Fiendbound Version 3

by Willesqueleto

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1
INTRODUCTION

FIENDBOUND V3

A child is born, blonde hair sitting atop an innocent, cherubic face. Her parents are overjoyed at first, but their joy turns to disgust and hatred in the years following as her nails harden to claws, and wicked ram's horns coil out from beneath golden locks. She is abandoned and forgotten by a faraway road, left only with boiling fury and a sardonic whisper in her ear to guide her path.

An old warrior with a thin blade dances between the powerful strikes of his orcish opponent, but is felled by a surprise blow from behind. A goading voice teases his inevitable defeat in the back of his mind, and a tremendous rage begins welling up inside. His skin begins to smolder, and he snaps the elven blade over a knee, before crushing the barbarian's head between his palms.

Fiendbound are cursed with the burden of a fiendish partner, bound for life to their very soul in exchange for a second chance or by misfortune. This unholy partnership often results in unprecedented and bizarre abilities being gained, but a bit of humanity lost in the process.

Fairytale

Fiendbound are an uncommon breed, one many have only read about in fables and horror stories- a mortal soul and body bound to the essence of a Demon, Devil or other Abyssal denizen. Fiendbound rarely choose this path for themselves, as the act of Fiendbinding is extraordinarily painful, and does not necessarily require the Host's consent. The ritual of Fiendbinding is one enacted only as a last-ditch effort by those with infernal powers in moments of desperation, as it results in a total lack of autonomy but grants continued existence.

A Fiendbound's abilities vary, as their powers come from the particular Fiend that has attached itself to their soul. Some manifest immense strength, resembling their Goristro or Nalfeshnee partners, while others can gain the ability to tap into the magical capabilities of a Pit Fiend or Pact Devil. Whether through spells or magical strength, a Fiendbound likes to weave their way throughout a battlefield, supplimenting traditional combat expertise with their arcane abilities.

Bad Reputation

Even moreso than their Tiefling cousins, Fiendbound tend to encourage distrust and unease in the general population. Stories of children stolen away by Fiends in the night, returning the next day "different" litter storybooks, and the nature of outward mutations caused by infernal meddling are easily recognized. However, most people simply categorize Fiendbound as some kind of Tiefling, not being able to tell the difference. This turns most Fiendbound to the path of a wandering outcast, adventurer, or vagabond, as living a normal life is now an impossibility.

Runnin' With the Devil

The bound Fiend that leeches off of a Host's soul is a partner for life. Cooperation between the Host and Fiend is necessary for living, as too much strife between the two beings puts strain on the soul.. Self-preservation is the first priority of the Fiend, and while it might not be happy with its current circumstances, it will never put its Host in serious harm's way as death for one means death for both. Some Fiends can find the unusual circumstances a unique opportunity, while others consider it a burden- regardless, they are not in charge, and they know this fact. Though begrudgingly, they're only along for the ride.

The Fiendbound

Level Proficiency Bonus Features Fetishes Known Focus Uses Focus Damage
1st +2 Focus, Oni Feature - 2 +2
2nd +2 Ancestry of the Antichrist, Oni Feature - 2 +2
3rd +2 That Old Black Magic, The Ties That Bind 2 2 +2
4th +2 Ability Score Improvement 2 3 +2
5th +3 Oni Feature 3 3 +2
6th +3 Six Six Sixth Sense 3 3 +2
7th +3 Do The Evolution, Oni Feature 3 4 +2
8th +3 Ability Score Improvement 4 4 +2
9th +4 I Know What I Am 4 4 +3
10th +4 Oni Feature 5 4 +3
11th +4 You Belong To Me 5 4 +3
12th +4 Ability Score Improvement 6 5 +3
13th +5 Additional Do The Evolution Feature 6 5 +3
14th +5 Oni Feature 6 5 +3
15th +5 It's Not Me It's You 7 5 +3
16th +5 Ability Score Improvement 7 5 +4
17th +6 Additional Do The Evolution Feature 7 5 +4
18th +6 Bonfire 8 6 +4
19th +6 Ability Score Improvement 8 6 +4
20th +6 Should I Stay Or Should I Go 8 +4

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Creating A Fiendbound

The most important aspect of a Fiendbound is your relation to the Fiend that has bound itself to your very being. This bond has given you a unique, dangerous power and filled your mind with sinful temptations- do you embrace this new life, or reject it and seek a way to break free? Do you see this Fiend as a partner in crime, or a burden you regretfully carry?

Developing the personality of the Fiend is just as important as developing your own personality and story- The Fiend could be sarcastic and sardonic, sweet and seductive, or remain silent except for when it is called upon. Deciding the reason why your Fiend would enact the Findbinding ritual is important too- are they a disgraced lord of hell, or perhaps an imp who dabbled in magic beyond their control?

Quick Build

You can create a Fiendbound quickly by following these suggestions. First, Charisma should be your highest score, to grant yourself more control over your Fiendish essence. Then make either Dexterity or Constitution your next highest score. Second, choose the Hermit or Haunted One background.

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Class Features

As a Fiendbound, you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Feindbound level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, Shortswords, Whips
Tools: None
Saving Throws: Charisma, Constitution
Skills: Choose two skills from Acrobatics, Arcana, Deception, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

• (a) a light crossbow and 20 bolts or (b) any simple weapon

• (a) A explorer's pack or (b) a priest's pack

• Leather armor and any simple weapon

One is the Loneliest Number

At first level, you have been bound to a Fiend through unusual magic. The traits you take on due to their Fiendish Essence makes you either a Red or Blue Oni, both of which are outlined at the end of the class. This bond grants you abilities at first level, and again at 2nd, 5th, 7th, 10th, and 14th level.

The nature of your Fiend is curious, having no corporeal form and existing only as wisps of Fiendish energy wrapped around your Soul. The following traits hold true for all Fiendbound Fiends unless otherwise specified:

  • Your Fiend is conscious when you are conscious, unconscious when you are unconscious, dies if you die, and is revived alongside you. Your Fiend also shares status effects with you.
  • Your Fiend has no corporeal form and cannot be damaged or targeted by attacks or spells of any kind, and cannot impact the physical world in any way.
  • Your Fiend can speak to you as a voice in your mind, and can create small visual illusions in line with the minor illusion cantrip only visible to you as means of communication.
  • You and your Fiend share a body but not a mind- you cannot hear eachothers thoughts or read eachothers minds. Additionally, though your Fiend can speak with you telepathically, you must respond aloud.
  • Magic such as a Paladin's Divine Sense cannot detect the fiend's presence unless you are currently in Focus, as shown below.
One And The Same

Despite inhabiting the same body, you and your Fiend are individuals. Talk to your DM about who will be controlling your FIend for roleplay and gameplay purposes. It is recommended that the DM controls your Fiend in everything but combat, where you may direct their actions for simplicity's sake. Keep in mind that you and your Fiend may have different motivations- and they may disobey you if your desires run perpendicular to theirs.

Focus

As a Fiendbound, you must learn to develop a distinction between your own soul and the Fiend's essence in order to maintain control of your body. In times of need, a Fiendbound can loosen these restraints, gaining a sudden burst of infernal power by embracing your devilish nature. Starting at 1st level, as a bonus action, you can enter a state of Focus, a dangerous state where you allow the Fiendish essence in your body to embolden you. While in Focus, you gain the following properties:

  • When you activate Focus, your current and maximum hit points are reduced by a number equal to your character level. The lost maximum hit points are restored when Focus ends, but no current hit points are regained by this.
  • You gain resistance to fire and poison damage
  • When you make a melee weapon attack, you gain a bonus to the damage roll that increases as you gain levels as a Fiendbound, as shown in the Focus Damage column of the Fiendbound table
  • You are gain the Fiend creature type in addition to any other creature types you possess
  • You gain use of your Spellcasting or Rip and Tear Feature, as granted by your Oni type

If you are concentrating on a spell when Focus ends, you can continue concentration after the Focus has ended.

This focus lasts for one minute, or until it is dismissed as a bonus action. Once you have engaged Focus the amount of times listed on the Fiendbound chart, you must take a long rest before you can Focus your energies this way again, at risk of damaging your soul.

Ancestry of the Antichrist

Being seeped in the essence of a Fiend for long enough begins to cause you to take on some of their unique traits. At 2nd level, you select a Fiendish Manifestation. You can select any Manifestation, though if you have a specific Fiend in mind you have been bound with you may wish to select the Manifestation that represents them, if available.

That Old Black Magic

Your sleep is occasionally disturbed by nightmares, twisted visions of old fiendish rituals and secrets of the lower planes that lend you knowledge and power.

At 3rd level, you gain one Fiendish Fetish of your choice. Your Fetish options are detailed at the end of the class description. When you gain certain Fiendbound levels, you gain additional Fetishes, as shown in the Fetishes Known column of the Fiendbound table. Additionally, when you gain a level in this class, you can choose one of the Fetishes you know and replace it with another Fetish that you could learn at that level.

The Ties That Bind

When you reach 3rd level, your Fiend finds an outlet for the Fiendish essence building up inside of your being. They can begin to reach out of your soul, affecting the physical world in small ways and channeling their magic to aid you. This manifestation of their power is called an Anchor.

An Anchor is an item which your Fiend embodies by imparting it with a fragment of their essence. You can transform one nonmagical object into your Fiend's Anchor by performing a lesser version of the original Fiendbinding that tied them to you. This object cannot be a weapon, and must be no larger than a 2ft. cube. Common Anchors would be Books, Jewelry, Dolls, or Clothing. You perform the ritual over the course of 1 hour, which can be done during a short rest, by expending 5GP of candles, chalk, and humanoid blood. When the ritual is complete, if your Fiend accepts this object as a vessel, the object is imbued with a fragment of your Fiend's soul and takes on a slightly Demonic appearance. Though still bound to your soul, your Fiend now treats this object as their "body" for all intents and purposes. Your Fiend may still communicate with you telepathically. At will, or if the Anchor is destroyed, your Fiend can leave this vessel and return to your body but the ritual must be performed again to re-bind them to a new Anchor.

While possessing the Anchor, your Fiend can see, hear, and speak as if it were in the place of the object, and can manipulate the object's form in small ways, such as a book flipping through its pages or an eye appearing in a spyglass. The Anchor can remain on your person or levitate slowly, moving up to 5 feet on your turn, and cannot willingly move further than 5 feet from you. Your Fiend's Anchor moves relative to you. If somehow separated, the Anchor will return to you at a rate of 5 feet per round. At 8th level, the Anchor's range and speed increase to 10ft. You and the Anchor teleport and move across planes as if you were the same creature. The anchor has an armor class of 10, and HP equal to your Fiendbound level. It can only be damaged by spells or weapon attacks that target only it, and that deal Radiant damage.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature

Six Six Sixth Sense

By 6th level, you have grown uncomfortably familiar with the magic and essence of a Fiend. You gain the uncanny ability to sense the presence of such creatures, and you have enough experience with their deceitful nature to recognize when someone is trying to trick you. You gain proficiency in Insight if you don't have it already, and have advantage on Insight checks against Fiends.

You can also tell if someone is under the influence of a Fiend's charm or has made a pact with a Fiend after a minute of close observation or conversation, though you don't learn the specific spell cast or deal struck. In addition, you can automatically see through any illusions created by fiends without needing to make an Investigation check.

Do The Evolution

At 7th level, you and your Fiend's souls have grown more harmonious, much like a body eventually accepting a transplanted organ. The prolonged exposure to Fiendish energies has caused you to develop a mutation from the following list.

Devil's Claws: Your hands sprout sharp claws, nails or blades. The claws are natural weapons. Your unarmed damage die becomes a d4, and if you hit with them, you can deal slashing damage instead of the damage normal for an unarmed strike.

Devil's Eyes: One or more of your eyes takes on a piercing, demonic visage. These eyes give you the ability to see through magically induced darkness as if it were natural darkness, as well as Darkvision out to a range of 30 feet. If you already have this trait, your Darkvision's range is instead extended by 30 feet.

Devil's Grin: Your teeth become sharp like daggers, and your grin becomes ever so slightly too wide. You can use your action to attempt to frighten someone with your wicked grin. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see you, it must succeed on a Wisdom saving throw against your Spell Save or Vim DC or be frightened of you for 1 minute, repeating the save at the end of their turn. If the creature succeeds on its saving throw or the effect ends, you can't use this feature on that creature again for 24 hours.

Devil's Heart: Your heart twists and gnarls, like the knotted wood of an old tree. You have advantage on saving throws against being poisoned, and your blood's acidic nature deals 1d10 acid damage if consumed by a bloodsucking creature- and creatures cannot regain hitpoints by draining your blood. Your blood is also is able to dissolve weak or simple metals after a minute of contact.

Devil's Tail: You sprout a thin demonic tail, or your existing tail is strengthened. Small objects can be carried and manipulated as though the tail had your strength score, with fine manipulations such as lockpicking or tying knots performed at disadvantage. The tail can hold weapons with the light property and engage in two-weapon fighting, but attacks made with it are at disadvantage.

Devil's Wings: You sprout a small pair of demonic wings not quite large enough to grant flight, or your existing wings receive a fiendish appearance. This increases your vertical and horizontal jump distances by a number of feet equal to your height, rounded up. You have resistance to falling damage while your wings are unrestricted.

You gain another of these mutations at level 13, and a third at level 17.

I Know What I Am

Your Fiendish partner has left a mark on you, and the frequent use of their abilities has begun to cause some lingering effects. Starting at level 9, you always benefit from the Focused Manifestation granted to you by the Ancestry of The Antichrist feature, even when not in Focus.

You Belong To Me

Your Fiend letting you die without their permission would be bad for the both of you, so they've decided that it won't happen. Starting at 11th level, if you drop to 0 hit points while you are in Focus and don’t die outright, your Fiend can make a DC 10 Charisma check. If they succeed, your Fiend forces you to remain conscious and you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

It's Not Me It's You

You've been able to glean many secrets about the nature of Fiends, and now have an intimate understanding of some of their terrifying and beguiling magic. Choose either the Charmed or Frightened condition. Beginning at 15th level, you are immune to that condition, and when another creature uses a spell or magical effect that targets only you and would inflict that condition, you can use your reaction to turn this effect back on them. The creature must succeed on a Charisma saving throw against your Spell Save or Vim DC or suffer the effects of their own ability or feature, treating yourself as the originator of the effect.

Bonfire

Starting at 18th level, fire no longer dares scorch your skin. you gain resistance to fire damage, and when in Focus, this resistance becomes immunity. If you already have resistance from another source, you instead gain immunity.

Additionally, when you would take fire damage that is reduced to 0 by this feature, you can recover a number of hit points equal to the negated damage. You must finish a long rest before using this ability again.

Should I Stay or Should I Go

At level 20, your fiend has regained its power. Time spent cocooned in your body has allowed it to muster the energy to free itself from the prison of your flesh and slay the mortal who bound them to such a pitiful existence... but sticking around with you has proven to be quite fruitful. maybe they'll stay, for just a little longer...

Your Soul and the Fiendish Essence in your body are now one and the same, for all intents and purposes. You gain the benefits of Focus permanently, and the first time you enter Phlegmatic Focus or Choleric Focus after a long rest does not grant a level of Exhaustion.

They Should Go

As an optional, harsher alternative, your Fiend can instead decide they've had enough of you and leave your company. The Fiend then manifests itself in a space adjacent to you, with the abilities of your Fiendish Manifestation and the abilities and statistics outlined in its Oni type. This strips you of your Anchor and your ability to use Stand By Me.

Blue Oni VS Red Oni

Every Fiendbound is a unique individual, with their own odd bedfellow. Fiends come in endless bizarre shapes and sizes, from horrifying mounds of mouths to seductive humanoid succubi. Despite these infinite shapes, the two aspects of Fiendish power that manifest most commonly are the intellectuals and the brutes- the Blue and Red Oni.

Blue Oni

The Fiendish Essence bound to your soul fills your mind with dark secrets, infernal rituals beckoning forth dark magic from the base of your soul. You manifest your Fiendish abilities as force of will and magic, a tool to manipulate your opponents or destroy them from a safe distance. Your Fiend gives you the ability to think ahead with your magic, rather than rush in blindly and give in to primal desires.

A Blue Oni Fiendbound manifests their Fiendish powers in Fiendbound-like spellcasting and the ability to call upon their Fiend for assistance in feats of intelligence or knowledge.

Never Had a Friend Like Me

As your Fiend is a separate being from you, they possess their own distinct ability scores. Listed below are the means to calculate your Fiend's ability scores.

Strength = 10 + your Strength modifier

Dexterity = 12 + your Dexterity modifier

Intelligence = 13 + your Charisma modifier + your proficiency bonus

Wisdom = 10 + your Wisdom modifier + your proficiency bonus

Charisma = 10 + twice your Charisma modifier

As you level up, adjust these Ability scores to reflect any changes to your own ability scores or proficiency bonus. Do not make any changes if a Magic Item is responsible for the change to your ability scores.

Your fiend shares your proficiency bonus, and has proficiency in some skills relating to their mental aptitude. At 1st level, select four of the following skills or saving throws for your Fiend to be proficient in: Insight, Investigation, Medicine, Perception, Intelligence saving throws, or Wisdom saving throws

Keeping track of your Fiend's statistics as well as your own can be tricky- it's advised you keep a separate, simple character sheet for them too!

Anything You Can Do I Can Do Better

Starting at 1st level, you gain the ability to draw on your Fiend for aid in their area of expertise. When you make an Intelligence or Wisdom check or saving throw that your Fiend is proficient in, you can instead force them to do it for you, using their ability scores and proficiency in place of your own.

Once you use this feature, you can't use it again until you finish a short or long rest.

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Blue Oni Spellcasting

As a Blue Oni, your Fiendish Essence can
be manipulated into a facsimile of Arcane skill
and practice. Starting at 2nd level, you gain the
ability to cast spells of 1st level and above while in focus.
See the end of the document for the Fiendbound spell list.

Cantrips

You know two cantrips of your choice from the Fiendbound spell list. You learn additional Fiendbound cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Fiendbound table. Cantrips can be cast when not in Focus.

Spell Slots

The Blue Oni Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Fiendbound spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell hex and have a 1st-level and a 2nd-level spell slot available, you can cast hex using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the Fiendbound spell list. The Spells Known column of the Blue Oni Spellcasting table shows when you learn more Fiendbound spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Fiendbound spells you know and replace it with another spell from the Fiendbound spell list, which also must be of a level for which you have spell slots.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Blue Oni Spellcasting
Fiendbound Level Cantrips Known Spells Known 1st 2nd 3rd 4th
2nd 2 2 2 - - -
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 3 4 4 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Devil Trigger

Your Fiend occasionally asks to be the one in the driver's seat, but you've always turned them down. In a time of crisis, however, you just might need to take them up on that offer.
At 5th level, you gain the ability to let down your mental defenses and completely embrace the nature of the Fiend bound to your soul, allowing their essence to corrupt your being entirely. When entering Focus, you can enter a state of Phlegmatic Focus. While in this state you gain the following properties, as well as those granted to you by Focus:

  • You gain Truesight with a radius of 15 feet
  • You have advantage on saving throws against spells and other magical effects
  • When you cast a Cantrip or Spell with an attack roll, you can add your Focus Damage value to the damage it deals on a hit.
  • You ignore any effects of the Exhausted condition
  • You activate the secondary effect of your Fiendish Manifestation, outlined at the end of the class description.

Phlegmatic Focus lasts for a minute, like regular Focus. It cannot be ended early, and when your Phlegmatic Focus ends you gain one level of Exhaustion.

Gun and the Sword

You've begun to master the art of directing your Fiend's magic alongside your own martial prowess, like a conductor. Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as abonus action.

Bat Out of Hell

Your connection to the lower planes has gifted you the ability to briefly loosen your presence the physical world. Starting at 10th level, as a bonus action, you can expend a spell slot to turn into a shroud of cinders and travel a number of feet up to 10 x the spell slot's level in a straight line. This movement does not provoke opportunity attacks, and you may pass through any space that isn't airtight. Any creatures or objects you pass through in this way take fire damage equal to the spell slot's level + your Charisma modifier. You may not end your turn inside another creature or object when using this feature.

Stand By Me

Though still nothing but an incorporeal whisper of the power they once held, your Fiend has healed and grown while attached to your soul and possesses the ability to briefly manifest a facsimile of their physical form. In addition to entering a state of Phlegmatic Focus, you can simultaneously summon them forth into the world to Stand By You.

At 14th level, when entering Phlegmatic Focus, you can summon your Fiend to the physical world to fight alongside you.

  • Your Fiend's form superimposes itself on their anchor, replacing it for the duration
  • Your Fiend takes their turn on the initiative count immediately before or after yours in the turn order, determined when you summon your Fiend
  • Your Fiend has the same movement speed and maximum range from your person as their Anchor
  • When your Fiend takes damage, you take an equal amount of damage after resistances.
  • While your Fiend Stands By You, you cannot use your "Blue Oni Pact Magic" feature, unless casting cantrips

If your Fiend is reduced to 0 hit points, your Focus ends early. Your Fiend will stand by your side until your Focus ends. You cannot summon your Fiend in this way again until you finish a long rest.


Blue Oni Fiend

Medium Fiend, Evil


  • Armor Class 10 + their Dexterity modifier + their Charisma modifier
  • Hit Points half your maximum hit points
  • Speed Equal to their Anchor's speed (hover)

Your Fiend's ability scores are described in the "Never Had A Friend Like Me" Oni feature


  • Skills Described in the "Never Had A Friend Like Me" Oni feature
  • Damage Resistances acid, cold, lightning, necrotic, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities fire, poison, psychic
  • Condition Immunities charmed, frightened, grappled, petrified, prone, restrained
  • Senses truesight 15ft., darkvision 120ft.
  • Languages common and abyssal or infernal

Semicorporeal Nature. Your Fiend can pass through objects and creatures, but not solid walls of any material, and cannot end their turn while sharing their space with any creature except you.

Magic Weapons. Your Fiend's weapon attacks are magical.

Devil's Sight. Your Fiend can see through magical darkness

Pact Magic Spellcasting. Your Fiend has access to your Blue Oni Pact Magic feature and can cast spells using your spell slots. The Fiend's spellcasting ability is Intelligence.

Actions

Slam/Claw. Melee Weapon Attack: (bonus to hit determined by Dexterity modifier and Proficiency bonus), reach 5 ft., one target. Hit: (1d8 + Dexterity modifier) bludgeoning/slashing damage.

Red Oni

The Fiendish Essence bound to your soul fills your body with a powerful energy, granting you incredible physical prowess and a deep rage that boils up from your very soul. You choose to manifest these Fiendish abilities as a force of power, a bludgeon to beat your opponents into the dirt with weapon or fist rather than esoteric spells. Your Fiend gives you the ability to take action and act in the moment, rather than plan for long-term goals.

A Red Oni Fiendbound manifests their powers in supernaturally enhanced physical prowess, and the ability to push their body past the natural limits of mortal beings.

Never Had a Friend Like Me

As your Fiend is a separate being from you, they possess their own distinct ability scores. Listed below are the means to calculate your Fiend's ability scores.

Strength = 13 + your Charisma modifier + your proficiency bonus

Dexterity = 10 + your Dexterity modifier + your proficiency bonus

Constitution = 10+

Intelligence = 10 + your Intelligence modifier

Wisdom = 12 + your Wisdom modifier

Charisma = 10 + twice your Charisma modifier

As you level up, adjust these Ability scores to reflect any changes to your own ability scores or proficiency bonus. Do not make any changes if a Magic Item is responsible for the change to your ability scores.

Your fiend shares your proficiency bonus, and has proficiency in some skills relating to their physical capabilities. At 1st level, select four of the following skills or saving throws for your Fiend to be proficient in: Athletics, Acrobatics, Stealth, Sleight of Hand, Strength saving throws, or Dexterity saving throws

Keeping track of your Fiend's statistics as well as your own can be tricky- it's advised you keep a separate, simple character sheet for them too!

Anything You Can Do I Can Do Better

Your Fiend is stronger than you, and revels in this fact whenever you turn to them for aid. Starting at 1st level, you gain the ability to draw on your Fiend for aid in their area of expertise. When you make a Strength or Dexterity check or saving throw that your Fiend is proficient in, you can instead force them to do it for you, using their ability scores and proficiency in place of your own.

Once you use this feature, you can't use it again until you finish a short or long rest.

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Rip and Tear

As a Red Oni, the Fiendish Essence in your
soul pulses through your very flesh, like a constant adrenaline surge desperate for release. This energy is best channeled into something destructive, which you are exceptionally good at. Starting at 2nd level, you gain an aptitude for raw, brutal combat. You gain the following benefits when you are in Focus and aren't wearing medium or heavy armor.

  • You can add your Focus damage to the damage rolls of your unarmed strikes
  • You can roll a d4 in place of the normal damage of your unarmed strike. This die increases as you gain levels in this class as shown in the Vim and Vigor table.
  • You gain access to your Vim and Vigor features and can spend Vim points
Vim and Vigor

As a Red Oni Fiendbound, you harness the immense strength that lies within the Fiendish essence bound to your soul- but your mortal body can only handle so much of this power. You have to manage this ability carefully, lest you tear yourself apart. Your ability to carefully harness this power is represented by a number of Vim points. Your Fiendbound level determines the number of points you have, as shown in the Vim Points table below.

Red Oni Vim and Vigor
Level Vim Points Rip and Tear
2 2 d4
3 2 d4
4 2 d4
5 3 d4
6 3 d6
7 4 d6
8 4 d6
9 5 d6
10 5 d6
11 6 d6
12 6 d8
13 7 d8
14 7 d8
15 8 d8
16 8 d8
17 9 d8
18 9 d8
19 10 d10
20 10 d10

You can spend these points to fuel various Vim features. You start knowing three of these features: Devil's Right Hand, Counterstrike, and Run Like Hell. You learn more Vim features as you gain levels in this class. When you spend a Vim point it is unavailable until you finish a short or long rest, at the end of which your body heals and you regain your vim and vigor. You must spend at least 30 minutes of the rest tending to your strained and bruised body to regain your Vim points.

Some of your Vim features or Fetishs may require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Vim save DC = 8 + your proficiency bonus + your Charisma modifier

Vim attack modifier = your proficiency bonus + your Charisma modifier

Blood Sweat and Tears

Sometimes you need a little boost, just a small dose of that Fiendish Essence to win- even if it hurts in the long run, you need it now. When you make an attack roll, Strength check, Dexterity check, Strength saving throw, or Dexterity saving throw you can spend 1 Vim point to roll your Rip and Tear die and add the result to your roll. You then reduce your current hit points by half your Fiendbound level rounded down + the number rolled. You can do this after you roll but before any effects of the roll occur. If you use this feature and "Anything You Can Do I Can Do Better" on the same roll, you can also gain advantage on that roll.

Counterstrike

The best response to being punched in the face isn't to dodge, but to punch them back, harder. You can spend 1 Vim point as a reaction to being targeted by a weapon attack within 5 feet to grant your opponent advantage on the attack roll. Immediately after their attack, you then deal the damage of an unarmed strike to that creature, adding your proficiency bonus to the damage dealt.

Run Like Hell

When your adrenaline isn't enough, you might need something extra to move those legs. When you use your movement on your turn, you can spend 1 Vim point to increase your movement speed by 15 feet until the end of your turn. All opportunity attacks made against you are also at disadvantage, until the start of your next turn.

Devil Trigger

Your Fiend occasionally asks to be the one in the driver's seat, but you've always turned them down. In a time of crisis, however, you just might need to take them up on that offer. At 5th level, you gain the ability to let down your mental defenses and completely embrace the nature of the Fiend bound to your soul, allowing their essence to corrupt your being entirely. When entering Focus, you can enter a state of Choleric Focus. While in this state you gain the following properties, as well as those granted to you by Focus:

  • You gain Truesight with a radius of 15 feet
  • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons
  • your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • When you take the Attack action on your turn, you may make one additional unarmed strike as part of that action
  • You ignore any effects of the Exhausted condition
  • You activate the secondary effect of your Fiendish Manifestation, outlined at the end of the class description.

Choleric Focus lasts for a minute, like regular Focus. It cannot be ended early, and when your Choleric Focus ends you gain one level of Exhaustion.

Devil's Right Hand

At 7th level, you've further developed your body's ability to handle surges of Fiendish power and get in a flurry of brutish blows when you find an opening. When you take the Attack action on your turn, you can spend 1 Vim point to make two unarmed strikes as a bonus action.

Push it to the Limit

You gain further control over your empowered musculature, gaining greater control of your body. Starting at 10th level your walking speed increases by 10 ft., and you are considered one size larger for the purposes of grappling and when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, when you enter focus you regain 1 Vim point, and you can use your Vim and Vigor features outside of Focus by expending an additional Vim point.

Stand By me

Though still nothing but an incorporeal whisper of the power they once held, your Fiend has healed and grown while attached to your soul and possesses the ability to briefly manifest a facsimile of their physical form. In addition to entering a state of Choleric Focus, you can simultaneously summon them forth into the world to Stand By You.

At 14th level, when entering Choleric Focus, you can summon your Fiend to the physical world to fight alongside you.

  • Your Fiend's form superimposes itself on their anchor, replacing it for the duration
  • Your Fiend takes their turn on the initiative count immediately before or after yours in the turn order, determined when you summon your Fiend
  • Your Fiend has the same movement speed and maximum range from your person as their Anchor
  • When your Fiend takes damage, you take an equal amount of damage after resistances.
  • Using your Vim and Vigor features requires spending an additional Vim point, but your Fiend can use this feature without this penalty

If your Fiend is reduced to 0 hit points, your Focus ends early. Your Fiend will stand by your side until your Focus ends. You cannot summon your Fiend in this way again until you finish a long rest.


Red Oni Fiend

Medium fiend, evil


  • Armor Class 10 + their Dexterity modifier + their Charisma modifier
  • Hit Points half your maximum hit points + your Fiendbound level
  • Speed Equal to their Anchor's speed (hover)

Your Fiend's ability scores are described in the "Never Had A Friend Like Me" Oni feature


  • Skills Described in the "Never Had A Friend Like Me" Oni feature
  • Damage Resistances acid, cold, force, lightning, necrotic, thunder, bludgeoning, piercing, and slashing
  • Damage Immunities fire, poison
  • Condition Immunities charmed, frightened, grappled, petrified, prone, restrained
  • Senses truesight 15ft., darkvision 120ft.
  • Languages common and abyssal or infernal

Semicorporeal Nature. Your Fiend can pass through objects and creatures, but not solid walls of any material, and cannot end their turn while sharing their space with any creature except you.

Tools of the Trade. Your Fiend can wield one or two simple or martial melee weapons of their choice.

Magic Weapons. Your Fiend's weapon attacks are magical.

VIm and Vigor. Your Fiend has access to your Vim and Vigor class feature, and can use any of its abilities by expending your Vim points

Devil's Sight. Your Fiend can see through magical darkness

Actions

Multiattack. Your Fiend makes two Slam/Claw attacks.

Slam/Claw. Melee Weapon Attack: (bonus to hit determined by Strength modifier and Proficiency bonus), reach 5 ft., one target. Hit: (1d8 + Strength modifier) bludgeoning/slashing damage.

Fiendish Fetishes

If a Fiendish Fetish has prerequisites, you must meet them to learn it. You can learn the Fetish at the same time that you meet its prerequisites. Any spellcasting abilities granted by a Fetish can be used even when not in Focus.

Ancient Inscriptions

Prerequisite: Blue Oni, 3rd level
You can now inscribe magical rituals onto the Anchor of your Fiend. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells runes are integrated into your Fiend's Anchor and don't count against the number of spells you know. You can cast these spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a Fiendbound spell you know if it has the ritual tag, even when not in Focus. On your adventures, you can add other ritual spells to your Fiend's Anchor. When you find such a spell, you can add it to the Anchor if the spell's level is equal to or less than half your Fiendbound level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Ascendant Step

Prerequisite: 9th level
As an action, you can cast levitate on yourself at will without expending material components.

Balor's Blade

Prerequisite: Red Oni
As a bonus action, you may summon a weapon of Fiendish appearance. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The Focus Damage increase applied to this weapon can be changed to cold, fire, lightning, or poison, decided when you summon it. This weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Beast's Tongue

You gain the ability to comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.

Best of Both Worlds

Prerequisite: Red Oni
You learn two cantrips and one 1st-level spell from the Fiendbound spell list. You can cast the 1st-level spell by spending 1 vim point. These spells use your Vim save DC or Vim attack bonus.

Blade over Bone

Prerequisite: 5th level, Red Oni
When in Choleric Focus, you can replace your additional unarmed strike with a weapon attack.

Bewitching Whispers

Prerequisite: Blue Oni, 7th level
You can cast compulsion once by expending three spell levels worth of spell slots. You can’t do so again until you finish a long rest.

Cloak of Baalzebul

As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with a bonus action.

Clutches of Kyton

Prerequisite: Red Oni, 5th level
You can use your action to try to restrain a creature grappled by you. To do so, spend 1 Vim point and make another grapple check. If you succeed, fiendish chains sprout from your body and the creature is restrained.

Dreadful Word

Prerequisite: 7th level
You can cast confusion once by expending three spell levels worth of spell slots. You can’t do so again until you finish a long rest.

Eldritch Sight

You can, as an action, grant yourself the ability to sense the presence of magic within 30 feet of you for up to ten minutes. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Enrapturous Presence

Prerequisite: 5th Level
When you engage Focus, you can choose to cast Enthrall as an action on the same turn.

Fiendish Blessing

While in Focus, you are considered under the effects of the mage armor spell if you aren't wearing armor.

Fiendish Cauterization

Prerequisite: Red Oni, 2nd Level
As an action, you can spend 1 Vim point to cast Cure Wounds as a first level spell, and can increase the spell's level by expending 1 additional Vim point for each spell level, to a maximum of 3 Vim points.

Flame's Kin

You can cast Pyrotechnics at will.

Fiendish Familliar

Prerequisite: 3rd level
When you use your Ties That Bind feature to bestow your Fiend with an Anchor, you can instead bind your Fiend's soul to an animal to replicate the effects of having a Familliar. In order to do this, you must instead perform the ritual on a living (or dead) Tiny beast with a CR of 0 or 1/8. After the ritual is complete, your Fiend now posesses the body of the beast, and has full control of it. Your Fiend's Anchor now behaves in most ways like the Familliar granted by the FInd Familliar spell, though it cannot willingly move more than 100 feet away from you, and you cannot dismiss the Anchor to a pocket dimension. Instead, you may summon this Familliar to a space adjacent to you as an action.

Fiendish Focus

Prerequisite: Blue Oni
When you use your Ties That Bind feature to bestow your Fiend with an Anchor, you can instead bind your Fiend's soul to an Arcane Focus. In order to do this, you must instead perform the ritual on an arcane focus of some kind. After the ritual is complete, you gain the ability to use an Arcane Focus as a spellcasting focus for your spells. You do not need to hold the focus in your hands to utilize it for spellcasting purposes. In addition, when you cast a spell, you can choose to cast the spell as if you were in the space of your Fiend's Anchor. If you also have the Ancient Inscriptions Fetish, select one spell you have prepared. You can cast this spell even when not in Focus, and can change which spell this is during a long rest.

Fiendish Vigor

Prerequisite: Red Oni
As an action, you can imbue yourself with necromantic energy and gain temporary hit points equal to your Rip and Tear die + your Constitution modifier. These hit points last for up to an hour.

Forms of War

Prerequisite: Red Oni
When you use your Ties That Bind feature to bestow your Fiend with an anchor, you can instead bind your Fiend's soul to a weapon. In order to do this, you must instead perform the ritual on a nonsentient weapon of your choice. After the ritual is complete, your Fiend now treats the weapon as their Anchor. The weapon retains its perambulatory properties, and you may order your Fiend to make a single weapon attack with their Anchor as an action. In addition, you may treat the weapon as being held in your offhand for the purposes of two-weapon fighting, even if both of your hands are full. Attacks made with this weapon in this way use your Fiend's strength or Dexterity score. If the weapon used to perform the ritual was summoned by the Balor's Blade Fetish, it becomes a +1 weapon and no longer vanishes after it leaves your person nor can it be dismissed. Instead, you can summon it to your hand as a bonus action and change what form the weapon takes as an action.

Hellish Regeneration

When you roll a Hit Die to restore hit points, you can add your Charisma Modifier to the number rolled.

Licks of Flame

Prerequisites: Red Oni
When you use the Attack action on your turn, you can spend 1 Vim point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage, and if the attack hits, it also deals an extra 1d8 fire damage.

Lifedrinker

Prerequisite: Red Oni, 12th level
When you hit a creature with your unarmed strike while in Choleric Focus, your Focus Damage is doubled, and the type of your Focus Damage becomes Necrotic

Mask Of Many Faces

You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level
You can cast alter self at will.

Minions of Chaos

Prerequisite: Blue Oni, 9th level
You can cast conjure elemental once by expending three spell levels worth of spell slots. You can’t do so again until you finish a long rest.

Mire the Mind

Prerequisite: Blue Oni, 5th level
You can cast slow once by expending two spell levels worth of spell slots. You can’t do so again until you finish a long rest.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

Otherworldly Bound

Prerequisite: 9th level, Red Oni
You can cast jump and longstrider on yourself at will, without expending a spell slot or material components.

Pursuit of the Spinagon

Prerequisite: Red Oni
You can cast hunter's mark at its lowest level at will.

Resillience of the Queen

Prerequisite: Red Oni
When you enter Focus, you can spend 2 Vim points to take on the resillience and scales of the dragons. You grow a small covering of draconic scales, gaining a +2 bonus to your AC, and resistance to acid, cold, or lightning damage. You choose which damage type to gain resistance to each time you use this feature.

Sculptor of Flesh

Prerequisite: Blue Oni, 7th level
You can cast polymorph once by expending four spell levels worth of spell slots. You can’t do so again until you finish a long rest.

Slumber of a Sinner

When you finish a long rest, you reduce your Exhaustion level by two instead of one.

Strength of the Pit

Prerequisite: Red Oni, 10th level
Whenever you hit a creature with one of the attacks granted by your Devil's Right Hand feature, you can impose one of the following effects on that target:

• It must succeed on a Dexterity saving throw or be knocked prone.

• It must make a Strength saving throw. If it fails, you can push it up to 10 feet away from you.

• It can’t take reactions until the end of your next turn.

Thief of Five Fates

You can use your action to cast bane once, without expending a spell slot. You can’t do so again until you finish a long rest.

Visions of DIstant Realms

Prerequisite: Blue Oni, 15th level
You can cast arcane eye at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

MANIFESTATIONS

Fiendish Manifestations

The kind of Fiend you are bound to does not have a significant impact on your abilities, however, the more of your Fiend's essence you allow to flow through your body at once the more of their traits you take on.

The first Manifestation for each Fiend is a passive effect called a Focused Manifesation that you benefit from while in Focus. The second is a benefit you only receive while in Phlegmatic Focus or Choleric Focus, called an Intense Manifestation. You receive both the second and third benefit, known as a True Manifestation while utilizing the Stand By Me ability. Any Manifestations or spells granted by Manifestations that reference a DC use your Spell Save or Vim DC, respectively.

When you select your Manifestation, select one type of Fiend listed below. You gain the features associated with that particular Fiend, and cannot change this selection after you make your decision.

Balor

Death Throes: When you are reduced to 0 hit points, you release a burst of flaming energy. All creatures within 10 feet of you must succeed on a Dexterity saving throw or take 3d6 fire damage, taking half damage on a success.
Fire Aura: A burning aura extends 5 feet from you in all directions, and any creature who enters the area for the first time on a turn or starts its turn there takes 1d6 fire damage. Additionally, when you score a critical hit, you can choose to deal the extra weapon damage die as lightning or fire damage.
Hellfire Aura: The damage of this aura increases to 2d6. Your Fiend is the source of this aura, and you are immune to its effects.

Chasme

Fly Climb: You are considered to be under the effects of the Spider Climb spell, and do not need to maintain concentration on the effect.
Proboscis Blade: As an action, you sprout a deadly stinger and make an unarmed attack with it. On a hit, the target takes 2d6 Necrotic damage, and their hit point maximum is reduced by this amount. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration.
Horrid Drone: As an action, your Fiend vibrates its wings together to create a horrible droning sound. All creatures within 15 feet of your Fiend except you must succeed on a Constitution saving throw or be incapacitated until the end of your next turn, or until they take damage. Demons automatically succeed on this saving throw.

Glabrezu

Clawed Grasp: After successfully making a melee weapon attack against a creature, you can attempt to grapple that creature as a bonus action.
Beguiling Enticement: You can cast the spells Confusion and Silent Image each once at their lowest level, without material components. You regain the ability to cast these spells this way once you finish a long rest.
Four Arms: Due to its extra limbs, your Fiend can make two slam attacks or a grapple attempt as a bonus action.

Goristro

Labrynthine Recall: Your movement speed increases by 10 feet, and you are not slowed by nonmagical or magical difficult terrain.
Fiendish Gore: If you move at least 15 feet in a straight line towards a target and then hit it with a melee weapon attack, they target takes an additional 1d8 damage and must make a Strength saving throw or be pushed up to 10 feet away and knocked prone.
Siege Monster: Your Fiend does double damage to structures and objects, and after hitting a creature with an unarmed attack, it can use a bonus action to force the creature to succeed on a Strength saving throw or be knocked prone.

Marilith

Combat Knowledge: You may add your Proficiency bonus to the attack rolls of all weapons, even if you are not proficient with them. You also suffer no penalty from wielding a shield or medium armor.
Reactive: You can take two reactions per round instead of one.
Martial Superiority: Your Fiend can use its reaction to add 4 to your AC against one melee attack that would hit you, if they occupy the same space as you. Additionally, your Fiend can make one melee weapon attack as a bonus action on their turn.

Shadow Demon

Shadow Stealth: When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Shadow Sneak: You deal an extra 2d6 psychic damage to enemies with the Surprised condition, and on the first round during combat against creatures who have not yet acted. Shared Intangibility: As an action on your Fiend's turn, they can enter your space and turn you intangible until the end of their turn. You can then use your reaction to immediately move up to your movement speed, passing through other creatures and objects as if they were difficult terrain. You can pass through walls and barriers no thicker than 5 feet with this movement. This movement does not provoke opportunity attacks. Any creatures you pass through during this time take 1d6 psychic damage, and if you end your turn inside an object or creature you both take 1d10 force damage and you are ejected into an adjacent space.

Vrock

Bird of Prey: You have a pair of Vulture-like wings, and a flying speed of 25 feet as long as you are not wearing medium or heavy armor. Light armor must be fitted to your wings to fly while wearing it.
Carrion Feast: After a creature within 5 feet of you is reduced to 0 hit points, you can use your reaction to bite at the corpse, consuming some of the flesh. You immediately gain temporary hit points equal to the creature's CR + your constitution modifier. This ability cannot be used on Constructs or Elementals. These temporary hit points last until you take a short or long rest.
Gust of Spores: As an action, your Fiend flaps its wings, stirring up a gust of toxic spores. A 15-foot cone of toxic spores extends out from your Fiend, and all creatures in the area must make a Constitution saving throw or be poisoned. A creature poisoned in this way takes 1d10 poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Your Fiend cannot use this ability again until you finish a long rest.

Yochlol

Guises of Lloth: You can use your action to magically transform yourself into a Giant Spider, Gray Ooze (without its Corrode Metal trait) or Drow. The transformation lasts for up to one hour, you are reduced to 0 hit points, or Focus ends, whichever comes first. Your game Statistics, excluding mental Ability Scores, are replaced by the Statistics of the new form. You assume the Hit Points of your new form. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. If you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form.
Oozing Form: You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check or use your hands, and gain a climbing speed equal to your walking speed. In addition, you ignore movement restrictions caused by webbing. You can also cast Suggestion and Enthrall at will.
Vaporize and Solidify: As an action, your Fiend transforms into toxic mist or back into its normal state. While in mist form, your Fiend is considered incapacitated and can pass through any space that isn't airtight. When a creature starts its turn in the same space of your Fiend's mist form, it must succeed on a Constitution saving throw or be poisoned and incapacitated until the start of its next turn.

Ice Devil

Stygian Essence: All references to fire damage throughout your class features or spells are instead replaced with the cold damage type. (This effect is present even if you are not in Focus.) Additionally, you can cast Ray of Frost and Frostbite at will.
Touch of Cania: The first time you or your Fiend damage an enemy with a melee weapon attack or unarmed strike on a turn, you deal an additional 1d6 cold damage and their speed is reduced by 10 feet until the start of your next turn.
Wall of Frost: Your Fiend can cast a modified version of the spell Wind Wall on their turn as an Action, without material components. This spell deals cold damage instead of bludgeoning damage when cast, and any creature attempting to pass through the spell's area after the spell has been cast must succeed on the saving throw again. Your Fiend cannot cast this spell in this way again until you finish a long rest.

Imp

Minor Shapechanger: You can cast Polymorph at will, targeting yourself. When this spell is cast in this way, you can only polymorph into a small or tiny beast with a CR of 0.
Subservient's Shroud: As an action, you can magically turn yourself invisible until you attack, cast a spell, or until your concentration ends (as if concentrating on a spell). Any equipment you wear or carry turns invisible with you.
Deferential Combatant : When your Fiend takes the Attack action on their turn, they deal an additional 1d6 poison damage. Additionally, they can use the Help action as a bonus action. Any weapon attacks made by a creature Helped by your Fiend deal an additional 1d6 poison damage.

Succubus / Incubus

Seductive Influence: You can cast the friends cantrip at will, without expending material components. When the spell ends, the target must make a Wisdom saving throw to notice they have been influenced by the spell.
Beguiling Charm: As an action, you or your Fiend force one humanoid within 30 feet to succeed on a Wisdom saving throw or be magically charmed by you for the duration of your focus. The charmed target obeys your verbal commands as long as they would not cause it direct harm, such as walking off a cliff. When the charmed target takes damage, it may repeat the saving throw. If the target succeeds on a saving throw, it is iummune to this ability for the next 24 hours. You may only have one target charmed in this way at a time.
Devil's Kiss: Your Fiend kisses an adjacent creature charmed by it or a friendly creature. The target must make a Constitution saving throw, taking 3d10 psychic damage on a failure, or half as much on a success. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.

Cantrips (0 Level)
  • Acid Splash
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Firebolt
  • Friends
  • Green-Flame Blade
  • Infestation
  • Minor Illusion
  • Poison Spray
  • Produce Flame
  • Thaumaturgy
  • Vicious Mockery
1st Level
  • Absorb Elements
  • Armor of Agathys
  • Arms of Hadar
  • Burning Hands
  • Charm Person
  • Dissonant Whispers
  • Hellish Rebuke
  • Ray of Sickness
  • Searing Smite
  • Tasha's Hideous Laughter
2nd Level
  • Aganazzar's Scorcher
  • Augury
  • Blindness Deafness
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Flame Blade
  • Heat Metal
  • Magic Weapon
  • Mind Spike
  • Nystul's Magic Aura
  • Scorching Ray
  • See Invisibility
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Elemental Weapon
  • Enemies Abound
  • Melf's Minute Meteors
  • Protection from Energy
  • Remove Curse
  • Speak With the Dead
  • Stinking Cloud
  • Summon Lesser Demons
  • Tongues
  • Vampiric Touch
4th Level
  • Elemental Bane
  • Death Ward
  • Fire Shield
  • Phantasmal Killer
  • Shadow of Moil
  • Summon Greater Demon
  • Wall of Fire

Creator Notes

Heya! Boy, been quite a while- this class has been in and out of development on my end since February of 2017, and I think this might be the end of that journey. This class was created originally for a friend of mine in a Lost Mines of Phandelver game I was DMing, where his character was a Barbarian/Fiendbound multiclass. While narratively really interesting, the gameplay mechanics did not mesh well at all. Originally, the solution we found was that the Barbarian's "subclass" was just a Fiendish Warlock, and spellcasting was only allowed while in rage (a messy solution, but ultimately it set the foundation) but that caused even more problems. Sick of juggling the class issues, I vowed to just make a new class and, well, here I am.

This class draws heavily from the Fiendbound, Barbarian, and Monk, and works as a sort of glass cannon combat role, meant to run into the fray of combat, deal as much damage as possible, and get out before their opponents have a chance to retaliate.

This class can be a lot of fun in roleplay and combat encounters, but requires a DM to have what is essentially a DMPC in the form of the Fiend, albeit not a full character as they have no autonomy and mostly serve as someone to talk to. It has its upsides and downsides, adding one more "player" personality in a small party can allow the DM to get a word in edgewise when players are talking on their own which can be useful at times. Hopefully you enjoy the class as much as I enjoyed making it!

/u/Will_Billy

Changes made since V2

  • Complete and total visual overhaul, nice and pretty now
  • Changed Hit Dice to d8 to better reflect risk-reward glass cannon mechanics
  • Moved damage resistances from Focus to Red Oni
  • Removed Fiendish Blessing feature entirely
  • Slightly changed mechanics of Six Six Sixth sense to better suit roleplaying instead of being Fiendish Primeval Awareness
  • Changed Anchor mechanics to simplify them significantly, and moved internal/external abilities to Fetishs
  • Moved Extra Attack to Red Oni's Choleric Focus
  • Changed "Nuclear" (Do The Evolution) mutations slightly to equalize their value
  • Entirely removed "Hooked On A Feeling" as it was useless due to Focus not having Rage's requirement for combat
  • Changed the mechanics of Bonfire to no longer grant cold resistance, removed group buff, and reduced uses to once/long rest
  • Bonfire is no longer the capstone ability
  • Moved fear/charm immunity out of Oni abilities and into the main class as a feature
  • Added Fiendish Manifestations
  • Changed the calculation for both Oni types of Fiend's ability scores
  • Changed "Anything You Can Do I Can Do Better" for both subclasses to be more equally effective, and reduced the number of uses
  • Added Vim and Vigor to the Red Oni, filling a massive gap in the usefulness and utility of the subclass
  • Moved the enhanced versions of Focus from 3rd level to 5th, to better account for the abilities granted by them
  • Moved Blue Oni spellcasting to lv2
  • Removed the mandatory usage of the Anchor as a spellcasting focus
  • Changed "Stand By Me" Fiend abilities and HP calculation
  • Added many MANY new Fetishes and removed Fetishes that no longer fit the class
  • Included even more song references!
Song References!

Yes, every class ability is named after a song (except for Six Six Sixth sense because that was too clever to leave out) and I'd wager that browsing my library for appropriate names took up about 20% of my time working on the class. Smart? No. Worth it? Yes.

Here is a youtube playlist containing all the songs referenced in the class, in order!

Image Credits

Full page homebrewery stains by DracoExe
More Full page homebrewery stains by (no uploader)
Homebrewery watercolor brushes by QualarVaar
Reincarnation by Monau
Volcano Core by BlueRogueVyse
Sleepwalker by NanoMortis
Unknown, artist is supposedly Qiu Fang (Found here) but cannot find original posting
The Unlucky by Lynn Nyugen
Ram Horned Woman by Adam Rosenlund
Prophet 22 by Matheiu Lauffray (Original posting has been deleted)
Hellboy In Hell #1 Cover by Mike Mignola
Evil Akuma by nefar007

And a special thanks to the Discord of Many Things for providing some advice and direction for the last stages of development!

Thanks for reading!

 

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