Devil User Rebalanced (5e Class)

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Devil User[edit]

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.

Hell Origins[edit]

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 strengths and weakness of the devils.

Creating a Devil User[edit]

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 Acolyte background.

Class Features

As a Devil User you gain the following class features.

Hit Points

Hit Dice: 1d12 per Devil User level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Devil User level after 1st


Armor: Light Armor
Weapons: Light and Martial Weapons
Tools: Artisan’s tools
Saving Throws: Strength and Constitution
Skills: Choose 3 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:

  • (a) 2 Daggers or (b) Any Simple Weapon
  • (a) Shortbow with 20 Arrows or (b) Any Simple Weapon
  • (a) An Explorers Pack or (b) Thieves Tools
  • If you are using starting wealth, you have 5d4 x 10 gp. in funds.

Table: The Devil User

Level Proficiency
Devil Strikes Blood Regeneration Features
1st +2 1d8 1d6 Devil Type, Devil Strikes
2nd +2 1d8 1d6 Devil Resistance, Blood Regeneration
3rd +2 1d8 1d6 Devil Types feature, Devil Transformation
4th +2 1d8 1d6 Ability Score Improvement
5th +3 1d8 1d6 Devil Types feature, Extra Attack
6th +3 1d8 1d6 Feared Around The Wolrd
7th +3 1d8 2d4 Devil Types feature, Blood Hunter
8th +3 1d8 2d4 Ability Score Improvement
9th +4 1d8 2d4 Demonic Ressurection
10th +4 2d6 2d4 Devil Types feature, Devil Transformation Mastery, Feared Around The Wolrd Improvement
11th +4 2d6 2d4 New Pact, Extra Attack
12th +4 2d6 2d6 Ability Score Improvement
13th +5 2d6 2d6 Devil Types feature
14th +5 2d6 2d6 Abyssal Powers
15th +5 3d6 2d6 Devil Types feature
16th +5 3d6 2d8 Ability Score Improvement
17th +6 3d6 2d8 Devil Types feature
18th +6 3d6 2d8 Feared Around The Wolrd Improvement
19th +6 3d6 2d10 Ability Score Improvement
20th +6 4d6 2d10 Devil Types feature, Forbbiden Name

Devil Type[edit]

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. Fiends can be identified by your distinct head shape.


You can understand all the languages of the creature you have possessed, and you gain 1 extra proficiency.

Just A Flesh Wound

Your body is but a vessel for your soul's unwillingness to pass on. When you suffer an attack that would put your hit points equal to or below 0, you instead drop to 1 hit point. You may only use this feature once per long rest.


When you possess a corpse that is no older than 1 day your corpse is considered to be 'Half-Alive'. Otherwise your vessel is considered to dead. When you gain levels in this class some features will only be available based on your vessel.


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 be revived if they ingest 2 pints of blood and have their bodily trigger pulled.

Hard To Kill

Your tenacity and will to live are strong enough to break the boundary between human and devil. At the start of each turn you are engaged in combat, if you took damage on the most previous round you gain a number of temporary hit points equal to your Proficiency Bonus.

Driving Force

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, and 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 creatures recovering two times Blood Regeneration die health, but this process can take 1d2 turns. If the targeted creature's creature type is 'Celestial' then you do not heal and instead take an amount of Radiant damage equal to the creature's CR rounded up. If the target's creature type is 'Fiend' or 'Demon' then the user heals for a single Blood Regeneration die instead and must roll a DC 10+Creature's CR Constitution saving throw, becoming poisoned on a failure.

Contract Making

You can make contracts with other living beings, if they accept you must (as per the terms of the contract) provide them with the specified service outlined in the contract. This can be an exchange of power, a task to be fulfilled, etc. Contracts follow a set amount of rules that must be followed:

- Both parties of the contract must be willing, and cannot be forced into making a contract against their own will. Any contracts made under duress are null and void for both parties.

- The exchange must be of something both parties can actually provide.

- Contracts are binding by nature, and cannot be broken upon death.

As a contractor, you can request certain things from the willing participant that would usually seem unorthodox such as a body part or aspect of one's character. Alternatively you may request a service, such as to assist and serve under the devils own command. When making a deal you may request the following:

- A body part, such as an eye, arm, leg etc. Different devil's have different tastes and may be particular to different parts. When taking a creature's body, you gain a number of hit points to your hit point maximum equal one quarter to their hit points.

- A service or command.

- 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.

- A memory or emotion, such as someone's ability to love an individual or their memory of the existence of said individual. When taking an aspect of ones character, you gain access to one of that character or creature's features at the discretion of the DM.

Contracts can be broken if both parties agree to dissolve the contract, though this usually means the one that instigates the dissolution having to 'buy out' the other participant with something. You may have a number of contracts active at any time equal to your Charisma modifier + 1.

Devil Strikes[edit]

At 1st level, your demonic powers make your Unarmed Strikes now deal an amount of Bludgeoning damage equal to an amount as shown in the Devil Strikes table, in another situation you can add the damage of your Unarmed Strikes to weapons made by yourself. At 6th level, your strikes are considered magical for the sake of overcoming resistance.

Blood Regeneration[edit]

At 2nd level, when you attack an enemy with a piercing, slashing, Bludgeoning attack, you may regain 1d6 Hit Points, this may increase as you gain levels as shown in the Blood Regeneration table. This feature can only be used a number of times equal to double your proficiency bonus, regaining all uses upon a short rest. Also at level 2, Whenever you would ingest ¼ pint of blood, you may heal a number of hit points equal to your Blood Regeneration. This does not count towards your uses. Additionally, whenever you would heal with this feature, you can instead repair or regenerate a broken bone or missing limb. To do this you must first expend 2 uses of this feature.

Devilish Defence[edit]

At 2nd level, while wearing no armor your AC is 10 + Strength modifier + Constitution modifier. You also gain resistance to Necrotic Damage, and at 12th level you can choose 1 damage type of your choice to gain resistance.

Devil Transformation[edit]


Unlike hybrids, you do not need to suffer while transforming. When you transform you get a bit closer to your true devil form. While transformed you gain the following features based on your vessel:

Dead Vessel
  • Blood Drive: At your first turn you get excited about the upcoming battle, you gain an additional bonus action for the duration of your transformation.
  • Devil's Prey: Nothing can take your eyes off your prey. Select one creature in range; you don’t provoke opportunity attacks from that creature for 1 minute. At 12th level, you may select up to 2 creatures and at 18th level up to three.
Half Alive
  • Enhanced Strength: Due to your immense strength, you're able to do strength checks and saving throws with advantage, and add your proficiency to them regardless of whether or not you are proficient. If already proficient in a skill, your proficiency bonus is doubled in that skill for the duration.
  • Enhanced Speed: While in this state, your movement speed doubles. Opportunity attacks against you have disadvantage, and you have advantage on Dexterity saving throws. Your AC also increases by 1.


At 3rd level, as a hybrid you can bring forth your inner devil by spending ¼ of your maximum health. Which Gives you the following attributes:

  • Devil Resistance: Your armour Class increases by 2.
  • Demonic Strikes: Your Devil Strikes gain 1 extra dice in the damage roll.
  • Demonic Might: Choose two ability scores. When you transform, they each become 18. This increases to 20 at 6th level, 22 at 10th level, 24 at 16th level and 26 at 20th level.
  • Blood Loss: At the beginning of your turns, you will lose a number of hit points equal to your level.


Due to you being a devil you do not make the constitution saving throw at the end of your turn.

At the end of each turn while transformed, you must roll a Constitution saving throw with a base DC of 12, on a failure the transformation ends. With each successful Constitution Save that was succeeded by 10 or more the saving throw stays the same. Otherwise if the save was completed by 5 or more the DC increases by 1 and if it was completed by a number less than 5 the DC increases by 2. When a devil transformation ends the Constitution save returns to it's base value. You can only use devil transformation a number of times equal to your proficiency bonus, regaining all uses upon a long rest.

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.

Extra Attack[edit]

At 5th 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 11th level in this class.

Feared Around The World[edit]

At 6th level, your fame as a demon increases making your name a source of infamy. You gain advantage on Intimidation rolls against creatures with an Intelligence score of 8 or higher.

Taste For Blood[edit]

At 7th level, choose a creature type to be your favourite flavour of blood. You have advantage on perception checks that rely on scent or smell when trying to perceive a creature of this type. Additionally you gain advantage on rolls to track creature's of your favourite taste, and when devouring creature's of your favourite type as a full turn action you may roll an additional Blood Regeneration die. You can choose a creature type that isn't Fiend, Undead or Celestial.

Demonic Resurrection[edit]

At 9th level, you gain Proficiency in death saving throws as your body scrambles to regenerate itself.

Blood Rage[edit]

At 10th level you learned how to channel your passions - be it through hatred of humanity or something else - into your strikes. As a bonus action, you may enter a blood rage. While in a blood rage, your attacks deal an additional die of damage and your attacks are made at advantage. However, attacks against you also have advantage and you have disadvantage against Charisma, Wisdom and Intelligence saving throws. Blood Rage lasts for up to a minute, but ends prematurely if you fail to hit a target with an attack on your turn.

New Pact[edit]

At 11th level, when you lose half of your maximum health in a single round of combat you can attempt to grow closer to your full devil powers.


You gain features based on your vessel:

  • Half Alive: After some experiences in your new body, you reach an agreement with your vessel, it no longer gets stressed so easily, and you can achieve a greater part of your potential as a devil. You gain 10ft to your walking speed. Choose either Dexterity or Strength; You gain Proficiency in saving throws with the given skill. If you already have Proficiency in the saving throw, you instead gain expertise.
  • Dead Vessel: 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. 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.

Hybrid: You can talk to the devil who united with you, asking to make a new pact. Choose one of the options below. Only one option can be active at a time:

  • Quick Transformation: You don't need an action to enter Devil transformation.
  • Reduce Blood loss: When you enter your devil transformation you only need to spend ⅛ of your maximum health. Additionally, you take 3 less damage from Blood Loss at the beginning of your turn.

Pure: You can make a Pact with a nearby living creature, and give them the following options:

  • Dark Gift: You lose 2 Devil User levels, in return you may make a binding contract with a creature by giving it a single level. If the creature is a monster, it gains 4 ability score increase points and two additional hit die to add to their maximum hit points. The creature is now bound to you, and must do your bidding until either you or it dies.
  • Dark Devotion: You gain 1 Devil User level and you gain 4 ability points to allocate freely by siphoning power from another creature in a formed contract, binding you together. In exchange, you are forced to submit to the creature's will and follow It's commands. This pact must be made with a creature with a CR equal to or more than your own level. The pact dissolves until either you or the creature dies, in which case you are then free.


At 14th level your demonic powers have increased greatly, causing your body to adapt to combat conditions. Choose one of either Slashing, Piercing and Bludgeoning damage types. You gain Resistance from attacks of that damage type.

Forbidden Name[edit]

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:


When you fall to 0 hit points, you can choose one corpse you can see and instead make that your vessel by rolling a DC 15 Wisdom saving throw, regaining 25 hit points and possessing the new corpse on a success. On a failure, nothing happens. You may use this feature a number of times equal to your Proficiency Bonus -1, regaining all uses upon completing a long rest.


Your presence instils fear into those than can perceive you. You gain a 30ft aura whenever you enter your Devil Transformation that causes all creatures that start their turn within that aura to have to roll a Wisdom saving throw against a DC equal to 10 + Proficiency Bonus + Charisma modifier + Strength Modifier. On a failure, they become frightened of you for up to 1 minute and must repeat this saving throw at the start of each turn to end this condition. Your targets fear fuels your power. All attacks made against a creature that is frightened against you has advantage and attacks made against that creature score a critical hit on rolls of 18, 19 or 20.


You're widely known amongst the world as being a notorious devil, with power great enough to grant even the most extreme wishes and requests. When forming contracts, you may roll with advantage to coerce, persuade or deceive the contracted creature into accepting and agreeing to your terms. Additionally, your infamy and great power allow you to be more demanding with the quality of your offerings allowing you to get a better deal. When striking a contract with a creature, your hit point maximum increases by an amount equal to the creature's CR or level. When or if a contract is broken however, you lose that same amount from your hit point maximum as corresponding to the creature contracted previously. You no longer have a limit to the number of contrats.

Devil Types[edit]


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.

Blood Devil[edit]

When you choose this devil, you can create weapons with your own blood. Features from the Blood Devil subclass consume a resource known as 'Blood Points'. You start with a number of Blood Points equal to your Constitution modifier (minimum of 1) + 1, gaining an additional 4 Blood Points every level. You can regain all blood points after a long rest, and attacks made with blood weapons deal additional damage equal to the damage die in the Devil Strikes table.

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. Alternatively, for 4 Blood Points you can also create two small and light hammers. The hammers have the light property and deal 1d8 Bludgeoning Damage.

Blood Burst

You infuse more blood into your attack, making the weapon much denser for the next attack. At 3rd level, you may spend a number of Blood Points equal to or less than your level to deal an additional 1d4 of damage per Blood Point spent. If you spend more than 15 Blood points the damage dice turns to a d6.

Blood Axe

At 5th level, you can create a one-handed blood axe for 3 Blood Points, that has the versatile (1d12) property and deals 1d10 Slashing Damage. Alternatively, for 2 Blood Points you can create two throwable axes that deal 1d6 Slashing Damage.


At 5th level you start to gain a better sense for combat, and hone your reflexes and blood manipulation abilities to form a greater sense of unity. As a reaction to an attack against a creature you can see, you may spend 5 Blood Points to coagulate your blood, gaining Resistance to the damage type of that attack until the start of your next turn. If the attack has multiple damage types you can spend an additional 3 Blood Points to gain resistance to all of them. You cannot use this feature if the damage type/s is Radiant and you cannot gain resistance to Psychic damage.

Blood Spear

At 7th level, you can create for 5 Blood Points to create a two-handed spear that deals 2d6 Piercing Damage, with a melee range of 10ft. After using the attack action, the user may then spend a bonus action to throw the blood spear causing all targets in a 5ft wide, 60ft long line to make a Dexterity saving throw with the DC being 8 + The users strength modifier + The users proficiency bonus. On a failure, targets take 4d6 Piercing Damage and half as much on a success. The user may spend 4 Blood Points after making the attack but before the damage dice is rolled to increase the damage die of the spear throw and melee attack by 1 until the end of your next turn (d6>d8>d10>d12>d20). At the start of each of turn, if the user wishes to retain the Blood Spear they must spend an additional 3 Blood Points to maintain the weapon without it turning back into a bloody pool.

Blood Transfusion

At 10th level, as an action you can channel some of your own blood into another creature you can touch. You may spend a number of Blood Points to heal a creature that isn't a Celestial or Undead by an amount equal to double the Blood Points spent.

Blood Infusion

At 10th level, you bleed yourself in order to retain your blood techniques by funnelling your own life force into them. Once per turn you are able to transfer any number of hit points into Blood Points. For every 2 hit points you spent, you gain 1 Blood Point. Additional, you may now use hit die on a short rest to regain Blood Points instead of hit points.

Blood Strike

At 13th level, you may increase the pressure of your blood to make your blood weapon attacks more precise and deadly. By spending 2 Blood Points, you can increase the attack roll of a single attack you make against an enemy creature by 1. You may spend a number of Blood Points in this fashion equal to half your Devil User level rounded down.

Bloody Harvester

At 15th level your attacks cause your targets own blood to turn against them, morphing into spikes and lacerations as your blood weapons mix with their own cascading wounds. Attacks against creatures that can bleed who have less than half their maximum hit points deal an additional die of damage eg. attacking with a 2 handed blood hammer normally deals 2d8 bludgeoning damage but now it deals 3d8 bludgeoning damage.

Demon Form

At 17th level having unlocked your true devil form, while Devil Transformation is active you will now gain the following benefits: - When using Blood Regeneration, you heal an additional die of damage. - Your size increases by 1 category. - Every time you successfully hit an enemy that can bleed, you regain 2 Blood Points. - You may attack an additional time when making an offhand attack with a bonus action. - You regain a number of hit points equal to the damage of the first attack you make on your turn.

Thousand Tear Blood Rain

At 20th level, you have mastered your manipulation of your own blood and the blood of others, able to generate swords and javelins inside and around your enemy in the blink of an eye. When you hit an enemy with a successful blood weapon attack, all creatures within 5ft of the initial target must make a Constitution saving throw with the DC equal to 8 + The users strength modifier + The users Proficiency bonus. On a failure, they suffer 4d4 Slashing damage as they erupt into a frenzy of bloody blades formed from their own blood.

Shark Devil Rebalanced[edit]

The fear of sharks is known around the world; Aquatic terrors with black eyes, gaping mouths and sharp hungering teeth. As the shark fiend, you embody the fear of deep-sea predators bestial fury. Your head bares a human chin, mouth and nose. The forehead, eyes and ears however assume the cranial shape of a typical shark.

Deep Sea Devil

As the Shark Devil, you are able to swim through solid surfaces as they were liquid. You gain a swim speed equal to your movement speed and may breathe both air and water if you couldn't already. As an action, you may dive into the ground presuming it is a non-toxic or immediately hazardous environment. While diving, you have advantage on Stealth (Dexterity) checks. Whenever you attack another creature, you immediately reveal yourself and are no longer considered submerged until the dive action is taken again. You are also accustomed to swimming at abyssal depths, causing you to gain Resistance to Cold damage.

Shark Bite

At 3rd level you can transform your head into that of a great white shark to bite an unsuspecting enemy. Your bite counts as a weapon attack you are proficient in with a range of 5ft. The bite uses your Strength modifier for attack and damage rolls and deals 2d6 Piercing damage on a successful hit, half of which you regain as temporary hit points. This damage increases to 3d6 at 10th level and 4d6 at 17th level. This attack can be used once per turn.

Channel Shark

You channel the power of the predatory shark instinct as your body morphs and transforms into that of a fully formed shark. You can remain as a shark for a number of hours equal to your Proficiency bonus. You may end the effects of your transformation as a bonus action, and this effect can only be used once per long rest. This effect ends prematurely if you are unconscious or your hit points drop to or below 0. When transformed, you temporarily gain the statistics of the beast you transform into though your Intelligence ability score remains the same. You can only speak Aquan when transformed though you understand all languages you knew before transforming. Your character returns to normal when the transformation ends, and your hit points return to what they were before you'd transformed. If your hit points are reduced to less than 0 as the result of an attack, spell or feature your hit points become equal to the amount of hit points you had prior to transformation minus the remaining damage. The shark beast you transform into is determined by your level:

Shark Types
Level Monster
3rd Reef Shark
7th Hunter Shark
13th Giant Shark

As your fiendish power grows, as does your ability to navigate aquatic environments. At 5th level, your swimming speed increases by 10ft and you are no longer subjected to difficult terrain when using the dive action. Your swimming speed increases by an additional 10ft at 12th level.

Thick Skin

Your skin is thick and strong, like that of a shark. As your body becomes coated in scales at 5th level, your AC increases by 1. This bonus also allows you to use your reaction to nullify a critical hit at 10th level (once per long rest) and your AC becomes +2 at 17th level.

Enhanced smell

At 7th level, your sense of smell becomes greater allowing for a stronger distinction and the ability to sense things beyond the ordinary. By smelling a creature's blood for at least one minute, you never forget that creature's scent and store it in a mental vault. You gain advantage on all Perception rolls that rely on smell to detect a creature you have identified in this way. Additionally, you gain advantage on insight checks to detect whether a creature who you have identified is lying or not by listening focusing on their heartbeat.


Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity 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.

Abyssal Instincts

At 10th level, your instincts grow sharper still, and with it you are flooded with greater knowledge on cooperative tactics amongst your allies. When attacking an enemy creature, you have advantage if there is another ally within 5ft of them.

Surprise Attack

At 15th level, while you are swimming most of your body submerges granting you half cover when taking the Dive action. Additionally, you can be fully detected by creatures with Truesight, Tremorsense or Blindsight. When you make an attack while swimming and undetected, you will deal an extra damage die.


At 17th level, you sprout multiple eyes on your head that allow for a greater sense of combat, survivability and perception of the world around you. When you make an attack with your bite, you may make a bite attack an additional time. You also gain an additional 30ft of darkvision, and you can now see through magical darkness.


At 20th level, you can transform into large multi eyed shark which gives you the Strength and Constitution of a giant shark along with its blood frenzy and doubles your surprise attack and people who can ride you without being oversized can swim through walls with you along with you and their equipment. Creatures who are swimming with you do not benefit from the bonuses you get.

Violence Devil Rebalanced[edit]

For each unarmed strike you hit you gain 1 violence points, for each 4 violence points you gain an extra 1d4 for your devil strikes. All violence points are lost at the end of combat.

Made For Combat

At 3rd level, for every Unarmed Strike you do, you deal an additional +1 to the next unarmed strike damage roll. This feature stacks up to 3 times and all stacks are lost when combat is finished, or you fail to hit an enemy on your turn.

Unstoppable Fists

At 5th level, as a bonus action and a cost of 2 violence points, you can make two Unarmed Strikes.

Violent Charge

At 7th level, you may increase your movement speed by 30 for the turn, and rush towards the opponent to do a drop kick. If you spend up all 30 extra ft of movement, you can deal 1d6 extra damage. You are unable to use it again until you move 0 ft on a turn. This movement is not increased by any bonus/trait. You must make a DC 13 Acrobatics check or fall prone.

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 either an extra +4 to attack rolls for or deal double your rolled damage.

Limit Breaker

At 13th level, your Strength score increase by 2. When you roll you death saving throws, you may add 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 combat has ended.


At 15th level, you are a true machine of destruction, and will not fall down so easily. If you fall to 0 hit points , you can spend 1 violence point to fall to 1 hit point instead, however you can only make attack actions and cannot gain violence points. This can only be used an amount of times equal the amount of violence points you have.

Killing Spree

At 17th level, you can use 15 Violence points to make Unarmed Strikes in all directions around you, and each unarmed strike gains two extra damage dice.

True Violence Devil

At 20th level When you enter your demon transformation state, you turn into a multi eyed, multi armed large humanoid with immense physical prowess, gaining the following attributes:

  • Violence Master: You do not lose violence points on a miss
  • Aggressive 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 chosen type will take double the damage from your unarmed strikes.

War Devil[edit]

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 flesh 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 Creatures into objects as long as they are within 15ft of you.

At 20th level, you can fuse 4 or more living 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 transformation, 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.

Gun Devil[edit]

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 always land 4 in the 1d4.


Hybrids can only use their skills while in devil transformation and will therefore lose all skills or aspect of their devil they had during transformation when they revert to their original form, such as the chainsaw devil's chainsaws or the katana devil's swords. Additionally, Hybrids will get +2 to their Strength, Dexterity, Constitution, and Wisdom stats while transformed. If a hybrid is killed while they are transformed they do not revert back to their original form.

Chainsaw Devil[edit]

On your turn you can take an action to devour an dead creature within 5ft of you, this makes the creature be erased from existence, even the memories of the creature are erased from history. The creature cannot be revived by any means, even by the use of a wish spell.

Chainsaw Arms

At 3rd level, when you transform you gain 3 chainsaws, one in your head and one in each of your arms. While you are transformed your chainsaws in your arms and head can be used as weapons that deal 2d4 slashing damage and they deal additional damage equal to the devil strike table. Your chainsaws are considered as light weapons and you also gain proficiency in your chainsaws for the purpose of attack rolls. Additionally, once per turn you can change the devil strike damage type to slashing. This effect lasts until the end of your turn. When you take the attack action on your turn you can attack with all of your current chainsaws at once making separate attack rolls for each attack. You can choose to retract the chainsaws in your arms at will, however you cannot retract the chainsaw in your head. You can never have more than 3 active chainsaws at a time. If you have excess active chainsaws, you have to retract until you only have 3.

Chainsaw Kicks

At 5th level, you may create chainsaws out of your legs. These chainsaws deal an extra 2d6 slashing damage and they deal additional damage equal to the devil strikes table. For each leg that is a chainsaw you halve your movement speed rounded down. eg. If you have a base movement speed of 30ft and change two of your legs to chainsaws you would have 7ft of movement. 30/2 = 15/2 = 7.5 = 7.

Chainsaw Gore

At 7th level, when you hit an enemy 3 times with your chainsaws in a single turn, you can add 1 extra dice to the Devil Strikes table this round. And for each extra damage dice added, you can regain hit points equal to your blood regeneration.

Triple Chainsaw Attack

At 10th level, when you make the attack action you can instead charge at a group of creatures with your chainsaws. Each creature within a 10ft in line of you must make a DC 17 Dexterity Saving Throw, on a success they take half damage, on a failure they take 4d12 Slashing Damage. Additionally, If they fail the saving throw you may choose to grapple them with your chainsaws as well. While a creature is grappled by you in this way they take 2d8 slashing damage at the start of their turns.

Demonic Healing

At 13th level, you can use Blood Regeneration without spending a use when you ingest ½ a pint of blood. When you consume a dead creature you may heal hit points equal to the size of it, tiny (1d6), small (2d6), medium (3d6), large (4d6), huge (5d6) and gargantuan (6d6).

Chain Climbing

At 15th level, you be able to climb walls with your chains jutting out of your feet. You gain a climbing speed equal to your movement speed. Additionally, the movement reduced by having your legs turned into chainsaws is reduced. Also at 15th level, you can use your action forfeit one of your arms to launch a chain with a range of 70ft that can be used like a grappling hook. The chain can be targeted by attacks and has an AC = 5 + your strength modifier + your constitution modifier + your proficiency bonus and has 30 hit points. You can move a single chain up to 50ft once every turn. Using this feature counts towards your number of active chainsaws. This feature remains active until you move more than 80ft away from the chain, you chose to end it at the end of your turn or you lose connection to the chain. While this feature is active you gain the following abilities:

  • Chain Movement: Target an area no smaller that 5ft cubed and within your line of sight and range. You can choose to launch yourself towards that area but you first need to make a Dexterity (Acrobatics) check. If you succeed you are moved into that areas space. If a creature already occupied that space, make a Strength (Athletics) check contested by that creatures Strength (Athletics). If you fail you are pushed out of the space, however if you succeed the target is pushed out of the space and takes bludgeoning damage equal to halve the distance you travelled. Additionally, the next time the creature would attack you next turn it gains disadvantage on the attack roll.
  • Chain Grab: Target a creature or object within your range and line of sight. If the target is an object and you would normally be able to carry it, you can throw the object a number of feet equal to your strength times 3. If the object would hit a creature make an attack roll against the creature. On a hit the creature takes 3d4 bludgeoning damage.

If the target is a creature, make a Strength (Athletics) check contested by the creatures Strength (Athletics) or Dexterity (Acrobatics). On a success the creature is restrained and takes slashing damage equal to the devil strikes table at the beginning of each of it's turn. It can try to escape at the end of its turn with the DC = to 8 + the users strength modifier + the users proficiency bonus. On a fail the creature takes no damage and is not grappled.

Devil Rage

At 17th level, you gain immunity to the charmed, stunned, paralysed condition and the exhaustion condition. Due to your second most powerful form appearing, whenever you roll a 1 for damage or attack rolls you may reroll the die. You must take the new roll even if it is another 1.

Chainsaw Man - Hero Of Hell

At 20th level, you can deal 10d10 necrotic damage to yourself and turn into your true form for 1 minute. This damage cannot be reduced or increased in any way. While in this form you gain these features but after will go unconscious for 2d6+2 turns after the transformation and will need either 10 pints of blood or 2d6 days without using your demonic powers due to the strain:

  • Your size increases by 1 level (Tiny>Small>Medium>Large>Huge>Gargantuan)
  • Whenever you would use a d4 for rolling damage you can use a d6, and whenever you would use a d6 for damage you can use a d8 and so on. Dice can only be upgraded once using this feature.
  • Your weapon attacks increase by 15ft
  • Gain immunity to non magical Slashing, Piercing and Bludgeoning damage types and resistance to magical Slashing, Piercing and Bludgeoning damage types.
  • You can have an extra 2 chainsaws active at a time. Additionally you can now have 2 chainsaws in each arm rather than 1.

Katana Devil Rebalanced[edit]

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 or if they are incapable of bleeding. If you force a creature to make a save due to one of your features, the save DC is 8 + Constitution + proficiency modifier.

Katana Hands

At 3rd level, you have two katanas in your arms and one in your head when you transform and can attack once with them per attack. Your katanas deal 1d8 each and gain the benefits of a finesse weapon.

Forward Slashing

At 5th level, you can slice and move 20 feet in one direction. This is counted as one attack and every creature in the path must make a Dexterity saving Throw, on a success they take half damage, on a failure they take the full 2d10 Slashing Damage. If you have extra attacks, this can only be used twice on one turn.

Air Slash

At 7th level, just by you swinging your katanas you can make a attack roll with 1d4 air slashes with each dealing 1d4 Slashing Damage.

Swift Death

At 10th level, when you hit a target with a slashing attack that you have already hit, they take 1d10 slashing damage as you learn where it hurts.

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 creature you may give a bonus attack on a nearby enemy. This takes up an action and if the creature does not die. You do not gain the benefit of extra attacks for that turn.


At 15th level you gain proficiency in Stealth, or expertise if you already do, and while you are sneaking you can deal an extra 1d8 damage. While you are hiding, your movement speed increases by 10.

Mighty Sword

At 17th level, your katanas have gotten stronger with the time, your katana damage increases by 1d12 Slashing Damage.

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 30 foot cone make a Dexterity Saving Throw, on a success they take half damage, on a failure they take 7d12 Slashing damage and get knocked backwards 10 feet.

Bomb Devil[edit]

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.

Crossbow Devil[edit]

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.

One Last Shot

At 13th level, due to being a hybrid, you are basically immortal via age but also death so long as someone can pull your arrow out of your eye youll never die however they must sacrifice a limb or beloved memory to bring you up to 1/3rd of your hp.

Crossbow Catapult

At 15th level, you can send yourself flying at a max of 100ft and once you either choose to stop or hit a target everyone within 20ft must make a Dexterity Saving Throw or take xd8 piercing damage, (X) being the every one every 10ft travelled.

Demonic Healing At 17th level, when you ingest a pint of blood from a willing creature you may heal xd6 amount of health with "X" being for every pint consumed and you are able to regrow almost all of your limbs when ingesting the blood.

One Bolt Wonder

At 20th level, you can take all of your attacks and make one final attack dealing xd12 piercing to every creature within a 60 by 5ft line, (X) being how much damage die and attacks you sacrifice. If a critical the damage is tripled.

Pure Devils[edit]

Pures can use their skills in and out of demon transformation, but get a bonus of 1 dice to any moves they do while in the transformation.

Bat Devil[edit]

Angel Devil Rebalanced[edit]

When you touch a creature, you reduce 1d6 months of the creature's life. When you grab someone, you can reduce 2d6 months of the creature's life by the turns they are grappled. For each 12 months accumulated, you gain 1 year of life span, you may use life span to create certain weapons and attacks which can take life as well. This only works on skin-to-skin contact and does not work on constructs or undead. 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 and are proficient with all weapons that you create. At 1st, you can fly up to 10 feet and your wings improve at 3rd.

Angel Wings

At 3rd level, you gain powerful wings that give you flying speed equal to your walking speed, which increases your AC by 1 while you are flying. You may also use your reaction to protect you from an incoming attack, halving the total damage. You may use this reaction once + half your proficiency (rounded down) per short rest.

Five Years' Worth

At 5th level, you can spend 5 years from your collected life span to create a shortsword that deals an extra 2d8 radiant damage. After someone is hit with the sword, you can roll 1d6 to see how many months you have taken from someone's life, and they will take xd6 necrotic damage, with "X" being the total amount of the 1d6 rolled halved (rounded up).

Ten Years' Usage

At 7th level, you can spend 10 years from your collected life span to create a longsword that deals an extra 2d10 radiant damage. After someone is hit by this sword, you can roll 2d6 to know how many months you have taken from someone's life, and they will take xd10 Damage, with "X" being the total amount of the 2d6 halved (rounded up).

A Hundred Year's Usage

At 10th level, you can spend 100 years from your collected life span to create a greatsword that deals 5d10 radiant damage. After someone is hit by this sword, you can roll 3d6 to know how many months you have taken from someone's life, and they will take xd12 Damage, with "X" being the total amount of the 3d6 halved (rounded up).

Life Wings

At 13th level, you can use your power to give live time to allies and heal them in the process. You can spend 200 years from your collected life span to create a 30-foot radius aura, roll 3d8 to heal all allied creatures including you. If a creature would go over their max health, you gain that many months. If you are attacked, you must make a concentration save or drop the aura. During this time, you cannot gain any life span. You can only use this feature twice per long rest.

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 a creature that has been damaged.

Weapons Barrage

At 17th level, you can use 500 years 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 once per turn). All three weapons are used for one attack and cannot be all used on an extra attack.

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 success they get half the damage and half the life sucked. On a failure however, they receive 7d12 Force Damage and lose 10d8 months of their life span, and they will take xd6 radiant damage, with "X" being the total amount of the 10d8 halved (rounded up). After this, you must make a Constitution Saving Throw or gain a level of exhaustion as you exert yourself.

Spider Devil[edit]

Snake Devil[edit]

Ghost Devil[edit]

Darkness Devil[edit]

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.

Control Devil[edit]

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, Intelligence, or Charisma modifier + Your Proficiency Bonus When a creature makes a wisdom saving throw created from one of your features it uses your Control DC for the DC.

Animal Manipulation

At 3rd level, you can force small to medium sized animals to make a Wisdom Saving Throw, on a success 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 1d12 Force Damage. For each 50 ft that the ability was used close to you, it adds 1d12 to the force damage. 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 success they get disadvantage on their next saving throw, attack roll, or skill roll made on their next turn. On a failure you can control the creature, 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, unless the creature has some type of affliction to you, in which case the creature 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 invisible force to destroy an 60feet circle, dealing 6d20 + 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).

Custom Devils/Hybrids/Pure[edit]

The Poison Devil[edit]

Kama Master

At 3rd level, you can create the Kama out of your own solidified blood (this Kama does as much damage as your unarmed strikes and it does slashing damage and a range of 8ft) and you have expertise in that Kama.

Poison Detection

At 3rd level, this allows you to have knowledge of every poison type and the DC to not be poisoned, you also can tell if any food, drink or weapon contains or has poison. Aswell as any poison condition immunities or poison damage ressistances are by passed and the immunities at 14th level

Poison Dosage

At 5th level, due to exposure to poison and ingesting it ritually you gain immunity poison, acid and the poison condition. If you are dealt poison you regain half of that damage as health and gain a +1 to ac and damage to your Kamas

Cultic Poison Coat

At 7th level, you can cover your Kama in your blood which you make into a deadly poison (this ability can be used on other weapons except they don't get the damage buff and only get the poison part) which means when you hit someone with your Kama your damage gets a plus +4 and they have to make a Constitution saving throw if they succeed nothing happens, if they fail they are poisoned for 3 rounds.

Demonic Rage

At 7th level, You may enter a rage as a bonus action. While raging, you gain a +2 to damage rolls at 7st level, +3 at 11th +4 at 16th, and +5 at 20th level. You have advantage on Strength Checks and Strength saving throws. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can end your rage as a bonus action, and once you have raged you cannot do so again until you finish a long rest.

Spiky Skin

At 10th level, you can to morph your flesh into spikes all around your body causing so whenever someone hits you they will take 1d8 piercing damage this lasts for 2 minutes. At 14th level, your spikes 1d10 piercing damage instead of 1d8.

Blood Slash

At 13th level, you can throw your blood and to solidify your blood to make your blood sharp causing it to turn into slashes, these slashes (these slashes have a range of 15ft because you are slashing so hard you make air slashes) when you do this your target must make a Dexterity saving throw if they succeed they take 4d8 slashing damage if they fail they take 8d8 slashing damage.

The Creators Chosen One

At level 15, once per long rest, you will become a raging beast gaining the following benefit. But once you use this you'll gain 4 levels of exhaustion.

  • Unlimited Regeneration. Your Regeneration now does 2d20+Your Constitution modifier and you can spend 2 BDP to make it a bonus action instead of an action.
  • Unlimited Strength. Your Unarmed Strikes now do 1d12+Your Constitution modifier+Your Strength modifier.
  • Unlimited Defense. Your AC increases by +5 but speed goes down by 45ft and you gain 75 temp hp.
The True Title Of "The Second Demon Guard"

At 17th level, your Constitution and Strength caps will increase to 24 and will gain a +4 to both stats and every demon and devil with a challenge rating of quarter of your level + Constitution modifier will know you and either fully listen to you or be fearful of you.

The Contagious One

At 20th level, you become the Contagious title and as a bonus action for 8 hours turn into a pure monster of acid and poison as whip-like arm blades that reach 10 feet and turn into a with resistance to necrotic and acid.


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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