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?
We’re fighting devils in a bit, so let’s find a devil who would steal from other devils…
You’ve found a master who will grant you powers that you never knew possible. Heal yourself, have boundless energy, and control those around you all are part of the deal you made when you joined Verrine. Now you go across the land and gain power through impatiences.
Verrine lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | cure wounds , command |
| 2nd | aid, enhance ability |
| 3rd | revivify, haste |
| 4th | confusion, compulsion |
| 5th | dominate person, geas |
Starting at 1st level, others hold no power over you. You gain advantage on saves and checks against any effect that would charm your or control your mind. If you already have advantage on these saves or checks, you gain immunity from those effects.
Starting at 6th level, your patron bestows a portion of his power unto you allowing your wounds to heal at amazing speed. You regains Hit Points equal to your Charisma modifier at the start of its turn. If you take radiant damage or damage from a silvered weapon, this trait doesn’t function at the start of your next turn. You begin to die only if you starts your turn with 0 Hit Points and doesn’t Regenerate.
Starting at 10th level, you gain the speed of your dark master. You may choose to gain the effect of the haste spell, but your extra action can be used to cast cantrip spell, melee attacks, dash, or disengage. You must concentrate to use this ability as normal. You regain this ability after a short or long rest.
Starting at 14th level, your masters teaches you the true power of possession. Once per day, you gain the ability to choose a creature in range and force it to make a Wisdom saving throw. On a failure, you disappear possess the creature as per dominate monster, except the duration 8 hours. When the spell ends you reappear at a point within 60 feet of the target of your choosing. Once you use this feature, you can’t use it again until you finish a long rest.
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.
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.
You’ve been beaten down a lot by life, and its something you’ve grown to be thrilled by. When you take damage equal to your level, you gain advantage on your next attack roll on your next turn.
Thoughts?