What would a diabolical halfling have? How about he devil’s own luck!
Devil’s Own Luck
Prerequisite: halfling
You’ve got the devils own luck. Your lucky ability now functions if you roll a 1, 2, or 3.
Thoughts?
What would a diabolical halfling have? How about he devil’s own luck!
Prerequisite: halfling
You’ve got the devils own luck. Your lucky ability now functions if you roll a 1, 2, or 3.
Thoughts?
More devils and DnD! Now for Dragonborn!
Prerequisite: Dragonborn
Tiamat works with vile creatures, and your sir had some of those traits rub off. You gain the following benefits:
Thoughts?
Ok, another quick one for Tieflings.
Prerequisite: Tiefling
Your a tiefling, but it’s hard to know it. You gain the following benefits:
Thoughts?
How about something for the Tieflings out there?
Prerequisite: Tiefling
Your family has a long history. At some point diabolic blood entered your veins and gave you some protection few have. You gain the following benefits:
We already have fiend blooded sorcerers how about one with some true power?
Many tales tell of a powerful magic user who offered wisdom to kings and guided bloodlines for centuries. Few remember that this person was a child of the most powerful devil. Merlin was a powerful man, but his diabolical heritage passes threw his bloodline to all his children and his lust for power and women meant that he has children across the multiverse. You are one of those children whose spark has awoken and now you manifest all the awesome powers that master magician with devil blood can bear!
Starting at 6th level, Merlin’s shape changing abilities manifest in you. You gain the wild shape ability of a druid of your level. As an added bonus, you can choose to change your shape into an animal or a fiend following the same CR restrictions as a a druid of your level.
At 14th level, you gain the ability to change your shape as you see fit to match any occasion. You can cast polymorph on your self twice per day. Furthermore, you gain the permanent effect of the tongues spell to talk with all creatures who understand language.
Beginning at 18th level, you gain the faults of your patriarch, but also gain a larger portion of his powers. You gain disadvantage on all saves vs any effect that causes the Charmed condition, cause psychic damage, or control your mind, but you also gain advantage on all other saving throws. You gain resistance to all other damage, but gain vulnerability vs all bludgeoning damage. For these effects and damages, apply worse penalty if multiple effects or damage types are mixed together.
Thoughts?
How about we expend on an operative exploit?
Prerequisite: Alien Archive, 6th level
Your vast experience makes identifying new creatures easier for you. Roll twice on skill checks when identifying a creature and its abilities.
If you successfully identify a creature, you gain a +2 enhancement bonus to your skill check when you make a trick attack against that creature. This bonus stacks with your bonus from Alien Archive
Thoughts?
How about some help for our droid friends?
Your drone is equipped with two robotic arms that can only hold weapons. These arms allow a droid to hold an additional melee or ranged weapon, but no other items or actions can be performed with them. All multi attack and full attack penalties still apply.
Thoughts?
How about some love for Elves who fight devils?
Prerequisite: Elf
Elves are the longest lived of the normal races and have the longest memories regarding the fiends. You gain the following benefits:
Ok, let’s get back to fighting devils. How about a wizard that fights them by binding them?
You view a hammer as a tool. You can build a church with one or you can kill with the same hammer. Demons and devils are just tools for you to use. Left unchecked they thirst for inocent blood and souls, but when properly controlled, you can build astounding things. They are your tools, and you are their wielder. Devils, demons, and the random daemon all fall under your toolbox, so you use them as you see fit.
Beginning when you select this school at 2nd level, you gain a familiar fiend, as per the find familiar spell, except the familiar must be a fiend and can be up to CR 1. As an action on your turn, you can directly command the fiend to take an action of your choice. When you take a move action, your fiend takes a move as part of that action.
Beginning at 2nd level, you gain the following spells into your spell book:Protection from Evil and Good, Hold Person, Banishment, and Dispel Evil and Good. Your wizard level must be an equal level to a cleric who is able to cast these spells for you to cast these spells, but your training has granted you access to these spells when you are ready.
Starting at 6th level, your bound servent can now be commanded by a bonus action and can be up to CR 2.
Beginning at 10th level, you’ve studied enough fiend names that now you can recall them as part of your spells. Any spell that specifies a creature type can now be applied to fiends.
Starting at 14th level, you pour power into your bound creature. It can now be a creature up to CR 4 and metamorphs into a CR 4 fiend of your choice. Furthermore, your find familiar spell now painfully carves your spellbook into the flesh of the fiend. You no longer need to carry your spellbook and can simply read the creature to prepare spells each day.
Welp if we’re going to do one side of the book of vile darkness, let’s hit the other.
You’ve gotten used to bearing your enemies into submission, and now it’s pretty thrilling. When you do damage to a foe equal to your level, you gain advantage on your next attack roll on your next turn.