Fiend (5e Class)

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Fiend

Ill do this later.

A gift of Flame and Darkness

You are literally one of the devils and demons the stories tell about. Think about how you became a fiend. Were you born like this? Did some unexpected event cause you to become like this? Was this power bestowed upon you as a gift?

Creating a Fiend


Do this later

Fiend Race

All fiends, regardless of their original race, gain the following racial traits.


Age

Fiends have indefinite lifespans.


Immortality

When you would die outside of the Abyss, you are instead teleported there with 1 hit point, unconscious for 1d4 hours, and 4 levels of exhaustion.


Fiendish Resilience

You gain resistance against fire and cold damage. You gain immunity to poison damage and the poisoned condition.

At 7th level, if you are a Demon, you gain resistance against lightning damage. Likewise, if you are a Devil, you gain immunity to fire damage.

At 13th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.


Celestial Weakness

Whenever you take radiant damage for the first time each round, you take an additional 8d8 radiant damage.

In addition, whenever you touch holy water or a holy symbol for the first time each round, you take 1 radiant damage and must succeed a DC 20 Constitution saving throw or be stunned until the end of your next turn.


Wings

At 3rd level, you can manifest your infernal wings as a bonus action. When you do, you gain a hovering speed of 30 feet while you are not wearing medium or heavy armor. Your wings are long and narrow, like a bat's wings. You can retract these wings as a bonus action.

At 9th level, this hover speed changes to a flying speed of 30 feet. At 15th level, this flying speed changes to 60 feet.


Infernal Form

As an action, you may change into your more primitive form. When you do, your skin becomes an unnatural color and other aesthetic changes that reveal your nature as a fiend.


Limitless

At 12th level, your maximum for each ability score increases to 22. Ability score increases can increase your ability scores up to 22.


Pureblood Fiend Race

If you were born as a fiend, you gain the following racial traits.


Age

You mature at the same rate as the race you imitate.


Size

Pureblood Fiends are usually the same height as humans. Your size is medium.


Speed

You have a walking speed of 30 feet.


Ability Score Increase

Your Charisma and 1 other ability score of your choice each increase by 1.


Racial Imitation

You appear to be a member of another race while not in your Infernal Form. This race is chosen randomly, or decided by the DM based on your heritage.


Languages

You can speak, read, and write Common and Infernal.


Devils


Ability Score Increase

Your Charisma increases by 1. Quick Build


Innate Spellcasting

You know the minor illusion cantrip. At 3rd level, you can cast the charm person spell once and regain the ability to do so when you complete a long rest. At 5th level, you can cast the invisibility spell once and regain the ability to do so when you complete a long rest. Charisma is your Spellcasting ability for these spells.


Demons


Ability Score Increase Your Constitution increases by 1.


Innate Spellcasting You know the fire bolt cantrip. At 3rd level, you can cast the burning hands spell once and regain the ability to do so when you complete a long rest. At 5th level, you can cast the blindness/deafness spell once and regain the ability to do so when you complete a long rest. Charisma is your Spellcasting ability for these spells.


Quick Build

You can make a Fiend quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Strength. Second, choose any background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Fiend you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: simple weapons, longsword, shortsword
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose 3 from acrobatics, sleight of hand, stealth, arcana, investigation, survival, deception, persuasion, intimidation, performance

Equipment

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

  • (a) any simple weapon or (b) a shortsword or (c) a shortbow and 20 arrows
  • a spellcasting focus
  • (a) leather armor (if proficient) or (b) scale mail (if proficient)
  • (a) any simple weapon or (b) a shield (if proficient)
  • If you are using starting wealth, you have 2d4 × 10 in funds.

Table: The Fiend

LevelProficiency
Bonus
Adaptations (Fury)Spells Known (Fury)CantripsFeatures—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+232Spellcasting,Racial Feature2
2nd+2342Adaptation,Consume Soul3
3rd+23(4)5(4)2Fiendish Calling42
4th+23(5)6(4)3Ability Score Improvement43
5th+33(5)7(5)3Magical Weapons, Racial Feature432
6th+34(7)8(5)3Racial Feature433
7th+34(7)9(6)4Calling Feature4331
8th+34(8)10(6)4Ability Score Improvement4332
9th+44(8)11(7)4Racial Feature43331
10th+45(10)12(7)4Racial Feature, Calling Feature43332
11th+45(10)13(8)4Magical Resistance433321
12th+45(11)14(8)5Ability Score Improvement433321
13th+55(11)15(8)54333211
14th+56(13)15(8)5Calling Feature4333211
15th+56(13)16(9)5Racial Feature43332111
16th+56(14)16(9)5Ability Score Improvement43332111
17th+66(14)17(9)5Regeneration433321111
18th+67(16)17(9)5Calling Feature433331111
19th+67(16)17(9)5Ability Score Improvement433332111
20th+68(18)18(10)5True Form433332211


Spellcasting

You can tap into the infernal power that your ancestors possessed in order to cast fiend spells.


Cantrips

At 1st level, you know two cantrips of your choice from the fiend spell list. You learn additional fiend cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Fiend table.


Spell Slots

The Fiend table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these fiend spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st -level spell burning hands and have a 1st-level and a 2nd- level spell slot available, you can cast burning hands using either slot.


Spells Known of 1st Level and Higher

You know two 1st -level spells of your choice from the fiend spell list.

The Spells Known column of the Fiend table shows when you learn more fiend spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the fiend spells you know and replace it with another spell from the fiend spell list, which also must be of a level for which you have spell slots.


Spellcasting Ability

Charisma is your spellcasting ability for your fiend spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a fiend spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier


Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your fiend spells.


Adaptations

Starting at 2nd level, you gain 3 adaptations, each detailed at the end of the class description. These adaptations are only manifest when you are in your infernal form (Racial Trait).


Consume Soul

At 2nd level, you gain the ability to consume a humanoid's soul as a reaction when they die within 60 feet of you. When you do, for 24 hours, you gain the following benefits:

  • You gain temporary hit points equal to half your fiend level at the start of each of your turns.
  • You gain +2 to Strength and Dexterity. This cannot increase your Strength or Dexterity above 24.
  • Your Spell save DC and Spell attack bonus each increase by 1.


If you use this feature while it is still active, you add 1 day onto the remaining time, rather than reset the time. This cannot increase the duration beyond a number of days equal to 4 × your fiend level.


Fiendish Calling

At 3rd level, you chose a Calling. Choose between Master Devil or Arcana Devil if you are a devil, or Great Demon or Feral Demon if you are a demon, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th level, 10th level, 14th level, and 18th level.


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.


Magic Weapons

At 5th level, all of your natural attacks are magical for the purpose of bypassing resistance and immunity.


Magic Resistance

At 11th level, you gain advantage on saving throws against spell and other magical effects.


Regeneration

At 17th level, you regain 10 hit points at the start of your turn when you have less than half your hit points remaining. If you take radiant damage, this feature doesn't function at the start of your next turn.


True Form


Demons

The chaotic side of evil. These creatures are powerful warriors, capable of even destroying entire towns or cities.


Martial Expertise

At 1st level, demons have much more physical ability than devils, at the downside of weaker magic. You gain the following benefits.

  • You gain one additional hit point per level.
  • You gain proficiency in intimidation.


Extra Attack

Starting at 5th level, you can make 2 attacks, instead of one, whenever you take the attack action on your turn.


Soul Blaze

Starting at 6th level, you can increase the power of your magical enhancements after eating a soul, at the drawback of lasting for a shorter period of time. Whenever you consume a soul with your Consume Soul feature, you may choose only increase the duration by 6 hours, instead of 24. If you do, the magnitude of the bonuses are doubled for that time.


Possession

At 9th, you gain the ability to take over another person from any distance away. By completing a 1 hour ritual, you can attempt to possess a creature you have met before that has at least 7 Intelligence. You can't attempt to possess a creature that is protected by warding magic. That creature must make 3 wisdom saving throws against your spell save DC.

On 3 failures, you gain complete control over their body. You can control the creature telepathically. Whenever you force them to act directly counter to their alignment or personality, they can make another saving throw. On a success, they break free. You can also transfer your spirit from your normal body to the creatures body. When you do, your normal becomes unconscious until your spirit returns. While your spirit inhabits the host, you take control of their body. You don't gain any class features or legendary actions (if any). You retain all of your own class features and only assume the host's mental scores if they are higher than yours. You gain access to all of their memories.

On 2 failures, you inhabit the targets mind, but do not take full control. You can telepathically speak to your target. When you give your target a command, they are strongly compelled to do so, especially if you give them a good reason. Whenever the target attempts you eject you from their mind, they must make another saving throw with disadvantage. On a success, they break free. Whenever you choose, you can force the target to make another saving throw. On a failure, they experience extreme mental trauma and take 2d6 psychic damage. After 3 total successes, the target breaks free.

If a creature succeeds on at least 2 saving throws or breaks free from possession it cannot be affected by this feature for 30 days. You can only possess one creature at a time.


Soul Inferno

Starting at 10th level, you can further increase the power of your magical enhancements after eating a soul, at the drawback of lasting for an even shorter period of time. Whenever you consume a soul with your Consume Soul feature, you may choose only increase the duration by 3 hours, instead of 24. If you do, the magnitude of the bonuses are doubled, your walking speed increases by 10 feet, and you get +1 to AC and saving throws for that time.


Teleportation

At 15th level, you get teleportation. During 1 minute ritual, you can create a magical circle that teleports you and any number of creatures inside the circle to any location you have been before on any plane of existence.

A creature or location can be studied for 10 minutes to gain information about its existence in the fabric of reality. That creature or location can be teleported to using this feature. You can record this information, which allows other fiends to use this feature to teleport to that location or creature. You can't teleport to any creature or location protected by warding magic.


Great Demon


Magical Energy

Starting at 3rd level, you gain the ability to convert your magic into spells that spread their power over a long period of time. When you finish a long rest, you can expend any number of spell slots. You gain energy points from each spell slot equal to 1 + the slots level. When you do, you can gain energy powers with total cost up to your energy point total. These powers last until your next long rest.


Energy Powers:

Strength 3

Your Strength increases by 1. This costs 6 points if your Strength is 20 or greater. This cannot increase your Strength above 24.


Strength 6

You gain advantage on all Strength checks. You can lift, drag, push, and carry double the weight that you normally can.


Dexterity 3

Your Dexterity increases by 1. This costs 6 points if your Dexterity is 20 or greater. This cannot increase your Dexterity above 24.


Dexterity 6

You can add your proficiency bonus one additional time when making an ability check with Dexterity.


Resilience 2

You gain 1 temporary hit point at the start of your turn. This hit point stacks with itself and your Consume Soul feature, but total does not increase beyond the amount you receive every turn. This cannot be taken more than 15 times.


Quickness 4

Your speed increases by 5 feet. This cannot increase your speed above 60.


Vertigo Aura 12

You have advantage on Charisma checks against creatures within 10 feet of you.


Fiery Smite 1

When you hit with a weapon attack, you may deal an additonal 2d6 fire damage to the target. After using this power, you cannot use it again.


Absorption x

As an action, you may make a spell attack against a creature within 30 feet of you. On a hit, you deal xd4 necrotic damage and regain hit points equal to the damage dealt. x can be no greater than 8. After using this power, you cannot use it again.


Darkness 8

Requires 7th level

All the area within a 10-foot radius of you becomes dim light if its normally bright light, or darkness if its normally dim light. You can turn this power on or off as a bonus action.


Energy Infusion 10

Requires 7th level

Whenever you cast a spell, the next weapon attack you make before the end of your next turn deals additional necrotic damage equal to the spell's level.


Spellbreaker 5

Whenever you deal damage to a creature concentrating on a spell or ability, that creature has disadvantage on its saving throw to maintain concentration.


Draining Strikes 12

Requires 7th level

Whenever you deal damage, you may change that damage to necrotic damage, instead if it's original type.


Fiery Aura 16

Requires 7th level

The area within 10 feet of you becomes wreathed in flames. Creatures you choose within the radius take 1d8 fire damage at the start of your turn. The flames shed bright light for 20 feet, and dim light for an additional 20 feet. You can turn this power off or on as a bonus action.


Spell Enhancment 4x

A spell you cast becomes x levels higher than normal. You can use this feature only once.


Draining Aura 8

Requires 7th level

The area within 10 feet of you becomes gloomy and slow. At the start of your turn, creatures you choose in the radius take 1 necrotic damage. Creatures you choose within the aura also deal 1 less damage with attacks that deal bludgeoning, piercing, or slashing damage.


Pain Aura 20

Requires 14th level

Creatures you choose within 10 feet of you have disadvantage on all saving throws.


Energy Release

At 7th level, you can expend energy points to activate certain abilities. Choose 1 of the following:

  • Whenever you cast a spell, you can make one weapon attack as a part of casting the spell. This can only be performed up to once per turn. Uses 4 energy points.
  • Whenever you take the attack action on your turn, you can move up to 10 feet after the attack. This movement does not trigger opportunity attacks. Uses 2 energy points.
  • You can take the dash action or make one weapon attack as a bonus action on your turn. Uses 2 energy points.
  • You can add +4 to your AC against one attack as a reaction. Uses 1 energy point. You must be wielding a melee weapon or a shield.
  • You can teleport to an unoccupied space you can see within 30 feet as a bonus action. Uses 1 energy point.
  • Whenever you force a creature to make a saving throw, you can give that creature disadvantage on that saving throw. Uses 4 energy points.
  • Whenever you make a skill check, you can use up to 3 energy points. Add the number of energy points you used × 2 to the skill check.

You can not change this later.

At 14th level, you can choose 1 more ability from the list above.


Flexibility

At 10th level, you can spend energy points on energy powers or convert spells slots to energy points during a short rest.


Master Flexibility

At 18th level, you can spend energy points on energy powers or convert spell slots into energy points using a bonus action. You can also convert energy powers back into energy points by completing a 1 minute ritual.


Feral Demon


Adaptation Mastery

Starting at 3rd level, you can summon far more physical adaptations than other fiends, at the drawback of learning less spells. You now consult the numbers in parentheses on the Fiend table when determining the number of adaptations you receive, as well as the number of spells you learn.

Additionally, you gain proficiency in Light armor, Medium armor, and shields.


Fury

At 3rd level, you have discovered how to infuse yourself with raw magical energy. You can enter a fury as a bonus action by expending a spell slot. While in your rage, you gain the following effects:

  • You gain an additional action on each of your turns. This special action can only be used to make one weapon attack attack, dash, disengage, hide, or use an object.
  • Your weapon attacks that use Strength deal +2 damage on a hit.
  • You cannot cast or concentrate on spells.


At the start of each of your turns while your fury is active, make a constitution saving throw. On a fail, your fury immediately ends. On a success, the DC increases by 5.


Constitution saving throw DC = 5 + the level of the spell slot spent (+ 5 for every successful save)


Your fury grows more powerful if you use higher level spell slots.

Spell Slot LevelFury Bonuses
1st+2 damage on Strength attacks, +1 special action
2nd+2 damage on Strength attacks, +1 special action, +1 AC, +1 on Dexterity saving throws, +5 walking speed
3rd+3 damage on Strength attacks, +1 special action, +1 AC, +1 on Dexterity saving throws, +5 walking speed
4th+3 damage on Strength attacks, +1 special action, +1 AC, +1 on Dexterity saving throws, +5 walking speed, critical hits are scored on 19
5th+3 damage on Strength attacks, +1 special action, +2 AC, +2 on Dexterity saving throws, +10 walking speed, critical hits are scored on 19
6th+4 damage on Strength attacks, +1 special action, +2 AC, +2 on Dexterity saving throws, +10 walking speed, critical hits are scored on 19
7th+4 damage on Strength attacks, +2 special action, +2 AC, +2 on Dexterity saving throws, +10 walking speed, critical hits are scored on 19
8th+4 damage on Strength attacks, +2 special action, +3 AC, +3 on Dexterity saving throws, +10 walking speed, critical hits are scored on 19
9th+5 damage on Strength attacks, +2 special action, +3 AC, +3 on Dexterity saving throws, +15 walking speed, critical hits are scored on 19


Natural Proficiency

At 7th level, you have mastered attacking with your natural weapons, allowing you to attack with each one faster. You can now use each of your natural attacks twice per round, instead of once.


Relentless Fury

Starting at 10th level, you are a unstoppable menace whenever you go into your fury. You have advantage on saving throws to maintain fury.


Unyielding Constitution

At 14th level, your toughness becomes magically enhanced, making it so few can match. You can add your Charisma modifier to Constitution saving throws.


Wild Regeneration

Starting at 18th level, you have become an unkillable war machine. While your fury is active, you regain 20 hit points, instead of 10 from your Regeneration feature.



Devils


The lawful side of evil. These creatures are vile tricksters, as well as talented sorcerers.


Bonus Proficiencies

At 1st level, devils gain proficiency in deception, persuasion, or performance. (You may select 2)


Arcana Devil Training

At 1st level, you may use Intelligence instead of Charisma for your Spellcasting ability. If you do this at any point, you must become an Arcana Devil when you reach 3rd level. If you are a Master Devil, you cannot use this feature.


Contract Formation

At 1st level, you have the ability to form contracts with other beings. The content of the contract can be anything you desire, but the magic of the contract only has the power to control the people who agree to its terms.When all the people involved in the contract have agreed to the terms, the contract becomes active.

When this happens, the contract's contents go into effect. After this point, the content cannot be changed.

For example, you could write a contract that said this:

Jon should seek out and kill the Mayor of Lazytown. If he does not do this within one week, he must allow himself to be killed by (Your Name) and for his soul to be eaten. If he does do this within one week, (Your Name) must release Jon Jr. and return him to his father. He must also never harm or capture Jon Jr. in the future.

After you and Jon both agree to the contract, the words become magically binding to both of you.


Conjuration Mastery

Starting at 5th level, you have gained such expertise in casting conjuration, you can cast these kinds of spells far more efficiently. Whenever you cast a conjuration spell, that spell consumes a spell slot that is one level lower than the spell was cast, in replacement of the normally expended spell slot. (Has no effect if the spell is 1st level.)


Soul Spells

At 6th level, you have discovered how to turn the raw magical energy of souls into usable magic you can form into spell. Whenever you cast a spell of 5th level or lower, you can expend a number of days worth of duration on your Consume Soul feature equal to that spell's level. If you do, that spell does not consume a spell slot.


Teleportation

At 9th level, you get teleportation. During 1 minute ritual, you can create a magical circle that teleports you and any number of creatures inside the circle to any location you have been before on any plane of existence.

A creature or location can be studied for 10 minutes to gain information about its existence in the fabric of reality. That creature or location can be teleported to using this feature. You can record this information, which allows other fiends to use this feature to teleport to that location or creature. You can't teleport to any creature or location protected by warding magic.


Empower Spells

At 10th level, you gain the ability to use the magical energy of souls to increase the strength of spells you already have. Whenever you cast a spell or use an ability that uses your Spell Attack Bonus or Spell Save DC, you may expend up to 2 days worth of duration on your Consume Soul feature. If you do, your Spell Attack Bonus and Spell Save DC each increase by the number of days worth of duration spent.

The expense limit increases from 2 to 3 when you reach 15th level. Similarly, it increases from 3 to 4 when you reach 20th level.


Possession

At 15th, you gain the ability to take over another person from any distance away. By completing a 1 hour ritual, you can attempt to possess a creature you have met before that has at least 7 Intelligence. You can't attempt to possess a creature that is protected by warding magic. That creature must make 3 wisdom saving throws against your spell save DC.


On 3 failures, you gain complete control over their body. You can control the creature telepathically. Whenever you force them to act directly counter to their alignment or personality, they can make another saving throw. On a success, they break free. You can also transfer your spirit from your normal body to the creatures body. When you do, your normal becomes unconscious until your spirit returns. While your spirit inhabits the host, you take control of their body. You don't gain any class features or legendary actions (if any). You retain all of your own class features and only assume the host's mental scores if they are higher than yours. You gain access to all of their memories.


On 2 failures, you inhabit the targets mind, but do not take full control. You can telepathically speak to your target. When you give your target a command, they are strongly compelled to do so, especially if you give them a good reason. Whenever the target attempts you eject you from their mind, they must make another saving throw with disadvantage. On a success, they break free. Whenever you choose, you can force the target to make another saving throw. On a failure, they experience extreme mental trauma and take 2d6 psychic damage. After 3 total successes, the target breaks free.


If a creature succeeds on at least 2 saving throws or breaks free from possession it cannot be affected by this feature for 30 days. You can only possess one creature at a time.


Master Devil


Natural Magic

Starting at 3rd level when you choose this calling, you have such mastery over a certain spell that you can cast it almost effortlessly. Choose one 1st level spell from the fiend spell list. You can cast that spell a number of times equal to your proficiency bonus + 5. You regain all expended uses when you complete a long rest.

When you reach 7th level in this class, you can choose another 1st level fiend spell to gain this benefit.

At 10th level, you can choose a 2nd level fiend spell to gain this benefit.

At 14th level, you can choose another 2nd level fiend spell to gain this benefit.

At 20th level, you can choose a 3rd level fiend spell to gain this benefit.


Summoning Lord

At 7th level, creatures you summon with spells or abilities gain +2 to AC and saving throws. They also deal additional necrotic damage up to once per turn when they hit with an attack equal to your Charisma modifer. Finally, they gain resistance to fire damage.


Spell Empowerment

At 10th level, whenever you cast a spell of 1st level or higher, you can expend another spell slot. If you do, that spell becomes a number of levels higher equal to half the level of the second expended spell slot.

Starting at 18th level, you can expend 2 spell slots, and add their bonus together when casting a spell.


Lord of Devils

At 14th level, you can maintain concentration on two spells simultaneously as long as at least one of the spells is a conjuration spell that summons at least one creature.


Arcana Devil


Dread Tome

Starting at 3rd level, you gain a tome where magic spells can be recorded. This tome begins with 3 fiend spells of 1st or 2nd level, and 1 wizard spell of 1st or 2nd level.

Whenever you complete a long rest, you can prepare a number of spells from the tome up to your spellcasting ability modifier + half your fiend level. These spells must be of a level which you have spell slots for. You can cast any spells you have prepared using a spell slot.

Whenever you gain a level in this class, you may add 1 fiend spell or wizard spell to the tome, as long as you can prepare those spells.

You can inscribe fiend spells into your Tome if you can prepare them and you spend 50gp and 2 hours per level of the spell.

The tome is indestructible, and can be teleported to you as a bonus action from any distance or plane of existance.


Casting Mastery

At 7th level, you have gained such expertise in casting one school of your choice, you can cast these kinds of spells far more efficiently. Select one school of magic other than conjuration. Whenever you cast a spell from that school, that spell consumes a spell slot that is one level lower than the spell was cast, in replacement of the normally expended spell slot. (Has no effect if the spell is 1st level.)


Grimlocke Tome

When you reach 10th level, select a school of magic. You gain 3 spells in your tome from any spell list that are from the chosen school, as long as you can prepare those spells.

You gain 3 more at 14th level and 18th level each.


Adaptations

Any weapons gained through adaptations are considered Natural Weapons.


Claws

You gain claws that deal 1d6 damage. Each additonal pick increases this damage from 1d6 to 1d8 to 1d10 to 2d6. This attack can only be used once per round. When you use your action to attack using these claws, you can use your bonus action on the same turn to make one attack with the claws on your other hand.


Devil's sight

You can see in any darkness, including magical effects.


Tail

You get a tail. Swinging it as an attack deals 1d8 and must succeed a Strength saving throw or be knocked prone. Additional choice to increase damage from 1d8 to 2d6 to 2d8 to 3d6. This attack can only be used once per round.


Teeth

You gain a bite attack. Deals 1d8. Additional choice to increase damage from 1d8 to 2d6 to 2d8. This attack can only be used once per round.


Poison

Your bite and claw attacks deal 1 additional poison damage. Additional choice to increase damage from 1 to 1d4 to 1d6.


Quickness

Your speed increases by 5. This cannot increase your speed above 60 feet.


Aerial

Requires 9th level

Your flying speed from your wings increases by 10 feet.


Resilient

You gain +1 hp per level. This cannot give more than +3 hp per level.


Massive

Your size increases by one step. This cannot increase your size above large.


Natural Armor

Your skin becomes thick and firm when you transform. When not wearing armor, your AC becomes 12 + your Dexterity modifier. Additional choice to increase from 12 to 13 to 14.


Hold Breath

You can hold your breath for up to 10 minutes. Additional choice increases this from 10 minutes to 1 hour to indefinite.


Keen Senses

Choose hearing or smell. You gain advantage on all perception checks using the sense you chose.


Resistance

Every 2 times you choose this adaptation, choose 1: lightning, thunder, cold, acid, necrotic. You gain resitance against the selected damage type.


Rampage

After choosing this adaptation 2 times, you can move up to half your speed and make an attack using a natural weapon as a bonus action whenever you reduce a creature to 0 hit points.


Blood Frenzy

After choosing this adaptation 3 times, you gain advantage on all melee attack against creatures with less than half of their remaining hit points.


Water Adaptability

You gain a swimming speed of 30 feet.


Flame Body

Any creature you are grappling or that grapples you takes 2d6 fire damage at the start of your turn.


Horns

You gain +2 to intimidation checks.


Fiend Spell List

1st

Bane, Arms of Hadar, Burning Hands, Charm Person, Command, Detect Evil and Good, Detect Magic, Disguise Self, Dissonant Whispers, False Life, Fog Cloud, Hellish Rebuke, Hex, Inflict Wounds, Protection from Evil/Good, Silent Image, Sleep, Hideous Laughter, Unseen Servant, Witch Bolt, Cause Fear

2nd

Alter Self, Blindness/Deafness, Blur, Continual Flame, Crown of Madness, Darkness, Detect Thoughts, Enthrall, Flame Blade, Flaming Sphere, Heat Metal, Hold Person, Invisibility,Mirror Image, Misty Step, Phantasmal Force, Scorching Ray, Silence, Suggestion, Mind Spike, Shadow Blade

3rd

Bestow Curse, Blink, Counterspell, Dispell Magic, Fear, Fireball, Hunger of Hadar, Hypnotic Pattern, Magic Circle, Major Image, Phantom Steed, Flame Arrows, Summon Lesser Demons

4th

Banishment, Blight, Compulsion, Conjure Minor Elementals, Dimension Door, Black Tentacles, Fire Shield, Greater Invisibility, Hallucinatory Terrain, Locate Creature, Phantasmal Killer, Polymorph, Wall of Fire, Shadow of Moil, Summon Greater Demon

5th

Antilife Shell, Arcane Hand, Conjure Elemental, Creation, Dispell Evil and Good, Dominate Person, Dream, Geas, Hold Monster, Mislead, Modifiy Memory, Planar Binding, Immolation, Enervation, Infernal Calling, Negative Energy Flood

6th

Chain Lightning, Circle of Death, Eyebite, Forbiddance, Harm, Mass Suggestion, Irrestiable Dance, Planar Ally, Programmed Illusion, Word of Recall, Investiture of Flame, Mental Prison

7th

Delayed Fireball Blast, Finger of Death, Fire Storm, Mirage Arcane, Magnificent Mansion, Project Image, Symbol, Power Word Pain

8th

Antipathy/Sympathy, Demiplane, Dominate Monster, Feeblemind, Incendiary Cloud, Mind Blank, Power Word Stun, Maddening Darkness, Mighty Fortress,

9th

Gate, Imprisonment, Power Word Kill, True Polymorph, Weird, Psychic Scream

Multiclassing

Prerequisites. To qualify for multiclassing into the Fiend class, you must meet these prerequisites: You must be of the fiend race.

Proficiencies. When you multiclass into the Fiend class, you gain the following proficiencies: Simple Weapons

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