Pure Devil (Chainsaw Man Supplement)

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Pure Devil[edit]

All Devils are born with a name. The more that name is feared, the more powerful the Devil itself. Coffee has no scary mental image whatsoever. If there was a Coffee Devil, it would probably be weak. But if there was a Car Devil? That conjures up the mental image of getting run over and dying, so that might be strong.
Makima explaining the source of power of the Devil race.

Generated Through Fear[edit]

Design Note: This class can only be taken if you have the Devil race.

 Damage Dice Progression: When a feature says you increase the damage dice of an attack by 1 step or tier, it means it follows some variation of the following progression. 1>1d4>1d6>1d8>1d10>1d12>2d6>2d8>2d10>2d12>4d6>4d8>4d10>4d12>8d6>8d8>8d10>8d12… and so on, whereupon reaching d6s again the dice count doubles.

Creating a Pure Devil[edit]

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The Chainsaw Devil in hell, [1]
Quick Build

You can make a Pure Devil quickly by following these suggestions. First, Charisma should be your highest ability score, followed by the saving throw proficiency gained by your Devil Type.

Class Features

As a Pure Devil you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: Charisma and another save depending on your Devil Type
Skills: Choose two skills of your choice.

Equipment

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

Table: The Pure Devil

Level Proficiency
Bonus
Blood Regeneration Features Fear Point Maximum
1st +2 d4 Contract Maker, Blood Regeneration, Devil Type -
2nd +2 d4 Devilish Body, Inhumane Actions, Empowered Through Fear, Fear Points -
3rd +2 d4 Devil Power, Devil Type feature 3 + your Charisma modifier
4th +2 d6 Ability Score Improvement 4 + your Charisma modifier
5th +3 d6 Extra Attack 5 + your Charisma modifier
6th +3 d6 Devil Type feature 6 + your Charisma modifier
7th +3 d6 Resistant 7 + your Charisma modifier
8th +3 d6 Ability Score Improvement 8 + your Charisma modifier
9th +4 d8 Hardened Skin 9 + your Charisma modifier
10th +4 d8 Devil Type feature 10 + your Charisma modifier
11th +4 d8 Second Intentions 11 + your Charisma modifier
12th +4 d8 Ability Score Improvement 12 + your Charisma modifier
13th +5 d10 Soul Contract 13 + your Charisma modifier
14th +5 d10 Devil Type feature 14 + your Charisma modifier
15th +5 d10 Fearless 15 + your Charisma modifier
16th +5 d10 Ability Score Improvement 16 + your Charisma modifier
17th +6 d12 Near Immortality 17 + your Charisma modifier
18th +6 d12 Sadism 18 + your Charisma modifier
19th +6 d12 Ability Score Improvement 19 + your Charisma modifier
20th +6 d12 Devil Type feature 20 + your Charisma modifier

Contract Maker[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 allowed the creature to call for your aid once it needs it. As an action the creature can summon you until the end of it's current turn, making you do one action before being desummoned. You can only be summoned this way again after 1 minute has passed.

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). Additionaly, 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 of 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.

You can have a number of contracts at once equal to your proficiency bonus + your Charisma modifier(minimum 3). If you or the creature break the contract, the contract breaker will instantly die.

Blood Regeneration[edit]

Also at 1st level, demons are known for being hard to kill due to their high regenerative capabilities when consuming blood. Once per turn when you deal slashing or piercing damage to a creature within 5ft. of you that can bleed, you can drink their blood and regain xd4 hit points(With X being the creature's Constitution modifier(minimum 1)).

Your regeneration die increases as you gain levels in the pure devil class, as shown in the "Blood Regeneration" table.

Devil Type[edit]

Also at 1st level, every devil represents a different fear of humanity, you could not be different. You must choose one of the devils available at Devil Types. Your devil type grants you features at 1st, 3rd, 6th, 10th, 14th and 20th levels.

Devilish Body[edit]

At 2nd level, your body is immensely powerful from you coming straight from hell. You gain the following benefits:

Hellish Defense. Your ac equals to 10 + your Strength or Dexterity modifier(cannot change this later) + your Charisma modifier

Hellish Strikes. Your unarmed strikes deal 1d8 + your Strength modifier in bludgeoning damage. This damage increases to 1d10 at 5th level, 1d12 at 11th level, 2d8 at 17th level and 2d10 at 20th level. At 6th level, your unarmed strikes become magical and silvered.

Inhumane Actions[edit]

At 2nd level, as a devil you couldn't care less about human standards, which makes you seem terrifying to people. You have many types of inhumane actions you can commit:

Frightening Presence. You choose one creature who can see you that is within your sight range and show off your frightening presence. If the creature fails the saving throw, they're frightened until the beggining of your next turn.

Violence. If your attack is a critical hit against a creature and they're reduced to half of their hit point maximum or already were at bellow their hit point maximum, they must make the save. If the creature fails the saving throw, they're frightened for 1 minute.

Murder. Whenever you reduce a creature to 0 hit points, every hostile creature that saw you reducing said creature to 0 hit points must make the save. If the creature fails the saving throw, they're frightened for a number of minutes equal to your Charisma modifier.

Mass Murder. Whenever you reduce at least 3 creatures to 0 hit points, every hostile creature that saw you reducing said creature to 0 hit points must make the save.

Whenever you commit one of the following actions, the creature must make a Wisdom saving throw(dc 8 + your proficiency bonus + your Charisma modifier). On a failure, they are frightened of you for the duration specified on your act. On a success, they are not frightened of you. They may remake the Charisma saving throw at the beggining of their turns, ending the condition early on a success.

Empowered Through Fear[edit]

At 2nd level, all devils gain power through how much humanity fears them, you have learned how to use that to your advantage. Whenever a creature becomes frightened of you, you gain 1 fear level. Fear levels are used to represent how afraid the population is of you, with the amount of fear levels you have the stronger you'll get. You gain different benefits depending on the amount of fear levels you have accumulated, you may see them at the table bellow:

Benefit Description Fear Levels Required
Intimidating Aura. As a devil, your nature comes from fear itself, making you have an intimidating aura. You will add a +1 to your Charisma (Intimidation) checks per 100 fear levels you have, starting at 1. 1+ fear levels
Power Increase. Fear makes you stronger, and it certainly shows. For every 100 fear levels you have, your devil power damage dice increases by one tier. 200 fear levels
Improved Regeneration. Your regeneration has grown stronger, making small wounds feel like nothing. You will add one additional dice for your regeneration die. 400 fear levels
Feared Around a Nation. The fears that surrounded your name echo through a nation. You regain 1 fear point at the beggining of your turns as long as a creature is frightened of you. 600 fear levels
Ultimate Regeneration. Harming you has become near impossible with how fast you can regenerate. You will regain an amount of hit points at the beggining of your turns equal to your regeneration die, counting as if you have consumed the blood of a creature who's Constitution modifier equals to your current amount of fear points(minimum of 1). 800 fear levels
Feared Around the World. Your name has spread around the world, making your power go beyond that of a normal devil. You gain the ultimate feature of your devil type. 1000 fear levels

Devil Power[edit]

At 3rd level, you have learned how to exploit the fears of the human mind to your benefit. Whenever a creature is frightened of you, you can spend your reaction to gain fear points. You can only do this once per creature, needing to wait 24 hours before doing so against said humanoid. You can have a number of fear points equal to your level + your Charisma modifier. As you gain levels in the pure devil class, your fear point maximum also increases. The amount of fear points you gain is defined by how evil the act you did to make the creature frighetened is, all described at the malevolency table:

Act Examples Fear Point Gain
Minor Evil Threatening or something equally heinous. Your Charisma modifier in fear points.
Medium Evil Violence or something equally heinous. 1 + Your Charisma modifier in fear points.
Major Evil Murder or something equally heinous. 2 + Your Charisma modifier in fear points.
Despairingly Evil Mass murder or something equally heinous. 4 + Your Charisma modifier in fear points.
Devil Powers

Fear points are used to fuel your devil powers, allowing you to use supernatural abilities. Some of these features require you to make an attack roll or your target to make a saving throw. They're calculated as it follows:

Devil Power Attack Roll = Your proficiency bonus + your Charisma modifier.
Devil Power DC = 8 + Your proficiency bonus + your Charisma modifier.

Fear Points[edit]

Fear Points is the negative energy manifested by the fear from creatures that fear your existence. This energy only fuels your Devil Type features and can only be obtained as described within the Devil Power feature. You have an amount of Fear Points dictated within the Class Column and within the Devil Power feature.

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.

You may also ignore this increase to gain a Devil Feat.

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, your strength as a devil allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:

  • Brawn - Strength
  • Evasion - Dexterity
  • Endurance - Constitution
  • Discernment - Wisdom and Intelligence

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. At 20th level, you can choose one additional saving throw.

Hardened Skin[edit]

At 9th level, the fears that surrounded your name made your body hardened. You reduce all damage but psychic by your Charisma modifier.

Second Intentions[edit]

At 11th level, through your many experience of making contracts you learned some tricks about misleading people into going into contracts that's not actually beneficial for them. You gain proficiency in Persuasion or Deception, and expertise in case you were already proficient in them. You have advantage on Persuasion or Deception checks to make creatures accept your contracts, and they roll their Insight checks with disadvantage when trying to find your true intentions with the contract.

Soul Contract[edit]

At 13th level, your contract abilities are on a new level, being able to grant part of your soul to others. When making a contract with a creature, you can choose to make a soul contract with them. In this soul contract, you may grant them two new things:

Devil Transformation. You grant them the Devil Transformation feat.

Devil Heart. You have decided to give said creature your heart, allowing them to become something greater than human or devil. You and the creature will become one, essentially meaning you will die while the creature will gain one level in the Devil Hunter class. They must take the hybrid subclass. You cannot revive by any means while said creature is alive.

The other creature can grant you one of the following things:

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 transfered to you, and your maximum hit points will increase by the maximum of those dies.

You can only make this contract once per creature, being only able to make another after said creature dies.

Fearless[edit]

At 15th level, with fear and negative emotions surrounding your name, you became used to it. You become immune to the frightened condition.

Additionally, if you attempt to frighten a creature that is immune to the frightened condition you can ignore that immunity if you have 100 or more fear levels above them. For the purposes of negating frightened immunities creatures that cannot gain fear levels are treated as having fear levels equal to 50 times their level.

Near Immortality[edit]

At 17th level, your durability and toughness and battle are those of a true devil. Whenever you're reduced to 0 hit points, you can spend 1 fear point to roll a regeneration die with your Charisma representing the supposed Constitution modifier. You regain hit points equal to that amount + half of your Pure Devil class level(rounded up) and can keep fighting. You can only do this a number of times equal to half of your proficiency bonus(rounded down) before needing to take a long rest.

In addition, you can add your proficiency bonus to death saving throws.

Sadism[edit]

At 18th level, you've grown to enjoy doing inhumane things, seeing people crying in fear makes your day better! Whenever you make a creature frightened by doing an inhumane action, you will gain the following benefits until the end of your next short or long rest:

  • You will gain a number of temporary hit points equal to your level times your Charisma modifier(minimum 1), you can only gain temporary hit points from this feature again after your current temporary hit points run out.
  • You gain a +1 bonus to devil power attack rolls. This cannot go higher than +6.
  • You gain one additional damage dice to your devil powers. You can only gain a number of damage dice up to your Charisma modifier.
  • You gain a +1 bonus to your AC. This cannot go higher than a +6.

Devil Types[edit]

Chainsaw Devil[edit]

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The only known incarnation of the chainsaws devil, source [2]
Devil Biology

As the chainsaw devil you are a large humanoid Devil with four arms and a chainsaw protruding from each, with another chainsaw coming from the front of your head. An intestine still connected to your stomach is wrapped around your neck, resembling a scarf or a collar.

Size. The chainsaw Devil incarnations all tend to be slightly larger than humans due to their monstrous body. Your size is medium.
Speed. You have 30 feets of walking speed.
Chainsaw Body. You have multiple chainsaws coming out of your body, making you a deadly killing machine. Your unarmed strikes add 1d6 additional slashing damage. Additionaly, due to your chainsaws you have advantage against being grappled, and creatures receive 1d6 slashing damage at the beggining of their turns whenever they are grappling you or are grappled by you.
Extremely Powerful Build. You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.
Hero of Hell. As the hero of hell, you strike fear in the hearts of devils due to your supposed ability to devour them and make them stop existing. Creatures with the Fiend type make saving throws against being frightened with disadvantage if you caused it. Additionally, you roll Charisma (Intimidation) checks against Fiend type creatures.

You gain proficiency in Constitution saving throws.

Saw Through Everything

Starting at 1st level, you have four arms with chainsaws, which made you unable to hold weapons, not that it matters that much when you are the weapon. If you only attacked with your unarmed strikes this turn, you can make one addtional attack that must be a unarmed strike.

In addition, you deal twice as much damage to objects and structures.

Wild Animal

At 3rd level, you are known for your ferocity in combat, ignoring anything in your way for your objective. Whenever you commit a Inhumane Action, you will gain 1 wild point. You can have a number of wild points up to your up to your proficiency bonus + your proficiency bonus divided by half(rounded down). For every 1 wild point you will advance on the ferocity table, gaining benefits and consequences. The table is described bellow:

Wild Point Benefits Consequences
1 You gain a +1 to your Strength, Dexterity, Constitution scores, including their maximums. You receive a -1 to your Intelligence, Wisdom and Charisma scores.
2 You gain a +2 to your Strength, Dexterity and Constitution scores, including their maximums. You receive a -2 to your Intelligence, Wisdom and Charisma scores.
3 You gain a +3 to your Strength, Dexterity and Constitution scores, including their maximums. You receive a -3 to your Intelligence, Wisdom and Charisma scores.
4 You gain a +4 to your Strength, Dexterity and Constitution scores, including their maximums. You receive a -4 to your Intelligence, Wisdom and Charisma scores.
5 You gain a +5 to your Strength, Dexterity and Constitution scores, including their maximums. You receive a -5 to your Intelligence, Wisdom and Charisma scores.
6 You gain a +6 to your Strength, Dexterity and Constitution scores, including their maximums. You receive a -6 to your Intelligence, Wisdom and Charisma scores.
7 You gain a +7 to your Strength, Dexterity and Constitution scores, including their maximums. You receive a -7 to your Intelligence, Wisdom and Charisma scores.
8 You gain a +8 to your Strength, Dexterity and Constitution scores, including their maximums. You receive a -8 to your Intelligence, Wisdom and Charisma scores.
9 You gain a +9 to your Strength, Dexterity and Constitution scores, including their maximums. You receive a -9 to your Intelligence, Wisdom and Charisma scores.

Those benefits and detriments all fade away on a short or long rest. This ability score increases cannot go above 30, and cannot go bellow 1. Additionally, for every level you advance in the ferocity table, you gain one chainsaw move:

Wild Chainsaw. When you use the attack action, you may choose to make all of your attacks with advantage in exchange for all attack rolls against you being made with advantage as well.

Chainsaw Bite. You gain a new type of attack with your sharp jaws, which makes you bite and saw the opponent at the same time. Make a melee attack roll, on a hit they take your unarmed strike die in piercing damage + 1d6 slashing damage. Due to the saw entering their body, they must make a Strength saving throw. On a failure, they are grappled by you. On a success, they are not grappled

Chainsaw Spin. You know how to spin your whole body to slash everything around you. As an action for 2 fear points or more you force every creature to make a Dexterity saving throw. On a failure, they take your unarmed strike damage times the amount of fear points spent and are knocked 5ft. away. On a success, they take half as much damage and are not knocked away.

This deals twice as much damage to objects and structures.

Chainsaw Kick. You know how to give a savage kick against your opponents. As a bonus action for 1 fear point, you can prepare a huge kick for 1 minute. If you land your next unarmed strike within the duration, you deal additional d12's of bludgeoning damage equal to your Strength modifier and knock the target prone.

Chainsaw Throw. You have learned how to launch your chainsaws into your enemies. As an action for up to 6 fear points, you make a ranged devil power attack roll against one or more targets within 30ft. of you. On a hit, you lose the a number of saws equal to the points spent and they receive 2d6 slashing damage and must make a Strength saving throw. On a failure, they take 1d6 slashing damage and the saw is still stuck on their body. On a success, they remove the saw successfully. They can retry the Strength saving throw at the beggining of their turns.

Survival Instict. You have a strong sense of survival, and know that it's a matter of life or death in combat. If you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Bloodlust. You are have a deep bloodlust that must be fullfilled by any means. Whenever you deal damage with your saws, you regain half as much in hit points(rounded down).

Inpenetrable Skin. Your skin is getting hardened by the sheer amount of savagery you have. You will gain resistance to bludegeoning, slashing and piercing damage.

Extra Attack. You can now make three attacks instead of two when taking the attack action.

Body Regrowth

At 6th level, your regeneration is above any kind of devil ever seen before. You always roll the maximum amount of hit points when rolling your Blood Regeneration die, and you may spend 1 hit die to regrow a lost limb. You may also make new saws come from your any parts of your body when spending the hit die, adding 1d6 slashing damage when using said part to attack. Additionally, as a free action you can spend 2 fear points to transform them into 1 hit die.

Chain Manuevers

At 10th level, you have gained mastery over your body, being able to use the chains of your chainsaws for various purposes. You can execute the following manuevers:

Chain Grab. As part of hitting a unarmed strike, you can spend 1 fear point to force the creature to make a Strength saving throw. On a failure, they are grappled by you. On a success, they avoid being grappled.

Chain Climb. As a bonus action for 1 fear point, you choose a target within your movement speed range. You throw your chain there, fixating itself on the surface. You can pull yourself there as part of the bonus action or as another bonus action.

In addition, you became so strong as a devil you have learned how to break a few rules. You can choose to use Strength instead of Charisma for your class features.

The Devil Hunter

At 14th level, you are feared not only by humans, but also by devils for hunting your own kind. You will deal additional 1d12 additional damage against fiends. Additionally, your unarmed strikes have grown stronger and tougher. Your unarmed strikes and saws now deal 1d12 bludgeoning damage + 1d12 slashing damage.

Hero of Hell

Finally at 20th level, you have become the hero of hell, no devil stands above you. You no longer gain any detriments from the ferocity table, and you now deal twice as much damage against fiends.

In addition, you have one additional level of ferocity, however it only increases your scores by +1 and doesn't grant you any bonuses.

Ultimate Devil Power:Concept Erasure

You have unlocked your ultimate devil power, reaching beyond what any devils have ever dreamed off. You have obtained the ability to erase devils from existence by eating them. You will gain the Devil Eater feat. However, whenever you eat a devil completely said devil won't be able to reincarnate, and it's concept will be erased from reality. For example, if you ate the cockroach devil no one would remember what cockroaches are or that they even existed in the first place. If you only eat a part of said devil, it will have it's scores and maximum hit points reduced by 1/4th of it's maximum.

Tomato Devil[edit]

Devil Biology

As the Tomato Devil, you have a large round red body resembling a tomato, with multiple bulging eyes sprouting its surface in all directions. You stand upon eight human-like arms which emerge from your base and you have a large vertical mouth at the center of your body.

Size. The Tomato Devil Reincarnations are always a giant ball of eyes that are grotesque to look at. Your size is large.
Speed. Your base walking speed is 30 feet.
Bizarre Mouth. You have a wide mouth in the center of your body, with bizarre looking teeth. You can use your mouth as a natural weapon attack, on a hit a creature takes 1d8 piercing damage.
Multiple Eyes. You have multiple eyes scattered around your body. You can add your proficiency bonus to your Perception checks, if you're already proficient, you gain expertise in perception. Additionally, you have advantage on saving throws against the blinded condition.
Plant-like Being. While you are a devil, you can never erase the fact that you are... a tomato. Your creature type counts as fiend and plant. You are vulnerable to fire damage.

You gain proficiency in Constitution saving throws.

Sun Bath

Starting at 1st level, as a plant, the sun is your biggest ally. While in bright light created by the sun, you regain hit points equal to your regeneration die at the beginning of your turn(s). The hit points gained cannot go above your maximum.

This regeneration is completely negated by one minute if you have taken fire damage.

Seed Ressurection

At 3rd level, you generate seeds that serve as a method for regenerating yourself. As a free action for 2 fear points, you can create a seed and plant it on the ground within 5 feet of you.

Those seeds take an specific amount of time to grow depending on the area they are planted, defined by the table bellow:

Light Available Time Required to Grow
Bright Light 4 Rounds
Dim Light 6 Rounds
Darkness 1 minute

When that seed fully grows, you will regain hit points equal to your regeneration die + your Charisma modifier. Any hit points that overcome your maximum will become temporary hit points instead.

You can have an amount of seeds planted at once equal to your proficiency bonus.

If you fall to 0 hit points, you may choose to destroy one of the seeds to come back with 1 hit point.

You cannot use this feature for 1 minute if you take fire damage.

Growth by Blood

At 6th level, your seeds grow faster when they're bathed by water... and blood. For every 10 slashing or piercing damage you deal to a creature, you can reduce the growth of your seeds by 1 round.

Multi-Seed Summoning

At 10th level, you have learned how to use multiple seeds at once. When you summon a seed, you can spend additional fear points up to your Charisma modifier. For every 2 fear points spent this way, you will launch another seed.

Instantaneous Growth

At 14th level, you have learned how to grow your seeds immediatly. As a reaction to one of your seeds being planted, you can spend 4 fear points to make said seed instantly grow.

Immortality

Finally at 20th level, while all devils are immortal due to always being ressurected in hell, you have never reached that phase. If you have fallen to 0 hit points while one of your seeds are still growing, you may spend 10 fear points to come back with your maximum hit points.

Ultimate Devil Power: More Than a Fruit

You are a tomato, nobody will fear you, because you are a tomato. This is what you have always heard, but you never let this get to you. So what if you are a Tomato? You are you. You are... the Tomato Devil. You gain the following benefits:

  • You lose your vulnerability to fire damage.
  • You can use any of your regeneration features even after taking fire damage.
  • You gain the benefits of sun bath when you're in bright or dim light.
  • You become immune to the blinded condition.
  • You ignore difficult terrain caused by plants.

Marshmallow Devil[edit]

Zombie Devil[edit]

lunaticmoonart-zombie.png
One of the many incarnations of the zombie devil, source [3]
Devil Biology

The Zombie Devil incarnations takes the form of a giant floating limbless torso with multiple exposed organs including a brain from which tentacles emerge to connect it to zombies within it's horde. A large human-like face emerges from the right side of the devil's torso unconnected to where it's head should be.

Size. The Zombie Devil incarnations all tend to be larger than humans due to their monstrous body. Your size is large.
Speed. You cannot walk since you have no legs, although you're always floating above the ground. You have a flying speed of 30 feet, although you cannot fly higher than 10ft.
Terrifying Appearance. Your appearance is frightening to most people, due to being a monstrosity. You have disadvantage on Charisma (Persuasion) checks against humanoids, however you gain advantage on Charisma (Intimidation) checks against humanoids.
Undead Nature. You don’t need to eat, drink, or breathe. You don’t need to sleep. You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
Undeath. You count as both Undead and Fiend.

You gain proficiency in Constitution saving throws.

Undead Fortitude

Starting at 1st level, as the zombie devil you have received part of the part of their undead fortitude. If a damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.

Zombie Creation

At 3rd level, you have learned your devil power, the power to create zombies. As an action for 1 fear point, you can choose a humanoid creature within 30ft. of you to make a Charisma saving throw. On a failure, they become one of your zombies. On a success they do not become a zombie. Once they become a zombie, the following things happen to them:

  • They will lose all of their will, only mindlessly following any orders you give.
  • Their creature type will change to undead.
  • They will gain your Undead Fortitude feature.
  • They will gain resistance to non-magical bludgeoning, slashing and piercing damage.
  • They do not regain hit points on short or long rests.
  • They will gain a +2 to their Strength and Constitution scores. This can make these scores go above 20.

They will gain the following attacks:

Unarmed Strike. Their unarmed strikes will now deal 1d8 + it's Strength modifier bludgeoning damage unless it did more than that before it's transformation. They are considered proficient with this attack.

Bite. They can bite their target and deal 1d4 + it's Strength modifier piercing damage. They are considered proficient with this attack. If they hit another humanoid with this attack, the humanoid must make a Constitution saving throw. On a failure, they become another one of your zombies and will also lose their will and follow you.

You can create a number of zombies up to your Charisma modifier, only being able to create new zombies after one of those die. Zombies created by other zombies do not get affected by this limit. Turning a creature into a zombie counts as the murder Inhumane Action.

The zombies all act on your turn, and you may use your bonus action to make a number of them up to your Charisma modifier make a simple task, which would be to take an action. You may also use your action to make them make a complex task, which would involve something like "defend that area", "kill that creature" etc. While not performing any tasks, your zombies will just mindlessly follow you around.

Zombie Commander

At 6th level, you have gathered a small army at your disposal. The amount of zombies you can create is now your Charisma modifier added twice(minimum of 2), and you may now make a number of them up to your Charisma modifier do a simple or complex task at once.

Zombie Army

At 10th level, your army grew stronger, now becoming more organized. You can now command all zombies at once. Additionaly, whenever a zombie is within 5 feet of a target which another zombie is within 5 feet of, the zombie gains advantage on attack rolls against that target.

Empowered Zombies

At 14th level, your zombies became extremely powerful, becoming truly powerful. Instead of a +2 to their Strength and Constitution scores, you add your Charisma modifier to their scores. Additionally, your zombies have advantage on Strength saving throws.

Zombie General

Finally at 20th level, you have decided that one of your zombies is worthy enough to gain the title of general. At the end of a long rest, you can choose one of your zombies to turn into a "General". The general will gain the following benefits aside from the normal zombie traits:

  • Your Charisma modifier is added twice to it's score bonus.
  • It's maximum hit points are doubled.
  • It will become immune to non-magical bludgeoning, slashing and piercing damage.
  • It can act without you giving out orders.
  • It will always be charmed for you.
  • It's damage die tiers are all increased by one.

You can only have one zombie general, being only able to choose another after this one dies.

In addition, your zombie limit is increased to your Charisma modifier times your pure devil level.

Ultimate Devil Power:Zombies of all Types!

You have gone beyond the limits of your devil powers, now every creature around you will become a zombie. You can use your zombie creation feature in any creature type.

Sea Cucumber Devil[edit]

Blood Devil[edit]

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One of the many incarnations of the blood devil using it's blood weapons, source [4]
Devil Biology

As the blood devil you are a tall humanoid with four arms and a mostly pale-skinned body. Your head has a pointed appearance with a red color, sharp teeth, and two circular eyes with cross-like pupils. She also has long horns and long hair. Your chest has an open rib cage showing a chest cavity full of intestines up to your neck. Your arms have red coloration from hand to elbow. You have four-fingered hands and large claws. Your legs have the same red coloration from the mid-thigh down, ending in heel-like feet and you have a cat-like tail.

Size. The Blood Devil incarnations all tend to be slightly larger than humans due to their monstrous body. Your size is medium.
Speed. You have 30 feets of walking speed.
Four Arms. You have a pair of secondary arms beneath your primary set of arms. The secondary arms can manipulate an object, including fine manipulations such as opening or closing a door or container, pick up or set down a Tiny object, or even wield a weapon that has the light property. Due to the increased number of arms, you are proficient in the Athletics skill. If both of these lesser arms are severed, you are no longer considered as proficient in Athletics.
Powerful Build. You will count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift whilst you have these secondary arms.
Thirst for Blood. As the blood devil, you have a deep thirst for blood. Whenever you reduce a creature to 0 hit points, you regain hit points equal to your pure devil level.

You gain proficieny in Constitution saving throws.

Blood Specialist

Starting at 1st level, you were naturally inclined to have an expertise on the blood topic, which made you develop certain specializations. You gain the following blood specializations:

Blood Feast. Whenever you receive hit points from Blood Regeneration feature, you gain twice as many hit points as you normally would.

Blood Detection. Whenever you receive hit points from Blood Regeneration feature, you memorize that creature's blood. If the creature is bleeding, you have advantage on Wisdom (Perception) checks against it.

Blood Overload. Whenever you receive hit points from Blood Regeneration feature while already being at maximum hit points, it becomes temporary hit points instead. This temporary hit points cannot go above your Constitution modifier times your pure devil level. At 3rd level, you may remove the temporary hit points from this pool to fill in the hit point requirements of your blood features.

Blood Weapons

At 3rd level, you have learned how to manipulate your own blood to create weapons. As a bonus action for 1 fear point + 1 hit point, you can create any martial or simple melee weapon out of your blood. It will functionally work the same as the original weapon, however it will only last for a number of minutes equal to your Charisma modifier before breaking. Attacking with these blood weapon counts as attacking with your devil power attack rolls. You are considered proficient with all blood weapons.

Blood Weapon Enhancement

At 6th level, with many experiences of using your blood to create weapons, you have learned how to enhance them in their creation. You may spend additional fear points and hit points up to your Charisma modifier to increase the weapon's size.

For every fear point and hit points spent, the weapon will have it's damage die tier increased by one and it's reach increased by 5ft. Additionally, at 3 fear points spent it will gain the heavy property, while at 5 it will gain the two-handed property.

Durable Blood Weapons

At 10th level, your blood manipulation's refiniment is reaching it's peak, with your weapons now being more durable. Your blood weapons now last indefinitely, being only destroyed if broken. Additionally, they now overcome resistances but not immunities.

At 20th level, your weapons can now overcome immunities.

Blood Manipulation

At 14th level, your blood manipulation is so refined you can use it both offensively and for support. You gain the following blood manipulations:

Regeneration Disruption. Whenever you hit a creature with one of your blood weapons, you can spend 4 fear points to make them unable to regain hit points in any way for 1 minute.

Blood Transfer. As an action for 6 fear points, you can target a creature within touch range and grant them a number of your hit points up to your Constitution modifier times your pure devil level.

Thousand Terrors Blood Rain

Finally at 20th level, you have learned your ultimate move, being able to overpower even the mighty horsemen. As an action for 10 fear points and 10 hit points or more, you choose a 15ft. circle within 500ft. of you and force all creatures in said area to make a Dexterity saving throw as a thousand spears and swords starts to fall upon said place. On a failure they take 10d12 slashing damage + 10d12 piercing damage and leave them restrained on the ground for 1 minute. On a success, they take half as much damage and are not restrained. They can make a Strength saving throw at the beggining of their turns, ending the condition early on a success, and receiving the damage again on a failure.

Ultimate Devil Power:Perfected Blood Manipulation

You have obtained the ultimate form of blood manipulation, the manipulation of the blood of other creatures. Whenever you use one of your features that require hit points, you can force a creature of your choice within 100ft of you to make a Constitution saving throw. On a failure, they lose their blood and reduce their hit points by the amount you need for the feature, fueling it. On a success, they don't lose their blood.

Bat Devil[edit]

Leech Devil[edit]

Fox Devil[edit]

Fox_Devil_anime.png
The head of the Fox devil, source [5]
Devil Biology

As the Fox Devil, you are a giant white fox with multiple eyes covering your body.

Size. The Fox Devil incarnations are all gigantic foxes with multiple eyes spread around them. Your size is gargantuan.
Speed. You have 35 feets of walking speed.
Paw. Your paws are sharp and deadly, and you may use them as your main weapon type. You have a melee natural weapon attack, it deals your unarmed strike die increased by one tier in bludgeoning damage on a hit. At 5th level, it now deals your unarmed strike die increased by two tiers.
Bite. You have very strong teeth, being a perfect weapon to bite someone. You have a melee natural weapon attack, it deals your unarmed strike die increased by two tiers piercing damage on a hit. At 5th level, it now deals your unarmed strike die increased by three tiers.
Siege Monster. Due to your giant size, you are a very destructive force. You deal twice as much damage against objects and structures. Additionally, whenever you make a natural weapon attack it also targets all objects within 5 feets of the target, including creatures of your choice. At 5th level, this range increases to 10 feet and you now deal thrice as much damage to objects and structures.

You gain proficiency in Strength or Dexterity saving throws.

Fox

Starting at 1st level, while you are a massive devil, you still bear the abilities of a fox. You gain the following benefits:

  • You gain 60 fts. of darkvision.
  • You gain proficiency in the Perception skill, or expertise if already proficient.
  • You gain proficiency in the Stealth skill, or expertise if already proficient.
  • You have advantage in Wisdom (Perception) checks that involve hearing or smell.
  • You can take the dash action as a bonus action as long as you're hidden.
Teleport

At 3rd level, you have learned how to teleport yourself to other places. As an action for 2 fear points, you can teleport to a point within 30 times your proficiency bonus feet that you can see. You may make a paw or bite attack as part of this teleport against any creature within reach when you teleport to the location. This movement does not generate opportunity attacks.

Kon

At 6th level, you've developed a method to teleport only small parts of your body at once. As an action for 3 fear points, you can make a unarmed strike or natural weapon attack against a target within 30 times your proficiency bonus feet of you. The has a bonus to hit equal to your Charisma modifier, and the target has disadvantage against any saving throws the attacks may cause due to being surprised.

Dissapear

At 10th level, when you teleport it's like you simply dissapear, as if you had become invisible. You can now teleport as a bonus action, and whenever you teleport you are considered invisible until the beginning of your next turn or if you attack a creature. If you hit a creature while invisible, it is considered a critical.

Wider Range

At 14th level, you have become an expert at utilzing your teleports, increasing their range. Your teleport and Kon range are increased to 60 times your proficiency bonus feet.

Mastered Teleportation

Finally at 20th level, with the masterization of your devil powers, you have learned how to not only teleport yourself but also others. Whenever you teleport, you may choose to bring any creature within your reach alongside you, making them gain the same benefits as you when you teleport. Additionally, you can now teleport as a reaction to a saving throw or being targetted by an attack.

Ultimate Devil Power: A True Fox

You accepted the fox inside of you, which granted you additional phisical atributes and made you stronger. You gain the following benefits:

Faster, Stronger. Your Strength and Dexterity scores increase by 2 and so does their maximum.

Knock Off. Once per turn when you hit a creature with a paw attack, you can force them to make a Strength saving throw against your devil power dc. On a failure, they are knocked prone.

Strong Jaw. Once per turn when you hit a creature with a bite attack, you can force them to make a Strength saving throw against your devil power dc. On a failure, they are grappled by you and must now contest grapple checks with you.

Unmatched Speed. You can now take the dash action as a free action. Additionally, you gain the Evasion Resistant feature. If you already had evasion, you may choose another feature.

Sneak Attack. Once per turn when you hit with your paw or claw attacks when you had advantage on the attack roll or the enemy was surprised, they deal xd6 additional damage. With X being half of your Pure Devil level(rounded down).

Eternity Devil[edit]

Ghost Devil[edit]

Curse Devil[edit]

Snake Devil[edit]

Future Devil[edit]

Devil Biology

As the Future Devil, your lower half resembles a tree growing from the floor with branches and a trunk extending up to a humanoid body with outstretched arms and a horned head. Your face has three pairs of eyes stacked on top of each other vertically and its wide mouth is almost perpetually open. You have a large hole in the center of your chest, inside of which is another oversized eye.


Size. The Future Devil Reincarnations are always just a bit bigger than normal humans. Your size is medium.
Speed. Your base walking speed is 25 feet.
Anti Misleading. You always know what's up when reading people, it's as easy as reading a book! You have advantage on Wisdom (Insight) checks.
All Seeing Eye. The eye in your belly does not only sees the future, but also helps you to notice things better. You gain proficiency in the Perception skill.
The Future Rules. Nothing ever worries you, since you can see the future, and the future rules! Whenever you roll for something, you may choose to add a d4 to the total result.

You gain proficiency in Wisdom saving throws.

Future Sight

Starting at 1st level, the eye in your belly shows you the future of anyone who dares to look at it. Whenever a creature looks at the eye in your belly, you learn about everything that will happen in up to your Charisma modifier years of that creature's future. This knowledge is forever kept with you, with it increasing if the creature looks again.

Foresight

At 3rd level, you know what happens in the future of a creature, that's why you decided to exploit that. As a bonus action for 3 fear points, you can choose a creature that has seen the eye in your belly to read their future for 1 minute. For the duration, their attack rolls against you are made with disadvantage, you have advantage on their saving throws.

You can have this active with only one creature at once.

Future Demise

At 6th level, if you know about the future of a creature, it's already over for them. When you read the future of a creature with foresight, you also gain advantage on your attack rolls against them.

Enhanced Future Sight

At 10th level, your future sight has become terrifyingly enhanced, allowing you to see beyond what you were capable of. When a creature looks into your eye, you now will learn what will happen in a number of years equal to your Charisma modifier times your proficiency bonus.

The Truest Form of Future

At 14th level, the eye in your belly is like an all seeing eye. You gain 30 feet of true sight.

At 20th level, this increases to 60 feet.

The Future Rules!

Finally at 20th level, the future rules! The future rules! The time duration for foresight is now 10 minutes, and you may do it to more than one creature at once.

Ultimate Devil Power: Time Skip

You have reached the pinnacle of your future, and this future... rules! You gain the following features:

Movement Advance. As a bonus action for 1 fear point, you skip time so that a creature is moved to a place within their movement speed range that they would go in the next turn. If the creature is unwilling, they must succeed a Charisma saving throw against your Devil Power DC or be moved against their will.

Condition Skip. As an action for 5 fear points, you can skip the bad effects somone is suffering. You end one condition of a creature within sight range.

Action Skip. As an action or as reaction to an action being taken for 10 fear points, you can choose a creature within sight range to skip their action. They must make a Charisma saving throw. On a failure, their next action is completely skipped. On a success, they are forced to take their action in that instant.

Shark Devil[edit]

Violence Devil[edit]

Devil Biology

As the violence devil, you look like a tall muscular humanoid with dark hair and four yellow eyes.

Size. The Violence Devil Reincarnations are always just a bit bigger than normal humans. Your size is medium.
Speed. Your base walking speed is 30 feet.
Rush of Violence. After reducing a creature to 0 hit points, you can immediatly take the dash action. Additionally, you gain temporary hit points equal to the creature's CR or level after taking this dash.
Brutal. When you hit a critical on a attack roll, you deal one additional damage dice.
Relentless Violence. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.

You gain proficiency in Strength or Dexterity saving throws.

Violence Expert

Starting at 1st level, you are the embodiment of violence, and your combat skills shows that. Your unarmed strikes now deal a d12 + your Strength modifier on a hit. After taking the attack action, you may make one unarmed strike as a bonus action.

Muscle Growth

At 3rd level, you have learned how to grow part of your muscles to enhance your violence level. As a bonus action for 2 fear points, you can enhance one of the following body parts for 1 minute:

Arms. Your unarmed strikes damage die increase by a number of tiers equal to your proficiency bonus.

Legs. You add a +10 times your proficiency bonus to your walking speed and your jumping distance doubles.

You may end this as a bonus action. You cannot enhance more than one body part at once.

Body Growth

At 6th level, your muscle growth has been improved, now increasing your entire body alongside it. You now gain the benefits of both body parts when using Muscle Growth, however you'll also gain the following additional benefits:

  • You have advantage on Strength checks and saving throws.
  • Your size increases by one.
  • When you hit a critical on a attack roll, you deal one additional damage die.
Monstrosity

At 10th level, when your body grows, you become a hulking monster. Your additional benefits are now increased to the following:

  • You have advantage on Strength checks and saving throws. Also, you'll add a +1 to these rolls.
  • Your size increases by two.
  • When you hit a critical on a attack roll, you deal two additional damage die.
  • You gain one additional attack on your attack action, which must be used to make an unarmed strike.
Violent Tendecies

At 14th level, your mere presence can make people have violent tendencies. You can spend 4 fear points as a bonus action to target a creature that you can see. That creature must make a Wisdom saving throw. On a failure, they become berserk for 1 minute. On a success, nothing happens and they become immune to this feature for 1 minute. They can remake the Wisdom saving throw at the beginning of their turns, ending the condition early on a success.

Violence is The Answer

Finally at 20th level, violence is not the answer, it's a question. The answer is yes. You can now use and deactivate muscle growth at will. While using muscle growth, your additional benefits are increased to the following:

  • You have advantage on Strength checks and saving throws. Also, you'll add your proficiency bonus to these rolls, even if you normally already added said bonus.
  • Your size increases by three.
  • When you hit a critical on a attack roll, you deal three additional damage die.
  • You gain two additional attacks on your attack action, which must be used to make an unarmed strike.
  • Once per turn when you hit an attack, you can turn it into a critical.
Ultimate Devil Power: Rage

You have accepted the true violence deep within you, making it boil to the surface like a deep rage. When you use muscle growth, you now gain the following benefits:

Arms. Your unarmed strikes damage die increase by a number of tiers equal to your proficiency bonus.

Legs. You add a +10 times your proficiency bonus to your walking speed and your jumping distance doubles.

You may enter or end this state as a free action.

Additionally, while using muscle growth you gain resistance to bludgeoning, piercing and slashing damage.

Spider Devil[edit]

Devil Biology

As the Spider Devil, you have eight legs ending in scythe-like, curved points which are sharp enough to stab through flesh. You have a zipper in the center of your face with the pull under your chin to unzip upwards.

Size. The Spider Devil Reincarnations are always tall and grotesque to look at. Your size is large.
Speed. Your base walking speed is 35 feet.
Spider Climb. As your name suggets, you have the same abilities a spider would have. You have climbing speed equal to your walking speed, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Spider Legs. Your spider legs not only help with mobility, but also serve as deadly weapons. You can use your spider legs as a natural weapon attack, dealing 1d8 + your Strength modifier piercing damage on a hit. At 5th level, you have grown more accostumated with your spider legs, you can take the dash action as a bonus action.
Seemingly Human. You can hide yourself from the masses extremely well, being mistaken by an ordinary human from the less attentive folk. You may choose to reduce your movement speed to 30 feet and lose your spider devil features as a action. While on this form, you look exactly like an ordinary human except for the zipper on your face. You may re-enter your devil form at will.

You gain proficiency in Dexterity saving throws.

Strength of 8 Legs

Starting at 1st level, you are known not only for your agility and spider like movements, but also for your brutality and strenght. Whenever you make a Strength check or saving throw that uses your legs, you do so with advantage and adds your proficiency bonus to it or add it twice if already proficient.

Additionally, attacks you make with your spider legs have a crit range of 19-20, and on a critical they deal one additional damage die.

Semi Intangibility

At 3rd level, you have learned how to bury yourself within the ground and quickly emerge from it. You gain a burrowing speed equal to your walking speed. As a reaction to an attack or saving throw targetting you for 1 fear point, you may quickly go bellow the ground and move a number of feet of your choice with your burrowing speed, potentially making the attack miss. You may leave the ground as a free action, no matter how deep you are.

Zipper Summon

At 6th level, your zipper is not only there for cosmetics, it has an actual function. At the end of a long rest, you may telepathically connect yourself with one creature of your choice. After connecting with said ally, you can talk with them telepatically even if you are in another plane or dimension.

As an action for 3 fear points, you can summon that creature through your zipper, making them exit through your body and appear within 5 feet of you or the closest unoccupied space. You must spend 1 additional fear point for each size the creature is above medium.

You can choose the creature which you are connected with at the end of a long rest.


Zipper Storage

At 10th level, your zipper is not only useful for summoning other creatures, but also to store objects. You can store an object of any size inside of your zipper. Any objects inside of your zipper don't count towards your weight carry, however you cannot carry more than what you'd normally be able to. You may take one of these objects out as a free action for 1 fear point.

Additionally, whenever a creature is summoned through your zipper they may pick one of the objects inside of you to bring with them.

Zipper Absorption

At 14th level, you have learned how to store powerful attacks for later. As a reaction to a weapon attack roll or a line or cone saving throw for an amount of fear points equal to half of the attack roll total or DC, you can absorb the incoming attack and put it on your zipper. Until the end of the minute, you can just launch the attack back at another target of your choice as an action using your Charisma modifier for the attack roll and your Devil Power DC for the DC. If the minute ends and you haven't used the attack, it will simply dissapear within your zipper.

You can only have one attack stored this way at once, being unable to store another while you have one.

Dimension Opener

Finally at 20th level, you have learned how to open zippers in the air, seemingly opening dimensions. As an action for 10 fear points, you can open a 10 foot-wide 10 foot-tall door in front of you by pulling a zipper in the air. The door lasts for 1 minute, and any creature that passes by it will be sent by a location of your choice. The location must be one you have already visited before or know about it.

Ultimate Devil Power: Full Spider

You have finally embraced your spider side, becoming the embodiment of the fear of spiders. You gain the following benefits:

  • You gain 60 feet of darkvision.
  • You have advantage on Dexterity checks and saving throws.
  • Whenever you're climbing difficult surfaces such as upside down, your rolls for Dexterity checks or saving throws are treated as a 10 if you rolled lower.
  • Difficult terrain doesn't slow you down.
  • Your spider legs now deal 2d6 + your Strength modifier piercing damage on a hit.

Angel Devil[edit]

Devil Biology

As the Angel devil, you have a humanoid appearance with long red hair.

Size. The Angel Devil Reincarnation are the same height of a avarage humam. Your size is medium.
Speed. Your base walking speed is 30 feet.
Angelic Wings. While your wings cannot fly, they can help you with gliding through the air. Whenever you're falling, you can choose to gain a hoovering speed equal to your walking speed. As a reaction to a melee or ranged weapon attack directed at you, you may use your wings to defend yourself granting you a bonus to your AC equal to your proficiency bonus.
Calming Presence. While you are a devil, creatures feel at ease on your presence. As long as you are within 30 feet of a creature, they have advantage against being frightened. This feature does not work in case you're unconscious or are frightened yourself.
God's Servant. A devil in body, but an angel at heart. You gain proficiency in the Religion skill.

You gain proficiency in Dexterity saving throws.

Life Draining Touch

Starting at 1st level, your mere touch is deadly, removing lifespan of any being that you lay your hands upon. Whenever you touch a creature, they must make a Charisma saving throw. On a failure, they lose an amount of months from their life span equal to your regeneration die + your pure devil level. On a success, they lose half as much. A creature may make this saving throw only once per round.

This lifespan is stored within you, with the people which you took the lifespan of haunting you on your dreams until you use said lifespan.

Lifespan Weapon Creation

At 3rd level, you have learned how to turn the life span of the creatures you consume into weapons. As a free action for up your Charisma modifier in fear points, you can remove a number of years from the life span absorbed by you from your pool equal to the amount spent to create a martial melee weapon of your choice. You are considered proficient with the weapon, and may use your Charisma modifier for it's attack and damage rolls. The weapon deals 1 + your Charisma modifier of it's damage type on a hit, however for every life span added into the weapon it increases it's damage die tier by one. It lasts for a minute, dissapearing right after it. You can only have one weapon at an time.

A creature hit by one of your weapons must succed a Charisma saving throw or suffer the effect of your life draining touch as if you have rolled the maximum die. On a critical hit, the amount is doubled.

Divine Weapons

At 6th level, your weapons are divine, destroying evil. Your weapons now count as magical for the purposes of overcoming resistances and immunities. Also, you may choose to make a weapon start floating at will. You may make a ranged devil power attack roll against a creature within 60 feet of you. Hitting or missing, the weapon comes back by your side by the end of your turn.

Additionally, you can now spend up to twice your Charisma modifier in fear points when using life years.

Multi Weapons

At 10th level, you became better at manipulating life span and creating weapons. You can now have an amount of weapons at once up to your Charisma modifier.

Additionally, you can now spend up to thrice your Charisma modifier in fear points when using life years.

Divine Spear

At 14th level, when you use all of your lifespan you can, you create a weapon so strong it cleaves through even the strongest devils. As an action, you can spend the maximum amount of fear points you currently can and spend an equal amount of life span. You force all creatures in a 100ft. line to make a Dexterity saving throw. On a failure, they take 1d12 radiant damage per fear point used and are knocked prone. On a success, they take half as much damage.

That's Life

Finally at 20th level, you have learned that you can't really stop your life comsumption, and that's life. You now take twice as many months when absorbing life span, and only need to spend 6 months instead of one year on a weapon.

Additionally, you can now spend up to your Charisma modifier added four times in fear points when using life years.

Ultimate Devil Power: Altered Tools

You have reached the pinnacle of utilizing life span, altering your tools as you see fit. Whenever you create a weapon with life span, you can remove one of it's properties or add a property to the weapon. If you add the versatile property, the weapon's die tier will increase by one when wielded with two hands.

Bomb Devil[edit]

Devil Biology

As the Bomb Devil, you are a large humanoid with a nuclear bomb as your head, resembling the fat man. Your arms are made of bomb fuses, with the rest of your body being made of dynamites.

Size. The Bomb Devil incarnations are all bizzare humanoids that are slightly bigger than humans. Your size is large.
Speed. You have 30 feets of walking speed.
Bomb Proof. As the bomb devil, the thing that worries you the least are bombs. You have resistance to thunder damage. Additionally, you may choose to take no damage from fire and thunder damage caused by you.
Explosive Fists. Your fists are made of fusives, creating small static whenever they enter in contact with someone. Whenever you hit someone with an unarmed strike using your fists, they take additional xd4 fire damage. With X being your Constitution modifier.
A Explosive End. While devils never die of age, they can still be killed, you are no different. However, once you die a huge explosion occurs. Every creature in a 100 times your Pure Devil level cylinder must make a Dexterity saving throw. On a failure, they take 1d12 thunder damage + 1d12 fire damage per level in the Pure Devil class you had and are deafened for 1 minute. On a success, they take half as much damage and are not deafened. This explosion can be avoided if you are killed outright.

You gain proficiency in Constitution saving throws.

Explosive Propulsion

Starting at 1st level, your body is made out of bombs, and you use that to your full advantage. Whenever you hit a target with an unarmed strike, the body part creates a small explosion, making it deal damage to all creatures within 10 feet of the target that you choose. Additionally, whenever you take the dash action you create a small explosion under your feet, making you move triple of your movement speed that turn instead of twice.

In addition, your jumping distance is doubled and you reduce all fall damage by half.

Explosion

At 3rd level, your fuses aren't there just for show, they are the easiest way to blow up a building! As an action for 2 or more fear points, you can create an explosion in a point within 30 feet of you, forcing all creatures within a 15 foot-radius of it to make a Dexterity saving throw. On a failure, they take 2d6 fire damage + 2d6 thunder damage and are blinded until the beginning of their next turn. On a success, they take half as much damage and are not blinded. This explosion deal twice as much damage to objects and structures.

The damage of your explosion increases by a d6 in both damages per fear point you spend above 2. You can spend a number of fear points up to your proficiency bonus(not counting the first two).

Multiple Explosions

At 6th level, you have learned how to create multiple explosions at once, making fighting you a deadly task. As part of making a explosion, you may choose a number of other points within 30 feet of you up to your proficiency bonus to cause another explosion to happen. These explosions all cost 2 fear points, however they cannot have their damage increased.

Additionally, the range of your explosions increases to a point within 60 feet of you.

Self Detonation

At 10th level, not exactly a power, but more of a last resource you managed to acquire has made you able to explode parts of your body to turn them into bombs. As a reaction to a creature hitting you with a melee attack, you can spend one hit die to cause a explosion to happen. The attacker must succeed a Dexterity saving throw or take your unarmed strike die times the number rolled in the hit die. You lose hit points equal to the amount rolled in the hit die.

Bomb Mines

At 14th level, you have learned how to delay your explosions and turn them into mines. Whenever you create an explosion, you may spend 4 additional fear points to make it not explode. The explosion will not explode until one minute has passed or you have spend a free action for it to explode. You may do this to multiple explosions at once.

Devastating Bombs

Finally at 20th level, your bombs have reached their peak of destruction. Your explosions now deal d8's instead of d6's, and their radius is increased to 30 feet. Additionally, they now turn immunities into resistances and resistances into nothing when damaging a creature.

Ultimate Devil Power: Like a Nuke

While the nuclear weapons devil has sadly passed away, you carry it's legacy with your immense explosions! Your explosions now deal thrice as much damage to objects and structures, and they're a cylinder. Additionally, their damage die is increased by one tier.

Typhoon Devil[edit]

Longsword Devil[edit]

Flamethrower Devil[edit]

Whip Devil[edit]

Spear Devil[edit]

Bow Devil[edit]

Octopus Devil[edit]

Hell Devil[edit]

Devil Biology

As the Hell devil, you take the form of a centaur with a featureless head except for a giant mouth which is open in a grimace. You are covered with taut flesh which is constantly burning.

Size. The Hell Devil Reincarnations are always just a bit bigger than normal humans. Your size is medium.
Speed. Your base walking speed is 35 feet.
Burning Body. You are covered in eternal flames that won't ever stop burning. You have immunity to fire damage and the effects of extreme cold or heat. Additionally, whenever you're being grappled or grapple someone, the creature takes xd4 fire damage at the beginning of their turns(with X being your Constitution modifier(minimum of 1)).
Hell Hooves. You are never unarmed, as you carry hell itself with you. Your hooves are a natural weapon, which you can use to make unarmed strikes. When you make an unarmed strike with your hooves, the damage die for your unarmed strike is a d8 bludgeoning damage. You are considered proficient in these strikes.
Infernal Trampling. As a quadrupedal being, you are considered the horse of hell. When you take the dash action, you can make an attack with your Hell Hooves as a bonus action.

You gain proficiency in Strength saving throws.

Made in Hell

Starting at 1st level, you're clearly a devil, but no one represents hell more than you. Your unarmed strikes deal additional xd4 fire damage on a hit(with X being your charisma modifier).

Additionally, any flammable objects within 5 ft. of you that aren't being currently hold or worn are ignited.

Back Home

At 3rd level, as the hell devil, you couldn't feel more at home than at hell, and who doesn't want to go back home from time to time? As an action for 3 fear points, you open two doors that pull and teleport you and any willing creature within your reach to Hell. You select the exact point where you are transported to, and if that space is occupied you're sent to the nearest unoccupied space.

In case you're already in Hell, you can take you and any willing creatures within your reach to the last point you were in the human world.

Straight to Hell

At 6th level, hell is such a nice place at this time of the year, why not invite guests over? As an action for 4 fear points, you can target a creature you can currently see and force them to make a Charisma saving throw. On a failure, a bunch of small demonic hands come out from a door behind them and takes them to a point of hell of your choice. On a sucess, they aren't taken to hell and are immune to this feature's effects for 1 minute.

You always know the location of the creatures which you send to hell.

Efficient Transport

At 10th level, you have refined your transport. You can now target a number of creatures up to your Charisma modifier when using Straight to Hell.

Additionally, your Back Home and Straight to Hell features now take bonus actions instead of actions.

Devil's Pull

At 14th level, you have learned how to manifest a immense 6 fingered hand from the sky to take a large number of people to hell. As an action for 10 fear points, you choose a point you can see and force all creatures in a 100 foot-radius to make a Charisma saving throw. On a failure, these creatures are sent to a point in hell of your choice. On a success, they take 10d10 bludgeoning damage as the hand crushes them.

Highway to Hell

Finally at 20th level, you don't need to even move to bring people to your plane. You can now use your features in any parts of the hell or material plane, even if you cannot see it. You may also use it while incapacitated but not unconscious.

Additionally, when you teleport back to the human world, you can choose where you want to be sent to.

Ultimate Devil Power: King of Hell

Hell is more than just a home to you, it is your castle, and you are it's king. While on the hell plane, you gain the following benefits:

  • All of your scores increases by 2, including their maximuns.
  • You now bypass resistances and immunities while attacking.
  • Your attack rolls are made with advantage.
  • Creatures roll with disadvantage against your saving throws.

You lose all of this benefits when you leave the plane of hell.

Darkness Devil[edit]

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The only known incarnation of the chainsaws devil, source [6]
Devil Biology

Your body is made up of many emaciated human bodies, with two bodies acting as your legs and four other human bodies acting as your torso, each having a unique face: the one immediately below your neck has no eyes, nose and a vertical mouth, the second head has open eyes and a stitched mouth, the third one has no nose, an open mouth and stitched eyes, and the fourth one has no eyes and a somber expression. Your head is akin to that of a pterodactyl with curved horns. The first human body has its arms stretching outwards holding what seems to be a cape of darkness.

Size. The Darkness Devil incarnations all tend to be slightly larger than humans due to their monstrous body. Your size is medium.
Speed. You have 30 feets of walking speed.
Ultimate Darkvison. You are the embodiment of darkness, looking at the dark was never an issue. You have unlimited darkvision through magical and non-magical darkness. Additionally, you gain advantage on Wisdom (Perception) checks that involve sight while on complete darkness.
Dark Travel. When in darkness, is when you are at your strongest. Your movement speed doubles when in complete darkness, and you do not take opportunity attacks while moving in complete darkness.
Primal Devil. You are one of the primal fears of humanity, bringing fear in the hearts of almost every human that has ever existed. Whenever you would gain fear levels you gain double the amount instead. At 3rd level, your fear point maximum increases by your Charisma modifier + your proficiency bonus.

You gain proficiency in Dexterity saving throws.

Empowered Through Darkness

Starting at 1st level, you are the most pure darkness, becoming more powerful in it. You become immune to necrotic damage, and you take four times as much damage from radiant damage(counting the vulnerability). While in complete darkness, your regeneration die will always be the maximum amount that you can possibly roll. Additionally, while in complete darkness you can non-magically cast alter self without needing to concentrate.

Darkness Manipulation

At 3rd level, you can now extend your darkness around, showing the world what is it like to live in the shadows. As an action for 5 fear points you can cover the sky in darkness, blotting out all light. Choose a point you can see, the area within 200ft of it is covered in magical darkness for a number of minutes equal to your Charisma modifier(minimum of 1). Additionally, creatures make saving throws to avoid being frightened against you with disadvantage when you or them are in complete darkness.

Force Manipulation

At 6th level, you have learned how to manipulate an imaginary force, destroying creatures from afar. As an action for 2 or more fear points, you force one creature within 60 times the fear points spent ft. to make a Constitution saving throw. On a failure, they take 4d10 force damage and are knocked prone. On a success, they take half as much damage and are not knocked prone. For every additional fear point spent, you add a d10 to the total force damage.

At 10th level, you can now use Force Manipulation as a bonus action, and you can replace attacks as part of the attack action with Force Manipulation, but you must spend Fear Points for each attack replaced.

Dark Sword

At 10th level, you have learned how to summon a ritual sword of condensed darkness. As a bonus action for 10 fear points, you can create a magical sword made out of pure darkness that lasts for 1 minute. The sword deals 5d12 necrotic damage on a hit and can float up to 30ft away from you. It crits on 18 or higher, attacks can be made with it even while not holding it, and can move it up to 30ft as part of the attack action. Additionally, you use your Charisma modifier when attacking with it.

Dark Punishment. As a action while the sword is summoned for 10 fear points, you ring the bells on the sword, causing any creature of your choice who took damage from your sword to take twice as much damage they received before again.

Darkened Mind

At 14th level, the creatures who fear you know darkness in it's more pure state. Any creature who starts their turn frightened of you takes Xd8 necrotic damage, with x being your current amount of fear points. Additionally any necrotic damage you cause ignores both resistance and immunity, and cannot be reduced.

Limb Removal

Finally at 20th level, you have improved your force manipulation to being extremely precise and deadly. When spending fear points on your force manipulation feature, you may choose to spend twice the amount you currently have used to make it an attack roll instead of a saving throw. On a hit, it will deal the maximum amount of damage and it will instantly remove the limb rolled(Or a ramdom limb of the gm's choice in case you're not using the limb system).

Ultimate Devil Power:Regeneration Negation

You have reached the pinnacle of your devil powers. Whenever you deal damage to a creature, they will be tainted by your darkness. If they try to regain hit points in any way shape or form, they must make a Constitution saving throw against your devil power DC. On a failure, they cannot regain hit points in any way until 24 hours pass, in which after this hours pass and you regain hit points you must remake this save. On a success, they do not have to remake this save again but they regain half as many hit points(rounded down).

Stone Devil[edit]

Gun Devil[edit]

454078384f46a3f671e2d06fe8e2ce35.jpg
The gun devil floating above buildings menacingly, source [7]

Design Note: This subclass is purposefully overpowered, it is recommended to take extreme care when allowing a player access to this subclass.

Devil Biology

As the Gun Devil, you are an enormous floating humanoid figure with multiple building-sized rifles for arms, a roughly skeletal body crammed full of disembodied screaming heads, and an oversized barrel and slide emerging from your skeletal face. You are missing the lower half of your body and is instead replaced by 6 long giant 7.62×51mm NATO ammo belts attached to the bottom of its torso.

Size. The Gun Devil incarnations all tend to be much larger than humans due to their monstrous body. Your size is huge.
Speed. You may not have a lower body, but that doesn't matter since you are constantly floating above the ground. You have 30 feet of flying speed, however you can only float 30 ft. above the ground.
Gun Arms. You don't have normal arms, which made it impossible to use weapons. That's no problem however, since your arms are the weapons. You can attack with your Machine Gun on your attack action, you may choose to use your Charisma modifier when attacking with it. Additionally, it loses it's stabilizing and reload property, since you are automatically reloading it with your body.
Perfect Aim. One of the most terrifying things about you is that you never miss. Any attacks you make with a ranged weapon ignore half cover.
Vital Strikes. The ones who are on the aim of the gun devil... never come back. You deal one additional damage dice on critical hits with ranged weapons.

You gain proficiency in Dexterity saving throws.

Weapon Specialist

Starting at 1st level, you were born from the fear of weapons, so that's a topic no one can beat you on. You gain proficiency in all types of ranged weapons. Additionally, you add a +2 to attacks you make with ranged weapons.

Additionally you automatically gain the Fear Incarnate feat.

Unstoppable Shooting

At 3rd level, your bullets have become sharper and deadlier, they will hit your target no matter what. Your ranged weapon attacks now ignore three-quarters and full cover, damaging the cover along with the target on a hit.

In addition, you roll four additional damage dice on a critical hit with a ranged weapon instead of three.

No Hope of Survival

At 6th level, your arrival means sure death, and this is why people fear you. Your bullets are considered magical and silvered, and are made out of adamantine.

In addition, your machine gun now rolls a d6 instead of a d4 for it's spread property.

Unavoidable Disaster

At 10th level, everywhere, anywhere, you are there. You will gain 10fts. of flying speed per 100 fear levels you have. Additionally, you can now take the dash action as a bonus action.

Additionally, your body has forced itself to remain durable even in high speeds, you gain the following:

Enhanced Regeneration. You gain the Increased Regeneration boost, at the beginning of your turns, you gain the benefits of Blood Regeneration as if you've drank blood.

Upon reaching 400 Fear Levels, your Increased Regeneration gains one additional dice to your regeneration die. And finally, once upon 900 Fear levels, your Ultimate Regeneration counts as having 3 dice to the regeneration die plus your current amount of fear points.

Faster Bullets

At 14th level, you have gotten faster with your bullets, making them almost unperceivable by the human eye. Whenever you make a ranged weapon attack roll, the targetted creature must make a Wisdom (Perception) check against your devil power DC. On a success, you attack as normal. On a failure, your attacks against the creature are made with advantage for the rest of the turn. The creature automatically fails if it's blinded or cannot see you. The creature becomes immune to this effect for 24 hours in case it succeeds the save, and gains advantage on the save in case it's passive perception is higher than your devil power DC.

In addition, your machine gun now rolls a d8 instead of a d6 for it's spread property.

Natural Disaster

Finally at 20th level, you have become something beyond a devil... you are like a natural disaster that cannot be avoided no matter what. As an action for 1 or more fear points, you force all creatures in a 600ft. cone to make a Dexterity saving throw. On a failure, they take your machine gun's damage and are knocked prone. On a success, they take half as much damage. For every 1 fear point you spend on this feature, you add your weapon's damage die one additional time and +600fts. to the cone.

Ultimate Devil Power:Execute

You have reached your strongest power, the one that ruined so many lives. As an action for 10 fear points, you shoot in multiple directions and roll your machine gun damage dice as if it was a critical and deal that damage for every humanoid adult male within 3280 feets of it, and to every humanoid 12 year old that's within 4920 feets of you, with you aiming directly at their skull. Additionally, every creature that's not an undead or a construct that were born in January, February, March, May, June, August, September, November or December within 3280 feets of you will also take this damage with you targetting it's torso.

Control Devil[edit]

50fa8d6752f007ed606e5dcf7efc10b4.jpg
One of the many incarnations of the control devil, source [8]
Devil Biology

As the control devil, you have a humanoid appearance that makes it extremely hard to identify if you're a human or devil. Your eyes are yellow with multiple red rings in them, giving off a ominous aura.

Size. The Control Devil incarnations all tend to be the same height as normal humans, only ranging to 5'6 to 5'8 ft. tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Unrecognizable Faces. You cannot remember human faces, seeing them as if you were a human seeing a dog's face. However, you can identify humans by their smell. As long as you passed at least a long rest worth of time with a humanoid and constantly interacted with it, you will memorize their scent. You gain advantage on Wisdom (Perception) checks to locate said humanoid as long as it doesn't hide it's smell.
Superiority Complex. You have an extremely big ego, thinking of almost every being in this earth as inferior to you. You will gain advantage on Intimidation checks against creatures with a CR or level lower than your Pure Devil class.
Horseman. You are one of the four horsemen, meaning the amount of fear the population feels of you is massive. You can add your Charisma modifier twice when determining your fear points, and you gain twice as many fear levels per frightened creature.

You are proficient in Intelligence saving throws.

Wolf in Sheep's Clothing

Starting at 1st level, as the control Devil it's in your nature to be manipulative while looking innocent. You gain proficiency in all Charisma based skills, or expertise in case you're already proficient with them.

In addition, you add your Charisma modifier twice when determining the amount of contracts you can make.

Control

At 3rd level, your main power is the ability to control those who you deem inferior to you. As an action for 1 fear point, you can target a creature with a CR or level lower than your pure devil level and force them to make a Charisma saving throw. On a failure, they will be charmed by you and will obey each and every single order for a number of minutes equal to your Charisma modifier. They can retry the saving throw at the beginning of their turns, ending the effect early on a success, although they won't know they were being controlled unless if a outside source tells them. On a success, they aren't charmed but don't know you tried to control them.

The creature rolls the save with disadvantage if it's CR or level is at least 5 lower than your class level. For every time you control a creature, you gain 5 fear levels.

If your DM allows, you may spend fear points equal to the creature’s challenge rating or level to make them under your control permanently. If you do so, there is no additional saving throws after the first one: they are simply under your control.


Design Note: If you reasonably view yourself to be superior to a creature, you can attempt to control them, even if they don't have a CR or level lower than yours (DM Discretion.)

Force Manipulation

At 6th level, you have learned how to manipulate an imaginary force, destroying creatures from afar. As an action for 2 or more fear points, you force one creature within 60 times the fear points spent ft. to make a Constitution saving throw. On a failure, they take 4d12 force damage and are knocked prone. On a success, they take half as much damage and are not knocked prone. For every additional fear point spent, you add a d12 to the total force damage. Objects and structures take double damage.

At 10th level, you can now use Force Manipulation as a bonus action, and you can replace attacks as part of the attack action with Force Manipulation, but you must spend Fear Points for each attack replaced.

Great Scale Control

At 10th level, your control has become better, being able to hold people for much longer. Creatures with a Intelligence score lower than your devil power DC make the save with disadvantage, and creatures who's CR is lower than your proficiency bonus automatically fail. Whenever someone fails the saving throw of your control, they must wait 24 hours before making the saving throw again, removing the effect on a success, or staying under the effects of your control on a failure. You can see and hear through every creature that is curently under your control, although you can only see and hear in one creature at a time.

You have also learned how to move between large distances by using small creatures as your "portal". As an free action for 1 fear point while you have at least 100 tiny creatures under your control, you can move up to twice your movement speed without generating opportunity attacks. If you're outside combat, you can use this as an action to teleport yourself to another place. This works like the teleport spell.

Ritual

At 14th level, you have made a ritual to make your force manipulation stronger. As an action for 4 or more fear points, you can recite the name of a creature while sacrificing the life of a willing humanoid within sight range. The named creature must make a Constitution saving throw, taking the damage of your Bang devil power as if you had spent double the amount of fear points you spent for the ritual on a failure, or half as much on a success. The willing humanoid will instantly die, with or without the chosen creature failing the saving throw.

Nation Wide Control

Finally at 20th level, you have reached the pinnacle of your devil powers, being able to even control nations. You can use the powers of the creatures you currently have under your control by spending fear points in exchange for it. You will gain the following options:

Free Action. As a free action for 1 fear point, you use a free action from one of your creatures.

Reaction. As an reaction for 2 fear points, you use a reaction from one of your creatures.

Bonus Actions. As an bonus action for 4 fear points, you use a bonus action from one of your creatures.

Actions. As an action for 6 fear points, you use a action from one of your creatures.

Whenever you use the feature of said creature, it teleports to the closest place to you as possible, using said feature. If it says it would damage every creature but the user, it instead damages every creature but you.

Ultimate Devil Feature:Death Summon

There isn't a place on this earth that hasn't heard of your name once, granting you a ultimate power. As an action for any creatures that died while under your control, can be ressurected for 1 minute while still being charmed. You may also use this for the 20th level feature, however they would only stay until their feature duration ends.

War Devil[edit]

IMG_7246.png
The war devil standing menacingly, source [9]
Devil Biology

As the war devil, you have bird-like body similar to a dark colored owl or potoo with a piercing gaze.

Size. The War Devil incarnations all tend to be the same height as a normal owl. Your size is tiny.
Speed. Your base walking speed is 20 feet.
Dark Wings. With a body resembling a owl, you have dark wings. You have 30 feets of flying speed.
Battle Master. As a devil born from war itself, you are naturally an expert with weapons. You gain proficiency with all kinds of weapons.
Horseman. You are one of the four horsemen, meaning the amount of fear the population feels of you is massive. You can add your Charisma modifier twice when determining your fear points, and you gain twice as many fear levels per frightened creature.

You gain proficiency in Strength or Dexterity saving throws.

It's Mine

Starting at 1st level, you tend to be very possessive of your things, growing very attached to them. You will grow attached to your possessions over time, gaining attachment points. Bellow is the affection table to determine how much attachment you have with the possession:

Type of Possession Examples Activity Needed Attachment Gained
Object A weapon, ammunition, tools. You need to utilize the object in it's inteded way for extended periods of time. 1 attachment point per hour you used the object.
Pet A dog, cat, or any kind of being with low intelligence that serves you willingly. You need to pass time and have fun with said pet for extended periods of time. 6 attachment points per hour you passed with the pet.
Friends Any intelligent creature who you have developed a friendship with. You need to pass through many experiences with said friend for extended periods of time. 8 attachment points per hour you passed with the friend.
Family Any creature biologically related to you, or a lover who officially is in a relationship with you. You need to pass quality time with your family member or have pleasant moments with your lover for extended periods of time. 10 attachment points per hour you passed your family member or lover.

For each different kind of possession, there's a different limit of affection you can have it.

Type of Possession Attachment Limit
Object 400 attachment points.
Pet 600 attachment points.
Friends 800 attachment points.
Family 1000 attachment points.
Weapon Creation

At 3rd level, sometimes you need to sacrifice things you love in order to achieve your goals. As an action for a number of fear points while within touch range of a possession which you have the maximum amount of attachment points with, you can touch them and transform their body into a grotesque weapon made of their flesh or materials. They become any type of martial or simple melee or thrown weapon. The weapon will count as magical, and has the same features and properties as the normal weapon had. Transforming a creature into a weapon will count as the Murder Inhumane Action.

Different types of possessions have different types of power. See the weapon table bellow for more details:

Type of Possession Weapon Damage increase fear point required
Object The weapon damage dice will be increased by one tier per 100 attachment points you had with the object. 1 fear point
Pet The weapon damage dice will be increased by one tier per 100 attachment points you had with the pet. 4 fear points.
Friends The weapon damage dice will be increased by one tier per 100 attachment points you had with the friend. 6 fear points.
Family The weapon damage dice will be increased by one tier per 100 attachment points you had with the family member or lover. 8 fear points.

The fear levels power increase does not affect weapon damage tiers.


Design Note: If you don't want to use this feature ask your GM, as it's completely optional to add depth to your character.

Creating weapons out of things you love takes a huge toll on your mental state, making you feel terrible about yourself. You receive mental detriments depending on the amount of affection you had for the weapon, as shown bellow at the mental detriments table:

Type of Possession Mental Detriment
Pet You receive xd8 psychic damage(with x increasing by 1 per 100 attachment points you had) and 1 level of exhaustion.
Friends You receive xd10 psychic damage(with x increasing by 1 per 100 attachment points you had) and 2 levels of exhaustion.
Family You receive xd12 psychic damage(with x increasing by 1 per 100 attachment points you had) and 3 levels of exhaustion.

The psychic damage cannot be reduced in any way.

Fighting Style

At 6th level, you have learned a specific fighting style. You can choose one of the fighting styles bellow:

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

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

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

Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.

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

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

Attachment Power

At 10th level, your weapons will grow stronger the stronger the bound you had with the weapon was. Your weapons will gain a +1 to their attack and damage rolls if they were a pet, +2 if they were a friend, and +3 if they were family.

Additionally you can now use Weapon Creation by calling out the name of the weapon you wish to create.

Improved Extra Attack

At 14th level, you have improved your combat, making you become faster at delivering attacks. You can now attack thrice instead of twice.

Favored Weapon

Finally at 20th level, you have a sweet spot for one of your weapons, and you'd be able to sacrifice another weapon just to see this one shine. You must choose one of your created weapons to be your favorite. Whenever you're attacking with your favorite weapon you can spend 10 fear points to sacrifice one of your weapons and turn the attack into a critical. This critical cannot be negated in any way shape or form, it's damage is maximized and it's damage cannot be reduced or absorbed.

You cannot change your favorite weapon unless you sacrifice it for this feature.

Ultimate Devil Power:Arch-Nemesis

You have a grudge against one type of creature, and have a special hatred for them in your heart to make them your weapons. You must choose one creature type(you must choose two races in case the type is humanoid). Your first attack roll made against that creature type is made with advantage, and you score a critical on a 19-20 against said types. If you make a weapon out of that creature type, it will gain an additional +1 to it's attack and damage rolls, and one additional damage dice tier increase.

Cockroach Devil[edit]

Famine Devil[edit]

Falling Devil[edit]

Justice Devil[edit]

Carpenter Bee Devil[edit]

Multiclassing[edit]

You cannot multiclass into the Pure devil class, you must start with it and multiclass it out.

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Back to Main Page5e HomebrewCampaign SettingsChainsaw Man (5e Campaign Setting)Character Creation (Chainsaw Man Supplement)Pure Devil (Chainsaw Man Supplement)

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