Devil Breaker

by Masenken

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Devil Breaker

Devil Breaker

It took a while to separate the details
from the carnage before him. The blood seemed to be spread across the walls in a haphazard mess as if flung by a large paint brush spun at high speed. It was everywhere; all of it originating from a central point. The body that lie before him had the look of someone who didn’t go quietly. Her body was bent at unnatural angles, covered in gashes from head to toe. But the more he looked at it, the more he realized it was all superficial. This was a trap. Unfortunately for this poor creature, walking into traps was his specialty.

The grizzled Kalashtar stood atop the rampart, scanning the scenery below. His prey was below, patrolling the street, disguised as one of the guards. It was only a matter of time before it created another hapless victim of another innocent who just happened to be in the wrong place at the wrong time. Good thing for them that he was here. A monster hired to catch the monsters.

Yeah, she picked this fight, and yeah she was technically at fault, but she wasn't the one with a bounty on her head. It was almost unfair watching the poor druid swing at her double, but it was perfect for creating the distraction needed to take him out. she really loved this job.

Consumate hunters, Devil Breakers are known across the world for their crusade against demon-kind. Whether actual devils, demons, or people who are evil beyond reproach, it makes no difference to the Devil Breaker, and they'll ruthlessly mete out justice to anyone who fits the bill.

Not All Devils Are Red

Despite the name, a Devil Breaker doesn’t explicitly hunt devils. Any creature who would prey upon the weak and kill the innocent can be seen as a devil worth killing, and therefore someone a Devil Breaker would have no qualms taking on as their next hunt. In the same vein, Devil Breakers aren’t indiscriminate in their dealings with evil either. Many of them feel like they’re two sides on the same coin. Just one bad decision away from doing the unthinkable. As such, Devil Breakers take great care in choosing their targets, being extra certain that the target they hunt isn’t just another monster, but one that’s earned the title.

Always Do Your Research

Devil Breakers are often mistaken for being reckless and arrogant thugs, but ask any of them and they’ll tell you without hesitation, that the key to any fight begins with a book. Devil Breakers are extremely studious, believing knowledge of their foe is more powerful than the weapons they bring to bear against them.

Selecting Quirks

Devil Breakers come in many shades of crazy. Their experiences, having brought them to the brink more times than they can count and those brushes with death have















colored their personalities,
often irreversibly. When choosing a devil
breaker, think of what kind of experiences have shaped your journey, and how you’ve come to cope with constantly being in the face of terror and living to tell the tale.

You may also want to consider quirks that run counter to your character’s general behavior. Where your character might be cold or cruel outwardly but has an unhealthy love for pets and animals.

Devil Breaker Quirks
d20 Quirks
1 Cold-Hearted.
2 Prone to fits of PTSD.
3 Wise-Ass.
4 Overly paranoid.
5 Boastful.
6 Makes every situation more terrifying than it is.
7 Often jokes at inappropriate times.
8 Unyielding professionalism.
9 Unusually pious.
10 Makes all decisions with the flip of a coin.
11 Dances with every kill.
12 Wants to fight everyone they view as strong.
13 Obssessive.
14 Compulsive.
15 Always hungry.
16 Trusts no one.
17 Extreme love of pets.
18 Afraid of insects.
19 Pacifist.
20 Irresponsible with money.
Devil Breaker
Level Proficiency
Bonus
Entladen Features
1st +2 1d6 Entladen, Eldritch Snare
2nd +2 1d6 Hunter’s Insight, Glyph Magic, Devil's Gambit
3rd +2 2d6 Devil Order, Devil's Servant
4th +2 2d6 Ability Score Improvement
5th +3 2d6 Extra Attack
6th +3 3d6 Devil Order Feature
7th +3 3d6 Hellish Infusion, Hunter’s Insight
8th +3 3d6 Ability Score Improvement
9th +4 4d6 Recharge, Hang Time
10th +4 4d6 Devil Order Feature, Devil's Servant
11th +4 4d6 Eldritch Strength
12th +4 4d6 Ability Score Improvement, Hunter’s Insight
13th +5 5d6 Knowledge is Power
14th +5 5d6 Devil Order Feature
15th +5 5d6 Devil's Double
16th +5 5d6 Ability Score Improvement
17th +6 6d6 Hunter's Insight,
18th +6 6d6 Devil Order Feature
19th +6 6d6 Ability Score Improvement
20th +6 6d6 Hunter’s Insight, Hell Breaker

Life of a Devil Breaker

Being a Devil Breaker is more a calling than a choice. More often following a traumatic event, the fledgling hunter dreams of revenge, but lacks the means to exact it. Their journey often bringing them to the brink of death before they eventually gain the skills and experiences necessary to deal with the horrors that dot the land.

Devil Breakers don’t often belong to any guild or association. Instead, they tend to pick up a single traveler hellbent on revenge and take them as a disciple to pass on their skills and knowledge, before finally retiring in a typically violent fashion.

Because of this life mired in trauma and danger, Devil Breaker sare often eccentric and oftentimes cold-hearted, knowing that their already short lives are numbered, but silently vowing to take out as many monsters as they can before they go.

Creating a Devil Breaker

When creating a Devil Breaker, consider what you hold most dear and what drives you to do what you do. Think about where you came from and where you intend to go. Do you revel in fighting, or want to see that others don’t become like you? How do you see the people around you that live in quiet peace, knowing what horrors lie just outside the safety of their walls?

Are you easy to get along with? Hard to understand? You can color it many different ways, but at the end of the day, you are aware that you often kill sentient creatures who tend to be more gray than black and white. Just how close to the edge do you run between good and evil?

Quick Build

You can make a Devil Breaker quickly by following these suggestions. First make Strength or Dexterity your highest ability score, followed by either Charisma or Constitution. Lastly choose Soldier, Investigator, or Inquisitor as a background.

Class Features

As a Devil Breaker, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per Devil Breaker level
  • Hit Points at 1st Level: 10 + constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + constitution modifier per Devil Breaker level after 1st

Proficiencies


  • Armor: Light
  • Weapons: All Weapons
  • Tools: none

  • Saving Throws: Constitution, Charisma
  • Skills: Choose three skills from Acrobatics, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, and Religion

Equipment

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

  • (a) padded armor or (b) leather leather
  • (a) longsword or (b) glaive
  • (a) a scholar's pack or (b) an explorer's pack

Entladen

A prerequisite for becoming a Devil Breaker is the ability to perform an Entladen. Beginning at 1st level, this eldritch power gives the Devil Breaker the ability to wield or discharge the magic stored within them to devastating effect.

Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack. The amount of the extra damage increases as you gain levels in this class, as shown in the Entladen column of the Devil Breaker table.

Eldritch Snare

This eldritch energy also has another function. At 1st level, as a bonus action, you can use that energy to grab hold of a target you can see. Any target within 15 feet of you that you have line of sight of and doesn't have more than half cover must succeed on an opposed grapple check or be pulled next to you. You can pull any medium sized target that isn’t bolted down or a large target at disadvantage. For any target that is either bolted down or a bigger size category than large, you are pulled to it instead.

You must have at least one Entladen die to use this ability.

Hunter’s Insight

Devil Breakers are avid researchers, laboriously poring through ancient tomes and occult texts. At 2nd level you choose 2 types of enemies: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. You have advantage on Intelligence checks to recall information of that creature type’s strengths and weaknesses.

Whenever faced with such a creature with whom you have insight, whenever you spend an Entladen die, you can add your Charisma modifier to the attack and damage roll. You can choose another type and associated language at 7th level, 12th level, 17th level, and 20th level.

Devil's Gambit

By 2nd level, the eldritch energy within catalyzes, giving you access to a group of spells that you can cast as glyph magic described below. Its inherent volatility, however, brings with it a cost.

Whenever you deal damage using your Entladen die, you can choose to expend 1 die as part of the attack to cast a glyph spell. It is recommended you designate 1 of these dice as a spender. The spell chosen must come from the list, determined by the number rolled. Though, if you roll a 6, you can cast any spell of your choosing. However, if you roll a 5, it will only deal straight damage unless you are in the teufelsbruch state. All expended Entladen die still deals damage, but is then lost until after you finish a short or long rest.

Glyph Magic

At 2nd level, the Devil Breaker has learned to manipulate their eldritch energy to augment their abilities, but with chaotic results.

Glyphs are a spontaneous magic that draws on the user’s inborn magical reserves to fuel their abilities, detailed below after subclasses.

Spellcasting Ability

Charisma is your spellcasting ability for your Devil Breaker spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Devil Breaker spell you cast and when making an attack roll with one.

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


Spell Attack modifier = your proficiency bonus + your Charisma modifier.


Devil Order

Devil Breakers are a group driven by deep feelings of revenge, remorse and a deep desire to ensure that no other innocent find themselves on the path they have set themselves upon. And yet there's always another. And so they have willingly given themselves to a darker path, carefully studying and modeling their tactics after the very things they hunt.

At 3rd level, you take your first steps into the order of the Devil Breakers. You can choose from the Order of the Jaeger, Zauberer, the Betrüger, or the Krieger. Your choice will grant you a boon, an augmented use of your eldritch snare ability and a unique glyph spell.

A unique facet of being a Devil Breaker is that they are not uniquely bound to just one order. At each level beyond 3rd, where you would gain a new feature, you can choose to gain a feature from another devil order instead. For example, if you started as a Jaeger at 3rd level, when you would gain the next feature at 7th, you can instead choose from any of the 7th level features across every subclass, and again at 10th and so forth.

You gain new features at 3rd level and again at 7th, 10th, 14th and 18th.

Devil's Servant

When a Devil Breaker joins their order, they begin the process of summoning a devil's servant. Upon reaching 3rd level, you can summon a spirit that you then capture by carving meticulous glyphs into a 1-foot length of metal over the course of a 1 hour ritual in which you provide the metal to be worked into the enchantment in addition to 300 gold.

Once completed, you gain a devil's servant. While active, your servant appears to you as an incorporeal mephit that behaves similarly to the Find Familiar spell. If reduced to 0 Hit Points, the Servant return to its container and can't be called again for 1 hour, leaving you with a simple rod.

As a bonus action, your Servant merges with its container rod to take on the form of a weapon of your choosing, gaining all of the properties of the weapon, whatever material you used, along with the properties of any enchantment put upon it. The Servant's senses are suppressed while in this form and can't cast spells. If disarmed, the Servant and its container magically returns to you after 1d4 hours in an unoccupied space within 5 feet of you, or it can be summoned to your hand as a bonus action so long as you are on the same plane. In addition, no matter what form you choose, the Servant only deals 1d8 damage.

At 10th level, however, you can reforge the rod along with 3,000 gold to increase the damage to 1d10 with a +1 bonus to hit and damage rolls, and again at 17th level for 30,000 gold to increase the damage to 1d12 and a +2 to hit and damage rolls. In weapon form, the Devil's Servant is considered magical for the purpose of overcoming damage resistance.

Eldritch Energy and Glyphs

Little is known about how Devil Breakers come about their magical abilities, but it is widely accepted that they've all have had some kind of encounter with either a demonic source or entity that lead to their acquisition of magical powers.

The glyphs they form whenever they perform magic seem to be more a byproduct than formed from conscious thought. More experienced Devil Breakers, however, have learned to exert a level of control over the effects of their glyphs, which in turn has marked them apart from their peers as ones closer to embracing their darker natures.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.




































Hellish Infusion

By 7th level, choose one of the following damage types: acid, cold, fire, or lightning. Your Entladen dice now deal damage of that element. You can change the damage type once per long rest.

Recharge

At 9th level, whenever you score a critical hit, you regain a spent Entladen die, and gain temporary hit points equal to half of your devil breaker level that lasts until the end of your next turn.

Air Hike

Also at 9th level, whenever you use your move action to jump, you can create a glyph that let's you hover in place until the end of your next turn.

Eldritch Strength

At 11th level, you have advantage when using eldritch snare against medium or smaller sized creatures, and no longer suffer disadvantage against large creatures. You can attempt a Strength check to detach bolted down objects, but you are still, pulled to any creatures a size category bigger than large.

Dark Retribution

Starting at 13th level, whenever you take damage, as a reaction, you can either make a melee weapon attack, or a ranged weapon attack within 15 feet. On a hit, you deal damage equal to 1d6 for every Entladen die spent. This ability can be used a number of times a day equal to your Charisma modifier before needing a long rest.

Devil’s Double

At 15th level, whenever you roll damage for Entladen, you can reroll any Entladen die of a 1 or a 2, taking the new result even if it’s also a 1 or a 2.

In addition, if you roll a 6 on a Entladen die to cast a spell, you retain that Entladen die instead of spending it.

Hell Breaker

At 20th level, your powers and abilities are expressed in their purest form.


  • Entladen: Once per long rest, whenever you would spend an Entladen die to cast a spell, you can activate the ability for free. If you start an encounter without any Entladen dice, you have 1 instead.

  • Devil Order: your boon become stronger in the following ways:
  •       • Jaeger - you make 2 extra ranged attacks instead of 1.
  •       • Zauberer - gain 2 more Cantrips of your choice.
  •       • Betrüger - you regain 20 hit points instead of 1.
  •       • Krieger - you increase the cumulative effect by +1.

Devil Order

Devil Orders can largely be categorized by their boons. These seemingly disparate groups largely identify themselves by the powers that come to them innately, but have no qualms sharing any techniques they believe will aid in bringing down their shared enemies.

Jaeger

Consumate hunters. What makes a jaeger dangerous isn't their extreme patience or the relentless pursuit of their prey, but the steadfast assuredness that they will get the job done no matter what. Jaegers live and die by the skill of their marksmanship, and will prove it one pull at a time.

Boon of the Jaeger

You've learned to shoot with surprising alacrity. Whenever you roll a 5 or 6 on an Entladen die, you can immediately make another ranged weapon attack.


Eldritch Snare: instead of pulling the target, you can instead restrain the target until the start of your next turn.


Unique Glyph: when making a ranged weapon attack, you can expend an Entladen die to extend the range of the attack by a number of feet equal to the number rolled times 10 without suffering disadvantage for shooting at long range.

War Archer

At 3rd level, even if you are within 5 feet of an enemy,
you do not incur disadvantage on ranged weapon
attacks. In addition, if you are within 5 feet of a
creature who leaves your space, you can use a reaction to make a ranged weapon attack against that creature.

Trick Shot

At 7th level, whenever you make a ranged weapon attack, you can ricochet the projectile off a number of surfaces equal to your Charisma modifier. The distance between surfaces can be no more than 30 feet apart, or further than the minimum shooting/throwing distance of your ranged weapon.

This ability can be used a number of times per day equal to your Charisma modifier before needing to take a long rest.

Charged Shot

Upon reaching 10th level, when using the attack action, you can expend an Entladen die to charge one of your shots. This shot can be held for a number of rounds equal to your Charisma modifier. On a hit, you deal an additional 1d4 damage equal to the number rolled on your Entladen die times the number of rounds held.

Arrow Storm

At 14th level, whenever you are at least 15 feet in the air, you can make a ranged attack against every enemy below you in a 15-foot radius. If you expend a charged shot, you deal an additional 1d6 damage to a number of targets equal to the number rolled on your Entladen die.

This ability can be used once per short or long rest.

Teufelsbruch - Jaeger

At 18th level, as a bonus action, you assume the form of the


Jaeger. Eldritch energy trails from your back, causing all ranged attacks to add two times your Charisma modifier to the damage dealt. At the beginning of each round, you regain 10 Hit Points and all ranged attacks are done with Advantage.

Once triggered, this ability lasts lasts for a number of rounds equal to your Constitution modifier and can't be used again until after a long rest.
































































Zauberer

Zauberers rely more heavily on their glyphs than their kindred. Being far more versed in their eldritch nature, they put their abilities to the test wielding both martial and magical prowess in tandem.

Boon of the Zauberer

Choose 2 Cantrips of your choice from the Abjuration, Conjuration, Evocation or Illusion schools. All evocations, however, must have the acid, cold, fire, or lightning descriptor. These Cantrips can be cast as a standard action or as a bonus action if you roll a 4 or higher on a spent Entladen die, but not if you have already cast a Cantrip as a standard action.


Eldritch Snare: on a successful grapple, the target also takes 1d6 damage. At level 7, the damage matches your Hellish Infusion element.


Unique Glyph: you gain access to Arcane Mimicry 1. Later, you gain access to Arcane Mimicry 2 at 8th level, and Arcane Augmentation at 18th level.

Eldritch Punishment

Starting at 3rd level, whenever you hit with a spell that requires an attack roll, you can apply your Entladen die to the damage roll.

Draw from Within

When you reach 7th level, as part of the attack action, you can create an Entladen die that must be used immediately. Once this feature has been used, it can't be used again until after a short or long rest.

Rapid Caster

By 10th level, You gain some measure of mastery over the chaos of your magic. Whenever you roll a 6 on an Entladen die, you can use a bonus action to cast a Cantrip.

Eldritch Fist

At 14th level, whenever you use your eldritch snare ability, you can expend an Entladen die to use it as if it was Bigby's Hand, lasting a number of rounds equal to the roll. Further, on a roll of 5 or higher, you treat the hand as if you cast it at 7th level.

This ability can be used once per short or long rest.

Teufelsbruch - Zauberer

At 18th level, as a bonus action, you assume the form of the Zauberer. Eldritch energy dances at your fingertips, converting all movement into a short-ranged teleport up to 20 feet. At the beginning of each round, you gain 5 Hit Points and do not expend Entladen die when casting glyph spells.

Once triggered, this ability lasts lasts for a number of rounds equal to your Charisma modifier and can't be used again until after a long rest.

Betrüger

The Betrüger uses high mobility and cunning to trip up their foes before closing in to strike. Being a Betrüger, however, isn’t necessarily about superior wit and skill, but of walking the razor thin line between bravery and utter insanity.

Boon of the Betrüger

Whenever you would be reduced to 0 hit points, you can use an Entladen as a reaction to make a DC 15 Constitution saving throw, adding the entladen roll to the result. On a success, you retain 1 hit point and become invisible as per the spell until the end of your next turn or until you make an attack. You can also move up to 15 feet, leaving a minor image of yourself in the place you "died".


Eldritch Snare: the range of your eldritch snare is increased to 30 feet.


Unique Glyph: whenever you would take damage, as a reaction, you can expend an Entladen die to create a mirror image. The image lasts a number of rounds equal to the amount rolled.

Escape Artist

At 3rd level, you gain a +10 bonus to your move speed and have advantage on acrobatics and athletics checks to move through enemy spaces or to break grapples.

After Image

At 7th level, as part of your move action, you can expend an Entladen die to create a major image. As part of the action, you become invisible until the start of your next turn, and can attempt a deception check against a target you can see, adding the number rolled to the total. If successful and your After Image is within 5 feet of the creature, you can use your reaction to make a melee weapon attack, using the After Image as the origin point.

This feature can be used once per short or long rest.

Dislocation

At 10th level, whenever you expend an Entladen die, you can also attempt to teleport the creature hit a number of feet equal to 5 times the amount rolled to a location you can see. The target can attempt a Constitution saving throw to resist the effect or be teleported.

Quicksilver

At 14th level, as an action, you activate Quicksilver. While Quicksilver is active, you designate yourself and a creature you can see. The creature must succeed on a Wisdom saving throw or be slowed. In addition, you gain the effect of haste. Quicksilver lasts a number of rounds equal to your Charisma modifier.

This ability can be used once per short or long rest.

Teufelsbruch - Betrüger

At 18th level, as a bonus action, you assume the form of the Betrüger. Eldritch energy races along your body, doubling your move speed. At the beginning of each turn, you gain 5 Hit Points and summon an eldritch mirror of yourself, which acts on your initiative, but directly after you. The eldritch


mirror comes complete with a replica of your currently equipped weapons, in an unoccupied square directly adjacent to you. It has all of the abilities you possess but cannot cast any spells or create another eldritch mirror, although it can spend your Entladen die to power its own abilities.

Once triggered, this ability lasts lasts for a number of rounds equal to your Charisma modifier and can't be used again until after a long rest.


Eldritch Mirror

Medium humanoid


  • Armor Class 16 (natural armor)
  • Hit Points 117 (18d12 + 36)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 19 (+4) 17 (+3) 15 (+2) 9 (-1) 13 (+1)

  • Saving Throws: Con +3, Cha +1
  • Skills: Athletics +0, Acrobatics +4
  • Condition Immunities charmed, deafened, exhaustion, fear, paralyzed, poisoned
  • Damage Resistances non-magical bludgeoning, slashing, piercing, and the element matching your Hellish Infusion
  • Senses. Darkvision 120
  • Languages can understand any language that you know

Focus Fire. The eldritch mirror has advantage on an attack rolls against targets within 5 feet of its master. In turn it grants advantage on an attack rolls to targets within 5 feet of to its master.

I Am You. We are One. You share the eldritch mirror's vision. Attacks made against you with advantage are instead denied. In addition, if you are within 5 feet of each other and a creature makes an attack against you, the Eldritch Mirror can use its reaction to impose a 1d6 penalty to the attack roll.

Actions

Multiattack. The eldritch mirror makes two attacks with its shadow weapon. It can use a bonus action to change its form from melee to ranged and vice versa.

Shadow Weapon. Melee/Ranged Weapon Attack: +10 to hit, reach: variable., one target. Hit: 12 (1d10 + 6)

Krieger

Kriegers are often considered the closest to the demonic paths of the devil breaker. Adopting a stance of high aggression and reckless feats of strength. A Krieger will employ any weapon they come across to deadly effect.

Boon of the Krieger

After the first hit, every time you hit with a melee weapon attack in succession, you deal +1 additional points of damage up to a maximum of +3. This effect resets on a miss.

After the first miss, whenever you miss with a melee weapon attack, your next attack gains as additional +1 to hit up to a maximum of +3. This effect resets on a hit.

After the first time you are hit by an atack with you as the target, every time you are hit by an attack with you as the target in succession, your AC raises by +1 up to a maximum of +3. This effect resets whenever an attack with you as the target misses.

Whenever you spend an Entladen, you can add the cumulative effect to the attack, damage, or duration.


Eldritch Snare: Whenever you use eldritch snare, you can grab a second target that is within reach. If one of the targets are bolted in place or a size category greater than large, you split the difference between the two targets, pulling the target you succeeded with halfway towards your last location and pulling yourself halfway towards the other.


Unique Glyph: you can expend an Entladen die to increase the range of the weapon you're currently wielding to score a critical hit on a roll of 19 or 20 for a number of rounds equal to the number rolled.

Death Chaser

At 3rd level, whenever a creature dies, you can use
your reaction to move up to 30 feet.

Wind Slash

At 7th level, as an action, you can
make a melee basic weapon
attack against a creature
at a distance equal
to your eldritch
snare, ignoring
any intervening
creatures.

















If it is a critical hit, you can immediately make a second wind slash either against the same creature .

This ability can be used once per short or long rest.

Thousand Cuts

At 10th level, whenever you roll a 5 or 6 on an expended Entladen die, instead of dealing damage as normal, you instead create illusory blades of eldritch energy that deal an additional 1d4 force damage equal to the number rolled.

All or Nothing

By 14th level, either as an action or as part of a Wind Slash, you can declare All or Nothing. On a hit, it automatically counts as a critical hit, dealing max damage for each remaining Entladen die. On a miss, you instead deal no damage and expend all remaining Entladen die.

This ability can be used once per long rest.

Teufelsbruch - Krieger

At 18th level, as a bonus action, you assume the form of the Krieger. Eldritch energy rages within, granting you a +1 bonus to AC and attack rolls . At the start of each turn you gain 10 Hit Points and can attack three times instead of twice, whenever you take the Attack action.

Once triggered, this ability lasts lasts for a number of rounds equal to your Charisma modifier and can't be used again until after a long rest.

Glyph Spells

Devil Breakers have a very versatile but volatile form of magic that grants the user a wide breath of utility at the expense of control. Each glyph only lasts a number of rounds equal to the Devil Breaker's Charisma modifier, even ones that normally have concentration, as described below:

1 - Acceleration
- Arcane Edge
- Hardening
- Arcane Mimicry*
2 - Aerial Anchor
- Spatial Reach
- Flicker
- Peak Performance
3 - Elemental Delay
- Aerial Setup
- Shadow Stitch
- Arcane Mimicry 2*
- Sustain
4 - Aetheric Guard
- Fiziska Guard
- Mental Acuity
- Glyph of the Four Elements
5 - Eldritch Aura
- Heaven or Hell
- Limit Break
- Trick Attack
- Arcane Augmentation*
1:

  • Acceleration: you gain a +10 bonus to your movement speed.
  • Eldritch Stack: you and every ally within 30 feet of you have advantage on all attack rolls against the last target you hit.
  • Hardening: you gain a +1 bonus to AC.
  • Stifle: the target has disadvantage on attack rolls that target you.
  • *Arcane Mimicry: you can cast the following 1st level spells: Burning Hands, Entangle, Hellish Rebuke, and Sanctuary.
2:

  • Aerial Anchor: you create a fixed point 15 feet in the air that can interact with your eldritch snare.
  • Eldritch Armor: non-magical damage is reduced by 2 for you and every ally within 30 feet of you.
  • Flicker: you can use your reaction to move 10 feet without incurring an opportunity attacks
  • Peak Performance: you gain advantage on physical skill checks and saves (designate either Strength, Dexterity, or Constitution).
3:

  • Elemental delay: you can delay the Entladen damage you would normally deal. At any time before the glyph expires, you can use your reaction to deal damage to the creature that you hit.
  • Aerial Setup: you are teleported 30 feet into the air to a space that you can see.
  • Eldritch Order: you and all martial allies within 30 feet of you gain a +1 bonus to all attacks, and all magical allies within 30 feet of you gain a +1 to the DC of their spells.
  • Sustain: you gain temporary Hit Points equal to your level.
  • *Arcane Mimicry 2: you can cast the following spells: Fear, Fireball, Hypnotic Pattern, Lightning Arrow, Lightning Bolt, and Sleet Storm.
4:

  • Aetheric Guard: you cover your body in an assortment of elemental glyphs. While active, you have resistance to acid, cold. fire, and lightning damage.
  • Fiziska Guard: you cover your body in thousands of tiny glyphs. While active, you have resistance to bludgeoning, piercing, and slashing damage.
  • Mental Acuity: you gain advantage on mental skill checks and saves (designate either Intelligence, Charisma, or Charisma)
  • Eldritch Chaos: you emit a wave of eldritch energy that spreads to every ally within a 30 foot radius. Whenever an ally hits with an attack, they deal an additional 1d6 Entladen damage.

Devil Breaker Philosophy

It is assumed that no two Devil Breakers are alike. This obviously isn't true or there wouldn't be dedicated specializations that fully express the devil breaker's philosophy and truest ideologies about combat. That said, within those very philosophies lies the versatility and the expressions therein that allows one Devil Breaker to another to create wholly unique approaches to conflict that works for them.

Between their martial capabilities, magical gifts, and the advantages they get from their study of the creatures that populate the world, Devil Breakers make for reliable hunters with a reputation for ridding the world of things that go bump in the night. It's curious then that they have so few guilds or places they congregate. Yet, they all seem to know all the other hunters in their region. Perhaps they're not as fractured an organization as one might think.

































































5:

  • Eldritch Aura: you project a visible aura. You and any allies you can see are granted immunity to charm and fear effects.
  • Heaven or Hell: you gain the benefits of either heaven or hell and gain one of the following benefits:
  •       • Heaven - you gain a +2 bonus to your Intelligence, Wisdom, and Charisma scores and have advantage on their saving throws. You gain a fly speed of 60 feet and all attacks deal radiant damage.
  •       • Hell - you gain a +2 bonus to your Strength, Dexterity, and Constitution scores and have advantage on their saving throws. You grow by one size category and all attacks deal necrotic damage.
  • Limit Break: whenever you use the Attack action to make a melee or ranged weapon attack, you can make one additional attack as part of the same action.
  • Trick Attack: as a bonus action, you create a glyph under yourself and a space you can see within 30 feet of you. You then teleport to that location, gaining advantage on your next weapon attack. Until the start of your next turn, if you are hit by a melee attack, but before you take damage, you can use your reaction to teleport back to your original location. The teleportation fails if that space is occupied.
  • *Arcane Augmentation: You can cast any of your spells from Arcane Mimicry as if from a 5th level spell slot.

Can only be used if you have the Boon of the Zauberer *


Devil Breaker

1000% inspired by Devil May Cry with other anime aesthetics, the Devil Breaker combines versatility and style with a touch of the chaotic to spare.

Play this class if you like fast, in your face action, with the resiliency of a tank and high to mid tier damage that you can trade to dramatically switch up your tactics and gameplay.

Artist Credits
Cover: Chisato Mita
Page 2: Capcom
Page 5: Sword Art Online
Page 6: Unlimited Blade Works
Page 7: Epic 7
Page 9: Capcom
Page 11: Sword Art Online
Back: Capcom




For more Homebrew content, check me out at Masenken where I focus mostly on unique classes and the occasional item to round out the fun.