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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.

JNAProductions
2017-09-10, 07:16 PM
Beared 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'

Steadfast-Gain advantage on saves against fear while within 30' of an ally.

Beard-Natural weapon, finesse, deals 1d8 piercing damage. Once per short rest, may be a poisonous strike. DC 8+Proficiency+Con mod save, or be poisoned for one minute. While poisoned, cannot regain HP. May attempt a new save at the end of each turn to remove the condition.

Devil's Sight-120' Darkvision, not obscured by magical darkness.

Languages-Common, Infernal, any one other, and Telepathy 120'.

HIT POINTS
Hit Dice: d12
Hit Points at 1st Level: 12+Constitution Modifier
Hit Points at Higher Levels: 7 (1d12)+Constitution Modifier

PROFICIENCIES
Armor: None
Weapons: Simple and martial weapons
Tools: None

Saving Throws: Strength and Constitution
Skills: Choose any two.

EQUIPMENT
You start with a devilish glaive.

Bearded Devil


Level
Proficiency Bonus
Features


1st
+2
Devilish Race, Bleeding Strikes


2nd
+2
Extra Doses


3rd
+2
Resistances, Natural Armor


4th
+2
Ability Score Improvement


5th
+3
Extra Attack


6th
+3
Immunities


7th
+3
Improved Beard


8th
+3
Ability Score Improvement


9th
+4
Improved Steadfast


10th
+4
Magic Resistance


11th
+4
Stacking Cuts


12th
+4
Ability Score Improvement


13th
+5
Stalwart Ally


14th
+5
Summon Lesser Devils


15th
+5
Greater Beard


16th
+5
Ability Score Improvement


17th
+6
Perfect Beard, Infinite Doses


18th
+6
Improved Stalwart Ally


19th
+6
Ability Score Improvement


20th
+6
Devilish Apotheosis



Devilish Race-This class can only be taken by those with the Bearded Devil race.

Bleeding Strikes-Strikes with your devilish glaive (or other devilish weapon) cause the target to lose an extra 1d4 HP at the start of each of their turns till they receive magical healing, make a DC 8+Proficiency+Strength modifier Medicine check as an action, or one minute passes.

Extra Doses-Add your proficiency modifier to the number of uses you have of Poisonous Beard per short rest.

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 Beard-Damage is now 1d12.

Improved Steadfast-Immunity to fear while within 30' of an ally, and advantage when not.

Magic Resistance-Gain the Magic Resistance trait, granting advantage on saves against magic.

Stacking Cuts-Your devilish weapon's bleed effect now stacks with itself.

Stalwart Ally-Whenever you take the Help action, your ally gains advantage on all d20 rolls taken on their next turn.

Summon Lesser Devils-Once per long rest, you may summon 1d4 other Bearded Devils.

Greater Beard-Beard now deals 2d8 damage.

Perfect Beard-Beard damage increases to 2d10 damage.

Infinite Doses-You may now use your beard's poison at-will.

Improved Stalwart Ally-When you take the Help action, your ally gains advantage on all d20 rolls until the start of your next turn.

Devilish Apotheosis-Increase all stats and their cap by 2, to a max of 30.

JNAProductions
2017-09-10, 07:17 PM
Bone Devil Race

Ability Score Increases-Increase any three stats by 1.

Speed-40'

Size-Large.

Natural Attacks-Claws (two of) are 1d8 piercing or slashing finesse and light weapons. Tail is 2d6 piercing damage, and once per short rest, can be used with poison that poisons the target for one minute, with a new save at the end of each turn to shake it off. Also deals an extra 2d6 (+1d6 per tier) poison damage on a failed save. Save is 8+Prof+Con mod.

Devil's Sight-120' Darkvision, not obscured by magical darkness.

Languages-Common, Infernal, any three others, and Telepathy 120'.

HIT POINTS
Hit Dice: d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 7 (1d8)+Constitution Modifier

PROFICIENCIES
Armor: None
Weapons: Simple and martial weapons
Tools: None

Saving Throws: Wisdom and Charisma or Intelligence.
Skills: Choose any three.

EQUIPMENT
You start without equipment.

Bone Devil


Level
Proficiency Bonus
Features


1st
+2
Devilish Race, Spellcasting


2nd
+2
Extra Doses


3rd
+2
Resistances, Natural Armor


4th
+2
Ability Score Improvement


5th
+3
-


6th
+3
Immunities


7th
+3
-


8th
+3
Ability Score Improvement


9th
+4
-


10th
+4
Magic Resistance


11th
+4
-


12th
+4
Ability Score Improvement


13th
+5
-


14th
+5
Summon Lesser Devils


15th
+5
-


16th
+5
Ability Score Improvement


17th
+6
-


18th
+6
Infinite Doses


19th
+6
Ability Score Improvement


20th
+6
Devilish Apotheosis



Devilish Race-This class can only be taken by those with the Bone Devil race.

Spellcasting-As a Sorcerer, for spells known and spells per day. Any mental may be chosen. Any spell list may be chosen. Once this decisions are made, they cannot change.

Extra Doses-Add your proficiency modifier to the number of uses you have of Poisonous Beard per short rest.

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.

Immunities-Gain immunity to fire and poison damage, as well as the poisoned condition.

Magic Resistance-Gain the Magic Resistance trait, granting advantage on saves against magic.

Summon Lesser Devils-Once per long rest, you may summon 1d2 other Bone Devils.

Greater Beard-Beard now deals 2d8 damage.

Infinite Doses-You may now use your tail's poison at-will.

Devilish Apotheosis-Increase all stats and their cap by 2, to a max of 30.

JNAProductions
2017-09-10, 07:18 PM
Reserved for Chain Devil.

6 more-note that the next will be Imp, since I'm going Lesser, then Greater.

JNAProductions
2017-09-10, 07:19 PM
Reserved for Imp.

5 more-one lesser, four greater.

JNAProductions
2017-09-10, 07:20 PM
Reserved for Spined Devil.

Starting on the greater ones next! Four left.

JNAProductions
2017-09-10, 07:22 PM
Reserved for Erinyes.

Three left.

JNAProductions
2017-09-10, 07:23 PM
Reserved for Horned Devil.

Two left.

JNAProductions
2017-09-10, 07:24 PM
Reserved for Ice Devil.

One more left-the big 'un themselves.

JNAProductions
2017-09-10, 07:25 PM
Pit Fiend!

Feel free to post-not that much is worth posting on right now.