Fatebreaker

by TrinityMagician

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Fatebreaker

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Tenets of Fate

Control Chaos. Chaos is a powerful tool but remember hell is a realm of order and its goal is to bring order to the multiverse.

Fate. All things are bound by fate, it is your duty to ensure the correct fate is followed.

Self Reliance. It is fine to have allies but remember in the end the only one you can always rely on is yourself.

Truth. Lies are a powerful weapon but the truth can be as if not more powerful a weapon.

Contract with Nezarec

Nezarec's followers are those who watch and guide events in hells favor, they are also the ones who deal with its traitors.

Invoke Authority: Bend the Knee. As an action, you cast command (DC = 8 + your proficiency bonus + your Charisma modifier), without expending a spell slot, and for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as an action on each of your turns, without expending a spell slot.

Invoke Authority: Mind Screech. As an action you can release a wave of psychic energy to confuse and disorient your enemies, all hostile creatures within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be incapacitated until the end of your next turn. Interdicted creatures have disadvantage on the saving throw.

Dread Wound

When you hit an interdicted creature with a weapon attack it takes an additional 1d4 force damage. This die changes as you gain illrigger levels, 1d6 at 5 level, 1d8 at 11th level, and finally 1d10 at 17th level.

Bonus Proficiencies

When you choose Nezarec as your archdevil, you gain proficiency with insight, investigation, and perception.

Spell Scourge

At 7th level, an interdicted creature has disadvantage to maintain concentration on their spells.

Pear into the Mind

Starting at 9th level, you can hear the thoughts of a creature that has one of your seals on it.

In addition, you gain a bonus to your initiative rolls equal to your Charisma modifier (minimum of +0).

Magic Resistance

Starting at 13th level, you have advantage on saving throws against spells and other magical effects.

Aura of Aggression

At 17th level, you radiate an aura of violence out 30 feet. When you make a weapon attack against a creature within that area add 1d4 to your attack. In addition your aura of desolation now extends to 30 feet.

Truth Devil

Starting at 20th level, as an action you can transform, [undecided appearance]. For the next 10 minutes you gain the following benefits:

  • Your type becomes fiend (devil) and Hell is your home plane.
  • You gain a fly speed equal to twice your current speed.
  • You gain truesight out to a range of 300 feet.
  • Your dread wound ability now does 3d10 force damage.
  • At the start of your turn you regain one of your consumed seals (Any seals gain in this form are lost when it ends).

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

Interdict Improvements

As your fatebreaker levels up, Nezarec's interdiction carries more power.

Mind Breaker At 6th level, when a creature starts its turn with one of your seals on it that creature takes psychic damage equal to your Charisma modifier (minimum of 1).

Fear the Inevitable At 10th level, at the start of an interdicted creatures turn it must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the start of their next turn.

Sealed Fate At 18th level, when you place a seal on a creature you can force it to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier), on a failure the creature is paralyzed until the end of your next turn.

Summon Nightmare

15th-level Illrigger feature (replaces Summon Hell)

Beginning at 15th level, as an action, you can summon a nightmare to serve you. The nightmare appears in an unoccupied space within 30 feet.

It is bound to you and must obey your commands to the best of its ability. In combat, the it shares your initiative count, but it takes its turn immediately after yours. Once you use this feature, you must complete a long rest before you can use it again.

This subclass was created for the Illrigger class created and owned by MCDM productions.

 

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