Fiend WIP

Created by Haon and Glitch_Wizard
Hurt by the world in some way, these wandering warriors embrace their agony and resent to use as a weapon. Pain and anger can be tempered, sharpened like a blade and thrust into the hearts of their enemies. If love can make anything, then hate can undo anything. Whether motivated by a personal vendetta, hatred for the world, or simply poor anger management, these deadly fanatics become less like humans and more like beasts in battle, or perhaps, some darker hellish being.  
LevelProficiency BonusFeaturesWrath DieHatredBrands
1st+2Wrath, Vindicative Advance, Armor of Terror1d6--
2nd+2Hatred, Diabolic Brand1d631
3rd+2Fiendish Heritage Feature, Fiendish Expertise1d631
4th+2Ability Score Improvement1d641
5th+3Extra Attack1d842
6th+3Make an Example, Seething Strikes1d852
7th+3Fiendish Heritage Feature1d852
8th+3Ability Score Improvement1d862
9th+4Hellish Onslaught1d862
10th+4Fiendish Heritage Feature1d872
11th+4Universal Hatred (Half), Devilsight (60ft)1d1073
12th+4Ability Score Improvement1d1083
13th+5They Dare?!1d1083
14th+5Just Die Already1d1093
15th+5Fiendish Heritage Feature (Culmination)1d1093
16th+5Ability Score Improvement1d10103
17th+6Universal Hatred (Full), Devilsight (Full)1d12104
18th+6Unending Anger1d12114
19th+6Ability Score Improvement1d12114
20th+6Diabolic Trigger1d12124
 

Class Details

HIT POINTS
Hit Dice: 1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Fiend level after 1st
 
PROFICIENCIES
Armor: light armor, medium armor
Weapons: simple weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose 2 from Acrobatics, Athletics, Deception, Intimidation, Martial, Perception, Religion, and Stealth.
 
STARTING EQUIPMENT
You start with the following items, plus anything provided by your background. [ul
  • (a) leather armor or (b) chain shirt
  • (a) spear or (b) two daggers
  • (a) 5 javelins or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Alternatively, you may start with 4d6 × 10 gp to buy your own equipment.  
    MULTICLASSING
    To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.
    Ability Score Minimum: Strength 13 and Charisma 13
     

    No Turning Back

    Embrace your power, lest you succumb to it.   At 1st level, you gain the "Fiend" creature type alongside your normal creature type(s).   When you reach 11th level in this class, this dedication grants you devilsight, allowing you to see through both magical and non-magical darkness out to 60 feet.   When you reach 17th level in this class, this devilsight applies to all ranges of your sight.   If for any reason you would no longer possess levels in the Fiend class, you will still retain the “Fiend” creature type.  

    Wrath

    At 1st level, you deal additional damage with your unarmed strikes as you let your rage loose with your blows. Your unarmed attacks deal 1d6 + your strength modifier.   This damage increases based on your Fiend level, shown in your Fiend leveling table. In addition, you can choose to have your unarmed strikes deal slashing damage, instead of bludgeoning damage. Your unarmed strikes can also be considered weapon attacks for the purposes of spells and abilities.  

    Armor of Terror

    You can add your Charisma modifier, instead of your Dexterity modifier, to your AC while wearing light, medium, or no armor, up to your armor's Dexterity cap.  

    Vindictive Advance

    At 1st level, you’ve learned to properly punish those that would oppose you. You can avoid opportunity attacks so long as you are moving towards a target who has forced you to make a saving throw or made an attack against you since the end of your last turn, or to a target that is affected by one of your diabolic brands.   To use this feature, you cannot have a shield equipped, nor can you be wearing heavy armor.  

    Hatred

    At 2nd level, you have learned how to harness your hatred as a weapon. Hatred is a resource pool generated throughout the fight, and is gained whenever an enemy commits certain actions against you or if a negative effect befalls you.   If you would gain hatred multiple times from a single source, you gain hatred from only the highest valued method originating from that source.   You start at 0 hatred, and your hatred is reduced back to 0 after being out of combat for a full minute.   You can gain hatred through the following ways:  
    • You gain 2 hatred at the start of your turn if you have not received any hatred from hostile actions since the end of your last turn. This effect cannot occur during the first round of combat.
    • You gain 2 hatred for taking damage, doubled to 4 if you’ve taken damage from a critical hit.
    • You gain 3 hatred when you are afflicted with a status condition.
    • You gain maximum hatred when an ally you can see dies.
      You gain 1 point of damage reduction to all sources per 3 hatred that you possess, but you can spend that hatred on other abilities for greater effect. Your maximum hatred is shown on your Fiend leveling table.  

    Diabolic Brands

    At 2nd level, choose one Diabolic Brand. You can use your bonus action to expend 2 hatred to inflict this diabolic brand upon an enemy within 30 feet for 1 minute.   The target must make a Charisma saving throw with a DC equal to: 8 + your proficiency + your Charisma modifier   Only one instance of the same brand can be on the same enemy at the same time.   You can choose an additional brand when you reach levels 5, 11, and 17 in this class, and their potency raises at the same levels.   These brands can only be applied to targets that would pose True Combat.   Burdening Brand. Bearers of this brand have their movement speed reduced by 5 feet. In addition, your movement speed is increased by 5 feet when utilizing your Vindictive Advance feature towards a bearer of this brand.   This movement increase only applies towards one branded target per turn. This brand cannot reduce its bearer below a movement speed of 5 feet.   This penalty and increase to movement speed increases to -10/+10 feet at level 5, -15/+15 feet at level 11, and -20/+20 feet at level 17.   Maddening Brand. Whenever this brand is first applied on a target, and whenever the Fiend uses their bonus action to reactivate all Maddening Brands, the branded target takes 1d4 psychic damage.   Bearers of this brand also take this damage whenever the Fiend attempts to inflict a Diabolic Brand.   This damage increases to 2d4 at level 5, and 3d4 at level 11, and 4d4 at level 17.   Tormenting Brand. A bearer of this brand grants you 1 hatred at the end of each of their turns unless they directly grant you hatred via hostile actions.   This increases to 2 hatred at level 5, 3 hatred at level 11, and 4 hatred at level 17.   Weakening Brand. Choose one of the following effects:  
    • A bearer of this brand has their attack rolls reduced by 1.
    • A bearer of this brand has their AC reduced by 1.
    These reductions increase to -2 at level 5, -3 at level 11, and -4 at level 17.  

    Fiendish Heritage

    At 3rd level, you gain a feature based on your fiendish heritage.Your heritage grants you additional features at 7th, 10th, and 15th level.
    The feature gained at 15th level is considered your “Culmination” ability, and expends a large amount of your hatred for a larger ability.   Daemon

    Daemon

    Dominance, power, strength. These are the qualities of the Daemon. Your heritage is that of the mighty, and any in your way must stand aside, or be put in their place. One with the heritage of a Daemon possesses tremendous might that can force their foes wherever the Daemon pleases amidst the battlefield, shaping the bloodied stage according to their own desires, or even ensuring that the weak never even get the chance to fight. None shall get in the way of a Daemon’s conquest.  

    Unnatural Grip

    You are considered large size for the purposes of grappling, shoving, carrying weight, and other features. In addition, you suffer no penalties to movement when grappling a creature of large size or smaller.   When you reach 7th level in this class, your size is considered huge, when you reach 13th level in this class, your size is considered gargantuan, and when you reach 19th level in this class you bypass immunities to grappling or shoving.  

    Forceful Foe

    You can expend hatred to increase the distance of your shoves by 5 feet per hatred spent.   In addition, you can attempt to shove or grapple a target as a bonus action whenever you make the attack action.
    Devil

    Devil

    Deception, trickery, manipulation. These are the qualities of a Devil. Your heritage is that of the tactful, and you know exactly how to shape the hearts of those around you to your liking. One with the heritage of a Devil possesses the ability to use their brands and magic to truly control the outcome of any encounter, be it social or combative. Tragically, the rest of the world fails to see the superiority of Devils at times, yet any true Devil knows that a fight against them, is a fight that has already been lost.  
    Fiend LevelCantrip KnownSpells KnownSpell SlotsSpell Slot Level
    3rd2321
    4th2421
    5th2421
    6th2421
    7th2522
    8th2622
    9th2622
    10th3722
    11th3822
    12th3822
    13th3923
    14th31023
    15th31023
    16th31023
    17th31123
    18th31123
    19th31224
    20th31324
     

    Dark Magic

    When you reach 3rd level, you augment your fiendish skills with the ability to cast spells.   If you possess the warlock's Pact Magic class feature, you gain spell slots in levels as though this class was a 1/3rd caster and the warlock as though they were a full caster. You only gain one additional spell slot if your warlock level + 1/3rd of your devil level would be a total level of 11, and two if it would be a total level of 17.   Regardless, these spell slots can never be higher than 5th level.  
    Cantrips
    You learn two cantrips of your choice from the warlock spell list.   In addition, you learn an additional warlock cantrip of your choice at 10th level.  
    Spell Slots
    The Fiend table shows how many spells you know. The table also shows what the level of those your spell slots are; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.   You are capable of casting two spells per short or long rest via your two spell slots.   For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell Hex, you must spend one of those slots, and you cast it as a 2nd-level spell.  
    Spells Known of 1st Level and Higher
    At 3rd level, you know three 1st-level spells of your choice from the warlock spell list.   The Spells Known column of the Fiend table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of the enchantment or evocations schools, and of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st, 2nd level.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots, and it must be an enchantment or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.  
    Spellcasting Ability
    Charisma is your spellcasting ability for your warlock spells, so 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 warlock 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  

    Deadly Detonation

    At 3rd level, you can use a bonus action to spend hatred and force all victims of your diabolic brands to make a Wisdom saving throw or take psychic damage equal to twice the hatred you spend on a failed save, or equal to the hatred you spend on a successful one.   The DC is equal to:   8 + your proficiency + your Charisma modifier   You can also use this effect whenever you reactivate your Maddening Brands.
    Demon

    Demon

    Brutality, ferocity, savagery. These are the qualities of a Demon. Your heritage is that of the ruinous, and you can certainly ensure that nought but death and havoc is left in your wake. One with the heritage of the Demon can rip apart even the brightest of magi before they even cast a spell, or overwhelm the mightiest of warriors with just their bare hands… Or claws. If one has gained the ire of a Demon, they’d best cherish their final days, for once the Demon finds them, there will be nothing but blood and broken bones.  

    Demonic Rush

    At 3rd level, when you take the dash action, you can take the attack action as a bonus action at the end of your movement, so long as all attacks made are unarmed strikes, and all attacks are made against a target that is subject to your Vindictive Advance feature. In addition, all unarmed strikes you make as part of this attack action deal an additional +2 to damage. This damage increases as you gain levels in this class: +4 at level 7, +6 at level 13, and +8 at level 19.  

    No Escape

    At 3rd level, when you use your movement, you can spend hatred to increase your walking speed by 5 feet per hatred spent until the end of your turn.
     

    Fiendish Expertise

    At 3rd level, Your proficiency bonus is doubled for ability checks you make that use a proficiency in a skill based on your subclass.
    Athletics for Daemon, Deception for Devil, and Stealth for Demon.
    If you do not already have proficiency in the chosen skill, you must swap a skill proficiency from your class to the skill you would gain expertise in.  

    Ability Score Improvement

    When you reach 4th 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.   If your DM allows the use of feats, you may instead take a feat.  

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

    Make an Example

    At 6th level, when you hit a creature with an unarmed attack, you can force all enemies within 15 feet to make a Wisdom saving throw or become frightened of you.   The DC is equal to:   8 + your proficiency + your Charisma modifier   A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success. Once this feature has been used, it cannot be used again until you have finished a short or a long rest.  

    Seething Strikes

    Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.  

    Fiendish Heritage Feature

    At 7th level, you gain a feature granted to you by your Fiendish Heritage.   Daemon

    Daemon

    You’re Mine

    At 7th level, you can expend 3 hatred to use your action to attempt another grapple check on a target that you're already grappling, using both hands to restrain them if you succeed in the contest. This restrained condition is broken if the grapple is broken.   This ability requires both hands to be free when grappling the target.
    Devil

    Devil

    You All Die the Same

    At 7th level, when you use your bonus action to inflict a diabolic brand, you can attempt to brand additional targets within 15 feet of the first target by spending 2 hatred per additional target.
    Demon

    Demon

    Inevitability

    At 7th level, when you would have your movement impaired by an enemy's effect, you can spend 5 hatred to ignore that effect, but not any damage that can accompany it.
     

    Ability Score Improvement

    When you reach 8th 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.   If your DM allows the use of feats, you may instead take a feat.  

    Hellish Onslaught

    At 9th level, when you make the attack action, you can expend hatred to add additional unarmed strikes to your attack action. Each additional unarmed strike costs 3 hatred.  

    Fiendish Heritage Feature

    At 10th level, you gain a feature granted to you by your Fiendish Heritage.   Daemon

    Daemon

    Grand Slam

    At 10th level, you can use an action to slam a grappled target into either an object (including surfaces) or another grappled target for additional damage to both targets equal to your unarmed strike damage. In addition, they must make a Constitution saving throw or be stunned until the end of your next turn.   The DC is equal to: 8 + your proficiency + your Strength modifier   Objects or floors automatically fail this saving throw, and take double damage. After this ability has been used, it cannot be used again until you finish a short or long rest.
    Devil

    Devil

    Convincing Guile

    At 10th level, when an opponent makes an attack against you, you can use your reaction to attempt to trick the mind of your attacker. Make a charisma (Deception) check contested by their wisdom (Insight) check. If you succeed, they attack another target of your choice within their range.   Your hatred benefits from the effects of that attack as though it had affected you. Once this feature has succeeded, it cannot be used again until you have finished a short or a long rest.
    Daemon

    Demon

    Rip and Tear

    At 10th level, you can use an action to make an unarmed strike against all enemy creatures you can see within 10 feet of you. These attacks benefit from the damage bonus provided by your Demonic Rush feature regardless of distance traveled. Once you have used this feature, it cannot be used again until you have finished a short or a long rest.
       

    Universal Contempt

    At 11th level, you start each encounter with at least half of your maximum hatred.   When you reach 17th level in this class, you start each encounter with your maximum hatred.  

    Ability Score Improvement

    When you reach 12th 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.   If your DM allows the use of feats, you may instead take a feat.  

    They Dare?!

    At 13th level, when you are struck by an attack within range of your melee weapon attack, you can expend 2 hatred as a reaction to make an attack against the attacker.  

    Just Die Already

    At 14th level, the resilience of your enemies frustrates you. You gain 1 hatred whenever you miss an attack roll, when the enemy succeeds on a saving throw that you forced them to make, or when you lose a grapple/shove contest. This can only occur once per turn.  

    Fiendish Heritage Feature

    At 15th level, you gain a feature granted to you by your Fiendish Heritage.   Daemon

    Daemon

    Chokeslam

    At 15th level, when you are grappling a creature your size or smaller that needs to breathe, you can use an action to expend 9 hatred and make a grapple check against them to attempt to slam them into the ground whilst choking them. If you succeed, you deal your unarmed strike damage, and they begin to suffocate until the grapple is broken. This is considered a “Culmination” ability.
    Devil

    Devil

    It's Already Over

    At 15th level, you can use an action to expend 9 hatred to force all branded enemies to make a Wisdom saving throw or suffer harmful effects based on their applied brands.   The DC is equal to:   8 + your proficiency + your Charisma modifier   This refreshes the duration of those diabolical brands, and these effects persist for the duration of the brand. This is considered a “Culmination” ability.   Weakening Brand. Both possible effects become active.   Maddening Brand. Your Maddening Brand damage uses d6’s rather than d4’s.   Tormenting Brand. Hatred is generated each turn regardless of whether or not hostile action has been taken.   Burdening Brand. Enemies affected by this brand cannot use their reactions.
    Demon

    Demon

    Kill. Them. All.

    At 15th level, you can expend 9 hatred (no action required) to charge towards a hostile creature with killer intent. You can move up to 30 feet to any hostile creature you can see as though using your Vindictive Advance feature. Once there, you can make the Attack action using only unarmed strikes, each unarmed strike deals additional bleed damage equal to half of your Wrath die. This is considered a “Culmination” ability
       

    Ability Score Improvement

    When you reach 16th 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.   If your DM allows the use of feats, you may instead take a feat.

    Unending Anger

    At 18th level, you can use a bonus action to draw upon your inner anger, refreshing your hatred pool to maximum. Once you have used this feature, it cannot be used again until you finish a short or long rest.  

    Ability Score Improvement

    When you reach 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.   If your DM allows the use of feats, you may instead take a feat.  

    Diabolic Trigger

    At 20th level, you have learned how to unleash your full fiendish fury. If you have twelve hatred at the start of your turn, you can activate (no action required) a diabolic form.   While you are in this form, you cannot gain hatred and you lose two hatred at the end of each of your turns, but you gain the following effects:  
    • You grow two fiendish wings reminiscent of your fiendish heritage, doubling your movement speed and granting you a flying speed equal to your walking speed.
    • Your abilities no longer cost hatred. They instead cost you their hatred cost in hit points. This damage can not be reduced in any way. You can only spend up to 12 hit points per effect.
    • Your culmination abilities cost neither hatred or hit points, but they can only be used once when this form is active.
    Once you run out of hatred, this diabolic form ends, and you gain a point of exhaustion. Once you have triggered this ability, it cannot be used again until you finish a long rest.