User:Astel

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Frenzied Flame[edit]

Sensory Amplification[edit]


I have also made this.


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Size Damage
Tiny d4
Small d6
Medium d8
Large d10
Huge d12
Gargantuan 2d12

Devil[edit]

Physical Description[edit]

Chainsaw_Man_in_Hell.png
The Chainsaw Devil cleaving through devils in hell. [1]

The appearance and physiology of a Devil varies from one to another, as their shape and bodily structure often have to do with the "name" they embody. Most Devils possess human limbs, faces, bones, and other body parts, such as the Snake Devil's mouth being made of interlocking human arms, even their fears wouldn't indicate organs or limbs, given the Tomato Devil and Grape Devil both possess human eyes and limbs despite being based on plants.

Origin[edit]

Devils are born in Hell. All Devils are born with a "name" that correlates to a concept. These can range from highly tangible (Fish, Tomato) to entirely abstract (Future, Curse). The concept does not have to refer to something that exists; there is no indication that ghosts, zombies or angels exist in the world, yet all these names have corresponding Devils. Each name is unique to its respective Devil, though some overlap based on specificity is possible as there have been both a War Devil and a World War II Devil. Devils manifest according to the collective consciousness surrounding their names (for example: the Gun Devil appears to be constructed out of guns and has gun related abilities). They are the embodiment of the fear that "name" represents, so as long as that "name" instills fear, they continue to reincarnate.

Devil Names[edit]

Devil names are really simple, they always revolve around the name of their fear following by the word "devil". However, some devils hide their identities with human names, such as the control devil.

Dread Empowerment[edit]

The power of devils comes from the fear humans possess for them.

Dread Tiers

Dread Tiers are used to represent how afraid the population is of you, the more you have the stronger you are!

Initial Dread Tiers. All devils start with initial Dread Tiers, caused by the amount of fear they invoke. Their Dread Tiers are listed below their racial features.

Gaining Dread Tiers. Whenever a creature becomes frightened of you, you gain 1 Dread Tier. Additionally, you can gain Dread Tiers by causing horrible acts and as long as someone witnesses it and are frightened by it


Horrific Action Dread Tiers Gained
Threatening or something equally as horrible +1 Dread Tiers
Violence or something equally as horrible +2 Dread Tiers
Murder or something equally as horrible +3 Dread Tiers
Mass Murder or something equally as horrible +4 Dread Tiers

Additionally, depending on the amount of dread tiers you have, may also determine different permanent benefits you receive


Dread Tiers Benefits
200 The amount you can use on regeneration is now your Charisma modifier + your proficiency bonus.
400 You gain a +2 to attack rolls and saving throws
600 You can now add your Charisma modifier an additional time to your Devil power use calculation
800 You gain an additional amount of Fear Boons equal to your Charisma
1,000 You gain a +2 to any ability score of your choice, including its maximum

Losing Dread Tiers. Whenever you do actions that make humanoid creatures appreciate you (GM discretion), you lose 1 dread tier. If your Dread Tiers reaches -100, you die outright, with no way of being revived due to your name invoking no fear anymore. Depending on how bad your dread tiers are, also give you detriments depending on the number


Dread Tiers Detriment
-10 -1 to all your physical ability scores and your charisma score, including their maximums
-20 You gain a -4 to checks and saving throws
-30 You lose your 20th level Devil type feature
-40 You lose your 14th and 10th level Devil type features
-50 You lose all of your Fear Boons
-60 You instead gain a -8 to checks and saving throws, instead of a -4
-70 You gain a -8 to attack rolls
-80 Your maximum hp is halved
-90 Your regeneration dice are halved, and the amount of hit points you gain back are also halved
-100 You die outright

Dread Tier Maximum. You can have an amount of Dread Tiers equal to half your level times 100.

Devil Powers. Devils naturally have their very own unique powers; you gain new devil features at levels 1st, 3rd, 6th, 10th, 14th, and finally 20th. Additionally, these powers can’t be used for free, requiring Devil power uses.

You have a number of uses for your Devil Power equal to your Dread Tiers divided by 50 (rounded down) + your Charisma modifier (minimum of 1). You regain all uses on a short or long rest.

Devil Power Calcutaion. if a feature from your devil power calls for an attack roll or saving throw, you will calculate that in the following ways.

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

Power Attack Modifier = your proficiency bonus + Charisma

Creating a Devil[edit]

Quick Build

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

Class Features

As a Devil you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

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

Table: The Devil

Level Proficiency
Bonus
Features Rabid Strikes
1st +2 Contract Maker, Fear Boon, Hellish Defense -
2nd +2 Rabid Strikes 1d6
3rd +2 True Terror 1d6
4th +2 Ability Score Improvement 1d8
5th +3 Extra Attack 1d8
6th +3 Fear Boon, Ability Score Improvement 1d8
7th +3 Resistant 1d8
8th +3 Ability Score Improvement 1d10
9th +4 Second Intentions 1d10
10th +4 Fear Boon 1d10
11th +4 Powerful Fear 1d10
12th +4 Ability Score Improvement 1d12
13th +5 Terrifying Critical 1d12
14th +5 Fear Boon 1d12
15th +5 Extra Attack (2) 1d12
16th +5 Ability Score Improvement 2d6
17th +6 Extra Attack (3) 2d6
18th +6 Fear Boon, Ability Score Improvement 2d6
19th +6 Ability Score Improvement, Near The Pinnacle Of Fear 2d6
20th +6 Lord Of Fear 2d6


Devil’s Contract[edit]

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

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

The things that you can exchange in the contract are:

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

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

The things the creature can exchange in the contract are:

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

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

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

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

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

Fear Boons[edit]

Also 1st level,your increasing devil powers let you do many different things. You choose two of the Fear Boons detailed at the end of the class description. You gain an additional 2 fear boons at 6th, 10th, 14th, and 18th levels.

Hellish Defense[edit]

Finally, at 1st level, your Devil nature makes you harder to damage. While not wearing armor or wielding a shield, your AC is 10 + your Strength or Dexterity modifier + your Constitution or Charisma modifier.

Rabid Strikes[edit]

At 2nd level, your devilish nature makes you a monster at natural attacks. You gain the following benefits while you are unarmed:

  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain Devil levels, as shown in the Rapid Strikes column of the Devil table.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

True Terror[edit]

At 3rd level, you have an aptitude in scaring humans. Whenever a human makes a saving throw against being frightened by you, the roll is reduced by your proficiency bonus.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 18th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. At 15th level, you can attack thrice instead of twice. At 17th level, you can attack four times instead of thrice.

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
  • Intuition - Wisdom
  • Discernment - 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.

Second Intentions[edit]

At 9th 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 humans accept your contracts, and they roll their Insight checks with disadvantage when trying to find your true intentions with the contract unless they have already made a contract with you before.


Powerful Fear[edit]

At 11th level, your ability to terrify humans has evolved to another level. Whenever you gain a Dread Tiers, you gain an additional amount equal to half your Charisma modifier (rounded down).

Terrifying Critical[edit]

At 13th level, your attacks have become more terrifying to humans. Whenever you land a critical hit, you may roll an additional dice of damage. Additionally, the creature hit by the critical attack must make a wisdom saving throw against your devil save DC. On a failure they frightened for 1 minute, being able to remake the save at the start of its turn. On a success, they are not frightened.

Near The Pinnacle Of Fear[edit]

At 19th level, your devil prowess has almost reached its peak. You can pick two feats you meet the prerequisites of that aren't background feats.

Lord Of Fear[edit]

Finally at 20th level, you have reached your peak as a devil, becoming a true king of fear. You gain a +4 to either your Strength, Dexterity, Constitution, or Charisma. And the maximum for that stat is increased to 24.

Fear Boons[edit]

Physical Boons and Mental Boons are boons that are only meant to be taken once. While Devil Power Boons are able to be taken multiple times.

Physical Boons[edit]

Terrifying Brute

Prerequisites: 13 or more Strength score.

Your strength has made your appearance even more scary. You may add half your Strength modifier to Intimidation checks

Incredible Might

Prerequisites: 13 or more Strength score.

Your muscles allow you to carry around heavier objects than normal, Your carry capacity is now doubled.

Horrifying Monster

Prerequisites: 15 or more Strength score.,Level 10,  ;Terrifying Brute

Your strength has made your appearance 10 times more scary. You may add your full Strength modifier to Intimidation checks.

Empowered Frame

Prerequisites: 15 or more Strength score.,Level 10,  ;Incredible Might

Your muscles have gone beyond what the average devil can achieve, Your carry capacity is now tripled.

The Thing

Prerequisites: 18 or more Strength score.,Level 18,  ;Horrifying Monster

You are now a being of pure horror, your muscles making you look like a being beyond comprehension. You may instead use your Strength instead of Charisma for intimidation checks.

Titan

Prerequisites: 18 or more Strength score.,Level 18,  ;Empowered Frame

You have reached the peak of lifting, becoming a pure titan, Your carry capacity is now quadrupled. Additionally, you can add your strength modifier an additional time to your attack rolls with strength.

Acceleration

Prerequisites: 13 or more Dexterity score.

You're able to vastly increase your speed over time, compared to other devils. Whenever you use the dash action, your movement speed is instead doubled. Additionally, you may use Dexterity instead of Strength with unarmed attack rolls and damage rolls.

Immeasurable Speed

Prerequisites: 13 or more Dexterity score.

You possess extreme speeds even for a devil. You add +10 to your movement speed

Increased Acceleration

Prerequisites: 15 or more Dexterity score.,Level 10,  ;Acceleration

Your acceleration has improved even further. You may take the dash action as a bonus action.

Untold Speed

Prerequisites: 15 or more Dexterity score, Level 10, ;Immeasurable Speed .

Your speed is untold of allowing you to race through the lands with ease. You add +15 to your movement speed(25 in total)

Monarch Of Motion

Prerequisites: 18 or more Dexterity score.,Level 18,  ;Increased Acceleration

You have truly reached the true potential of your devilish acceleration. When you dash, your movement speed is instead tripled.

Unfathomable Speed

Prerequisites: 18 or more Dexterity score, Level 18, ;Untold Speed.

Your speed has reached unfathomable levels making you unable to be seen by the naked eye. You gain a +20 to your movement speed(55 in total) and gain an additional attack action

Devilish Resistance

Prerequisites: 13 or more Constitution score.

Your devil power has made you able to take more attacks. You gain damage reduction equal to half your Constitution modifier.

Super Natural Vitality

Prerequisites: 13 or more Constitution score.

Because of your devil biology, your vitality has increased. You gain a +2 to your hit point maximum everytime you level up.

Empowered Resistance

Prerequisites: 15 or more Constitution score.,Level 10,  ;Devilish Resistance

Your resistance has enhanced even further. Your damage reduction is now your full Constitution modifier.

Evolved Vitality

Prerequisites: 15 or more Constitution score.,Level 10,  ;Devilish Resistance

Your vitality has evolved even further. You instead gain a +3 to your hit point maximum everytime you level up, instead of a +2.

Resistance Maximum

Prerequisites: 18 or more Constitution score.,Level 18,  ;Empowered Resistance

You have reached the maximum of being able to shrug off attacks. You gain resistance to slashing, bludgeoning, and piercing damage. Additionally, your damage reduction is now double your Constitution modifier.

True Endurance

Prerequisites: 18 or more Constitution score.,Level 18,  ;Evolved Vitality

Your endurance is no match for other devils. You instead gain a +4 to your hit point maximum everytime you level up, instead of a +3. Additionally, you gain an additional hit die.

Devil Power Boons[edit]

Devil Power Damage Enhancement

Your devil power has become more damaging. Pick one feature from your devil type that deals damage, that feature will deal 1 additional dice of damage.

Devil Power Range Enhancement

Your devil power has increased in range. Pick one feature from your devil type that deals damage, that features range will increase by 10 ft.

Devil Power Knockback Enhancement

Your devil power now knocks opponents further away. Pick one feature from your devil type that deals knockback, that features knockback will increase by 10 ft.

Devil Traits[edit]

Ability Score Increase. Your Charisma score increases by 3 to a maximum of 20, and your Intelligence score decreases by 3 to a minimum of 7.
Age. Devils don't have a lifespan, living until they are killed by non-natural means.
Alignment. Devils tend to act as they want, not caring about the destruction they cause to those around them. Their alignment tends to be any kind of chaotic, generally tending towards the evil side of things. However, some devils are completely friendly, even being considered lawful.
Size. Devils vary extremely in size, from as small as a chicken to as big as a building. Your size is defined by your Devil Type.
Speed. Devils vary greatly in speed, your walking speed is defined by your Devil Type.
Devilish Nature. As a devil, you are born out of the fear and negativity surrounding your name. Your creature type is Fiend.
Fast Recovery. Being born a devil, your body needs much less to recover itself. You only need 4 hours of rest to gain the benefits of a long rest.
Born From Fear. You don't have the same problems as humans who act only on emotion. You gain advantage against being frightened.
Regeneration. By rapidly regrowing the cells in your body, you can heal yourself at an accelerated rate compared to humans. As a bonus action or reaction to taking damage, you may spend a number of Blood Points up to your Charisma modifier. Per blood spent you will regain a d4’s worth of hit points or regenerate a missing limb.

At 200 Dread Tiers the dice changes to d6's, at 400 Dread Tiers the dice changes to d8's, at 600 Dread Tiers the dice changes to d10's, and finally at 800 Dread Tiers the dice changes to d12's
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Devils come in various types, with those being the fear that has originated them from.

Devil Types[edit]

Blood Devil[edit]

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The Blood Devil, source [2]

Bat Devil[edit]

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The Bat Devil preparing to wreck havoc on a city, source [3]

Centipede Devil[edit]

Angel Devil[edit]

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The Angel Devil resting on one of its victim's skull, source [4]

Fire Devil[edit]

Shark Devil[edit]

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The Shark Devil assisting the Chainsaw Hybrid in combat against the Typhoon Devil, source [5]

Future Devil[edit]

41500f44c4bf6d47e76863b4ed2295aa.jpg
The Future Devil standing ominously, source [6]

Ghost Devil[edit]

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The Ghost Devil standing before the Katana Hybrid, source [7]

Octopus Devil[edit]

Devil Biology
ebf004dc60b05b7dd47463f2d0c7c2f1.jpg
The Octopus Devil emerging out of a building, source [8]

Flamethrower Devil[edit]

Hell Devil[edit]

Longsword Devil[edit]

Whip Devil[edit]

The Whip Devil embodies the fear of whips—symbols of control, cruelty, and punishment. Its strikes are not only painful but manipulative, dragging, binding, and dominating the battlefield with lightning-fast precision.

Size. Your size is Medium.
Speed. Your base walking speed is 45 feet.
Living Whips. Your arms are long, barbed whips that count as natural melee weapons with a reach of 10 feet. On a hit, they deal 2d4 slashing damage. If you hit the same creature twice in one turn with your whip limbs, the creature must succeed on a Strength saving throw or be knocked prone.
Flickering Speed. When you take the Dash or Disengage action, you may make one whip attack as a bonus action against a creature within reach. If it hits, the target cannot take reactions until the start of its next turn.
Flexible Motion. Your segmented, wiry body is difficult to pin down. You have advantage on saving throws against being grappled, restrained, or knocked prone.
You start with 25 Dread Tiers.

Killer’s Gait

Your long, sinuous reach gives you a unique combat rhythm. When you hit with a melee weapon that has the finesse or reach property on your turn, your movement speed increases by 10 feet until the end of your turn, and you don’t provoke opportunity attacks from the target of that strike.

Crack of Terror

At level 1, your presence is marked by the horrifying sound of cracking barbed whips. At the start of each of your turns, all creatures of your choice within 10 feet must succeed on a Wisdom saving throw or have disadvantage on their next attack roll and be unable to take reactions until the start of your next turn.

Hook and Haul

At level 3, when you hit a creature with a whip attack, you can pull them up to 10 feet closer to you. If the target ends this movement within 5 feet of you, you may immediately make a grapple check against them as a bonus action.

Whipping Combo

At level 6, if you hit two different creatures with whip attacks during your turn, you may immediately make a third whip attack against a third creature within 10 feet. On a hit, this attack deals an additional 1d8 slashing damage and reduces the creature's speed by 10 feet until the end of its next turn.

Flensing Arc

At level 10, for two uses as an action, you unleash a brutal arc of lashes in a 15-foot cone. All creatures in the area must make a Dexterity saving throw. On a failure, they take 5d6 slashing damage and are blinded until the end of their next turn. On a success, they take half damage and are not blinded.

Spider's Dance

At level 14, your whip limbs extend and retract with terrifying speed. For two uses as a bonus action, you can lash at up to three creatures within 20 feet of you, each taking 3d8 slashing damage on a hit and must succeed on a Dexterity saving throw or be restrained until the end of their next turn. You can move up to 10 feet between each attack without provoking opportunity attacks.

Razor Hellscape

At level 20, for three uses as an action, you unleash a storm of barbed whips erupting from the ground in a 20-foot radius centered on you. Enemies in the area must succeed on a Strength saving throw or take 6d10 slashing damage and become restrained for 1 minute. While in this area, enemies take 2d10 slashing damage if they move more than 5 feet on their turn. The terrain counts as difficult terrain for all enemies. You can end the effect early as a bonus action.

Spear Devil[edit]

Darkness Devil[edit]

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"Welcome to Hell.", source [9]

Aging Devil[edit]

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"Neither Chainsaw Man nor War Devil are mature enough to talk to me. Time to have them grow up.", source [10]

Falling Devil[edit]

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"I'll be your chef tonight. Falling Devil... is my name. I'm visiting at the request of the residents of Hell. A word of warning – those who won't finish their food will taste death.", source [11]

Bomb Devil[edit]

Knife Devil[edit]

Katana Devil[edit]

Violence Devil[edit]

Snake Devil[edit]

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The Snake Devil consuming its prey, source [12]


Zombie Devil[edit]

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The Zombie Devil and its horde, source [13]

Leech Devil[edit]

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The Cockroach Devil locked in combat with Chainsaw Man, source [14]

Cockroach Devil[edit]

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The Cockroach Devil locked in combat with Chainsaw Man, source [15]

Chainsaw Devil[edit]

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The Hero Of Hell, source [16]

Gun Devil[edit]

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20% of the Gun Devil's body locked in combat Japan, source [17]

Bow Devil[edit]

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