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Fiend

Hurt by the world in some way, these wandering warriors embrace their agony and resent to use as a weapon. Pain and anger can be tempered, sharpened like a blade and thrust into the hearts of their enemies. If love can make anything, then hate can undo anything. Whether motivated by a personal vendetta, hatred for the world, or simply poor anger management, these deadly fanatics become less like humans and more like beasts in battle, or perhaps, some darker hellish being.
hit dice: 14d10
hit points at 1st level: 10 + Con
hit points at higher levels: 1d10 (or 6) + Con
armor proficiencies: Light, Medium
weapon proficiencies: Simple
tools: none
saving throws: Strength, Constitution
skills: Choose 2 from Acrobatics, Athletics, Deception, Intimidation, Martial, Perception, Religion, and Stealth.
starting equipment:
You start with the following items, plus anything provided by your background.
(a) leather armor or (b) chain shirt
(a) spear or (b) two daggers
(a) 5 javelins or (b) two handaxes
(a) a dungeoneer’s pack or (b) an explorer’s pack
Alternatively, you may start with 4d6 × 10 gp to buy your own equipment.
spellcasting:
Nope
class features:
No Turning Back Embrace your power, lest you succumb to it.   At 1st level, you gain the "Fiend" creature type alongside your normal creature type(s).   When you reach 11th level in this class, this dedication grants you devilsight, allowing you to see through both magical and non-magical darkness out to 60 feet.   When you reach 17th level in this class, this devilsight applies to all ranges of your sight.   If for any reason you would no longer possess levels in the Fiend class, you will still retain the “Fiend” creature type.   Wrath (1d10) At 1st level, you deal additional damage with your unarmed strikes as you let your rage loose with your blows. Your unarmed attacks deal 1d6 + your strength modifier.   This damage increases based on your Fiend level, shown in your Fiend leveling table. In addition, you can choose to have your unarmed strikes deal slashing damage, instead of bludgeoning damage. Your unarmed strikes can also be considered weapon attacks for the purposes of spells and abilities.   Armor of Terror You can add your Charisma modifier, instead of your Dexterity modifier, to your AC while wearing light, medium, or no armor, up to your armor's Dexterity cap.   Vindictive Advance At 1st level, you’ve learned to properly punish those that would oppose you. You can avoid opportunity attacks so long as you are moving towards a target who has forced you to make a saving throw or made an attack against you since the end of your last turn, or to a target that is affected by one of your diabolic brands.   To use this feature, you cannot have a shield equipped, nor can you be wearing heavy armor.   Hatred (Max 9) At 2nd level, you have learned how to harness your hatred as a weapon. Hatred is a resource pool generated throughout the fight, and is gained whenever an enemy commits certain actions against you or if a negative effect befalls you.   If you would gain hatred multiple times from a single source, you gain hatred from only the highest valued method originating from that source.   You start at 0 hatred, and your hatred is reduced back to 0 after being out of combat for a full minute.   You can gain hatred through the following ways:   You gain 2 hatred at the start of your turn if you have not received any hatred from hostile actions since the end of your last turn. This effect cannot occur during the first round of combat. You gain 2 hatred for taking damage, doubled to 4 if you’ve taken damage from a critical hit. You gain 3 hatred when you are afflicted with a status condition. You gain maximum hatred when an ally you can see dies.   You gain 1 point of damage reduction to all sources per 3 hatred that you possess, but you can spend that hatred on other abilities for greater effect. Your maximum hatred is shown on your Fiend leveling table.   Diabolic Brands At 2nd level, choose one Diabolic Brand. You can use your bonus action to expend 2 hatred to inflict this diabolic brand upon an enemy within 30 feet for 1 minute.   The target must make a Charisma saving throw with a DC equal to: 8 + your proficiency + your Charisma modifier   Only one instance of the same brand can be on the same enemy at the same time.   You can choose an additional brand when you reach levels 5, 11, and 17 in this class, and their potency raises at the same levels.   These brands can only be applied to targets that would pose True Combat.   Burdening Brand. Bearers of this brand have their movement speed reduced by 5 feet. In addition, your movement speed is increased by 5 feet when utilizing your Vindictive Advance feature towards a bearer of this brand.   This movement increase only applies towards one branded target per turn. This brand cannot reduce its bearer below a movement speed of 5 feet.   This penalty and increase to movement speed increases to -10/+10 feet at level 5, -15/+15 feet at level 11, and -20/+20 feet at level 17. Tormenting Brand. A bearer of this brand grants you 1 hatred at the end of each of their turns unless they directly grant you hatred via hostile actions.   This increases to 2 hatred at level 5, 3 hatred at level 11, and 4 hatred at level 17.   Weakening Brand. Choose one of the following effects:   A bearer of this brand has their attack rolls reduced by 1. A bearer of this brand has their AC reduced by 1.   These reductions increase to -2 at level 5, -3 at level 11, and -4 at level 17.   Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Make an Example At 6th level, when you hit a creature with an unarmed attack, you can force all enemies within 15 feet of you to make a Wisdom saving throw or become frightened of you.   The DC is equal to:   8 + your proficiency + your Charisma modifier   A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success. Once this feature has been used, it cannot be used again until you have finished a short or a long rest.   Seething Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.   Hellish Onslaught At 9th level, when you make the attack action, you can expend hatred to add additional unarmed strikes to your attack action. Each additional unarmed strike costs 3 hatred.   Universal Contempt At 11th level, you start each encounter with at least half of your maximum hatred.   When you reach 17th level in this class, you start each encounter with your maximum hatred.   They Dare?! At 13th level, when you are struck by an attack within range of your melee weapon attack, you can expend 2 hatred as a reaction to make an attack against the attacker.   Just Die Already At 14th level, the resilience of your enemies frustrates you. You gain 1 hatred whenever you miss an attack roll, when the enemy succeeds on a saving throw that you forced them to make, or when you lose a grapple/shove contest. This can only occur once per turn.
subclass options:
Unnatural Grip (Gargantuan) You are considered large size for the purposes of grappling, shoving, carrying weight, and other features. In addition, you suffer no penalties to movement when grappling a creature of your (considered) size or smaller.   When you reach 7th level in this class, your size is considered huge, when you reach 13th level in this class, your size is considered gargantuan, and when you reach 19th level in this class you bypass immunities to grappling or shoving.   Forceful Foe You can expend hatred to increase the distance of your shoves by 5 feet per hatred spent.   In addition, you can attempt to shove or grapple a target as a bonus action whenever you make the attack action.   You’re Mine At 7th level, you can expend 3 hatred to use your action to attempt a grapple check, using both hands to restrain them if you succeed in the contest. This restrained condition is broken if the grapple is broken. You have advantage on the grapple check if you already have the target grappled.   This ability requires both hands to be free when grappling the target.   Grand Slam At 10th level, you can use an action to slam a grappled target into either an object (including surfaces) or another grappled target for additional damage to both targets equal to your unarmed strike damage. In addition, they must make a Constitution saving throw or be stunned until the end of your next turn.   The DC is equal to:   8 + your proficiency + your Strength modifier   Objects or floors automatically fail this saving throw, and take double damage. After this ability has been used, it cannot be used again until you finish a short or long rest.

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Haon450.

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