The Bedevil
The Bedevil
| Level | Proficiency Bonus | Features | Bedevil Die |
|---|---|---|---|
| 1st | +2 | Spectral Possessor | 1d4 |
| 2nd | +2 | Expertise, Ghostly Outburst | 1d4 |
| 3rd | +2 | Bedevil Versatility | 1d4 |
| 4th | +2 | Ability Score Improvement | 1d4 |
| 5th | +3 | Phantasmal Insurrection | 1d4 |
| 6th | +3 | Ability Score Improvement | 1d4 |
| 7th | +3 | Phantasmal Interference | 1d4 |
| 8th | +3 | Ability Score Improvement | 1d4 |
| 9th | +4 | Empowered Ghostly Outburst | 1d6 |
| 10th | +4 | Spectral Possessor Feature | 1d6 |
| 11th | +4 | Additional Expertise | 1d6 |
| 12th | +4 | Ability Score Improvement | 1d6 |
| 13th | +5 | Spirit Sight | 1d8 |
| 14th | +5 | Spectral Possessor Feature | 1d8 |
| 15th | +5 | Ghost's Flight | 1d8 |
| 16th | +5 | Ability Score Improvement | 1d8 |
| 17th | +6 | Incorporeal Merger | 1d10 |
| 18th | +6 | Spectral Possessor Feature | 1d10 |
| 19th | +6 | Ability Score Improvement | 1d10 |
| 20th | +6 | Form of Terror | 1d10 |
Class Features
As a bedevil, you gain the following class features
Hit Points
- Hit Dice: 1d8 per bedevil level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bedevil level after 1st
Proficiencies
- Armor: Light Armor
- Weapons: Shortsword, Rapier, simple weapons
- Tools: None
- Saving Throws: Constitution
- Skills: Choose four from Acrobatics, Athletics, Arcana, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) a quarterstaff or (b) a simple weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Studded Leather armor and two daggers
Spectral Possessor
At 1st level, you have been possessed by a phantasmal being of your choice: The Spirit and The Banshee. Your Choice grants you features at 1st level and again at 6th, 10th, 14th and 18th level.
Expertise
At 2nd level, and again at 11th level, knowledge from your Spectral Possessor is passed unto you: choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Ghostly Outburst
At 2nd level, Once per turn, your Spectral Possessor manifests special abilities within your body, allowing you to deal extra damage to attacks: choose a damage type for your Ghostly Outburst from the following list: Necrotic, Cold, and Force.
When using this ability, deal damage equal to your Bedevil Dice, which is 1d4. This damage is doubled for critical hits.
Bedevil Awareness
At 3rd level, you gain +5 to your initiative score.
Ability Score Improvement
When you reach 4th, 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.
Phantasmal Insurrection
At 5th level, when you deal damage to a creature it must make a constitution saving throw equal to 8 + your proficiency bonus or become frightened until the end of their next turn.
Phantasmal Interference
At 7th level, your Spectral Possessor can protect you from harm. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Empowered Outburst
Starting at 9th level, your Ghostly outburst becomes empowered, increasing your Bedevil Dice to 1d6. This increases again to 1d8 at 13th level, and to 1d10 at 17th level.
Spirit Sight
At 13th level, you manifest the ability to sense spectral beings around you, granting you the ability to see in normal and magical darkness and see invisible creatures and objects.
Ghost’s Flight
At 15th level, you gain the ability to fly for short periods of time. Once per long rest, you gain the ability to fly for 1 minute, with a movement speed equal to half your movement speed rounded down.
Incorporeal Merger
At 17th level, your Spectral Possessor merges with your soul, allowing your body to become immaterial for 1 minute. During this time you gain advantage on Dexterity saving throws and checks.
Form of Terror
At level 20, the Frightened condition from your Phantasmal Insurrection can only be removed after making a constitution saving throw, rather than at the end of the creature’s turn. In addition, at the start of each turn in which the creature is frightened, it gains a point of exhaustion.
Spectral Possessors
description
The Spirit
The Spirit is a milder ghost with abilities entering that of the arcane. When somone is possessed by this Spectral Possessor, they are granted with the abilities of the arcane, and become skilled in it's detection.
Bedevil Modifier
At 1st level, your Bedevil Modifier is your Intelligence Modifier or your Charisma Modifier. You gain Proficiency in saving throws of the same type as your bedevil modifier.
Spellcasting
At 1st level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Warlock spell list.
Cantrips. You learn three cantrips: mage hand and two other cantrips from the bedevil spell list. You learn another warlock cantrip of your choice at 9th and 17th level.
The Spirit Spellcasting
__
| Bedevil Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 1st | 3 | 3 | 2 | — | — | — |
| 2nd | 3 | 4 | 3 | — | — | — |
| 3rd | 3 | 4 | 3 | — | — | — |
| 4th | 3 | 4 | 3 | — | — | — |
| 5th | 3 | 5 | 4 | 2 | — | — |
| 6th | 3 | 6 | 4 | 2 | — | — |
| 7th | 3 | 6 | 4 | 2 | — | — |
| 8th | 3 | 7 | 4 | 3 | — | — |
| 9th | 4 | 8 | 4 | 3 | — | — |
| 10th | 4 | 8 | 4 | 3 | — | — |
| 11th | 4 | 9 | 4 | 3 | 2 | — |
| 12th | 4 | 10 | 4 | 3 | 2 | — |
| 13th | 4 | 10 | 4 | 3 | 2 | — |
| 14th | 4 | 11 | 4 | 3 | 3 | — |
| 15th | 4 | 11 | 4 | 3 | 3 | — |
| 16th | 4 | 11 | 4 | 3 | 3 | — |
| 17th | 5 | 12 | 4 | 3 | 3 | 1 |
| 18th | 5 | 13 | 4 | 3 | 3 | 1 |
| 19th | 5 | 13 | 4 | 4 | 3 | 2 |
| 20th | 5 | 14 | 4 | 4 | 3 | 2 |
Spell Slots. The Ancestor Spellcasting table shows how many spell slots you have to cast your warlock 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 cause fear and have a 1st-level and a 2nd-level spell slot available, you can cast cause fear using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level warlock spells of your choice.
The Spells Known column of the Ancestor Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots.
When casting a spell, it requires no material components, as your body acts as an arcane focus for your Spectral Possessor.
Spellcasting Ability Intelligence is your spellcasting ability for your bedevil spells, since you learn your spells through passed on knowledge from your ancestors. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Bedevil modifier when setting the saving throw DC for a bedevil spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Bedevil modifier
Spell attack modifier = your proficiency bonus + your Bedevil modifier
Spirit’s Reimbursement
At 6th level, when you deal damage using a spell, you gain the ability to reap life energy from creatures. Once per turn when you deal damage to one or more creatures with a spell of 1st level or higher, you regain hit points equal to that spell’s level. Spirit’s Rest At 6th level, once per long rest, your Spectral Possesor grants some of it’s energy to fuel your spellcasting. You may regain a number of spell slots equal to your bedevil modifier.
Spiritual Spells
At 10th level, your Spectral Possessor empowers spells when they are cast. A number of times equal to your Bedevil modifier, you can add your Bedevil Dice to your spell attack rolls, as well as to damage rolls. This resets on a long rest.
Enhanced Fear
At 14th Level, you gain the ability to merge your visage with the ghost within you. When using this feature, if a creature is frightened that you can see, you can use your reaction to cast a spell.
Eyes of the Spirits
At 18th level, your Spectral Possessor grants you the ability to see arcane power. At will, you can cast Arcane Sight without expending a spell slot. This resets with a long rest.
The Banshee
The Banshee is an aggressive ghost, with abilities best taken control of for use of terror and bloodshed. Those who have been possessed with this Spectral Possessor combine the fear of their opponents with the edge of their blades.
Bedevil Modifier
At 1st level, your Bedevil Modifier is your Wisdom Modifier or your Charisma modifier. You gain Proficiency in the saving throw of the same type as your bedevil modifier.
Proficiencies
At 1st level, in addition to those granted by the base class, you also have the following proficiencies:
Armor: Medium Armor
Weapons: Martial Weapons
Ghostly Blade
At 1st level, once per long rest, you may choose a weapon to be empowered with the screams of the Banshee, allowing you to use your bedevil modifier, instead of strength or dexterity, for attack and damage rolls made with this weapon.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Slicing Shriek
At 6th level, your Spectral Possessor becomes enraged, allowing you to scream at your enemies. You can roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon attack using your Ghostly Weapon.
In addition, when a creature is frightened by your Phantasmal Inssurection, it must succeed on a constitution modifier equal to 8 + your proficiency modifier + you bedevil modifier instead.
Scream of the Banshee
At 10th level, while attacking a frightened creature with your Ghostly Blade, you may add your bedevil dice to the attack roll as well as the damage roll.
Extra Attack
Beginning at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Strike of Fear
At 18th level, when you attack a frightened creature, it must succeed on a saving throw of the same type as your bedevil modifier equal to 8 + your proficiency modifer + your bedevil modifer, or become incapacitated until the end of it’s next turn.