Devourer (Chainsaw Man Supplement)

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Devourer[edit]

Creating a Devourer[edit]

Quick Build

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

Class Features

As a Devourer you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

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

Table: The Devourer

Level Proficiency
Bonus
Features
1st +2 Contract Maker, Devouring Style
2nd +2 Power Potency
3rd +2 Powerful Regeneration
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Devouring Style (2)
7th +3 Resistant
8th +3 Ability Score Improvement
9th +4
10th +4 Indomitable
11th +4
12th +4 Ability Score Improvement
13th +5 Devilish Stamina
14th +5 Devouring Style (3)
15th +5
16th +5 Ability Score Improvement
17th +6 Extra Attack (2)
18th +6 Devouring Style (4)
19th +6 Ability Score Improvement
20th +6 Strongest Devil

Devil’s Contract[edit]

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


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

The things that you can exchange in the contract are:

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

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

The things the creature can exchange in the contract are:

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

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

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

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

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

Devouring Style[edit]

At 1st level, born as a devil of strength. You choose one of the Devouring Styles detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 14th and 18th level.

Power Potency[edit]

Your natural demonic powers have begun to increase in potency, making them more trivial and dangerous than before.

At 2nd level, if a feature from your devil power calls for an attack roll or saving throw, you will calculate that in the following ways.

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

Power Attack Modifier = 8 + your proficiency bonus + Charisma

Blood Feast[edit]

As a being from hell, you crave the taste of flesh.

Whenever you reduce a creature to 0 hit points you may use a bonus action to gorge on the corpse, giving you a number of blood points equal to the creature’s Constitution (Minimum of 1). If the creature was a child you will gain additional blood points equal to your Charisma modifier.

You may have a number of blood points equal to your fear level divided by 10 at any given time. During a long rest you will lose a number of blood points equal to your constitution score as the blood will be digested as you rest.

Powerful Regeneration[edit]

By rapidly regrowing the cells in your body, you can heal yourself at an accelerated rate compared to humans.

At 3rd level, as a bonus action or reaction to taking damage, you may spend a number of blood points up to your Charisma modifier. Per blood spent you will regain a d12’s worth of hit points or regenerate a missing limb.

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 3, one ability score by 2 and one score by 1, or you can increase three ability scores of your choice by 1. As normal, you can't increase an ability score above 24 using this feature.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn.

Resistant[edit]

At 7th level, training your body has allowed yourself to become able to resist certain area effects. Choose one of the following ability scores to receive a benefit:

You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. If none of your ability scores are at or above 16 you may only choose the one that is your highest, or any of your highest in the case of a tie. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can choose another saving throw at 20th level.

Indomitable[edit]

At 10th level, you can overcome obstacles with sheer force of will. Whenever you fail a saving throw, you can reroll the dice with a +5 bonus. You must use the new roll, even if it's a failure.

You can use this feature a number of times equal to your proficiency bonus before you need to take a long rest.

Devilish Stamina[edit]

At 13th level, you can give yourself a rush of stamina. On your turn, you can take one additional action.

You can use this feature an amount of times equal to your proficiency bonus, though only once per turn. You regain all uses after taking a long rest.

Strongest Devil[edit]

Finally at 20th level, you have become a near-perfect devil, utilizing your mutated body to the maximum. Two stats between Strength, Dexterity, or Constitution scores increase by 4, and their maximums increase to 24.

Additionally, you gain proficiency in a saving throw you are not proficient in.

Devouring Styles[edit]

Monster[edit]

Your craving for the hunt is an addiction, ripping and tearing through your prey. There will be nothing that you can’t conquer, less you die in the process.

Rabid Strikes

With your savage nature, you’ve become adept at clawing and slashing through prey. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes to a d8 at level 5, d10 at 10th level, 1d12 at level 15, and 2d6 at level 20.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
  • Whenever you are wielding a weapon you are proficient in, you may use your martial arts damage die instead of the weapon damage die if you choose so.
Fearsome Aura

You’re a rabid beast, and you will always celebrate a successful hunt, oppressing any possible prey in the area.

After reducing a creature to 0 hit points, you may release a warcry, causing weaker creatures to cower. Every creature within 50 ft of you must make a wisdom saving against a DC 10 + your charisma modifier + your strength modifier. On failure they will be frightened of you for a number of turns equal to your strength modifier. Creatures with a CR or level lower than your level have disadvantage on the check

Reckless attack

Defense? Safety? That means nothing to you when you have a juicy human in front of you.

Starting at 6th level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to spend 1 blood point to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Brutal Rage

Your monstrous nature has been amplified to a new level, as you further embrace your primal hunting style.

At 14th level, as a bonus action for 1 blood point you may enter a raged state for 1 minute, while raging you will gain the following effects:

  • You gain resistance to bludgeoning, piercing, slashing, and non-magical fire damage for the duration.
  • You gain a damage reduction equal to your Constitution modifier.
  • You will deal an additional die of damage on your Rabid Strikes.
  • You will be under the berserk condition for the duration.

At the beginning of your turn, you may attempt to stop raging by rolling a Wisdom saving throw, ending on success and continuing to rage on failure.

Mutilation

The way you kill your prey, it’s gruesome to the point of being sick.

After you reduce a creature to 0 hit points, all creatures who saw you kill the creature will have to make Wisdom saving throw or be frightened of you for 1 minute. A creature may repeat the save at the end of their turn, ending the condition on success.

Primal Feast

After a long hunt, you’re far too hungry to eat with patience, ripping and tearing into your well earned meal.

Whenever you use your Blood Feast feature, the amount of blood points you gain will be doubled. Additionally, you lose half as many blood points on a long rest.

Hellish Warrior[edit]

A being higher than humanity, with such a title you should show talent with your attacks. As such, you use weapons and talent rather than primal tactics to win against an opponent.

Torture Artist

Instead of thrashing around like a rabid beast, you’ve chosen to use your demonic body to master the art of skilled combat.

You gain proficiency in the use of martial and simple weapons, and you may add half your Charisma modifier to attack and damage rolls with melee weapons.

Additionally, if you land a critical hit on a creature, you may force them to make a Wisdom saving throw against the damage you dealt or 10, whichever is higher. On failure the creature will be frightened of you until the end of their next turn.

Ferocious Blade

As your mastery of weaponry has increased, so has your skill in phlebotomizing your opponents.

At 6th level, when you attack a creature with a melee weapon, you may spend 1 blood point to force them to make a Constitution saving throw against your Devil Power DC or have their armor class reduced by your proficiency bonus. This lasts for a number of turns equal to your strength or dexterity modifier, the creature may attempt to succeed the saving throw at the end of their turn, ending the effect on success.

Blade Runoff

As your blade spills the blood of your enemies, it nourishes your thirst for blood.

Starting at level 14, when you hit a creature that’s below half their hit points you may use your reaction to gain a number of hit points or blood points equal to your level. You can use this a number of times equal to your proficiency bonus (you choose when you gain this feature).

Master of Bisection

The only fault within your prey is that they can fight back.

Starting at level 18, whenever you land a Nat 20 on a creature on an attack, you may choose to deal maximum damage to one of the creature’s limbs, fully removing it.



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