Barbed Devil (5e Race)

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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, as the name implies, are bristling with spikes, some of which are adorned with trophies from past victims. They have fangs, horrid spiky tails, and eyes with a fiery glimmer, and usually boasts some sort of horn-like protrusions. 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 Strength 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 learn the produce flame cantrip. But it has a range of 60 feet, it will set flammable objects that aren't being worn or carried on fire and you add your wisdom modifier to the damage. Wisdom is your spell casting modifier.
Claws and Barbs. Your unarmed strikes deal 1d4 slashing damage. 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 can take a minute to go into a guardian stance. While you are in a guardian stance you are rooted to the ground, your speed is 0 and you cannot be moved or knocked prone and you have advantage on perception checks. You use an action to leave guardian stance and when you die (but not when you fall unconscious) you leave guardian stance.
Fiend. Your creature type is fiend and humanoid.
Languages. You can speak, read and write Common and Infernal.

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 10″ +2d10 200 lb. × (2d6) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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 Wis 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: Light, Medium, Heavy and Shields
Weapons: Simple
Tools: None
Saving Throws: Strength and Wisdom
Skills: Perception, and either Deception or Insight

Level Proficiency
Bonus
Features
1st +2 vault defender and guardian stance
2nd +2 vault defender and guardian stance improvement
3rd +2 vault defender and guardian stance improvement
4th +2 vault defender and guardian stance improvement
5th +3 vault defender and guardian stance improvement

Vault Defender[edit]

Starting at 1st level, you can spend 10 minutes to infuse the area surrounding you with your natural infernal magic, you choose any amount of space with a radius of 5 feet per your total level and if within 24 hours you enter the guardian stance inside or within 5 feet of that area, then within that area you can detect divination and teleportation magic and you know when physical walls are damaged.

After you leave guardian stance, your magic lingers for a time and for the next 24 hours you do not need to perform the ritual to gain the benefits in that space.


Starting at 2nd level, Your magic reinforces the vaults defenses, all walls (and other structural objects) gain resistance to all damage and a damage threshold equal to your level.


Starting at 3rd level, you become sensitive to the happenings inside your vault, you detect all magic in your area and as an action, you appear illusionary anywhere inside your area and sense as if you were there.


Starting at 4th level, if you are outside but within 5 feet of your area, then magical travel into your area is impossible except past you. if you are inside the area then, trying to magically travel into the area is like trying to pass you.


Starting at 5th level, You can take the damage for anything inside or touching your area and you see inside your area as if with truesight


Guardian Stance[edit]

Starting at 1st level when you are in the guardian stance you have resistance to nonmagical piercing, slashing and bludgeoning damage.

Also at 1st level, you excel at preventing creatures from passing you, if a creature tries moving past you, they must make an athletics or acrobatics check with DC 8 + your strength modifier + proficiency, if a creature tries to magically pass you they must make a spell attack check with DC 8 + your wisdom modifier + proficiency. While you are in the guardian stance they have disadvantage on that check.

Finally, at 1st level, you can enter a guardian stance as an action, once you have used this feature you must complete a short or long rest before you can do so again.


Starting at 2nd level, when you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Also at 2nd level, when you are in the guardian stance, creatures within 5 feet of you always provoke opportunity attacks from you, even if they take the Disengage action before leaving your reach and opportunity attacks do not use your reaction.


Starting at 3rd level, you can use your reaction to block attacks and spells. Any attack or spell that originates, travels through or is targeted within your reach, you can choose for it to target you, this includes AOE attacks in which case they are centered on you. When you are in the guardian stance it does not use your reaction.


Starting at 4th level, when you are in the guardian stance you have resistance to all damage and a 10 foot area around you is under the vault defender feature.


Starting at 5th level, when you are in the guardian stance you gain a damage threshold equal to your level (So damage less than your level is ignored) and as an action, you can suppress all conditions and effects of your choice affecting you until you leave the guardian stance. While suppressed you are not affected by them but they do not lose duration, if they are concentration then they don’t need to until after you leave the stance.

Backgrounds[edit]

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