How about a spell three ways? First for DnD 5e
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fulgurite )
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of lighting appears in an unoccupied space of your choice within range and lasts for the duration. Each round, you may make a ranged spell attack emanating from the sphere at a creature within 30 feet. Upon hitting the creature, the creature takes 4d8 lightning damage, and you make a two more ranged spell attack at two different creatures in range of the first target. Upon a hit, each secondary target takes 4d8 lightning damage. You do not make the secondary attacks again. This attack takes no action.
As a bonus action, you can move the sphere up to 30 feet. As an action, you may make a second attack with the spell with the secondary attacks performed as normal.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere sheds bright light in a 60-foot radius and dim light for an additional 30 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 4th.
How about some more fun for DnD 5e?
College of the Crossroads
You might have been the best there was or you might not have been able to pluck a string, but boy after the man or woman in black met you and tuned your fiddle at midnight at the crossroads, you became a titan of stringed instriment. You made a deal or maybe you won a contest, but either way, you have powers most didn’t think possible all at the low cost of having to watch your back for the rest of your days lest someone come collect
College of the Crossroads Features
||Bonus Proficiencies, Fiddle of Gold
||Hounds of Hell
When you join the College of the Crossroads at 3rd level, you double your proficiency for any stringed instrument you use. You also gain proficiency in arcana and religion if you were not proficient in those or you gain proficiency in another skill for each one with which you were already proficient.
Fiddle of Gold
Also at 3rd level, you learned to summon an instrument you got from the man in black. The instrument is a golden stringed instrument that always is immaculate, has perfect pitch and counts as a +1 magic club for any melee attacks you make with it. It can be used as a focus for any spells you cast giving you a +1 bonus to your DC and to any spell attacks you make with it. At level 11, these bonuses becomes a +2, and at level 17 these bonuses becomes a +3. You can dismiss the resummon the instrument as often as you want as a bonus action.
Starting at 6th level, you’ve learned more from your former master. You gain access to warlock spells when you gain new spells or the chance to replace a spell, but you may not know more than four warlock spells. These spells count against your normal number of spells.
Hounds of Hell
At 14th level, the devil begins to claim his due, but you’ve becomes a silver tongued fiend in your own right having mastered the first monsters sent to collect you. Once per day, you may as an action summon three hell hounds. These creatures obey your commands, but you must use a bonus action each turn to direct them or they act according to their own interests. If they die or are dismissed as an action, you can resummon them again after a long rest.
How about an item three ways? Here is the DnD 5e way.
Wondrous item, very rare
This heavy cold iron spike contains some of the oldest necromancy in existence. As an action, you may make a melee weapon attack with with you are proficient with the spike against an undead creature that is adjacent to a surface, either vertical or horizontal. On a hit against an undead creature, the target must make a DC 19 Constitution save. On a failure, the creature is impaled against the surface. The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control. A creature may willingly removed the spike ending the effect against the original target. On a successful save, the creature just takes 1d6 magic piercing damage with no other effect.
Bouncing back and forth between 5th Ed and Pathfinder 2nd Ed. Here is some love for Devils and gnomes in 5th Ed.
You’ve learned from the best of the best when it comes to being mentally slippery. You gain the following benefits:
- You have advantage on all Intelligence, Wisdom, and Charisma saves.
- Increase either your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
More player options to fight devils! Now for the Half-Orc!
Prerequisite: Orc or half-orc
You’ve been touched by devils, but that has only increased your powers, not corrupted you. You gain the following benefits:
- You gain a magic melee bite attack. You are profficient with the attack, it deal 1d6+1 + Strength modifier damage and counts as magic to overcome damage resistance.
- You can use your Relentless Endurance once per short rest instead of once per long rest.
More devil killers for DnD 5e! Now for the Ranger!
Herne hunts his pray long before you were born, and he will do it long after you die. You grew to love the hunt, and wanted to follow the great hunter. Along the way you swore allegiance to the man and his masters, one of these masters was the devil himself. Now, you will use Herne’s training to hunt this master to end the bonds that tie you to that monster!
At 3rd level, you initiate yourself as Herne himself did as a sacrifice for to yourself on a tree. You’re type changes to undead. You gain damage reduction to cold and necrotic damage. You also no longer need to eat or breath.
At 7th level, you grow antlers like your hunter. You gain a magic piercing attack that does 1d8+1 magic piercing damage with which you are proficient. In addition, you gain the wild shape as a druid of your level but you may only change into horned creatures.
Horrors of the Hunter
At 11th level, you begin to frighten even your enemies. At the start of each round, you can choose to frighten anyone of your choice. Each creature of your choice that is within 50 feet of you and aware of you must succeed on a Wisdom saving throw or become frightened for 1 minute. The DC is equal to 8 + your Charisma modifier + your proficiency. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. Even creatures that are normally immune to fear effects only receive advantage on the saving throw.
Chain and Horn
At 15th level, you gain Herne’s most treasured items. Gain the following below.
- Chain: You gain a magic chain the wraps round your enemies. As a bonus action each round, you can attack an enemy with this melee weapon up to 30 feet away. The attack deals 1d6+2 magic bludgeoning damage with with you are proficient. If an enemy is hit, you can drag the enemy up to you.
- Horn of the Hunter: Once per day, you may use an animal horn as an action. This summons 6 dire wolves. These wolves obey you as if summoned via conjure animals. You regain the use of this ability after a long rest.
We let’s keep hammering on devils! How about to fight the monsters?
You move so fast, its a flash of silver. You gain the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Your first attack that hits each round counts as silver for effects the overcome damage reduction and immunity.