Devil Binder (5e Class)

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Devil Binder[edit]

A tired-looking man walks over next to a lamppost, staring at it. A grin spreads across his face before whispering "gotcha" and pulling a string on his chest, causing spinning chainsaw blades to split his arms in two, sending blood flying. He cuts the lamppost in two with blinding speed. The lamppost falls over, revealing the true form of what seemed normal only seconds ago. ..... A young woman strides up to the gang walking through the street. They're still fiddling with the new goods they've stolen from some poor sap. They give her a glance but seem disinterested. That is, until she cuts her hand open and her blood drips into the shape of a knife. ..... A poor man clad in torn robes lays along the side of the road, alone. He opens his blind eyes and faces toward a seemingly empty spot. He didn't seem too startled when a horned beast appeared there and tossed him a letter. His next target. Devils love to sign their deals, especially when it involves using their target for lackey work. Mortals are all too fascinated about the immortal, just the word makes them start to think about their short lives. But what if someone could offer them this "unrealistic" reality. Or lie to them about it...

A Bond You Can't Exit[edit]

Devil Binders are those who have sworn a bloodnote with a devil, binding their lives together. After a bind has been done, it cannot be undone easily. The only way out is to kill the devil you're bonded to, however it kills the bonded creature as well. If one dies, so does the other. And thus is the reason that most people stay away from soulbinding. Keeping each other alive is a bonded creature's main priority, and such needs lead to bargaining. Power for life energy, the classic 'don't do it' pact with a devil. But for those who don't like to listen, power is too tempting.

Abyssal power in exchange for a couple sacrifices is no big deal to some, but the constant needs of a devil can be overwhelming to some. Devil Binders often form groups in search of power and allowing for easier targets due to strength in numbers. These groups are often called "Jirles" and pose plenty of danger to small towns and villages.

Creating a Devil Binder[edit]


Quick Build You can make a Devil Binder quickly by following these suggestions. First, Con should be your highest ability score, followed by Str, Dex, or Wis, depending on the subclass you wish to choose. Second, choose the Urchin background. Third, choose leather armor,a greatsword, and an explorer's pack.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple weapons, 2 Martial weapons of your choice
Tools: Choose one type of artisan's tools or gaming set
Saving Throws: Constitution, and your choice of either Dexterity or Strength
Skills: Choose 2 from Acrobatics, Athletics, Deception, Intimidation, Perception, Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • (a) hide armor or (b) leather armor or (c) a simple or martial melee weapon
  • (a) a martial weapon (if choosing a ammunition weapon, you also gain 20 ammunition for that weapon) or (b) two simple weapons (if choosing a ammunition weapon, you also gain 20 ammunition for that weapon)
  • (a) an explorer's pack or (b) a burglar's pack
  • If you are using starting wealth, you have 2d4x10 GP in funds.

Table: The

Level Proficiency
Bonus
Channeling Points Features
1st +2 2 Unarmored Defense, Channel Devil (Lesser), Devil Type
2nd +2 2 Endure
3rd +2 2 Devil Type Feature
4th +2 3 Ability Score Improvement
5th +3 3 Devil Type Feature
6th +3 3 Lasting Ties I
7th +3 4
8th +3 4 Ability Score Improvement
9th +4 4 Just a Flesh Wound
10th +4 5 Closer
11th +4 5 Channel Devil (Greater)
12th +4 5 Ability Score Improvement
13th +5 6 Devil Type Feature
14th +5 6 Lasting Ties II
15th +5 6 Just a Flesh Wound Improvement
16th +5 7 Ability Score Improvement
17th +6 7 Channel Devil (Supreme)
18th +6 7
19th +6 8 Ability Score Improvement
20th +6 8 Devil Type Feature, Ultimate Channel Devil

Unarmored Defense[edit]

Starting at 1st level, while you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain the benefit.

Devil Type[edit]

At 1st. level, you chose a Devil Type. Choose between Wrecker, Ingrainer, or Borrower, all detailed at the end of the class description. Your choice grants you features at 1st, and again at 3rd, 6th, 13th, and 20th level.

Bound Weapon

You gain access to a special weapon, known as your Bound Weapon. This weapon is different depending on your subclass, so check that out. The Bound Weapon cause damage equal to your Bound Weapon Die, listed in your subclass.

Channel Devil (Lesser)[edit]

Starting at 1st level, as an Action, you can channel the power of a lesser devil through your body.

Channeling

You can spend 1 channeling point to call upon your bound devil's power and unlock a transformation within yourself. The transformation lasts for 1 minute, and while it is active you gain several benefits, including those listed in your subclass.

Aside from those, you also gain the following:

  • You become resistant to cold and fire damage;
  • You have advantage on Constitution saving throws.
  • You cause additional damage with your Bound Weapon equal to half your proficiency bonus.

You can end the channeling early by using a bonus action to force it to end or becoming incapacitated.

Channeling Points

You have a number of channeling points equal to the number shown on the Channeling Points column on the class table. Finishing a short rest restores 1 channeling point, finishing a long rest restores all of them.

Endure[edit]

Starting at 2nd level, as someone tied to a different realm of existence, that extra energy can be helpful. Instead of controlling this energy however you wish, it just comes in at a steady stream, empowering your muscles and keeping away lethargy and exhaustion. A long rest only takes you 6 hours.

Additionally, the time it takes before you suffer the effects of a forced march is extended by a number of hours equal to 8 x your proficiency bonus.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 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.

Lasting Ties 1[edit]

Starting at 6th level, your bond with your devil is getting stronger, and your body is starting to become a bit like a devil yourself. Choose one of the following options that make you more like your devil partner.

Wings

You gain a flying speed equal to your walking speed.

Eyes

You are immune to the blinded condition, and gain devil's sight out to a range of 60 ft.

Magic

You learn 2 cantrips from any class list. Wisdom is your spellcasting ability for them.

Blood

You can heal others with your blood, and you can heal by drinking other's. 1 pint of your blood has the effects of a Potion of Healing when another character drinks it. They cannot benefit from this more than once per long rest. Alternatively, you can drink the blood of a humanoid creature to gain the effects of a Potion of Healing per pint. You can only benefit from this once per long rest.

Just a Flesh Wound[edit]

Starting at 9th level, when you have more than half of your Hit Points remaining, you can use an Action to heal yourself for a number of Hit Points equal to 5 + your Constitution modifier.

You can do this a number of times equal to your proficiency bonus, and regain the ability to do so after completing a long rest.

At 15th level, in addition, while you have less than half of your Hit Points remaining you automatically regenerate a number of hit points at the start of each of your turns equal to your Constitution modifier (minimum 1 hit point) unless you have any levels of exhaustion or are incapacitated.

Closer[edit]

Starting at 10th level, now that you and your devil's bond is close enough, you are able to summon each other and communicate with each other with ease. You can cast Contact Other Plane as a ritual, requiring no material components, if you spend 1 Channeling Point. (you may only target your devil when you do so.) When you do, the duration of the spell is Concentration, up to 1 hour. You may hold a normal conversation, your devil is under no obligation to answer your questions, and you are under no obligation to ask them. You can choose to hold the conversation within your mind, speaking telepathically, or open it into a visible window 1ft. in diameter. Anyone can speak into this window, and all people within 30 ft. can hear your devil speak. Your devil may also contact you from time to time with information to help you or maybe promises of treasure if you complete a quest for them.

Channel Devil (Greater)[edit]

Starting at 11th level, whenever you enter your channeling, you get the following additional benefits:

  • You are immune to fire and poison damage;
  • You gain a +1 bonus to your AC;
  • Your weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical damage.
  • You gain advantage on the type of saving throw depending on your devil type: Strength (Wrecker), Dexterity (Ingrainer), Wisdom (Borrower).

Lasting Ties 2[edit]

Starting at 15th level, the feature you chose earlier on is showing its true form. Your type changes to Fiend (Devil) as well as your other type. Your feature also gets stronger.

Wings

Your flying speed increases to 50 ft. if it is not higher. You also don't provoke opportunity attacks when you fly out of an enemy's reach.

Eyes

Your Devil's sight increases to 120ft. You no longer have disadvantage on long range attack rolls. Your passive Wisdom (perception), and passive Intelligence (investigation) scores both increase by 5.

Magic

Choose one more cantrip from any class list. Additionally, choose one 1st. level spell from any class list. You can cast that spell at will if you have more than half of your hit points remaining.

Blood

You and others may benefit from drinking blood three times per short or long rest. Additionally, your blood acts as a Potion of Greater Healing. You now replenish blood triple as fast as you normally would, provided you are eating and drinking the required amount.

Channel Devil (Supreme)[edit]

Beginning at 17th level, you unlock a more powerful form of your channeling. Channeling your devil in this way costs 2 channeling points rather than one. When you channel your devil in this way, you gain all the previous benefits, in addition to those below;

  • You gain a +2 bonus to your AC (to a total of +3)
  • You have advantage on saving throws against spells and other magical effects;
  • You grow to Large size, if you are smaller;
  • You deal extra damage with your melee attacks equal to twice your Constitution modifier (minimum +2).
  • Choose a 3rd-level spell: you can cast that spell once during the duration of this channeling without requiring material components.

Channel Devil Ultimate Form[edit]

At 20th level, you reach the pinnacle of devil bonding, absolute fusion. Using your ultimate form takes 6 channeling points and a mind of steel.

Every time you attempt to activate your ultimate form, you must make a DC 15 Wisdom saving throw as your devil enters your mind and body. On a success, it activates. On a failure, you reel in pain, take 5d10 psychic damage, and become incapacitated until the beginning of your next turn. On a failure by 10 or more, you gain a form of short-term madness. After succeeding on the saving throw 5 times in a row, you no longer have to make the saving throw.

The way your ultimate form works depends on your subclass. You keep all of the traits you would have in supreme channeling, with these changes:

  • You have advantage on all saving throws
  • You have advantage on attacks with your bound weapon;
  • You cannot be charmed, surprised, frightened, petrified, paralyzed, poisoned, stunned, blinded, or deafened.
  • You gain access to a special action, called a "Full Release". Once you use this action, the channeling ends.
Wrecker

When you use your Channel Devil Supreme feature, you gain these added bonuses: +3 extra bonus to AC, -the range of your blindsight increases to 50ft., -you gain resistance to bludgeoning, slashing, and piercing damage, -and gain the following action as your Full Release; Cataclysm- Target a 30ft square area within range. Every creature you choose within that area must make a constitution saving throw against your ability save DC. They take 10d8 necrotic plus 10d8 bludgeoning, piercing, or slashing damage (your choice) on a failed save, and half as much on a successful one.

Ingrainer

When you use your Channel Devil Supreme feature, you gain these added bonuses: You can use a reaction every turn in combat, -when you hit with an attack during your turn, the target must make a strength saving throw against your ability save DC or fall prone, -you can make an extra attack when you take the attack action, -and you gain the following action as your Full Release; Blitz- Target any number of creatures within 60ft of you and make 1 attack against them. If they take damage from this, they must succeed on a wisdom saving throw or become frightened of you for 1 minute. An affected target can reroll the save at the end of each of their turns, ending the effect on themselves on a success.

Borrower

When you use your Channel Devil Supreme feature, you gain these added bonuses: When you land an attack against a creature with your "pieces", you gain 1 charge as long as you have both hands on your bound weapon. If you take one or both of your hands off of your bound weapon, all charges are lost. For every charge you have, you gain a +1 bonus to attack rolls with your "pieces" and bound weapon. If you have 10 or more charges, you can cast "summon fiend" once without expending any components. The fiend's type is always devil and the spell is cast at 6th. level. The fiend remains for the duration of the channeling. You also gain the following action as your "Full Release"; Choose one creature within 90 feet of you. That creature must succeed on a charisma saving throw against your ability save DC+2 or be dragged into your devil's domain. Continue this on different creatures until someone succeeds on the saving throw. After 1 minute, the creatures are ejected back out into the space they were in before. If that space is occupied, then the nearest unoccupied space to that area.

Devil Types[edit]

Wrecker-Type[edit]

The Wrecker is all about only needing a strong, swift strike to end most foes.

Binding Weapon

The Binding weapon can be any weapon you are proficient in. This weapon can be shrunk down to a square inch cube, or disguised as something else that small, such as a piece of jewelry or a coin. You can swap your weapon between its two forms as a bonus action. Regardless of form, your weapon damage die is a d10.

If no ammunition is loaded into a weapon that requires it, it creates its own. If the weapon creates its own ammunition, it takes a penalty to its attack rolls equal to 6 - your proficiency bonus.

Wrecker-Type Channel

Beginning at 3rd level, when you use your channel devil feature, you gain an extra +2 bonus to your AC, as well as blindsight out to a range of 15ft.

Built like a tank

Beginning at level 6, your Hit Point Maximum increases by 2 for every level you have in this class, and increase by 2 Hit Points every level hereafter in this class. Your damage die is now 1d12.

Flesh of the Fiend

Beginning at level 13, you can use an action to give yourself resistance to nonmagical bludgeoning, slashing, and piercing damage that isn't silvered for 1 minute. You cannot use this feature again until you finish a short or long rest. Your damage die is now 2d6. Your blindsight now has a range of 30ft.

Ingrainer-Type[edit]

The Ingrainer is all about fusing their bond weapons to themselves, moving around rapidly and unleashing strikes upon whoever dares to touch them. While not the hardiest bunch, their ability to quickly get out of danger and back into the fray as they please more than makes up for that. Your bound weapons can be any melee weapon you are proficient in, but calling out your bound weapons requires an action and takes the use of both of your hands while your bound weapons are active. You are considered to be "wielding" your bound weapons while they are called out. You cannot be disarmed of them, however. Damage Die-D8 / Save Proficiency-DEX / Hit Dice-D6

Ingrainer-Type Channel

Beginning at 3rd level, when you use your channel devil feature, you gain a +10 bonus to all movement speeds, and you can take the dash action as a bonus action. When you do, you ignore difficult terrain during the movement.

Extra Attack

Beginning at level 6, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to 3 when you reach 14th. level in this class.

Bite Back

Beginning at level 13, whenever you take damage from an attacker within range of your highest movement speed (if your highest speed is 30, for example, the range would be 30ft.), you may expend a reaction to move toward that target, and make one attack against it. You may do this a number of times equal to your dexterity modifier. You regain all expended uses at the end of a long rest. Your damage die is now a d10.

Borrower-Type[edit]

The Borrower is one who doesn't use only the devil's weapon, but the devil itself to fight its foes, summoning claws or a fist to bash and slash your enemies. Eventually, you may be able to summon a devil's head to breathe a whirlwind of fire, or a massive tail to swipe across the battlefield, leaving none to tell the tale. (Get it? "Tale?" "Tail?" Nevermind...) A Borrower's bound weapon can be any weapon that has the two-handed or versatile property. The real power behind it is that by using it with both hands, you can cause "Pieces" of your devil, or any creature representing your devil, to burst forth and attack your enemy. The "pieces" do damage equal to your damage die. You can cause them to burst forth at any point within 30ft. of you that you can see. They make an attack and immediately disappear. Causing a "piece" to burst forth counts as making an attack. The damage type is decided by you when you make the attack. (Choose between bludgeoning, slashing, and piercing). Damage Die-1D6 / Save Proficiency-WIS / Hit Dice-D10

Borrower-Type Channel

Beginning at level 1, when you use your channel devil feature, you add your wisdom modifier to your attack rolls. (Not damage rolls) You may also cause yourself to regain Hit Points equal to your Wisdom modifier as a bonus action during your channeling.

Extra Attack

Beginning at level 6, you can attack twice, instead of once, when you take the Attack action on your turn. The summon range of your "pieces" is now 60ft. Your damage die is now 1D8.

Kick Him While Hes Down, or up...Screw it. Just Kick Him.

Beginning at level 13, when you take the Attack action on your turn and land both hits, you may make one more attack against the same target as a bonus action, even if you have already used your bonus action this turn. The attack is an automatic critical hit. The summon range of your "pieces" is now 90ft.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Devil Binder class, you must meet these prerequisites: 13 Constitution

Proficiencies. When you multiclass into the Devil Binder class, you gain the following proficiencies: Simple weapons,1 martial weapon of your choice, light and medium armor

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