Vital Organs
At 13th level, . Also your speed increased by 60 feet.
- Vital Organs
At 15th level, . Also your speed increased by 70 feet.
- Vital Organs
At 17th level, . Also your speed increased by 80 feet.
- Vital Organs
At 20th level, . Also your speed increased by 90 feet.
Pure Devils[edit]
Pure Devils are aways under the effects of the devil transformation, and will regain twice of the hit points from blood regeneration.
Bat Devil[edit]
Angel Devil[edit]
When you touch someone, you reduce 1d6 months of the creature's life. When you grab someone, you can reduce 2d6 months of the creature's life by the turns they are grappled. For each 12 months acumulated, you gain 1 year of life span. In additional, as bonus action you can also use 1 or more years of life span, to give yourself 5 Temp Hit Points (and +5 for each additional year spent), you can't spend more years than your proficiency bonus, you can do this 1 per minute. You also gain proficiency with all mortal weapon, and you can use your Dexterity modifier for the attack and damage rolls of your summon weapon.
- Angel Wings
At 3rd level, you gain powerfull wings that give you flying speed equal to your walking speed, which increases your AC by 2 while you are not flying. And may be used as a reaction to protect you from an incoming damage, making the total damage be halfed.
- Improved life Absorption
At 5th level, when you make an unarmed strike, you may roll 2d6, depending on the rolled number the opponent may have it's life span reduced by the months. Any creature that is affected by this skill, will do their next action with disadvantage, and will take X Damage, with "X" being the total amount of the 2d6 rolled.
- Five Years' Worth
At 7th level, you can spend 5 years from your collected life span to create a shortsword that deals 2d10 Magical Slashing Damage. After someone is hit with the sword, you can roll 1d8 to see how many months you have taken from someone's life, and they will take xd4 Damage, with "X" being the total amount of the 1d8 rolled.
- Ten Years' Usage
At 10th level, you can spend 10 years from your collected life span to create a longsword that deals 3d10 Magical Slashing Damage. After someone is hit by this sword, you can roll 1d8 to know how many years you have taken from someone's life, and they will take xd6 Damage, with "X" being the total amount of the 1d8.
- A Hundred Year's Usage
At 13th level, you can spend 100 years from your collected life span to create a longsword that deals 4d10 Magical Slashing Damage. After someone is hit by this sword, you can roll 1d8 to know how many years you have taken from someone's life, and they will take xd12 Damage, with "X" being the total amount of the 1d8.
- Counting The Days
At 15th level, you have learned how to use your consumed life span in a more effective way. You can now get double the life span from someone, and may use half of the life span needed to create your weapons.
- Weapons Barrage
At 17th level, you can use your collected life span to summon up to 5 of your weapons, which you throw at creatures 60 feet away from you dealing the normal damage. You can spend three times as many years as usual to double the number of summoned weapons.
- A Thousand Years' Usage
At 20th level, you create for 1000 Years Of Life Span a giant spear, and force everything in a 200ft line to make a Dexterity Saving Throw, on a sucess they lose half of their current hit points and you consume half of their years. In a failure however, they die and you consume all their years. It is believed that such a creature died of old age.
Spider Devil[edit]
Snake Devil[edit]
Ghost Devil[edit]
Darkness Devil[edit]
You gain Darkvision in 120feet, and 40ft within you will get in total darkness, while in darkness you can do any action with advantage.
- Force Cuts
At 3rd level, you can choose a target within 60ft to cut dealing 3d8 Slashing Damage, the target must make a Constitution Saving Throw on a sucessefull save they only get stunned for one turn, if they fail they take extra Xd10 Force Damage, with "X" being each 5ft your cut travelled.
- Organ Ripping
At 5th level, you can make every enemy in 100 ft to make a Constitution saving throw, in a success they do their next attack action with disadvantage, on three failures their arms get ripped apart, and they will take 4d6 Necrotic Damage. For 1d3 turns they cannot regenerate if they have failed the saving throw.
- Fear of darkness
At 7th level you can force the terrifying presence of darkness around the area you are in in an area of 30ft. All beings you want to affect must make a wisdom resistance test, if they fail they will suffer 5d6 mental damage per turn and their noses will bleed in addition to being frightened. If they fail consecutively and every 2 levels, the damage increases by 1d6
- Obscure weakening
You can use the force cuts action to decrease the damage of d10 by d8 but in return cause a certain fragility in the defense of a Constitution resistance test, decreasing it by -2 its limit is equivalent to your prof mod.
- Adaptive cuts
At level 10, with the rapid movement of his hands, consecutive cuts can be made without much effort, which adapt to the creature he is facing, as if reality were forcing them to appear. The base damage of the technique is 2d10 of slashing damage for each point of Constitution the creature has, plus a d10 damage die on a Constitution test. If it passes, it takes half the damage and also has its movement halved, if it fails, the creature will stay.
14° The damage die increases by d12 and the blow also ignores resistance and immunities.
- Corrosive darkness
At level 13 when using this ability the user concentrates the local darkness on himself as if it were a kind of black hole absorbing it, together with this the local light distorts momentarily almost as if it did not exist when doing this explode in a great darkness, everyone in an area of 60ft near you must make a dexterity resistance test, take 10d8 damage every 5ft the damage increases by another 1d8 the terrain after the explosion will be considered difficult terrain, in addition to the damage being necrotic
Control Devil[edit]
You gain expertise and advantage while doing Persuasion checks, and you can make contracts with creatures with at least 08 intelligence. For every time you make a contract you gain 1 extra dice in your Devil Strikes damage, and +1 in one stat, and lose -1 in another, you regain the lost point if you kill or get the creature you made the contract under your control. Your unarmed Strikes now have a range of 15ft, and will now deal Force Damage. The amount of contracts you can make doubles.
Control DC 10 + your Wisdom or Intelligence modifier + Your Proficiency Bonus
- Animal Manipulation
At 3rd level, you can force small to medium sized animals to make a Wisdom Saving Throw, on a sucess they are not affected by your ability, on a failure they are under your control. These animals may hear or attack other creatures, and may be used to spy others and to deliver information. You can control as many animals as your proficiency bonus + Wisdom.
- Force Manipulation
At 5th level, you can use an invisible force to launch pressure on a 200ft radius 10ft square, dealing 4d12 Force Damage. For each 50 ft that the ability was used close to you, it adds 1d12 to the force damge. The affected creature must roll a Constitution Saving Throw to not get knocked prone, if they fail they get knocked prone and will have disadvantage in their actions for 1d3 turns.
- Controlled Puppets
At 7th level, you may mess with a creature's mind for it to obey you, the creature must make a Wisdom Saving Throw, on a succes they get disadvantage on their next action, on a failure the creature will obey you no matter what you do, and it will gain +2 to all it's stats. If you made a contract with the creature it will instantly be under your control, if the creature has some type of afection by you it will roll with disadvantage.
- Puppet Awaken
At 10th level, you get deep to the core of one of your puppets, to awake it's maximum potential. The selected puppet will double their stats and health for 1 minute, and after the minute passes will gain 4 levels of exhaustion. You can awaken puppets at the same time as much as your Wisdom Modifier + Your Proficiency Bonus.
- Unstoppable Force
At 13th level, you can use an invisibe force to destroy an 60feet circle, dealing 9d20 + Contracts made Force Damage. To dodge this attack the creature must make a dexterity Saving Throw, on a succes they take half damage, on a failure they take the full damage and are knocked prone.
- Deception Master
At 15th level, you gain expertise in Deception, and can convince people to make contracts with you with advantage. Also the contracts will now give you +2 in your stats, and instead of decreasing by -1, it will increase the limit by 2.
You may also control any kind of animals with the huge size or bellow.
- Favorite Pet
At 17th level, one of your puppets will be your favorite, this puppet in specific will get a +5 to all their stats, and will gain resistances to bludgeoning, slashing and piercing damage. For every creature your pet slays, it will gain +1 to all it's stats.
- Nation Control
At 20th level, you make every living creature in a 300ft radius make a Wisdom saving throw, if they succed they get 4d10 + Contracts made psychic damage, if they fail they become one of your puppets and may fight for you for 1 hour + Contracts made (for each contract it adds 1 hour to the control).
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Devil User class, you must meet these prerequisites: Strenght 15, Constitution 14
Proficiencies. When you multiclass into the Devil User class, you gain the following proficiencies:
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