JNAProductions
2017-09-10, 07:15 PM
Barbed Devil Race
Ability Score Increases-Increase any two physical stats by 2, or increase one by 2 and the other two by 1.
Speed-30'
Barbed Hide-At the start of the Barbed Devil's turn or when initiating a grapple, anyone grappling or grappled by the Barbed Devil takes 1d10 piercing damage.
Nervous-Gain proficiency in Perception.
Devil's Sight-120' Darkvision, not obscured by magical darkness.
Claws-Two light finesse weapons, piercing or slashing damage, 1d6 damage.
Languages-Common, Infernal, any one other, and Telepathy 120'.
HIT POINTS
Hit Dice: d10
Hit Points at 1st Level: 10+Constitution Modifier
Hit Points at Higher Levels: 6 (1d10)+Constitution Modifier
PROFICIENCIES
Armor: None
Weapons: Natural weapons only
Tools: None
Saving Throws: Strength and Dexterity
Skills: Choose any two.
EQUIPMENT
You start without equipment.
Barbed Devil
Level
Proficiency Bonus
Features
1st
+2
Devilish Race, Tail, Hurl Flame
2nd
+2
Extra Nervous
3rd
+2
Resistances, Natural Armor
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Immunities
7th
+3
Improved Barbed Hide
8th
+3
Ability Score Improvement
9th
+4
Improved Natural Attacks
10th
+4
Magic Resistance
11th
+4
Trained Attacker
12th
+4
Ability Score Improvement
13th
+5
Greater Barbed Hide
14th
+5
Summon Lesser Devils
15th
+5
Skittish
16th
+5
Ability Score Improvement
17th
+6
Greater Natural Weapons
18th
+6
Perfect Barbed Hide
19th
+6
Ability Score Improvement
20th
+6
Devilish Apotheosis
Devilish Race-This class can only be taken by those with the Barbed Devil race.
Tail-Gain another natural attack-deals 2d6 slashing or piercing damage.
Hurl Flame-Gain the ability to hurl magical flames. This is basically a cantrip with 150' range, dealing 2d6 fire damage (+1d6 per tier), using any one mental stat (chosen at level 1 and fixed thereafter) as your casting stat.
Extra Nervous-Gain Expertise in Perception.
Resistances-Gain resistance to cold damage, and non-magical, non-silvered weapons.
Natural Armor-Your AC may equal 12+Dexterity modifier.
ASIs-At the normal levels.
Extra Attack-At level 5.
Immunities-Gain immunity to fire and poison damage, as well as the poisoned condition.
Improved Barbed Hide-Damage increases to 2d10. AC increases to 13+Dex modifier.
Improved Natural Attacks-Tail increases to 2d8. Claws increase to 1d8.
Magic Resistance-Gain the Magic Resistance trait, granting advantage on saves against magic.
Trained Attacker-Whenever you take the Attack action and use your tail, you may strike once with a claw as a bonus action.
Greater Barbed Hide-Damage increases to 3d10. AC increases to 14+Dex modifier.
Summon Lesser Devils-Once per long rest, you may summon 1d4 other Barbed Devils.
Skittish-Gain an extra bonus action each turn.
Greater Natural Weapons-Tail increases to 3d6. Claws increase to 1d10.
Perfect Barbed Hide-Damage increases to 4d10. AC increases to 15+Dex modifier.
Devilish Apotheosis-Increase all stats and their cap by 2, to a max of 30.
Ability Score Increases-Increase any two physical stats by 2, or increase one by 2 and the other two by 1.
Speed-30'
Barbed Hide-At the start of the Barbed Devil's turn or when initiating a grapple, anyone grappling or grappled by the Barbed Devil takes 1d10 piercing damage.
Nervous-Gain proficiency in Perception.
Devil's Sight-120' Darkvision, not obscured by magical darkness.
Claws-Two light finesse weapons, piercing or slashing damage, 1d6 damage.
Languages-Common, Infernal, any one other, and Telepathy 120'.
HIT POINTS
Hit Dice: d10
Hit Points at 1st Level: 10+Constitution Modifier
Hit Points at Higher Levels: 6 (1d10)+Constitution Modifier
PROFICIENCIES
Armor: None
Weapons: Natural weapons only
Tools: None
Saving Throws: Strength and Dexterity
Skills: Choose any two.
EQUIPMENT
You start without equipment.
Barbed Devil
Level
Proficiency Bonus
Features
1st
+2
Devilish Race, Tail, Hurl Flame
2nd
+2
Extra Nervous
3rd
+2
Resistances, Natural Armor
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Immunities
7th
+3
Improved Barbed Hide
8th
+3
Ability Score Improvement
9th
+4
Improved Natural Attacks
10th
+4
Magic Resistance
11th
+4
Trained Attacker
12th
+4
Ability Score Improvement
13th
+5
Greater Barbed Hide
14th
+5
Summon Lesser Devils
15th
+5
Skittish
16th
+5
Ability Score Improvement
17th
+6
Greater Natural Weapons
18th
+6
Perfect Barbed Hide
19th
+6
Ability Score Improvement
20th
+6
Devilish Apotheosis
Devilish Race-This class can only be taken by those with the Barbed Devil race.
Tail-Gain another natural attack-deals 2d6 slashing or piercing damage.
Hurl Flame-Gain the ability to hurl magical flames. This is basically a cantrip with 150' range, dealing 2d6 fire damage (+1d6 per tier), using any one mental stat (chosen at level 1 and fixed thereafter) as your casting stat.
Extra Nervous-Gain Expertise in Perception.
Resistances-Gain resistance to cold damage, and non-magical, non-silvered weapons.
Natural Armor-Your AC may equal 12+Dexterity modifier.
ASIs-At the normal levels.
Extra Attack-At level 5.
Immunities-Gain immunity to fire and poison damage, as well as the poisoned condition.
Improved Barbed Hide-Damage increases to 2d10. AC increases to 13+Dex modifier.
Improved Natural Attacks-Tail increases to 2d8. Claws increase to 1d8.
Magic Resistance-Gain the Magic Resistance trait, granting advantage on saves against magic.
Trained Attacker-Whenever you take the Attack action and use your tail, you may strike once with a claw as a bonus action.
Greater Barbed Hide-Damage increases to 3d10. AC increases to 14+Dex modifier.
Summon Lesser Devils-Once per long rest, you may summon 1d4 other Barbed Devils.
Skittish-Gain an extra bonus action each turn.
Greater Natural Weapons-Tail increases to 3d6. Claws increase to 1d10.
Perfect Barbed Hide-Damage increases to 4d10. AC increases to 15+Dex modifier.
Devilish Apotheosis-Increase all stats and their cap by 2, to a max of 30.