Devil User (5e Class)
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Devils are a race of supernatural creatures appearing throughout the World. They are creatures that feed upon humanity's fears. Sometimes even taking control of a creature body for their own benefit. Some devils however, are friendly to humans, and may even sacrifice their lifes for a human to live.
You have come from the depths of hell, the place of the sinners and of the worst evil there is in humanity, now looking for a new host or prey. Since you fused with your devil, became possessed or was a devil from birth, you gain the strenghts and weakness of the devils. You gain resistance to Fire Damage and gain a weakness to Radiant Damage.
Creating a Devil User
|Two Hybrid Devils fighting, source |
- Quick Build
You can make a Devil User quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the <!-background name-> background.
As a Devil User you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Devil User level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Devil User level after 1st
Weapons: Simple Weapons
Tools: Artisan’s tools
Saving Throws: Strength and Constitution
Skills: Choose 2 from the following: Arcana, Athletics, Acrobatics, Deception, History, Insight, Intimidation, Persuasion and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- 1 Simple Weapon
- If you are using starting wealth, you have 4d4 x 10 gp. in funds.
|1st||+2||-||Devil Type, Enhanced Strenght|
|2nd||+2||1d4||Devil Resistance, Blood Regeneration|
|3rd||+2||1d4||Devil Types feature, Devil Transformation|
|4th||+2||1d4||Ability Score Improvement|
|5th||+3||2d4||Devil Types feature|
|6th||+3||2d4||Extra Attack, Feared Around The Wolrd|
|7th||+3||2d4||Devil Types feature, Blood Hunter|
|8th||+3||2d4||Ability Score Improvement|
|10th||+4||3d4||Devil Types feature, Devil Transformation Mastery|
|12th||+4||3d4||Ability Score Improvement|
|13th||+5||4d4||Extra Attack, Devil Types feature|
|15th||+5||4d4||Devil Types feature|
|16th||+5||4d4||Ability Score Improvement|
|17th||+6||5d4||Devil Types feature|
|19th||+6||5d4||Ability Score Improvement|
|20th||+6||5d4||Forbbiden Name, Devil Types feature|
At 1st level, your demon origins make you inherit devil powers, but you have used them in different manners. You choose your devil type, you may choose between these three:
Fiends are devils who possessed a corpse. Fiends are considerably less powerful than their devil counterparts and are able to use toned-down versions of their respective supernatural abilities. They can regenerate from drinking blood and get strength from it, but unlike hybrids, they can die if they are fatally wounded. Some fiends are able to transform into their devil forms temporarily.
You can understand all the languages of the creature you have possessed, and you gain 1 extra proficiency.
- Just Another Live'
If you die in battle, you can roll 1d20 + your proficiency bonus, if you roll a 17 or higher, you can get back as your true demon form to look for another creature to possess.
Hybrids have human consciousness and appearance, but can transform into a human-devil hybrid and manifest the supernatural abilities of the fused devil. Hybrids are able to transform into their hybrids forms by a bodily trigger. Their regenerative abilities are nigh-limitless and they can revive if there is an adequate amount of blood to consume.
- Hard To Kill
After you have taken 6 hits from the same damage type, you gain resistance to it until you are unconscious or take a short or long rest.
- True Pact
Your pact wont let you take your mind out of one of your goals, you have advantage against being charmed or frightened.
Pure devils are generally grotesque, may look like monstrosities and are generally aggressive towards humans, however they can do contracts with humans to lend part of their power.
- Corpse Feeding
Pure devils can feed on other dead creatures recovering 1d12 health, but this process can take 1d2 turns, during which time you may suffer an opportunity attack.
- Contract Making
You can make contracts with other living beings, if they accept one of their wishes come true in exchange of them giving one of the following:
Stat steal: While that creature is alive, you gain +2 from one of their stats while they lose -2 of the same stat, this effect will disappear after the creature is dead. The stats gained from this feature still do not go above 20.
Life Power: You gain half of the creature's hit points as temporary hit points, while the creature is alive your hit points will always replenish after a long rest.
Feature Trade: You will gain one of the creature's features, which can be Actions, bonus actions or reactions.
You can have as many contracts equal to your proficiency bonus + Your Charisma modifier.
Beginning at 1st level, your demonic powers gave you superhuman strength. Your Unarmed Strikes are now considered a light melee weapon that deals 1d8 Bludgeoning Damage. Your unarmed strike damage increases to 1d10 at 10th level.
At 6th level, your Unarmed Strikes are considered magical for the sake of overcoming resistance.
At 2nd level, when in battle you become a semi immortal being who will continue attacking while having blood. When you score a critical hit in a creature with a piercing, slashing, or Bludgeoning attack you will regain 1d4 Hit Points. The amount of regeneration increases as you level in this class, this may increase as you gain levels.
This skill only works on beings that have blood, and if you are with full hp while attacking instead of transforming the blood in Hit Points, the creature loses the amount of hit points you would recover.
At 2nd level, while wearing no armor your AC is 10 + Strength modifier + Constitution modifier. You will also gain resistance to Necrotic Damage, and at 12th level you can choose 1 damage type of your choice to gain resistance.
At 3rd level, you have gained more power from your demonic origins, being able to bring them out in a violent manner.
Hybrids: As a hybrid, you can use an action to bring forth your inner devil rage by spending ¼ of your maximum hit points. Your demonic transformation lasts for 1 minute, and will give you the following benefits:
- Devil Resistance: Your armor Class increases by 2.
- Demonic Strikes: Your Unarmed Strikes will gain 1 extra dice in their damage roll.
- Demonic Regeneration: In the beggining of your turns, you will regain 1d4 +Half your level of your Hit Points.
- Demonic Might: When you transform, you will gain a +1 in your Dexterity, Strength and Constitution score.
At the end of your turns, you will lose your Devil User level of your maximum Hit Points.
As a fiend you can be identified by your distinct head shape, some of them can hide when not so charged with blood. Unlike hybrids, you do not need to suffer while transforming because you are no longer human, if you allowed your vessel to keep half the brain, you cannot assume control over your body if it's under stress, such as a dead vessel that will not be inspired if under stress. To do so, you need to succeed on DC = 10 + stress level (defined by DM) This trigger when a battle starts:
Stress level = low: 1d10 -8 / mid: 1d10 -5 / hard: 1d10;
Dead Vessel: Demonic Will. At your first turn you get excited about the upcoming battle, you can choose to take an additional bonus Action, on top of your regular Action and a possible bonus Action.
Devil's Prey. Nothing can take your eyes off your prey, you don’t provoke opportunity attacks from that creature for a whole minute, whether you hit or not.
Enhanced Strength. Due to your immense strength, you're able to do strength skills with advantage, and add your proficiency to them, if already had, double it.
Enhanced Speed. While in this state, your movement speed doubles. Opportunity attacks against you have disadvantage, and you have advantage on dexterity saving throws.
After the transformation ends, you will gain 1 level of exhaustion and can only use it again after a long rest.
Ability Score Improvement
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.
Feared Around The World
At 6th level, your fame as a demon increases and you gain a +2 in any Charisma rolls, and may increase your reputation while you grow stronger.
At 10th level, for every creature that fears you or reverences you as an important figure you gain +1 in all your stats (You can't increase this above 20). This effect lasts until you the creature is killed or you take a long rest.
At 18th level, your name echoes through every part on the world, no matter where or when. When you enter towns you may choose to be feared or adored by the people, and when making Charisma rolls you gain +4.
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 13th level in this class.
At 7th level, if you have already encountered a creature and have regenerated from their blood, you gain advantage in perception checks in locating that type of creature, and will double the regeneration from that type of blood(You may have as many blood types as your Constitution modifier allows). You can also once per battle, make one attack from the creature type to have disadvantage against you.
At 9th level, when your hit points would turn to 0, you can instead drop to 1 hit point. When you get back with 1 hit point, every blood regeneration will regain double the normal hit points for 1d4 turns. You can use this feature once per long rest.
Devil Transformation Mastery
At 10th level you learned how to better canalize your devil form, and how to use your powers more effectively. Your form now lasts for 2 minutes, and you don't get exhaustion from using it.
At 11th level, when you have half your hit points you can create a new pact to save your life, sacrificing something to gain something.
After some experiences in your new body, you reach an agreement with your vessel, it no longer gets stressed so easily, then you can achieve a greater part of your potential as a demon. You gain +20 walking speed, and do strength or dexterity (just one of them, no changes after your choice)checks with advantage.
If your vessel is already dead, instead you have the freedom to do everything you want without being questioned, without a sense of ethics you can consume and kill humans, then your hit points maximum increases by an amount equal to twice your level, and when you gain a new level thereafter, your hit point maximum increases by an additional 2 hit points.
You can talk to the devil who united with you, asking for more power, they grant you a new more powerful form. You will now gain the double of the bonuses from the devil transformation, and will gain a +1 in all your stats.
- Pure Devils:
You can make a Pact with a nearby living creature, and give them the following options:
Part of your power: You will lose one of your attack actions to give to the creature, in exchange of you receiving half of her maximum hit points into your maximum health.
Ressurection: You will grant one of the creatures most important wishes, and after your death you can posses it's body to become a fiend.
At 14th level your demonic powers have increased greatly, which makes you increase one of your stats limit by 2, at the cost of you sacrificing one action, reaction, or bonus action you have. You may do this again at 16th level, once at level 18 and once at level 20.
When you reach the 20th level, nothing in this world dares to say your name from fear, even mindless creatures bow to you.
You gain one of these features depending on your devil type:
You can possess more than one creature's body at a time, and all the creatures you possess will now gain +2 to all their stats. Your current vessel will also gain a +2 in all their stats.
When you activate demon transformation, you will receive half damage from all sources. For every 20 hit points you recover, you gain a +1 in your attack rolls.
When making contracts, you can make the benefits always go to you, and may extract even more from the creatures you make contract's with. For every contract you make you gain +10 temporary hit points, and can choose one of your skills to gain 1 additional dice of damage.
Fiends can use their skills in and out of demon transformation, but get a bonus of 1 dice of damage to any moves they do while in the transformation.
When you choose this devil, you can create weapons with your owm blood. You gain 4 Blood Points per level +Constitution, and have disadvantage in anything when the blood points run out. You can regain it all after a long rest.
- Blood Hammer
At 3rd level, for 4 Blood Points you can create an enormous hammer out of your own blood to smash your enemies. The hammer is a two handed weapon that deals 2d8 Bludgeoning Damage. Or for 2 Blood Points you can also create two small light hammers that can be used twice to attack dealing 1d4 Bludgeoning Damage.
- Blood Axe
At 5th level, you can create a blood axe for 4 Blood Points, that deals 1d8 Slashing Damage, or for 2 Blood Points you can create two throwable axes that deal 1d6 Slashing Damage.
- Blood Spear
At 7th level, you can create for 5 Blood Points to create a spear that deals 2d8 Piercing Damage, with a range of 10ft. It can also be throw at an target for 3d6 Piercing Damage.
- Blood Transfer
At 10th level, you can spend 10 blood point to heal one ally with 3d6 Hit Points, for each 10 Blood Points you spend you may add a 1d6. This effect is doubled if the ally is an fiend or undead. You can also choose to regain half the hit points from blood regeneration to regain blood points.
- Barrage Of Spears
At 13th level, for 30 Blood Points you can create 5 Blood Spears, which can all be throwm at an target at the same time. For each spear hit, the target must make a Constitution Saving Throw, to not get 1d6 Piercing Damage from internal Bleeding, and all the damage received by them may be transfered to your blood points.
- Stronger Blood Transfer
At 15th level your blood transfer skill has gotten stronger, when your ally receives the blood it gains advantage on it's next actions for 1d4 turns, and will gain a +2 to all their attacks.
- Thousand Tera Blood Rain
At 17th level for 40 Blood Points you can create 10 Blood Swords, which may be used as an melee weapon dealing 2d10 Slashing Damage, or be throwm at the opponent dealing 3d12 Piercing Damage each. For every sword that hits an opponent, you can summon 5 another Blood Swords for 10 Blood Points.
- The Blood Devil
At 20th level you have unlocked your true devil form, while in the devil transformation you will now gain the following benefits:
- You will regain twice as much Hit Points from blood regeneration
- Your blood weapons will now deal 1 extra dice of damage, and can be used twice instead of once.
- Your unarmed strikes will now deal slashing damage, and may add 1d4 Piercing damage for every sucessefull hit.
You gain 50 swimming Speed which can be used to swim even trough non liquid surfaces. Every attack made underwater may grant you +10 swimming Speed.
- Shark Bite
At 3rd level, you can transform your head fully into a shark and give a bite dealing 2d6 Piercing Damage, if you were running before you did the attack the damage changes to 3d6.
- Shark Charge
At 5th level, you can jump in your opponents throat from 15ft, bitting them dealing 3d8 Piercing Damage. For each 5ft you jumped, you add 1d6 Piercing Damage. If underwater, the extra damage increases by 2d6.
- Full Shark
At 7th level, you can transform fully into a demon shark, which doubles your current swimming speed and makes it so every place you pass with a creature in the way, the creature must make a DC 14 Dex saving Throw, on a succes they dodge, on a failure they take two Unarmed Strikes.
- Surprise Attack
At 10th level, while you are swimming you cannot be detected, only by truesight. When you make an attack while swimming and undetected, you will deal double the normal damage.
For each unarmed strike you give you gain 1 violence points, for each 4 violence points your unarmed strike dice increases by 1.
- Made For Combat
At 3rd level, for every Unarmed Strike you do, it will add +2 to the next unarmed strike damage roll. This skill will only last until your next long rest
- Unstoppable Fists
At 5th level, as a bonus action you can use two Unarmed Strikes with advantage. You may do this for 2 violence points.
- Violent Charge
At 7th level, you may increase your movement speed by 50 for the turn, and rush towards the opponent to do a kick dealing your unarmed strike damage. For every 5ft you have runned you can add 1d6 to the damage dice.
- Big Muscles
At 10th level, for 10 violence points you can increase your muscle mass for 2 turns, and can augment the size out of your arms or legs, making your unarmed strikes gain a +4 to attack rolls and deal triple the damage.
- Limit Breaker
At 13th level, your Strength score increase by 2, as well as it's maximum. When you roll you death saving throws, you may ads your Strength modifier. For each 6 Unarmed Strikes you give to one single creature, you can increase your Strength score by 1. The bonus gained from the unarmed strikes goes away after a long rest.
At 15th level, you are a true machine of destruction, and will not fall dowm so easily. When you get to 0 Hit Points, you can fall to 1 hit point instead. If you fall to 0 hit points again, your body may get up for x turns to do only attack actions, with x being your acumulated violence points. You may do this once per long rest.
- Killing Spree
At 17th level, you can use 10 Violence points to give 4d3 Unarmed Strikes in all directions, and each unarmed strike hit in this way will increase the damage dice of the next by 1.
- True Violence Devil
When you enter your demon transformation state, you turn into a multi eyed, multi armed large humanoid with immense phisycal prowess, gaining the following atributes:
- Violence Master: Each attack action now gives you 2 violence points
- Agressive Resilience: You gain AC equal to your Strength modifier.
- Desire to kill: For each creature you kill you gain +20 Hit Points.
- True Hatred: You choose one creature type, the choosen type will take double the damage from your unarmed strikes.
For each object or living creature that you consider yours, you force them to make a Constitution Saving Throw to not get transformed in one of your living flesh, that you use to make your tools.The creature has disadvantage against the check if he has some type of bond with you, and will automatically fail if it's dead or has no life at all, you can have as much living flesh as your Strength or Constitution and Charisma ability score + your Proficiency Bonus.
Flesh Save DC 8 + Your proficiency bonus + Strength
- Flesh Weapon
At 3rd level, you can create a martial weapon from one of your living flesh, you will be proficient with, and the weapon damage will gain 1 Extra damage dice, and gain +2 to it's attack rolls. You can perform this skill with lifeless objects, but cannot spend living flesh with that, and have to carry with you to transform into a weapon.
Also at 5th level, you can create a bomb from one of your living flesh . You can throw the bomb in 15foot of you to create a 5ft explosion dealing 3d6 Force Damage.
- Made For War
At 5th level you have been around war for a long time, so you know how to handle yourself in the battlefield, when you are subjected to an effect that allows you to make a Dexterity or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Also at 10th level, when you are hit by a ranged weapon attack, you can use your reaction to deflect the missile. When you do so, the damage you take is reduced by 1d12 + your character level + your Constitution modifier. If you reduce the damage to 0 or less, you slice the projectile out of the air, destroying it.
- Flesh Net
At 7th level, you make a net made of 2 living flesh, 10ft infront of you, dealing 2d8 Necrotic Damage. The creature hit must make a Constitution Saving Throw, on a succes they are just stuck for 1 turn, and on a failure they become one of your living flesh.
- Flesh Terrain
At 10th level, you can use 5 of your living fleshs to create a terrain of 50ft made of flesh, anything inside this field must make a Constitution Saving Throw, on a success they get their movement speed reduced by half, have disadvantage on their actions, and take 4d8 Necrotic Damage per turn inside the terrain. On a failure, you can choose to turn them in one of your flesh tools. For every end of your turn, you must spend 1 living flesh to keep the Flesh Terrain Active.
- Flesh Protection
At 13th level, while you have at least 4 Living Flesh your AC increases by 2. Also, as an reaction you can spend 2 Living Flesh to protect yourself from an incoming attack, reducing the damage by 2d12, for every 2 extra flesh you spend you can add 2d12 to the damage reduction.
- Flesh Manipulation
At 15th level, every flesh object you have created can now be called back to your flesh storage, and you may create stronger versions of the flesh objects spending double the flesh required, the weapons will now deal 1 extra dice of damage. The flesh weapons created may also force other creatures to become living flesh by making the same save.
You may also create flesh shields, which as an reaction for 4 Living Flesh you may use it to give you +3 AC for the turn.
- Flesh Creatures
At 17th level, for 5 living flesh you can create a new living beings from the flesh. These flesh creatures have the same stats as you, and half your maximum health, they can only do unarmed strikes, which gives double the damage from your unarmed strike, and when they touch a creature the creature must make the same save to not become a living flesh.
Also as a bonus action, you can turn your living flesh Crearures into objects as long as they are within 15ft of you.
At 20th level, you can fuse 4 or more livng flesh creatures to merge into a big flesh ball that has all of their combined stats, but it will only last for 5 turns before exploding dealing in 10ft around it 4d8 Force Damage.
- War Devil True Form
At 20th level, when you use your devil transformation you turn into a large owl, you gain the normal effects of devil transfomation, but also gain the following:
- You gain 120 Flying Speed.
- You can make double the flesh from living creatures.
- Your damage rolls get 2 extra dices, and you may attack with your flesh weapons as a bonus action.
- For each flesh object you make, you may regain xd6 Hit Points, with "X" being the total amount of flesh used to make the object.
For each attack you give with your weapons, you must roll 1d3 to know how many times you shoot. For each shot you hit you can add one extra dice to the damage(The buffs leave after you finish your turn).
- Pistol Head
At 3rd level, your fiend form gives you a gun in your head, as a bonus action you may shoot with it having 30ft range and 1d8 Piercing Damage.
- Gatling Gun
At 5th level, as a bonus action you can use the Rifle in your arm to shoot extra 1d2 times, each bullet dealing 2d6 Piercing Damage.
- Accurate Aim
At 7th level, as a bonus action you can choose 1d4 of your shots to have hit instead of missing. You can only do this twice per battle.
- Shoot To Kill
At 10th level, for every shoot you missed, you add 1d8 to the next shot, the skill resets once you hit a creature. This can be used 3 times per long rest.
- Bullet Hell
At 13th level, all of your bullets will change their type accordingly to the damage vulnerability of the creature, and until your next turn, you gain the damage resistance from the bullet that hit the target.
- Aim For The Heart
At 15th level, you can spend your whole attack action into one precise shot, in which the creature must make a DC 18 Dexterity Saving throw, on a sucess they dodge the bullet, on a failure they take a shot directly in their heart or most vital organ, part etc, dealing 10d12 Damage.
- Heart Eraser
At 17th level, you can roll 1d10, the number rolled will be the creatures hit by your shots in this turn. All the shots will be with double the damage, and they will also gain a +1d8 + your proficiency bonus to their damage.
- The Gun Devil
At 20th level, you have joined all the parts of your body, and can grow back into your full monster form, when you use devil transformation you now gain the following buffs:
- Armored Skin: Your AC increases by 5 and all resistances becomes immunities.
- Killing Spree: For each creature you kill you gain 2 dices of damage, and will gain a +2 in your next attacks.
- Flying Demon: Your flying speed increases by 60.
- Hatred For Life: You must roll a Wisdom saving throw to not go Berserk, but if you do go berserk your shots will aways land 4 in the 1d4.
Hybrids can only use their skills while in demon transformation, and will get +2 to their stats while transformed.
For each turn you have your transformation active, for each damage you inflict in your enemies, you may add half of it to your next damage, with it stacking at 3. For each turn one third of the damage you dealt will be converted in life points. You may choose to devour an dead creature, which makes the creature be erased from existence, even the memories of the creature are erased from history. When you transform, you can now give three Devil Strikes as one attack action.
- Chainsaw Arms
At 3rd level, when you transform you gain 3 chainsaws, one in your head and 2 in your arms. When attacking with your Devil Strikes, it will add 2d4 Slashing Damage.
- Chainsaw Kicks
At 5th level, you can create chainsaws out of your legs and give 2 kicks, each dealing 2d6 + Your Devil Strikes Slashing Damage.
- Chainsaw Gore
At 7th level, when you have hit an enemy 3 times with your chainsaws, you can add 1 extra dice to your Devil Strikes damage. And for each extra damage dice, you regain Hit Points equal to your current Devil Regeneration.
- Triple Chainsaw Attack
At 10th level, you can attack with your 3 chainsaws, each creature in 10ft infront of you must make a Dexterity Saving Throw, on a succes they take half damage, on a failure they take the full 6d12 Slashing Damage. If they fail this saving throw you may choose to grapple them with your chainsaws, dealing 2d8 Slashing Damage per turn they are grappled.
You gain proficiency in two-handed weapons, and for each slashing damage you deal in a creature, the creature will take extra 1d4 Slashing Damage from internal bleeding. This damage will stack overtime, and may only go out after 1d4 turns, you cannot use this effect if the creature has resistance or immunity to slashing damage.
- Katana Hands
At 3rd level, you have two katanas in your arms and one in your head when you transform, and can attack twice with them each dealing 1d8 Slashing Damage.
- Foward Slashing
At 5th level, you can go 10 foot foward making the creature having to make a Dexterity saving Throw, on a succes they take half damage, on a failure they take the full 2d10 Slashing Damage.
- Air Slash
At 7th level, just by you swiwing your katanas you create 1d4 air slashes with each dealing 1d10 Slashing Damage.
- Swift Death
At 10th level, when you hit a target with a slashing attack, they take xd8 extra damage, with "X" being the smallest number on the damage rolled, and if the smallest number is 0 the next smallest number will count.
- Cut To Kill
At 13th level, when a creature is taking damage from internal bleeding, you may focus your attention on that creature, and give your best slash to kill it. Your slashing damage on the bleeding creature will deal double the damage, and if you kill the creture you may give a bonus attack on a nearby enemy.
At 15th level you gain expertise in Stealth, and while you are sneaking you can deal twice as much damage. While you are hiding, your momvement speed increases by 40.
- Mighty Sword
At 17th level, your katanas have gotten stronger with the time, your katana damage increases by 1d12 Slashing Damage, and you can attack with it 3 times.
- Whirlwind Of Slashes
At 20th level, your mastery with the blade has evolved to a whole new level. You can make every creature in a 60ft by 30 line make a Dexterity Saving Throw, on a succes they take half damage, on a failure they take 7d12 Slashing damage per 10ft you have travelled while in the technique.
For every unarmed strike you give in someone the target gains 1 bomb points, after 10 bomb points the creature explodes receiving 4d12 Damage. You also gain resistance to Force Damage.
Explosion DC: 8 + Constitution and your proficiency bonus.
- Explosion Fists
At 3rd level, while doing an Unarmed Strike you can create an explosion of 5ft dealing 2d10 Force Damage. They must make a Dexterity Saving Throw, in a failure they take this damage, on a succes they take half. You can do this twice per turn.
- Explosive Spark
At 5th level, by flicking your hands, you can release a spark which explodes upon impact in 30ft, dealing 4d8 Force Damage in a 5ft radius. They must make a Dexterity Saving Throw, on a failure they take this damage, on a succes they take half. You may use this 5 times per combat.
- Explosive Movement
At 7th level, you can use your explosions to fly extra ft. As a bonus action you can use 3 explosions, each propulsing you in 15ft.
- Explosion Creations
At 10th level, you can create explosives just by touching objects, they take 1d3 turns to explode, and will deal 5d10 Force Damage upon explosion. You may increase the timer to 2d3 to increase the damage to 10d8 Force Damage.
- Wound Explosions
At 13th level, every time you suffer any kind of damage you can explode the wound dealing half the damage dealth in a 5ft radius. This also can be used as an reaction when you have less than half of your maximum health and someone would attack you, exploding them dealing 2d6 Force Damage.
- Self Explosion
At 15th level, you can sacrifice half of your hit points to self explode to create a huge crater. Every creature in a 60ft radius must make a Dexterity Saving Throw, on a success they take half damage, on a failure they take the full 12d10 + Constitution + Half your Hit Points Force Damage. You can use this twice per long rest.
- Land Mines
At 17th level, you can create a field full of mines within 60ft. You can create as many mines as your Constitution and Strength modifier, if a creature enter the area with the mines, you can choose to detonate any quantity you may want of mines, each exploding in a 10ft circle dealing 4d12 Force Damage.
- Nuclear Explosion
At 20th level, you can become the wolrd's most feared bomb, the Nuclear Bomb. Every creature in 600ft must make a Dexterity Saving Throw, on a sucess they take half the damage, on a failure they take the full 30d20 Force Damage and will take 2d6 Acid Damage for 1d6 days. After you use this explosion, you go unconscious and may only use your powers again after drinking blood or waiting 1d3 days.
For every arrow you hit, you can "mark" a target, if a target is marked you will gain advantage attacking him, and deal twice as much damage. You may mark targets as much as your proficiency bonus. You gain resistance to piercing damage.
- Precise Arrow
At 3rd level, when you transform various arrows come out of you. You may use them to shoot at an target from 30/60 ft, dealing 1d8 Piercing Damage per arrow.
- Arrow Barrage
At 5th level, after you have shoot an arrow as a bonus action you can send 3 arrows in one shoot, each dealing 1d8 Piercing Damage.
- Heavy Arrows
At 7th level, your arrows will now deal 2d8 Piercing Damage, and the creatures hit with arrows will get a bonus 2d4 Piercing Damage per turn while the arrows are stuck inside them.
- Vital Organs
At 10th level, you have gained experience with your arrows and can see the vital points of your opponents. Your crit ratio Is now 18,19 and 20, and also 17 if the target is marked. For every critical you get, you can launch one bonus arrow.
Pure Devils are aways under the effects of the devil transformation, but will regain half of the hit points from blood regeneration. Pure devils can feed on other creatures recovering 1d12 health, but this process can take 1d2 turns, during which time you may suffer an opportunity attack.
When you touch someone, you reduce 1d4 months of the creature's life. When you grab someone, you can reduce 2d4 months of the creature's life by the turns they are grappled. For each 12 months acumulated, you gain 1 year of life span, you may use life span to create certain weapons and attacks reduce 2d8 months of the creature's life(this effect will double if you spend 1 year more, but can only use it once every 2 turns). You can also use up 1 year of life span, to give yourself 5 Temp Hit Points(this will double if you spend 1 more year, but can only use it once every 2 turns), and can create any kind of weapons with life span. You also gain proficiency with spears. At 1st, you can fly up to 10 feet and your wings improve at 3rd.
- Angel Wings
At 3rd level, you gain powerfull wings that give you flying speed equal to your walking speed, which increases your AC by 1 while you are flying. and may be used as a reaction to protect you from an incoming attack, making the total damage be halfed. You may use this reaction 3 times + half your Constitution modifier per long rest.
- Life Span Absorption
At 5th level, when you make an unarmed strike, you may roll 2d6, depending on the rolled number the opponent may have it's life span reduced by the months. Any creature that is affected by this skill, will do their next action with disadvantage, and will take xd4 Damage, with "X" being the total amount of the 2d6 rolled.
- Five Years' Worth
At 7th level, you can spend 5 years from your collected life span to create a shortsword that deals 3d12 Magical Slashing Damage. After someone is hit with the sword, you can roll 3d8 to see how many months you have taken from someone's life, and they will take xd6 Damage, with "X" being the total amount of the 3d8 rolled.
- Ten Years' Usage
At 10th level, you can spend 10 years from your collected life span to create a longsword that deals 4d10 Magical Slashing Damage. After someone is hit by this sword, you can roll 2d6 to know how many years you have taken from someone's life, and they will take xd10 Damage, with "X" being the total amount of the 2d6.
- A Hundred Year's Usage
At 13th level, you can spend 100 years from your collected life span to create a longsword that deals 7d10 Magical Slashing Damage. After someone is hit by this sword, you can roll 5d8 to know how many years you have taken from someone's life, and they will take xd12 Damage, with "X" being the total amount of the 5d8.
- Counting The Days
At 15th level, you have learned how to use your consumed life span in a more effective way. You can now get double the life span from someone, and may use half of the life span needed to create your weapons.
- Weapons Barrage
At 17th level, you can use your collected life span to summon 3 of your weapons, which you can use it to throw at your opponents dealing 1 extra dice of damage. Also for every weapon you hit, you can spend double the life span used in it, you can create the same weapon to throw it again(You may only do this twice per turn).
- A Thousand Years' Usage
At 20th level, you create for 1000 Years Of Life Span a giant spear, and force everything in a 200ft line to make a Dexterity Saving Throw, on a sucess they get half the damage and half the life years sucked. In a failure however, they receive 14d20 Force Damage and lose 20d6 of their life span.
You gain Darkvision in 120feet, and 40ft within you will get in total darkness, while in darkness you can do any action with advantage.
- Force Cuts
At 3rd level, you can choose a target within 60ft to cut dealing 3d8 Slashing Damage, the target must make a Constitution Saving Throw on a sucessefull save they only get stunned for one turn, if they fail they take extra Xd10 Force Damage, with "X" being each 5ft your cut travelled.
- Organ Ripping
At 5th level, you can make every enemy in 100 ft to make a Constitution saving throw, in a success they do their next attack action with disadvantage, on a failure their arms get ripped apart, and they will take 4d6 Necrotic Damage. For 1d3 turns they cannot regenerate if they have failed the saving throw.
You gain expertise and advantage while doing Persuasion checks, and you can make contracts with creatures with at least 08 intelligence. For every time you make a contract you gain 1 extra dice in your Devil Strikes damage, and +1 in one stat, and lose -1 in another, you regain the lost point if you kill or get the creature you made the contract under your control. Your unarmed Strikes now have a range of 15ft, and will now deal Force Damage. The amount of contracts you can make doubles.
Control DC 10 + your Wisdom or Intelligence modifier + Your Proficiency Bonus
- Animal Manipulation
At 3rd level, you can force small to medium sized animals to make a Wisdom Saving Throw, on a sucess they are not affected by your ability, on a failure they are under your control. These animals may hear or attack other creatures, and may be used to spy others and to deliver information. You can control as many animals as your proficiency bonus + Wisdom.
- Force Manipulation
At 5th level, you can use an invisible force to launch pressure on a 200ft radius 10ft square, dealing 4d12 Force Damage. For each 50 ft that the ability was used close to you, it adds 1d12 to the force damge. The affected creature must roll a Constitution Saving Throw to not get knocked prone, if they fail they get knocked prone and will have disadvantage in their actions for 1d3 turns.
- Controlled Puppets
At 7th level, you may mess with a creature's mind for it to obey you, the creature must make a Wisdom Saving Throw, on a succes they get disadvantage on their next action, on a failure the creature will obey you no matter what you do, and it will gain +2 to all it's stats. If you made a contract with the creature it will instantly be under your control, if the creature has some type of afection by you it will roll with disadvantage.
- Puppet Awaken
At 10th level, you get deep to the core of one of your puppets, to awake it's maximum potential. The selected puppet will double their stats and health for 1 minute, and after the minute passes will gain 4 levels of exhaustion. You can awaken puppets at the same time as much as your Wisdom Modifier + Your Proficiency Bonus.
- Unstoppable Force
At 13th level, you can use an invisibe force to destroy an 60feet circle, dealing 9d20 + Contracts made Force Damage. To dodge this attack the creature must make a dexterity Saving Throw, on a succes they take half damage, on a failure they take the full damage and are knocked prone.
- Deception Master
At 15th level, you gain expertise in Deception, and can convince people to make contracts with you with advantage. Also the contracts will now give you +2 in your stats, and instead of decreasing by -1, it will increase the limit by 2.
You may also control any kind of animals with the huge size or bellow.
- Favorite Pet
At 17th level, one of your puppets will be your favorite, this puppet in specific will get a +5 to all their stats, and will gain resistances to bludgeoning, slashing and piercing damage. For every creature your pet slays, it will gain +1 to all it's stats.
- Nation Control
At 20th level, you make every living creature in a 300ft radius make a Wisdom saving throw, if they succed they get 4d10 + Contracts made psychic damage, if they fail they become one of your puppets and may fight for you for 1 hour + Contracts made (for each contract it adds 1 hour to the control).
Prerequisites. To qualify for multiclassing into the Devil User class, you must meet these prerequisites: Strenght 15, Constitution 14
Proficiencies. When you multiclass into the Devil User class, you gain the following proficiencies:
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