Devil Class 5e

by mikitz

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The Devil

Devil

Amon! Amon! Amon!" howled the cleric. A large, white-hot flame appeared in front of her, the heat so intense she wiped sweat from her brow. As the flame disappeared, in its place stood Amon, eyes like aizles, horns thick as two of his arms and long as two trident prongs stuck end-to-end.

"How do you know my true name, Cleric?" demanded Amon, indignation in his.

"Let's make a deal, Amon." The cleric said, hardly able to contain her delight having bested the Devil, gaining power over him.

"I was summoned to serve you, Cleric. How may I be of service?" asked Amon, with the reverence of an unwillingly submissive child.

From the Blood of Asmodeus

Devils are born from Asmodaus' blood. The fires of the Nine Hells flow through you. As such, you retain the physical traits of your chosen race for the most part. You sprout horns from your head, which are more gnarled, curved, and larger than those of tieflings. Your skin and pupils turn blood red. You are bound by the laws of the Nine Hells.

This power that flows through you grants you the ability - through illusion magic - to change your skin and eye color to any you desire and to either hide or reveal your horns as an action. Assuming a creature suspects something is amiss, creatures will see through this illusion should they pass an Insight (Wisdom) check against your spell save DC.

Your True Name

You were summoned onto the material plane by someone who knows your true name; they have the power to bind you into servitude. They have the power to call you to them at any time just by calling your name three times. You must fulfill the contract you have with your summoner as you are a Devil, bound by the laws set in place by Asmodeus. Only your death, your summoner's death, or fulfillment of said contract will release you from your summoner's metmorphical grip on you. Any attempt to directly harm your summoner will invoke the wrath of Asmodeus.

Extra-Hell Unwelcoming

You are a Devil, known by all to be evil, as such, if you're spotted on any plane other than The Nine Hells, word travels fast and holy worshippers and Devil slayers will be hot on your tail until they've seen to your death or expulsion personally.

Creating a Devil

The fires of Hell burn deep within your torn soul. Devils thrive on the souls of the departed and make deals to ensure those who have yet to depart fall into their clutches.

Quick Build

You can make a Devil quickly by following these suggestions. First, Charisma should be your highest Ability score, followed by Strength. Second, choose the soldier background.

Class Features

As a Devil, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Devil level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Devil level after 1st.

Proficiencies

Armor: light armor, medium armor, heavy armor, shields

Weapons: simple weapons, martial weapons

Tools: None

Languages: Infernal

Saving Throws: Charisma, Strength

Skills: Insight, Persuasion, and choose any 1.

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background and any items in your backpack.

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • chain mail
  • some sort of container; this is where you keep your harvested souls
  • Asmodeus' holy symbol in some form. This can be tattooed on you, carried, stitched into a piece of clothing, etc.

Devil's Sight

Starting at 1st level, you can see through magical darkness out to 30ft. And, you have 30ft darkvision. If you already have 30ft darkvision, then this increases your darkvision by 30ft.

Devil
Level Prof. Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Soul Monger, Devil's Sight
2nd +2 Hellfire, Hellish Resistance, Spellcasting 2 4 2
3rd +2 Servant of the Archduke/Archduchess 2 5 3
4th +2 Ability Score Improvement 3 6 3
5th +3 Extra Attack 3 7 4 2
6th +3 3 8 4 2
7th +3 Soul Monger Improvement 3 9 4 2
8th +3 Ability Score Improvement 3 10 4 2
9th +4 3 11 4 2 2
10th +4 Soul Monger Improvement 4 12 4 2 2
11th +4 Servant of the Archduke/Archduchess 4 13 4 2 2
12th +4 Ability Score Improvement 4 14 4 2 2
13th +5 4 14 4 2 2 2
14th +5 Archdevil 4 15 4 2 2 2
15th +5 Soul Monger Improvement 4 17 4 2 2 2
16th +5 Ability Score Improvement 4 18 4 2 2 2
17th +6 4 18 4 2 2 2 1
18th +6 Servant of the Archduke/Archduchess 4 19 4 2 2 2 2
19th +6 Ability Score Improvement 4 21 4 2 2 2 2
20th +6 Archdevil Hellfire 4 21 4 2 2 2 2

Soul Monger

Starting at 1st level, you learn how to harvest souls of the creatures that have died around you and consume them to grant you additional powers. Unless otherwise stated, you use your action to perform a Soul Consumption Method. You learn 3 soul consumption methods of your choice. You learn two additional methods of your choice at 7th, 10th, and 15th level. Each time you learn new methods, you can also replace one method you know with a different one.

Harvesting a Soul

To harvest a soul, you must touch a creature that has died within the last minute and spend your Action to harvest. To successfully harvest a soul, the target must fail a Wisdom saving throw against your Spell save DC. If the target is good-aligned, it has Advantage on the roll. If the target succeeds, then you see the soul vanish into the air as it exits its mouth. Mortals cannot observe this phenomenon.

Soul Consumption Methods

Skill Extraction. (30 souls) You can spend 16 hours learning one skill proficiency from one of your captured souls. You retain this proficiency forever.

Tool Extraction. (20 souls) You can spend 8 hours learning one tool proficiency from one of your captured souls. You retain this proficiency forever.

Language Extraction. (20 souls) You can spend 8 hours learning one language from one of your captured souls. You retain this language forever.

Soul-powered Magic. (5 souls) You can consume up to 25 souls to regain one spell slot level equal to the amount of souls you consume divided by 5. For example, if you want to regain a 4th-level spell slot, you must consume twenty souls.

Memory Extraction. (5 souls) You can consume five souls to extract all memories related to a certain subject from a captured soul.

Extra-souler Save. (4 souls) You can consume 4 souls to re-roll a failed Saving throw. You must keep the result of the second roll.

Extra-souler Aid. (4 souls) You can consume two souls to re-roll a failed Ability Check. You must keep the result of the second roll.

Spiritual Restoration. (1 soul) You can consume one soul to heal yourself for 1d12 + Charisma modifier.

Soul Servant. (1 soul) You can turn one soul into a servant that serves you and your wishes. The amount of servants you can have active is equal to your level divided by 2 while rounding down plus your Charisma modifier. Their Initiative is equal to half yours and they all act on the same Initiative. At higher levels, as listed below, you may choose what form your servant takes from that level, plus any previous levels. This soul consumption method upgrades at 5th, 19th, 15th, and 18th levels. Stat blocks for the following creatures can be found on page 8.

3rd Level: Lemure servants (MM p.76)

5th Level: Imp (MM p.76) or Spined Devil (MM p.78) servants

11th Level: Merregon or Barbed Devil servants

15th Level: Black Abishai or White Abishai servants

18th Level: Bone Devil or Chain Devil servants

Spellcasting

Starting at 2nd level, the blood of Asmodeus grants you magical power over the element of fire. See chapter 10 in the Player's Handbook for the general rules of spellcasting and page 6 of this document for the Devil spell list.

Cantrips

You know two cantrips of your choice from the Devil spell list. You learn additional Devil cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Spell Slots

The Devil table shows how many spell slots you have to cast your Devil spells of 1st level and higher. To cast one of these 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Devil spell list.

You learn an additional Devil spell of your choice at each level except 13th, 17th, and 20th. Each of these spells must be of a level for which you have spell slots. 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 Devil spells you know and replace it with another spell from the Devil spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting Ability for your Devil 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 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

Ritual Casting

You can cast any Devil spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You use the holy symbol of Asmodeus as your spellcasting focus for your Devil spells.

Hellish Resistance

Starting at 2nd level, you feel the fire within you burn brighter, as such you are Immune to fire damage.

Hellfire

Starting at 2nd level, the fires of Hell burn within you, and have so for an eternity. As such, when calling upon fire to damage your enemies, it is no mere mortal fire, but fire called upon from the depths of Hell.

When casting spells or cantrips that deal fire damage, you can add your Charisma modifier to the damage.

Servant of the Archduke/Archduchess

Once you reach 3rd level, you bind your soul to one of the Lords of the Nine as their zealot.

Bel the Warlord

A former pit fiend, Bel the Warlord ruled Avernus, the first layer of Baator. He was also the lead general in the Blood War.

3rd level.

11th level.

18th level.

Zariel, Archduchess of Avernus

Zariel appeared as a hellish angel, with fiery wings, horns atop her head, goat-like legs, and skin that resembled cooling lava. She returned as the ruler of Avernus after the pit fiend, and previous ruler, Bel fell out of favor with Asmodeus. Zariel was known to actively command the forces of Avernus in the Blood War.

3rd level. Regeneration. You regains 5% of your hit points at the start of your turn. If you take radiant damage, this trait doesn't function at the start of your next turn. You dies only if you start your turn with 0 hit points and do not regenerate.

11th level.

18th level.

Dispater, The Iron Duke

The Lord of the Second, Dispater, appeared as a tall humanoid with dark hair, tiny horns, and a single cloven foot (the other foot was normal). He always dressed well and carried the badge of his office, a rod of great power. He was also paranoid and rarely left his Iron Tower in his layer of Dis.

3rd level.

11th level.

18th level.

Mammon the Viscount

Mammon ruled the layer of Minauros. He resembled a thirty-foot-long serpent with a humanoid upper body. He was duplicitous and considered untrustworthy by the archdukes. Mammon represented greed and lust for treasure.

3rd level.

11th level.

18th level.

Lady Fierna and Archduke Belial

Fierna and Belial ruled Phlegethos, the fiery fourth layer of Baator, jointedly- in a way. Fierna was the official ruler, while her father, Belial, made the decisions. Both father and daughter resembled sensual humans with small horns and glowing red eyes.

3rd level.

11th level.

18th level.

Prince Levistus

Levistus appeared as humanoid male with pale skin, black hair and entirely black eyes, and pointed teeth. However, he was imprisoned in iceberg by Asmodeus for past treachery. After Geryon, the former ruler of Stygia, was deposed (also by Asmodeus), the Lord of the Ninth appointed Levistus as the new Lord of the Fifth, but did not release him. Thus, Levistus was forced to transmit all instructions telepathically to his minions.

3rd level.

11th level.

18th level.

The Archduchess Glasya

The Archduchess Glasya was the daughter of Asmodeus and ruled the layer Malbolge. She appeared as a supremely beautiful humanoid with copper skin, wings, a forked tail, and small horns.

3rd level.

11th level.

18th level.

Baalzebul the Slug Archduke

Also called the Lord of Lies, the Fallen One, and the Lord of the Flies, Baalzebul ruled the seventh layer of Baator, Maladomini. He once had an angelic body but was changed into a slug-like form. He was a perfectionist but after his change lapsed into depression.

3rd level.

11th level.

18th level.

Mephistopheles, Archduke of Cania

Mephistopheles, the ruler of Cania, was a tall humanoid with red skin, wings, and horns. He was often confused with Asmodeus by mortals, a fact that frustrated him to no end and amused Asmodeus. Despite having rebelled and failed against Asmodeus, he was not demoted, likely thanks to his canny consort Baalphegor.

3rd level.

11th level.

18th level.

Asmodeus, King of the Nine Hells

Asmodeus, the King of the Nine Hells and the Lord of the Ninth, was the most powerful archdevil. He was also the god of sin and evil. Asmodeus ruled the layer of Nessus. He appeared as a handsome, thirteen-foot-tall human with black hair, crimson eyes, and small horns. Underneath his finery, though, constantly bleeding wounds covered his skin.

3rd level.

11th level.

18th level.

Gargauth

Gargauth, a powerful archdevil, once dwelled in the Hells, but left for reasons known only to himself. Some say he challenged Asmodeus and was exiled, some say he was cast from the Hells for his foul nature, while others say he left because Asmodeus destroyed his closest friend, the archdevil Beherit. One, none, or all of these reasons may be true.

Gargoth took to wandering the planes, and eventually founded a cult on Toril, where he is known as Gargauth.

3rd level.

11th level.

18th level.

Investiture of Hellfire

Starting at 14th level, Asmodeus starts to recognize your achievements, imbuing Hellfire deeper into the layers of your soul, granting you the following benefits:

  • You can teleport through fire -- walk into fire and disappear, feel fire all around you and reappear wherever a fire burns bright.
  • You can cast the Misty Step spell without the need of a spell slot or material components. You may use this feature as many times equal to your Charisma modifier each day.
  • You add your Charisma modifier to weapon attacks as extra fire damage. This in turn makes your weapon attacks magical.
  • You have advantage on Charisma checks against fiends (devils) equal to your level in Challenge Rating and lower.

Emissary of Hell

Starting at 20th level, you are able to channel Asmodeus' very essence, turning you into a true Archdevil, granting you the following benefits:

  • You sprout wings from your back, which grant you a flying speed of 60ft.
  • When calculating any damage you deal to a creature, you add your Charisma modifier and your proficieny bonus as extra fire damage. In addition, when they take this fire damage, the victim must make a Constituation saving throw against your Spell save DC or be engulfed in flame. Every subsequent turn, at the beginning of their turn, they take half the fire damage they took in the previous turn. (Note that this does NOT stack with the similar effect in Investiture of Hellfire)
  • You gain telepathy out to 30ft
  • You emit so much Hellfire from you body, that any creature who comes within 5 ft of you takes your Charisma modifier plus your proficiency bonus fire damage.
  • You are immune to the effects of age, as such any spell or effect that would alter your age has no effect.
  • Darkvision increases to 120 ft.
Cantrips (0 Level)
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Produce Flame
  • Message
1st Level
  • Burning Hands
  • Find Familiar
  • Hellish Rebuke
  • Searing Smite
  • Charm Person
  • Command
2nd Level
  • Aganazzar's Scorcher
  • Continual Flame
  • Flame Blade
  • Flaming Sphere
  • Flock of Familiars
  • Heat Metal
  • Pyrotechnics
  • Scorching Ray
  • Crown of Madness
  • Suggestion
3rd Level
  • Counterspell
  • Fireball
  • Flame Arrows
  • Summon Lesser Demons
  • Fast Friends
  • Incite Greed
  • Tiny Servant
4th Level
  • Fire Shield
  • Summon Greater Demon
  • Compulsion
  • Wall of Fire
5th Level
  • Flame Strike
  • Infernal Calling
  • Immolation
  • Dominate Person


Lemure

Medium fiend (devil), lawful evil


  • Armor Class 7
  • Hit Points 13 (3d8)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
10 (+0) 5 (-3) 11 (+0) 1 (-5) 11 (+0) 3 (-4)

  • Damage Resistances cold
  • Damage Immunities fire, poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands Infernal but can't speak
  • Challenge 0 (0 or 10 XP)

Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.

Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

Actions

Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage

Source: MM, page 76.



Imp

Tiny fiend (devil), lawful evil


  • Armor Class 13
  • Hit Points 10 (3d4 + 3)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

  • Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, Common
  • Challenge 1 (200 XP)

Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility. The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Source: MM, page 76.



Spined Devil

Small fiend (devil), lawful evil


  • Armor Class 13
  • Hit Points 22 (5d6 + 5)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 8 (-1)

  • Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, Telepathy 120 ft.
  • Challenge 2 (450 XP)

Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.

Flyby. The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Limited Spines. The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.

Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes two attacks: one with its bite and one with its fork or two with its tail spines.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.

Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.

Source: MM, page 78.

 

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