Entity Tamer
2nd level features:
Hell is an unfair place where many suffer under the wills of others. This is why many seek to become Entity Tamers, ones who stand above all to seek refuge in their suffering. Be it from how they have lived in life, or mutated in hell, your magics have been enhanced by your dominating mentality, putting others under the weight of your might, you seek to rise above all others.
Authority-
To become an Entity Tamer, one must know the in and outs of the underworld’s creatures and mentality. You gain proficiency in Insight and Intimidation. If you already do, gain expertise.
Whenever you hit an enemy with a weapon or spell, you may roll a d20. This number is added to the entity’s “taming pool.” When the pool is reached, that enemy is tamed for 48 hours. If you are using the Pacifying Weapon cantrip, this ability stacks. (Meaning it would be 2d20 with pacifying weapon). You may re-tame an enemy to reset their 48 hours, it must be done at a long rest, and the action must be specified.
Command-
Your will can only magically affect a handful at a time. When becoming an entity tamer, you have a level. This level is used to determine how many creatures you can command at one time.
If you successfully tame a creature in combat, they gain 1 hit point if they were unconscious.
Entity Tamer Level = Charisma modifier + Wisdom modifier + Proficiency + Character Level.
Each entity you tame has a class of strength that subtracts from your pool. For example, Lesser Demons have a Entity Level of 2. If your Entity Tamer level was 7, you would do 7 – 2 = 5. Meaning you could have 2 more lesser demons under your control. The stronger the Entity, the more of your levels it will take.
The Entity Levels will be revealed should you attempt to tame a creature. The levels range from 1-12.
6th level features:
Savoring Bond-
Your authority becomes so strong that even their soul is in your palm.
Choose a number of Commanded creatures up to your proficiency bonus. When these creatures die in combat, you may resummon them again after a long rest at the cost of souls (1 soul per entity). This ability can only be used once per WEEK.
Mind over Matter-
When taming a creature in combat, they may heal up to double your proficiency bonus + your Charisma/Wisdom modifier.
You will have more control when fusing demons. (Hey! I cant say what that is yet..)
10th level features
Offer of Strength –
All creatures under your command share your buffs, (Example: Haste, bless, etc) and share half the amount of any healing you are granted. (So if you heal for 10, all your creatures heal for 5.)
Right Hand Men-
Choose up to 3 of your controlled creatures when you long rest. Until they die, they gain (Your proficiency + Your Wisdom/Charisma modifier) temporary health at the beginning of each combat. These chosen creatures can now make Death Saving Throws when their hit points drop to 0. They also deal an extra 1d8 psychic damage to all their spell/melee attack rolls. Lastly, you may choose to convert their 1d8 of psychic damage to taming energy instead, + their Entity Level (1d8 + Entity level). When hitting an Entity with the taming energy, the number rolled will add to their taming pool for you to control.
14th level features
Hear Me-
Once per combat you can call out to your underlings. Until your next turn, they gain an extra action and their movement speed is doubled. However, you cannot use a action on your next turn as you regain your energy.
Worthless!
When a commanded creature is almost dead or bloodied, as a bonus action you may contort their mind to explode in a 10 foot radius dealing (Their creature level + Your Entity Tamer level + Your character level) bludgeoning damage to all in the radius. The creatures in this range may make a Dexterity saving throw to take half of that amount. Creatures exploded this way are considered dead, and "Right Hand Man", cannot make Death Saving Throws when exploded this way.Even in Death-
Once per combat you may resummon one of your chosen creatures (from savoring bond) as a reaction at full health by tributing a soul. However much of their energy is expended, and they take -2 to ALL rolls and -2 to AC. Their stats will return to normal after a long rest.