Devil (Black Clover Supplement)

From D&D Wiki
Jump to navigation Jump to search

Devil[edit]

Devils are an ancient race of magical and malevolent beings that dwell in the underworld, a bleak world where the only amusement comes from tormenting each other and toying with the humans of the living world.

Physical Description[edit]

The common defining characteristic of devils are their black horns, which all devils boast. In general, the higher ranking the devil, the longer and more impressive horns they tend to have.

Society[edit]

All Devils reside in the Underworld. The underworld is divided into seven layers and is ruled over by three highest-ranking devils and reside at the lowest level. Each level houses devils of various ranks, with the highest-ranking devils dominating all those on their level. Because the underworld is so bleak and boring, higher-ranked devils keep themselves entertained by torturing those of lower ranks, while the lower ranked devils torment those who are even lower.

Devil Names[edit]

Devil names are based on demonic figures from many sources around the world.

Male: Adramelech, Beelzebub, Lucifero

Female: Lilith, Lucifulgus, Megicula.

Devil Traits[edit]

Ability Score Increase. One of the following scores increases by 2: Intelligence, Wisdom or Charisma.
Age. Devils do not age in any way shape or form, and live forever until they are killed. Devils fully mature at the age of 14 years old.
Alignment. Devils all have chaotic ideals, and are always in search of causing destruction. Devils are always Chaotic, though they tend to lean more towards Evil than to Neutral or Good.
Size. Devils vary widely in height and build, all depending on their rank. Your size is medium if you are a Highest-Ranking Devil or High-Ranking Devil, your size is large if you are a Mid-Ranking Devil, and your size is Huge if you are a Low-Ranking Devil. Any ranks that allow you to have a size higher than Medium can be changed to Medium if you so choose.
Speed. Your base walking speed is 30 feet.
Starting Hit Points. Your hit point maximum is increased by 8.
Underworld Magic. Devils live in the underworld, and are associated with every negative thing in the world, their mana reflects this. Your mana counts as Dark Mana. Also, you cannot become Berserk from using Dark Mana, unless it's caused by one of your spells. Additionally, if your attribute is eligible, it may become a Demonic Attribute.
Monstrous Biology. All devils have monstrous bodies, being much warped compared to the creatures outside the Underworld. Your type is Fiend. Also, you gain 4 Biology Points. You can choose how to spend them at character creation, choosing options from the Devil Biology section.
Devil Heart. The most important part of a devil's body is their Heart, as long as it lives a Devil can eventually recover itself. Whenever you are reduced to 0 hit points but not killed outright, you are not knocked unconscious but become incapacitated and your movement speed is reduced to 0 instead. You make death saves as normal, but your heart is now exposed. Your heart has an AC equal to 10 + your Constitution modifier, and a number of hit points equal to ¼ of your hit point maximum. Your heart regains hit points whenever you regain hit points (such as on a short or long rest), and if its hit points are reduced to 0 you are killed outright. Even if you fail your death saves three times, you do not die while your heart still has its hit points, regaining 1 hit point after 1 minute has passed.
{{{trait5}}}. {{{description5}}}
{{{trait6}}}. {{{description6}}}
{{{trait7}}}. {{{description7}}}
{{{trait8}}}. {{{description8}}}
{{{trait9}}}. {{{description9}}}
{{{trait10}}}. {{{description10}}}
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. The Subrace of a devil is its devil rank. A devil's rank is defined when they are born, and it cannot be changed. You must choose between Low-Ranking Devil, Mid-Ranking Devil or High-Ranking Devil. If you have the Qliphot Devil feat, you can choose the Highest-Ranking Devil subrace.

Highest-Ranking Devil[edit]

Ability Score Increase. One ability score of your choice increases by 1.
Endless Mana. Your mana reserves are seemingly endless, surpassing even the most blessed in the world. Your mana maximum increases by 8 times your level.
Grimoire-less Spells. You gain an additional amount of grimoire-less spells equal to your Spellcasting modifier + half of your Proficiency Bonus. However, you may add your Proficiency Bonus four times for the purpose of these spells.
Dark Arcane Knowledge. Your rank has allowed you to gain a better understanding of spells than most, learning the dark secrets of magic. The natural abilities of all your Spells are increased by your Spellcasting modifier.
Demonic Superiority. Your devil power is beyond every other creature in the world. Your Magic Power is increased by ⅓ of your proficiency bonus, rounded down to a minimum of 1.

High-Ranking Devil[edit]

Ability Score Increase. One ability score of your choice increases by 1.
Overflowing Mana. Your mana reserves overflows your body, being on par with high ranking elves. Your mana maximum increases by 5 times your level.
Grimoire-less Spells. You gain an additional amount of grimoire-less spells equal to your Spellcasting modifier. However, you may add your Proficiency Bonus thrice for the purpose of these spells.
Dark Arcane Knowledge. Your rank has allowed you to gain a better understanding of spells than most, learning the dark secrets of magic. The natural abilities of all your Spells are increased by half your Spellcasting modifier (rounded down).

Mid-Ranking Devil[edit]

Ability Score Increase. One of the following scores increases by 1: Strength, Dexterity or Constitution.
Immense Mana. Your mana reserves is immense, being in the same level as elves. Your mana maximum is increased by your level added thrice.
Characteristics. Each devil of this rank gets a feature unique to them. Work with your GM to determine the specifics of your characteristic, despite it being a racial feature it does have a mana cost equal to half your proficiency bonus. For example, your characteristic could be paralysing everyone in 30ft until the end of their next turn, as an action. Grant a +2 to any score as a bonus action, and an additional feature pertaining to the increase for one minute, like increasing Dexterity may also give an additional 15 feet of movement, or a damage reduction equal to your Constitution modifier.

Low-Ranking Devil[edit]

Ability Score Increase. One of the following scores increases by 1: Strength, Dexterity or Constitution.
Great Mana. Your mana reserves are much greater than a simple commoner. Your mana maximum is increased by your level.
Physical Prowess. While you were not blessed with Pacts or Magic Attributes, your body is inherently strong and monstrous. You gain 3 additional Biology Points you can spend for your Devil Biology.

Devil Biology[edit]

Defensive Biology[edit]

Hellish Endurance

Prerequisites: Low-Ranking Devil or higher, 1 Biology Point.

You can momentarily shrug off harm. When you take damage that would reduce you to 0 hit points, you can instead drop to 1 hit point. Once you use this feature, you can’t use it again until you finish a long rest.

In addition, your skin is much harder than other creatures. You reduce all damage by your level. This damage reduction is ignored if the damage originates from a spell that utilizes Dark or Natural Mana.

Finally, your damage reduction also applies to your heart.

Indestructible Skin

Prerequisites: High-Ranking Devil or higher, Hellish Endurance, 1 Biology Point.

Your skin is so hard and durable no one can destroy it. Your damage reduction calculation is increased to your Magic Power.

Spiked Hide

Prerequisites: Low-Ranking Devil or higher, 1 Biology Point.

Your body grows bony or chitinous spikes that protect you and hurt attackers. Whenever you are grappling or being grappled by a creature, they take 1d4 magical piercing damage at the start of their turns.

Additionally, whenever you are hit by a melee attack by a creature within your reach, you may use your reaction to deal magical piercing damage equal to your unarmed die + your Constitution modifier (minimum of 1).

General Biology[edit]

Clustered Eyes

Prerequisites: Low-Ranking Devil or Higher, 1 Biology Point.

You have grown multiple small eyes across your face, shoulders, or arms, granting you enhanced awareness. You gain advantage on Wisdom (Perception) checks relying on sight.

Additionally, if you have the Keen Sight Biology Trait, you gain a +2 bonus to Passive Perception as well.

Fins

Prerequisites: Low-Ranking Devil or higher, 1 Biology Point.

You have a set of webbed feet or fins, improving your capabilities within liquids. You gain a swimming speed equal to your walking speed. Additionally you may hold your breath for twice as long before suffocating.

Amphibiousness

Prerequisites: Low-Ranking Devil or higher, Fins, 1 Biology Point.

Your fins grow stronger, and you gain a set of gills. You can breathe both air and water, and your swimming speed increases to be twice your movement speed.

Infernal Gaze

Prerequisites: Low-Ranking Devil or higher, 1 Biology Point.

Your eyes glow with a faint infernal light that unsettles lookers. As an action, you can target one creature you can see within 30 feet. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your D6 (5).png modifier) or have disadvantage on attack rolls against you until the end of your next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum once), regaining all uses at the end of a long rest.

Keen Sight

Prerequisites: Low-Ranking Devil or Higher, 1 Biology Point.

The eyes that your supernatural body possesses are not those of humans but similar to those of an animal. 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 discern colors in that darkness only as shades of gray. In addition, you gain proficiency in the Perception skill.

Supernatural Vision

Prerequisites: Low-Ranking Devil or Higher, Keen Sight, 1 Biology Point.

Your ability of sight goes beyond the likes of humans and animals but is a supernatural gift that can view through all kinds of phenomena, natural or super. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

You can see normally through darkness caused by magical and non-magical effects, however not if they were caused by a spell fueled with Natural or Dark Mana.

Strong Legs

Prerequisites: Low-Ranking Devil or Higher, 1 Biology Point.

Your legs have a high muscular ability, improving your athletic ability. Your movement speed increases by 10 feet, and when you calculate your jump distance you may add your proficiency bonus to the calculation.

Tail

Prerequisites: Low-Ranking Devil or Higher, 1 Biology Point.

You have a thin black tail that can be utilized in many ways. Objects may be carried and manipulated with it, including fine manipulations. You cannot hold a weapon or shield using your tail. Due to the increased balance your tail grants you, you are proficient in the Acrobatics skill. If your tail is severed, you are no longer considered proficient in Acrobatics.

Elongated Tail

Prerequisites: Mid-Ranking Devil or higher, Tail, 1 Biology Point.

The large tail you possess is much more dexterous than what it once was. You are capable of holding weapons without the two-handed or heavy property and shield using your tail. Your reach is increased 5 feet when using your tail.

Tentacles

Prerequisites: Low-Ranking Devil or higher, must not have the Claws Biology Trait, 1 Biology Point.

Your arms and maybe more parts of your body grow into large tentacles, being able to be used for various purposes. Your reach increases by 10 feet, and you may make fine manipulations with your tentacles such as holding weapons.

Additionally, if you are a size larger than a creature while grappling them (or considered a size larger), they are also restrained for the grapple’s duration.

Wings

Prerequisites: Low-Ranking Devil or higher, 1 Biology Point.

You have bat-like wings that aid your movement. You can use your action to utilize your wings to fly, gaining flying speed equal to your walking speed until you land again. If you stop moving you keep hovering in the air.

Dark Wings

Prerequisites: Mid-Ranking Devil or higher, Wings, 1 Biology Point.

Your wings grow larger and stronger. You can use your bonus action as opposed to an action in order to fly, and the flying speed gained is increased by 10 feet.

Whenever you are falling and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.

Offensive Biology[edit]

Bladed Tail

Prerequisites: Low-Ranking Devil or higher, Tail, 1 Biology Point.

Your tail grows a barbed or bladed tip. You gain a natural weapon attack with your tail, dealing 1d6 slashing or piercing damage (your choice) with a reach of 10 feet. This attack uses Dexterity for the attack and damage rolls.

Claws

Prerequisites: Low-Ranking Devil or higher, must not have the Tentacles Biology Point, 1 Biology Point.

Your hands now have sharp claws. Whenever you hit a creature with an unarmed strike using your hands, you deal 1d8 + your Strength modifier slashing damage.

If you can use your Dexterity for your attack and damage rolls for unarmed strikes, you may also use it for your claws.

Sharpened Claws

Prerequisites: Low-Ranking Devil or Higher, Claws, 1 Biology Point.

Your claws are much sharper than an average devil. Whenever you hit a creature with your claws, they must succeed a (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) Constitution saving throw or start Bleeding until the end of their next turn.

Fangs

Prerequisites: Low-Ranking Devil or higher, 1 Biology Point.

Your mouth has sharp fangs that may be used to bite others. You can make a natural weapon attack with them against a creature within reach, dealing 1d6 + your Strength modifier piercing damage on a hit.

Beastial Fangs

Prerequisites: Low-Ranking Devil or higher, Fangs, 1 Biology Point.

Your fangs have grown even more, becoming beastial. Your damage dice with your fangs is increased to a d8. Also, whenever you hit a creature with your fangs the creature must make a (DC= 8 + your proficiency bonus + your Strength modifier) Strength saving throw. On a failure, they are grappled by you and you may not bite another creature but the one grappled by you.

Infernal Horns

Prerequisites: Low-Ranking Devil or higher, 1 Biology Point.

Your devilish horns are sharper than usual, making them great to make melee attacks. Your horns are a natural weapon that deal 1d6 bludgeoning damage. If you move at least 10 feet straight toward a creature and then hit it with your horns on the same turn, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pushed 10 feet away from you.

Piercing Horns

Prerequisites: Low-Ranking Devil or higher, Infernal Horns, 1 Biology Point.

Your horns grow longer and sharper. The damage die of your horn attack increases to 1d8 and becomes piercing damage. When you hit a creature with your horns, you can choose to deal an additional 1d4 damage or grant them disadvantage on the Strength save.

Tentacle Whip

Prerequisites: Low-Ranking Devil or higher, Tentacles, 1 Biology Point.

Your tentacles grow muscular and stronger, becoming deadly weapons. Your tentacles are a natural weapon with a reach of 15 feet and deal 1d6 bludgeoning damage.

In addition, whenever you hit a creature with a tentacle you can attempt to grapple the target as part of the same attack.

5.00
(3 votes)

Back to Main Page5e HomebrewCampaign SettingsBlack CloverCharacter CreationDevil

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Black Clover franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Black Clover copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png