Grim Harbinger

by TrinityMagician

Search GM Binder Visit User Profile

Grim Harbinger

quote

description

Tenets of Control

???. .

???. .

???. .

???. .

Contract with Levistus

Levistus inspires his followers to be masters of both command and combat.

Invoke Authority Frozen Guard - As an action you can give yourself or your bound fiend temporary hit points equal to 5 x your proficiency bonus.

Invoke Authority Protect your master - When you are target by an attack or spell effect you can use your reaction to switch places with your bound fiend, then roll a d20 on a 1-10 the attack or spell effect misses and on an 11-20 the attack or spell effect hits the bound fiend.

Bound Fiend

You can magically summon a devil in service to you known as a bound fiend. As an action, you can summon the it and it will appears in an unoccupied space of your choice that you can see within 30 feet of you.

The bound fiend is friendly to you and your companions and obeys your commands. See its game statistics in the Bound Fiend stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic characteristics of the bound fiend such as its color, appearance, or any other visible effects; your choice has no effect on its game statistics.

In combat, the it shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you command it to take another action (no action required). That action can be one in its stat block or some other action. If you are incapacitated, it can take any action of its choice, not just Dodge.

The bound fiend remains until it is reduced to 0 hit points, until you use this feature to summon it again, or until you die. If your bound fiend is destroyed you can resummon it after you finish a long rest.

Ferocity

At 7th level, at the end of a turn when your pet successfully hits a creature or was hit by a creature it accumulates on point of Ferocity per hit, your pet may have an amount of Ferocity equal to twice your proficiency bonus. You may use a bonus action to spend some of your pet’s ferocity allowing it to use one of the following special actions on its turn.

Ability Ferocity Cost Description
Aggression 2* Your bound fiend may make an additional attack with its attack action, it can make additional attacks up to half your proficiency bonus rounded up. Each attack this ability provides requires 2 ferocity.
Charge 1 Your bound fiend may use it action to move up to its movement speed and make a single attack.
Recover * Your bound fiend may spend any of its ferocity, and an equal number of hit dice and regain that many hit points.

Empowered Fiend

Starting at 9th level, choose two option to augment your bound fiends abilities.

Damage Resistance. The bound fiend becomes resistance to acid, cold, lightning, or poison damage.

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

Flight. The bound fiend gains a fly speed equal to its walking speed.

Savage. The bound fiend's attacks deal an additional 1d6 damage.

Harbinger of Doom

Starting at 13th level, when you use your bonus action to use your bound fiend's ferocity you can also be used to place a seal on a creature.

Infernal Heritage

At 17th level, choose one option bellow as your bound fiend attain their Infernal Heritage. Some abilities will require creatures to make a saving throw, the DC for that is equal to 8 + your Charisma modifier + your proficiency bonus.

Ability Ferocity Cost Description
Restore Seals 1* You can expend ferocity to regain expended seals, the number of seals you can get from this is equal to the amount of ferocity.
Bound by Sin 5 Target one creature within 60 feet of your bound fiend, that creature must make a Constitution saving throw. On a failure that creature takes 10d6 force damage and is restrained, or half as much damage on a success and it is not restrained.
Unleash Hell * Your bound fiend releases all of its aggression in an explosion of energy, all hostile creatures with 15-feet of it must make a Dexterity saving throw. A creature that failed the save takes 1d12 force damage for each point of ferocity spent, or half as much damage on a success.

Once your bound fiend uses this feature it cannot do so again until you finish a long rest.

Unbound Devil

Starting at 20th level, as an action you can transform, acquiring abilities similar to those of your bound fiend. For the next 10 minutes you gain the following benefits:

  • Your type becomes fiend (devil) and Hell is your home plane.
  • You gain 100 temporary hit points.
  • Your Bound Fiend doubles it’s ferocity and gains ferocity when allies within 15ft damage or are damaged. When you use your bonus action to use it’s ferocity both you and your Bound Fiend use the ability.
  • You gain the same feature as your bound fiend got from your empowered fiend feature.

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

Interdict Improvements

As your grim harbinger levels up, Levistus's interdiction carries more power.

Deep Freeze At 6th level, at the start of a creatures turn it must make a Strength saving throw (DC = 8 + your Charisma modifier + your proficiency bonus), on a failure that creature's speed is halved.

Frenzy Mark At 10th level, your bound fiend has advantage on attacks made against interdicted creature.

Regenerate At 18th level, when you regain hit points from consuming a seal on a creature you now gain 5 hit points for each dice of damage instead of 2.

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.


Bound Fiend

Meduim fiend(devil), lawful evil


  • Armor Class 12 plus PB
  • Hit Points 5 x your illrigger level (the fiend has a number of hit dice [d8s] equal to your illrigger level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 10 (+0) 10 (+0) 16 (+3)

  • Saving Throws Con +2 plus PB, Cha +3 plus PB
  • Damage Resistances fire
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Infernal
  • Proficiency Bonus (PB) equals your bonus

Actions

Bound Attack. Melee or Ranged Spell Attack: +3 plus PB, reach 5 ft.. or range 60 ft, one target. Hit: 1d8 + 3 plus PB bludgeoning, piercing, or slashing damage.

The bound fiend is also known as the Infernal Thrall by some Illriggers

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

Special Thanks

Also special thanks to Owen "Dig" Crary for helping with balancing and design.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.