hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Unholy Radiance
Beginning at 1st level, you exude an aura of darkness and fire. You and friendly creatures within 10 feet of you gain resistance to fire damage and advantage on saving throws against being frightened.
Lord's Eyes
Also at 1st level, you gain Devilsight to a distance of 90 feet.
This feature becomes Truesight to the same distance one you become level 14.
Abyssal Smite
Starting at 6th level, when you hit a creature with a melee weapon attack, you can choose to deal an additional 2d8 fire damage. This damage increases to 3d8 if the target is a fiend or celestial.
You may use this feature a number of times equal to your proficiency modifier, regaining expended uses after a short or long rest. Uses can be expended simultaneously to stack damage on a single attack.
Infernal Titan
At 10th level, you may choose to use this ability as an action, causing yourself to grow an additional size category for 1 minute per Charisma modifier (minimum of 1). During this time, your size doubles in all dimensions, and your weight is multiplied by eight. If there isn't enough room for your size to increase, you destroy obstacles attempting to halt your growth. During this time, you gain an additional 2 points to your Strength score, 20 temporary hit points, advantage on melee weapon attacks, and deal an additional 1d6 damage.
You may use this feature a number of times equal to your Constitution modifier (minimum of 1), regaining expended uses after a long rest.
Balor Lord's Reign
At 14th level, you gain an aura you may choose to activate as a bonus action. This aura lasts for 1 minute, during which time creatures not allied to you within 30 feet of the edge of your occupied space take 3d10 fire and 3d10 lightning damage at the beginning of their respective turns. Creatures that take damage from this feature must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you. Creatures can attempt this saving throw at the start of each of their respective turns, ending the frightened effect on a successful saving throw. Allies within this aura gain immunity to fire and lightning damage, and cannot be frightened.
You cannot use this feature again until you complete a long rest.
subclass options: