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.
Product– Keeping it Classy: The Bard
Price– $5 here https://www.dmsguild.com/product/281863/Keeping-It-Classy-The-Bard?affiliate_id=658618
TL; DR-Another Solid Entry in the Series. 98%
Basics-CAN YOU HEAR ME! Keeping it Classy: bards is another book in the keeping it classy series this time focusing on bards. This book has items, bard colleges, a new race, and backgrounds all focusing on the musical characters in the party.
Mechanics or Crunch-What’s here is great! I like the new mechanics, and they all feel balanced with everything else. I like the items and the backgrounds as they fit as well. I’ve never been a fan of new races because it’s strange to just have a group of creatures that have always been here just appear out of nowhere, but the new race feels balanced as well. What I want more of is feats. This book and the bard need some more feats, so this feels like a bit of a missed opportunity. Aside from missing feats, I love the stuff that’s here. 4.75/5
Theme or Fluff-This again feels right. That’s what I want in a book for a class. The stuff here feels appropriate for the class and the various settings that the bard plays in. That means its done well. 5/5
Execution– PDF? Check! Hyperlinked? CHECK! Great layout and ease of readability? CHECK! This is how I want products made. It’s got some original art, but the art that is there does exactly what it was supposed to do- break up the text and intrigue me. The layout is nice. The font reads easily, and the overall presentation is top notch. 5/5
Summary-This is a 6 dollar book that provides a solid punch of material. You get great mechanics that build the class in a new direction by playing with some different resources. You get some new backgrounds, and you get solid items. I always want more,and here I feel a few feats would help round out the product. But, aside from that, the book has an amazing execution, and all the new toys feel like they belong in the fantasy world of DnD. This is a rock solid book most bards should at least check out! 98%
What would a diabolical halfling have? How about he devil’s own luck!
Devil’s Own Luck
You’ve got the devils own luck. Your lucky ability now functions if you roll a 1, 2, or 3.