Fiend Works (5e Subclass)
Fiend Works[edit]
Artificer Subclass
Fiend Works originated with a group of artificers that banded together to make a contract with a deity called the Fiend. This fiend, in return, mutated fiend-like powers into them to combine an artificer's knowledge with it; this power is now given to all artificers that dedicate their being to this subclass. Fiend Works artificers specialize in making constructs that represent fiend-like abilities on a higher level, and they gain demonic powers themselves.
These artificers usually get mutated as well, when following this specialization due to the contract made between the artificers and the Fiend. Pick a mutation below or roll a d6 to decide your mutation:
Artificer Mutation
1d6 | Mutation |
---|---|
1 | You grow a pair of small horns. |
2 | Your skin takes on a reddish hue. |
3 | You grow a set of wings on your back or ears that are too small to fly with. |
4 | Your eyes have slitted pupils, like those of a cat. |
5 | You have scales on most of your body. |
6 | You grow a fiend-like tail. |
- Tool Proficiency
At 3rd level, when picking this subclass, you gain proficiency in any artisan tools of your choice due to the fiend expanding your knowledge of tools.
- Fiend Works Spells
At 3rd level, you gain spells at certain levels of your class due to the extensive knowledge of the Fiend granting you certain spells. These spells do not count against the spells you already have prepared, and these spells are labeled as artificer spells to you regardless of its given class.
Fiend Works Spells
Artificer Level | Spells |
---|---|
3rd | burning hands, hellish rebuke |
5th | flaming sphere, scorching ray |
9th | afterburner, summon lesser demons |
13th | fire shield, summon greater demon |
17th | chromatic explosion, infernal calling |
- Fiend Friend
At 3rd level, the fiend has made you devilishly charming to all fiends you come across. You have advantage on saving throws against being charmed by fiends. Additionally, you roll double your proficiency bonus on Intelligence (History) checks on fiend-like events, people, nations, and culture.
- Devilish Weaponry
Also at 3rd level, as an action, you have learned to imbue a simple or martial weapon of your choice with demonic powers. While imbued with your selected weapon, you cannot use this feature on another weapon at the same time, only once. This weapon gains a + equal to your Intelligence modifier and a creature that wields this weapon, (or you) can activate demonic powers into the blade to what is commonly called by Fiend Works artificers, a flow state. A flow state can be activated as an action and lasts for 1 minute, while in this form, the weapon glows a dark red and hisses like a snake. This form can be used equal to your Intelligence modifier. The following benefits are active while in the flow state:
- This weapon deals an additional 1d8 fire damage.
- This weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
- Any creature wielding this weapon can use their Intelligence modifier (minimum of 1) in place of their Dexterity or Strength modifier.
- This weapon grants resistance to fire damage while holding this weapon.
- Fiend Construct
At 5th level, you have learned to combine the knowledge of yourself as an artificer to the demonic powers given to you into a construct. To make this construct, you must make have a set of artisan tools with you. This process takes ten minutes to make one. This construct is friendly to you and people you deem friendly and only listens to your commands.
When in combat, it shares your initiative count but goes after your turn and can only freely use its reaction and takes the Help action if not commanded. Otherwise, you can command it using your bonus action. If you are incapacitated it will Disengage and run farthest from you until you awake but will never run, at most 60 feet away from you. If you die, the construct also dies regardless of its current hit points.
You determined the appearance of the construct whether it has wings or no wings, demon horns or no demon horns, it's all up to the maker. Additionally, if the construct is hit by a spell that heals constructs (Such as mending) it will heal the construct 2d8 hit points or greater if the spell heals for more than a 2d8. If the construct dies, you can bring it back to life by expending a spell slot of 1st or greater and doing a demonic ritual for one minute. Upon completion, the construct is brought back to life with all of its hit points plus your Intelligence modifier as temporary hit points.
When finishing a long rest, the Fiend Construct dies and is sent to the abyssal plane due to the foul ritual you bestowed upon it, but you can create a new Fiend Construct by doing the small ritual to remake it.
Fiend Construct stat block
Medium construct, any alignment Armor Class 10 plus your proficiency bonus (natural armor)
Saving Throws Int +2 plus your proficiency modifier Fiend-Like Spellcasting. The construct's spellcasting ability is Intelligence. It can cast the following spells at will, which require no material components: ACTIONSFiend Strike Melee Weapon Attack: your spell attack modifier's hit bonus, reach 5 ft., one target you can see. Hit: 4 (1d8) bludgeoning damage + plus your proficiency modifier in fire damage.
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- Fiend Enhance
At 7th level, you have learned to add modifications to your fiend construct. On a long rest, you may choose an upgrade your fiend construct can have on it. In doing so, you cannot pick another upgrade until your next long rest or you may keep the same upgrade.
- Fiery Singe You have boosted the construct's damage capabilities. In place of the Fiend Construct's Fiend Strike, the construct can make a melee weapon attacks using your spell attack modifier's hit bonus on a target within a 10 ft range that you can see, if your construct makes a successful attack roll, the target takes 2d10 fire damage + your proficiency modifier. Additionally, the target must make a DC 10 Constitution saving throw or take 1d6 fire damage for one minute. The creature can reroll this save and on a success, they are immune to this effect for 8 hours.
- Enhanced Fiend-Like Spellcasting You have modified the construct's capabilities in their spellcasting. The construct can cast now cast two 1st level spells and one 2nd level spell of your choosing. These spells must come from the artificer spell list.
- Multiattack You have given your construct more freedom of movement to strike swiftly. Your construct can now attack twice per turn when using Fiend Strike.
- Freedom of Movement You have given your construct multitool legs to use in certain situations. When command to, the construct can use its bonus action to switch to a type of speed, this speed does not change the construct's normal movement speed but gives a new type, the construct can switch to 3 types of movement speed and each speed gives it 15 ft: Swimming speed, Climbing speed, or flying speed.
- Plating You have plated your construct to boost its AC. The AC of the construct is now 10 plus your proficiency modifier plus your Intelligence modifier.
- Devilish Mastery
At 9th level, the Fiend has empowered your devilish weapon. You can now imbue another weapon and you are granted the following benefits:
- This weapon deals an additional 3d8 fire damage.
- This weapon sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
- Any creature wielding this weapon can use double their Intelligence modifier (minimum of 1) in place of their Dexterity or Strength modifier.
- This weapon grants immunity to fire damage while holding this weapon.
- Fiend Works Master
At 15th level, you become a master to your fiend construct and are granted the following benefits:
- You and your allies deal an additional 2d8 fire damage while in a 15-foot radius of the construct and gain a +2 bonus to Charisma saving throws. These effects do not stack if another Fiend Construct is in range.
- You can now create two fiend constructs instead of one.
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