Ritual Fiend (Chainsaw Man Supplement)
Creating a Ritualist[edit]
A group of ritual fiends, source, [1] |
- Quick Build
You can make a Ritualist quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution.
Class Features
As a Ritualist you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Ritualist level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Ritualist level after 1st
- Proficiencies
Armor: none
Weapons: Simple Weapons
Tools: One artisan’s tool of your choice
Saving Throws: Charisma, Wisdom
Skills: Choose three from the following: Acrobatics, Insight, Intimidation, Investigation, Perception, Performance, Stealth, Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 Simple Weapons or (b) 1 martial weapon
- (a) Dungeoneer's pack or (b) Explorer's pack
Level | Proficiency Bonus |
Fear Points | Features |
---|---|---|---|
1st | +2 | - | Minor Fear Projection, Lesser Power |
2nd | +2 | 2 + Charisma | Fearful Power, Fiendish Regeneration |
3rd | +2 | 3 + Charisma | Fear Specialization, Phobia Enhancement |
4th | +2 | 4 + Charisma | Ability Score Improvement |
5th | +3 | 5 + Charisma | — |
6th | +3 | 6 + Charisma | Fear Specialization (2) |
7th | +3 | 7 + Charisma | Resistant, Fear Defense |
8th | +3 | 8 + Charisma | Ability Score Improvement |
9th | +4 | 9 + Charisma | Advanced Fiendish Regeneration |
10th | +4 | 10 + Charisma | Fear Specialization (3) |
11th | +4 | 11 + Charisma | — |
12th | +4 | 12 + Charisma | Ability Score Improvement |
13th | +5 | 13 + Charisma | Prevailing Fear |
14th | +5 | 14 + Charisma | — |
15th | +5 | 15 + Charisma | — |
16th | +5 | 16 + Charisma | Ability Score Improvement |
17th | +6 | 17 + Charisma | — |
18th | +6 | 18 + Charisma | Fear Specialization (4) |
19th | +6 | 19 + Charisma | Ability Score Improvement |
20th | +6 | 20 + Charisma | Fear of Fear |
Lesser Power[edit]
As a fiend, your power has been extremely dampened, but you are still able to muster enough demonic energy to use it in combat.
You have a number of usages of your devil power equal to your level + your Charisma modifier times 2 (Minimum of one). When you spend a usage of your devil power, it becomes unavailable until you finish a short or long rest, at the end of which you regain all usages.
If a devil power calls for a saving throw or attack roll, it is calculated as the following:
Power save DC = 8 + your proficiency bonus + your Charisma
Power Attack Modifier = 8 + your proficiency bonus + Charisma
Minor Fear Projection[edit]
While you may be a weakling, even among fiends, you’ve learnt how to use your devil powers quickly in this new form.
As an action for 1 usage of your devil power, you may create a minor instance of your feared concept, make a ranged power attack roll against a creature within 50 feet of you, on hit the creature will take xd4 (x = your charisma modifier) of a damage type relating to your devil power features (ex. Hell Fiend = Fire damage, Knife Fiend = Piercing or Slashing damage).
The damage die increases to a d6 at 4th level, d8 at 8th level, a d10 at 12th level, and a d12 at 16th level.
Fearful Power[edit]
Starting at 2nd level, you’ve learnt how to temporarily alter the form and function of your fear powers.
Fear Points. You have at least 2 Fear points, and you gain more as you reach higher levels, as shown in the Fear Points column of the Ritualist table. You can never have more Fear Points than shown on the table for your level. You regain all Fear Points spent at the end of a long rest.
Usage Supplements. Whenever you use a fear feature from your devil type, you may use fear points in the place of devil power usages.
Fiendish Regeneration[edit]
By rapidly regrowing the cells in your body, you can heal yourself at an accelerated rate compared to humans.
At 2nd level, as a bonus action, you may spend a number of Fear Points up to your Charisma modifier. Per Fear point spent you will regain a d6’s worth of hit points.
Path of Power[edit]
At 3rd level,you have learnt and followed a path of how to manipulate your demonic power. You choose one of the specializations detailed at the end of the class description. Your choice grants you features at 3rd level, 6th, 10th and 18th level.
Phobia Enhancements[edit]
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Phobia Enhancements of your choice. You gain another one at 10th and 17th level.
You can use only one Phobia Enhancement on a devil power feature when you cast it, unless otherwise noted.
- Precise Fear
When you use a Devil Power that forces other creatures to make a saving throw, you can protect some of those creatures from the power's full force. To do so, you spend 1 Fear Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the feature.
- Distance Fear
When you use a Devil Power that has a range of 5 feet or greater, you can spend 1 Fear Point to double the range of the feature.
When you use a Devil Power that has a range of touch, you can spend 1 Fear Point to make the range of the power 30 feet.
- Lasting Fear
When you use a Devil Power that has a duration of 1 round or longer, you can spend 1 Fear Point to double its duration.
- Subtle Power
When you use a Devil Power, you can spend 1 Fear Point to subtly conjure the devil power. Any creature that attempts to perceive your devil power that isn't a target of the feature has disadvantage on checks to detect it.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Resistant[edit]
At 7th level, training your body has allowed yourself to become able to resist certain area effects. Choose one of the following ability scores to receive a benefit:
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Intelligence
- Intuition - Wisdom
- Repulsion - Charisma
You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. If none of your ability scores are at or above 16 you may only choose the one that is your highest, or any of your highest in the case of a tie. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can choose another saving throw at 11th, and then another at 17th level.
Fear Defense[edit]
When a creature attempts to hit you, they may shudder in your frightful presence.
Starting a level 7, when calculating your Armor Class you may add your whole Charisma modifier instead of the bonus from Fallen Devil feature from your race.
Prevailing Fear[edit]
While in combat, your mastery over your powers strike fear in your enemies.
Advanced Fiendish Regeneration[edit]
At 9th level, your fiendish regeneration has further improved! You can now heal broken limbs and regenerate missing limbs, Additionally you can spend your charisma modifier in fear points as a bonus action or reaction to instead gain d8’s in healthpoints Starting at level 13, when you start your turn in combat, you regain 1 fear point at the beginning of your turn, up to your maximum.
Fear of Fear[edit]
when you use your abilities, they strike fear into even the strongest devils.
Whenever you use a fear point or usage of your devil power, roll a d4. On a 4 you don’t expend any resources.
Specializations[edit]
Close Quarters[edit]
A fiend using their ability expertly in close range, source [2] |
- Melee Focus
Your practice in melee arts has allowed you to hold your own in a fist fight.
You can use your Charisma in place of Strength or Dexterity for melee weapon attacks.
Additionally, once per turn when you use a Devil Power that has a range of 20 ft or longer, you may choose to reduce its range by x ft (x = Charisma x 5), to a minimum of 10 ft. If you choose to do this the attack will have a number of additional damage die equal to your Charisma modifier.
- Specialized Phobia Enhancements
Also at 3rd level, you also begin to pursue unique Phobia Enhancements relating to your chosen path. You may choose one of the following Phobia Enhancements when selecting your enhancements in addition to those from the base class:
- Widened Fear
You can spend 2 Fear Points to increase the area of a Devil Power’s effect. Powers that have a cone, cube, cylinder or sphere area of effect increase in dimension, to the nearest 5-foot increment.
- Fear Imbuement
When you hit with a melee weapon or natural weapon attack, you can spend 3 Fear Points to expend a usage of your devil power and add the damage and/or effect of one of your powers with a cost of 1 usage capable of targeting a single creature to the weapon attack's damage. Any attack roll for the chosen spell is considered an automatic success due to the successful weapon attack, and any saving throw for the chosen spell is made with disadvantage.
- Shaped Projection
When you use a Devil Power with a range that affects an area, you can expend 1 Fear Point to change the area's shape in one of the following ways:
- If the power's range is a line, you can change it to a cone of half range.
- If the power's range is a cone, you can change it to a 5-foot-wide line with double range.
- If the power's range is a sphere, you can change its area to a cylinder of half radius and double height.
- If the power's range is a cylinder, you can change its area to a sphere of the same radius.
- Range Flexibility
While you flourish in close range, some distance is needed for combat.
At level 6, when using the secondary feature of Melee Focus, you may instead choose to use 1 Fear Point to decrease the range in increments of 5 ft up to your Charisma modifier, adding a die to the final damage per 5 ft subtracted.
- Quick Blast
You find that some of your devil powers take too long to use, making them less useful in the midst of combat.
At 10th level, if you choose to reduce the range of an attack using Melee Focus or Range Flexibility, you may spend 2 Fear Points to reduce the action cost of the Devil Power by 1 (Action -> Bonus Action -> Free Action…). You may only do this after using your action to take the attack, dodge, or disengage actions.
- Bound Maximum
Within close quarters, you are the king.
At 18th level, whenever you use a feature such as Melee Focus or Range Flexibility, the final amount of dice will be doubled.
Potency[edit]
A fiend showing their maximum power, source [3] |
- Dangerous Fear
You’ve learnt how to manipulate your devil power in such a way that it has become more difficult to resist.
When calculating your Power Save DC, you may add your Charisma an additional time to the sum.
- Specialized Phobia Enhancements
Also at 3rd level, you also begin to pursue unique Phobia Enhancements relating to your chosen path. You may choose one of the following Phobia Enhancements when selecting your enhancements in addition to those from the base class:
- Heightened Fear
When you use a Devil Power that forces a creature to make a saving throw to resist its effects, you can spend 3 Fear Points to give one target of the power disadvantage on its first saving throw made against the power.
- Lingering Fear
After an effect from a Devil Power wears off, you may pay one Fear Point to keep the effect active until the end of your next turn, at which point you may pay two fear points to keep it active another round. Each additional round you keep the power's effect active in this way cost an additional Fear Point.
- Empowered Fear
When you roll damage for a Devil Power, you can spend 1 Fear Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Fear even if you have already used a different Phobia Enhancement during the usage of the power.
- Enhanced Fear
At 6th level, whenever you use a Devil Power feature, you may spend additional usages up to your Charisma modifier. Choose one of the following benefits to that instance of the power:
- ’’’Power.’’’ The amount of damage die will increase equal to the amount of additional usages spent.
- ’’’Distance.’’’ The range of the power increases by 10 ft per additional usage spent.
- ’’’Defense.’’’ Your Armor Class will increase by an amount equal to the additional points spent.
- Perfected Fear
You have heavily trained a specific Devil Power, which you have enhanced to its maximum potential. This Devil Power has become your Mastered Power. One of Devil Powers will gain all of the following benefits:
- Terrifier. Its damage dice number will increase by your Charisma modifier.
- Reaching Fear. Its range will increase by 30 ft unless it's touch range.
- Defensive Fear. After using this devil power, you will have resistance to all damage excluding Psychic for 1 round.
You may change your Mastered Power whenever you gain an ability score increase in this class or when you reach level 20 in this class.
- Terror of Failure
What is scarier than a devil, the crushing weight of failure.
As a reaction to a target succeeding a saving throw, you may spend 5 Fear Points to force the target to fail the save. Alternatively, if you fail a saving throw against a creature that equal to or lower than your level, you may spend 3 fear points to reroll at advantage.
Efficiency[edit]
- Restful Fear
Over time, you’ve learnt that your demonic abilities can only be used a number of times per day. So, you began willing yourself to regain some fear while resting.
You regain Fear Points at the end of a short rest.
- Specialized Phobia Enhancements
Also at 3rd level, you also begin to pursue unique Phobia Enhancements relating to your chosen path. You may choose one of the following Phobia Enhancements when selecting your enhancements in addition to those from the base class:
- Jumpscare
When you use a Devil Power that has a casting time of 1 action, you can spend 2 Fear Points to change the casting time to 1 bonus action for this casting.
- Doubled Fear
When you use a Devil Power that targets only one creature and doesn't have a range of self, you can spend a number of Fear Points equal to the Power’s usage cost to target a second creature in range with the same power.
- Fearful Reduction
At 6th level, whenever you use a fear ability with a usage cost of 2 or higher, you may reduce its cost by half your proficiency bonus.
You may do this a number of times equal to your proficiency bonus per long rest.
- Fearful Projection
When you reach 10th level, whenever you use Minor Fear Projection, you may reduce its damage die tier by 1 to cast it as a bonus action.
- Recycled Fear
You’ve learnt that terror can be conjured from your own demonic abilities.
Whenever you use a Devil Power at level 18, with a cost of 3 or higher, you will regain 1 devil power usage.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Duelist class, you must meet these prerequisites: 14 or higher Dexterity score
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