Welp if we’re going to do one side of the book of vile darkness, let’s hit the other.
I just started watching Kono Suba, and Darkness is one of the most interesting characters in this crazy anime. It reminded the Book of Vile Darkness. Let’s build on these idea.
How about some love for Starfinder and the Mechanic?
Rapid Reboot (Ex) 1st Level
Your exocortex and you work in kind, and sometimes that dual processing power helps you shake things that work against your better self. When you must make a Will saving throw from an effect, roll twice, once for you and once for your exocortex. If either of you save, you are considered to have made the save. You can choose this instead of Memory Module at first level.
Well DnD is going to fight some Devils, so lets make some characters that can do just that! I always think paladins first, so here we go.
Oath of Hell’s Gates
The Oath of Hell’s Gates is an order dedicated to keeping the fiends of hell where they belong-on the prison that is hell by forming the literal Gate that holds them in. Champions of this order form a bulwark to save any and all who fall afoul of devils by creating the walls that hold the horrors back.
Many who swear this oath are devoted to good gods regardless of law or chaos law focusing on the good they can do and the lives they can save. Order is important to these champions but order at the cost of rightness is the way of the devils. Seeing as they see themselves at the walls holding hell back they incorporate images of flaming gates into their helmets or coats of arms.
Unlike other orders, these nights hold only two things sacred-help the helpless and stop the fiend. All other goals are secondary allowing for a large amount of variability among their ranks as paladins of trickster gods mix with true knights of law and order. All are bound by the cause of helping and defending, so disagreements among them, while often, are short lived.
You gain oath spells at the paladin levels listed.
|3rd||protection from evil and good, sanctuary|
|5th||protection from poison, aid|
|9th||remove curse, protection from energy|
|13th||banishment, guardian of faith|
|17th||dispel evil and good, hallow|
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Divine Shield: As a bonus action, you can imbue one shield with divine power. This shield now floats freely near you and can move up to up to 30 feet away. This shield becomes a +1 magic shield if not already magical. Each turn as a free action, you can choose one target within range and the shield will move to that target providing its bonus to AC as well as the same bonus to Dexterity saves to that target. At level 7, your shield becomes a +2 magic shield, and at level 15 your shield becomes a +3 magic shield.
You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends. While this is in effect, you are still considered to be wielding the shield for all abilities and effects requiring you to be wielding a shield.
Exorcise. As an action, you present your holy symbol and speak a prayer censuring fiends, using your Channel Divinity. Each fiend that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. This includes are targets that are currently possessing another creature in range. Manifesting this power in this way causes the possessing creature to leave, but the possessed creature is freed from the possession.
An exorcised creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Starting at 7th level, you and friendly creatures within 10 feet of you gain the AC and Dexterity saving throws granted by your Divine Shield channel divinity power.
At 18th level, the range of this aura increases to 30 feet.
Beginning at 15th level, as a free action you can voluntarily take all damage a target under your Aura of Protection or Divine Shield would take. You may not reduce this damage in any way if you choose to take this damage.
Wall for the Gods
At 20th level, as a bonus action, you manifest the true will of heaven to protect your people. You become a sunburst of divine energy for as long as you can muster it. All allies and yourself under the effect of your Aura of Protection become immune to damage, have advantage on all attacks, saves, and checks while enemies in the aura have disadvantage on all attacks, saves, and checks. At the start of each turn, you take 30 radiant damage that can not be reduced, redirected, or prevented due to you manifesting pure divine energy in your mortal frame. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.
Let’s keep making material to fight us some devils! Now some love for the dwarves!
orged In Fire
The dwarves dig deep and while hell isn’t under their feet, the forge glows hot regardless of the plane. You’ve grown up fighting flames in the forge and fires from monsters found in the deep dark. You gain damage resistance to fire damage.
How about a barbarian that fights demons?
Path of the Fallen
Learn from your Enemy
Starting when you choose this path at 3rd level, you gain the resistances of your foes when you rage. While raging you gain resistance to cold, fire, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered.
Beginning at 6th level, your rage frightens those are are not used to it. Any creature you choose that starts it turn or enters within 30 feet of you while you are raging must make a Wisdom saving throw. On a failure, On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to your fear aura for the next 24 hours..
Beginning at 10th level, your rage flows into your weapons and your very soul. You gain advantage on all saving throws against magical effects and spells while raging. Your weapon counts as a +1 version of itself while you are raging. If your weapon has a better enchantment that +1, use that instead.
Starting at 14th level, when you rage, you take on the visage of a devil. You gain immunity to all nonmagical weapons, immunity to poison and fire damage and the poisoned condition, giant bat wings that grant you a fly speed of 60 feet per round, and truesight out to 60 feet while raging.
Demons and Devils are about to be the new hotness in DnD, so let’s build characters that can hurt them back!
You are part fiend, so you know what hurts and how to hurt others. You gain the ability to gain advantage on attack rolls against fiends twice. This ability refreshes after a short rest.