Fighter Subclass: Devil Dealer
(When choosing this subclass, you may replace one of the Fighter’s proficient saving throws with Charisma.)
Devil-Dealer (Fighter Subclass)
The Devil Dealer focuses on Deals and Pacts with those of evil origin to gain power, enhancing weapons, armor, or mentality.
Convincing Aura
When you reach 3rd level, you have advantage on Deception and Persuasion checks when having conversations with a Demon, Daemon, or Devil (or anyone on the Evil alignment).
Devil Pact
After befriending, defeating, or finding an underworld creature, you may choose to create a pact with it. Through the circumstances and a number of checks depending on the strength of the creature, you may become more powerful. When the pact is fulfilled you may choose to have the demon’s power manifest into a chosen weapon, armor, or spellcasting focus. If the demon is lesser, it may become your companion. If the demon is even more powerful than yourself, it may choose to enhance your body, though that’s their choice.
You may only have one pact and one item enhanced at a time at 3rd level. 2 items at 5th level, and 3 at 8th. If you make a pact with a demon when you are already in a pact with another, you may keep the past pact in reserve. You can make up to 5 pacts at a time, the stronger creatures may take more than 1 pact slot. (Example, you can have up to 5 pacts, and rotate their enhancements on your items.) It cost a bonus action to change a pact of an item in combat.
(Pact weapons/armor are considered magical items)
Demonic Infusion
At 7th level, you infuse your pact with your will, combining the two. The feature of the demon you choose manifests into your armor or weapon, enhancing that item even more, the effect depends on which demon you choose. One pact can be enhanced by infusion at 7th level. 2 at 14th level. 3 at 20th level.
Pact Fusion
At 7th level, you can fuse 2 pacts, destroying the 2 chosen, but creating a more powerful pact that results in the 2’s past abilities. It is possible some creatures cannot work together, causing some pact fusions to fail. The effect of the fusion is random. It is a gamble.
At 7th level, when creating a new pact, you gain one spell that coincides with the monster you packed with/ fused. This spell can be used up to your Charisma modifier (minimum 1) and uses your CON or CHA modifier as its spellcasting ability.
Pact Synergy
At 10th level, if you have a pact that requires 2 or more pact slots, your critical hit range on enemies goes down by one if that pact creature is in your weapon. (19)
Pact Summon
At 10th level, if you critically hit with a pact weapon, you may use your reaction to have a phantasmal form of your pact creature next to yourself. That creature follows your initiative and has set health of 30 and half your AC. This creature may be on the field as if it was actually there, having its abilities and attacks. This feature can only be initiated once per long rest. At 12th level, the summoned form shares it’s buffs with you. (For example, if you have haste, it will too.)
Demonic Surge
At 15th level, when you action surge your pact creature takes over your body for a time, allowing you to teleport up to 60ft for your movement for 1 minute, and can choose to double your teleport range with a bonus action. In this form, you are resistant to fire and necrotic damage, and your damage rolls add a +5. You are resistant to fire damage and immune to frighten. If you are banished, your pact monster will be banished instead, removing the form.
Full Synergy
At 18th level, you can have up to 8 pacts and can infuse up to 4 items/weapons/armor with a pact. When attacking with a pact weapon, you may use your bonus action to cast a signature move your pact monster possesses. If you are hit while wearing armor with a pact imbuing it, you may use your reaction to cast a signature move your pact monster possesses up to half the number of pacts you possess. (Ex. So if you have 4 pact weapons, you can use the reaction 2 times.)