Barbed Devil (5e Race)

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Scales.png This page is of questionable balance. Reason: a lot of good traits combined into one race. Hurl flame deals 2d6 up to 90 feet at will and vault guardian combined with observant and expertise will skew balance on a passive perception check, even if it is conditional. I see the MM score of 7, but I find this race stronger than the score leads on in its current state. I suggest reducing damage by one to mirror cantrips and making vault guardian give +1 to passive perception checks. Class grants two common damage immunities at level 1. Recommend putting a level cap on the class or toning down the first level feature. In addition, the class is rather bland for a prestige class and should be flavored up and giving more interesting features. Consider tying features into the races role as guardians.


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Barbed Devil[edit]

barbed_devil_by_shonuffstudios-d6mqssn.jpg
Barbed Devil by Shonuff at deviantArt

Horrid guardians spawned in vaults of Erberus.

Fanged and Serrated[edit]

Barbed Devils have horny, barbed hands and horrid tails. They are bristling with spikes, some of which are adorned with trophies from past victims. They have fangs, tails with a serrated tip, and eyes with a fiery glimmer. Most barbed devils stand upward of 7 feet tall and weigh 300 pounds, though their muscled bodies appear much larger due to the constantly growing and adjusting spines that protrude from their razor-sharp bodies.

Infernal Guardians[edit]

Both loyal to their masters and usually restricted to Hell, some justification is needed for an adventuring Barbed Devil.

Tasked with guarding the vaults of their masters, a Barbed Devil may be released into the material plane to track down a stolen treasure or prisoner. Normally, a barbed devil would be keen on returning to Hell as soon as possible. If an individual devil particularly resents his master or finds the life of exploration on the material plane too alluring, this task might be delayed and eventually ignored. Of course, such aberrant disloyalty will grant the adventurer a powerful enemy.

Barbed devils can patrol or guard any location without boredom or distraction, but will welcome any chance to fight when victory promises a reward.

Society[edit]

An adventuring barbed devil will, of course, be shunned by civilized communities, and good-aligned adventurers must exercise self-control over their intrinsic sadism. Their physical form also renders any kind of intimacy impossible. Most Barbed Devils have an appreciation for bureaucracy and will honour contracts: they will be loyal to any adventuring party they have an agreement with.

Barbed devils are collectors and organizers, and are favored allies of greedy summoners as they often bring with them tempting treasures from Hell's vaults or know the paths to deadly riches. Left to their own devices, the lairs of these devils often bear the pierced trophies of their past victims, hung like perverse bug collections on bloodied walls.

Barbed Devil Names[edit]

Like other devils, barbed devils have their roots in the infernal words for evil or immoral concepts. Some devils choose names whose sounds are uncomfortable for mortals to pronounce or unpleasant to hear.

Male: Milcom, Raeden, Tapoloch, Oglexohr, Engu

Female: Vauro, Danot, Isauzz, Harpepaoh, Semanost

Barbed Devil Traits[edit]

Horrid guardians spawned in vaults of Erberus.
Ability Score Increase. Your Dexterity increases by 2 and Wisdom increases by 1.
Age. Barbed devils mature from their larval stage once a suitably bloodthirsty soul is available. They develop within a few hours and are then immortal.
Alignment. Devils are innately lawful evil. Barbed devils of other alignments must constantly battle against their natural urges.
Size. Barbed Devils are larger on average than humans. From head to toe, they range from 6' to 8'. While having a hunched posture, bristled spines make them appear larger. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance. You have resistance to fire damage.
Hurl Flame. You can use your action to hurl a ball of flame. This is a ranged spell attack that deals 2d6 fire damage with a range of 90 feet. If the target is a flammable object that isn't being worn or carried, it also catches fire. The attack bonus is your Charisma modifier + your proficiency bonus. The damage increases to 3d6 at 6th level. 4d6 at 11th level, and 5d6 at 16th level.
Claws and Barbs. You are proficient with your unarmed strikes, which deal 1d6 slashing damage on a hit. In addition, at the start of each of your turns, you deal piercing damage equal to your proficiency bonus to any creature grappling you.
Vault Guardian. You gain a +5 bonus to your passive Perception when you are guarding a particular location.
Fiend. Your creature type is fiend and humanoid.
Languages. You can speak, read and write Common and Infernal.

Random Height and Weight[edit]

Table: Barbed Devil Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
5' 10" +2d10 200 lb. × (2d6) lb.

Barbed Devil Guardian[edit]

When you create your barbed devil character, or when you gain a level, you can take a level in the barbed devil guardian class instead of a normal class. Levels in this class can only be taken by a barbed devil.

Creating a Barbed Devil Guardian[edit]

Make Strength your highest ability score, and Charisma your next highest. Take the hellborn background.


As a Barbed Devil Guardian you gain the following class features.

Hit Points[edit]

Hit Dice: 1d8 per Barbed Devil Guardian level
Hit Points at 1st Level: + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Barbed Devil Guardian level after 1st

Proficiencies[edit]

Armor: None
Weapons: None
Tools: None
Saving Throws: Strength, Charisma
Skills: Perception, and either Deception or Insight

Level Proficiency
Bonus
Infernal Points Features
1st +2 Fire and Poison Immunity
2nd +2 2 Infernal Magic, Fear Strike
3rd +2 3 Infernal Resistances
4th +2 4 Devil's Sight
5th +3 5 Multiattack

Fire and Poison Immunity[edit]

You are immune to fire and poison damage, and you are immune to the poisoned condition.

Infernal Magic[edit]

At 2nd level, you have 2 infernal points, and you gain more as you reach higher levels, as shown in the Infernal Points column of the barbed devil guardian table. You can never have more infernal points than shown on the table for your level. You regain all spent infernal points when you finish a long rest.

Fear Strike

When you hit a creature with one of your claws, you can spend 1 infernal point to have the target make a Wisdom saving throw. The DC is 8 + your Charisma modifier + your proficiency bonus. On a failed save, the creature is frightened for 1 minute. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can repeat the saving throw. On a successful save, the effect ends.

Infernal Resistance[edit]

Starting at 3rd level, you gain the following benefits.

  • You have resistance against cold damage.
  • When you are the target of a spell or other magical effect that requires you to make a saving throw, you can spend 1 infernal point to have advantage on that saving throw.

Devil's Sight[edit]

Beginning at 4th level, magical darkness doesn't impede your darkvision. In addition, the range of your darkvision increases to 120 feet.

Multiattack[edit]

From 5th level onwards, when you use the Attack action on your turn, you can spend 1 infernal point to make an extra attack with your barbed tail. Your barbed tail is a melee weapon with which you are proficient. It deals 2d6 piercing damage.

In addition, when you use your hurl flame feature, you can spend 1 infernal point to make an additional attack with it.

Backgrounds[edit]


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