Devil Forgemaster - A Castlevania-inspired D&D 5e Class

by DMEdison

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The Devil Forgemaster

Equipped with the devastating powers of shadow and hellfire, Forgemasters channel the powers of ancient evil to slaughter foes, unleash chaos on the battlefield, and support their allies.

The Devil Forgemaster
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th Hellfire Shards
1st +2 Forgemaster Specialization, Spellcasting 2 2 1
2nd +2 Black Scholar, Innocent Devils 2 2 2 2
3rd +2 Unholy Boon 2 3 3 3
4th +2 Ability Score Improvement 2 3 3 4
5th +3 Sacrifice 2 4 4 2 5
6th +3 Specialization Feature 2 4 4 2 6
7th +3 2 5 4 3 7
8th +3 Ability Score Improvement 2 5 4 3 8
9th +4 2 6 4 3 2 9
10th +4 Specialization Feature 3 6 4 3 2 10
11th +4 Grand Calling 3 7 4 3 3 11
12th +4 Ability Score Improvement 3 7 4 3 3 12
13th +5 Stalwart Focus 3 8 4 3 3 1 13
14th +5 Specialization Feature 3 8 4 3 3 1 14
15th +5 3 9 4 3 3 2 15
16th +5 Ability Score Improvement 3 9 4 3 3 2 16
17th +6 3 10 4 3 3 3 1 17
18th +6 3 10 4 3 3 3 1 18
19th +6 Ability Score Improvement 3 11 4 3 3 3 2 19
20th +6 Grand Summoner 3 11 4 3 3 3 2 20

Class Features

As a Devil Forgemaster, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Devil Forgemaster level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Devil Forgemaster level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers

Forgemaster Specialization

At 1st level, you have become adept in a field of dark magic. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Choose between Lower Planes and Otherworldly, as described at the end of the class description.

Spellcasting

As a Devil Forgemaster, you have learned to weave shadows and hellfire to cast spells.

Cantrips

You learn two cantrips of your choice from the Devil Forgemaster spell list. You learn additional Devil Forgemaster cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Devil Forgemaster table.

Spell Slots

The Devil Forgemaster table shows how many spell slots you have to cast your Devil Forgemaster 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 Command and have a 1st-level and a 2nd-level spell slot available, you can cast Command using either slot.

Spells Known of 1st Level and Higher

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

The Spells Known column of the Devil Forgemaster table shows when you learn more Devil Forgemaster spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 Forgemaster spells you know and replace it with another spell from the Devil Forgemaster spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Devil Forgemaster spells, since their power derives from the strength of your convictions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Devil Forgemaster spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Wisdom modifier


Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Devil Forgemaster spells.

Black Scholar

Starting at 2nd level, you begin honing your understanding of how monsters behave, understanding their tactics and patterns of attack.

Choose a type of monster for your study: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoids (such as gnolls and orcs).

While you are conscious, you cannot be surprised by monsters of your chosen type.

Innocent Devils

Also at 2nd level, you can spin shadow and hellfire into Innocent Devils, beings unaware of their wicked origins and malevolent existences. Your access to this energy is represented by a number of Hellfire Shards. Your Devil Forgemaster level determines the number of Hellfire Shards you have, as shown in the Hellfire Shards column of the Devil Forgemaster table.

You can expend these shards to fuel various features. You start knowing two such features: Summons and Recall.

You regain all expended Hellfire Shards at the end of a short or long rest.

Summons

As an Action, you may expend Hellfire Shards to summon a single creature of appropriate CR level. The creature manifests in an unoccupied space that you can see within 30 feet and lasts for either 1 hour, until it drops to 0 hit points, or if you choose to dismiss them (no action required).

CR Hellfire Shards Expended
<1/2 1
1/2 2
1 3
2 4
3 6
4 8
5 10

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. On your turn, you can verbally command the summon where to move (no action required). You can use your Action to verbally command it to take one of it's actions, or the Dash, Disengage, or Help action. If you don’t issue any, it takes the Dodge action. Additionally, the creature can use your spellcasting modifier in place of their modifier for their melee attack and damage rolls, and spell attack rolls, if it is higher.

Treat this ability as innate spellcasting for spells such as like Dispel Magic.

Recall

As an action or bonus action, you may expend one Hellfire Shard to teleport your summon to an unoccupied space within a 5-foot-radius of yourself.

Unholy Boon

At 3rd level, your understanding of black magic broadens. You gain one of the following features of your choice:

Boon of Fury

If a creature has dealt damage to you, you can make a creature you summoned attack them recklessly. Doing so gives your summon advantage on melee weapon attack rolls using Strength during their turn, but attack rolls against them also have advantage until their next turn.

Boon of Undeath

If damage would reduce you to 0 hit points, you can choose to make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.

Sacrifice

At 5th level, you learn how to rapidly manipulate dark elements to avoid death.

As a reaction to taking damage that would reduce you to 0 hit points or kill you outright, you can sacrifice one of your summons to regain hit points equal to half of its remaining hit points, and halve the damage you take.

You can’t use this feature again until you finish a short rest.

Grand Calling

At 11th level, you have a breakthrough in your study of black magic. You gain one of the following features of your choice:

Boon of Summoning

You may call upon multiple creatures at a time. As long as you have the Hellfire Shards necessary, you may summon a number of creatures up to your Charisma modifier (minimum of 1).

Additionally, you can control any number of creatures you summon using the same Action.

Boon of Power

Any spell you cast is treated as if it were cast using a spell slot three levels higher than the spell slot you used to cast the spell.

Stalwart Focus

At 13th level, your conjuration skills have greatly strengthened your mind.

Your concentration on a Conjuration spell cannot be broken while you are conscious.

Grand Summoner

At 20th level, you have achieved mastery over the weaving of shadow and hellfire.

You can now choose to command your summon using a Bonus Action.

Additionally, once per day, you can use your Action to expend 10 Hellfire Shards to cast the Gate spell, without needing Material components.

Forgemaster Specializations

Lower Planes

You have dedicated your time into studying creatures from the Lower Planes. Whether you desire power and dominion over the armies of the Abyss, or you're a scholar studying the innerworkings of fiendish societies, you specialize in manipulating hellfire to suit your needs.

Lower Embodiment

You learn additional spells when you reach certain levels in this class, as shown in the table below. Each of these spells counts as a Devil Forgemaster spell for you, but it doesn’t count against the number of Devil Forgemaster spells you know.

Devil Forgemaster Level Spells
1st bane, command
5th blindness/deafness, heat metal
9th stinking cloud, summon lesser demons
13th fire shield, summon greater demon
17th infernal calling, hallow

Fiendish Allure

At 1st level, you become a master of hollow promises.

You learn the Infernal language and you gain proficiency in Deception. If you're already proficient in Deception, then your proficiency bonus is doubled for ability checks using that skill.

Lower Calling

At 6th level, you are able to command creatures of the Lower Planes of greater stature than normal.

Whenever you summon a single Fiend or Demon using your Innocent Devils Feature, you can choose a creature with a CR one level higher than normal for the number of Hellfire Shards expended.

Unyielding Blaze

Also at 6th level, you have grown accustomed to the flames of the Lower Planes.

You have resistance against fire damage.

Devouring Inferno

At 10th level, when a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to offer it as a sacrifice to the Lower Planes.

Choose one of the following effects. Once you use either effect, you can’t use this feature again until you finish a long rest.

  • You regain an expended Devil Forgemaster spell slot.
  • You gain immunity to fire damage for 1 minute.

All-Consuming Flame

At 14th level, your hellfire burns through the toughest of armor and the thickest of hide.

Any fire damage that you or any creature you summon deals ignores resistances, and treats immunity to fire damage as resistance to fire damage.

Otherworldly

You have dedicated your time into studying creatures from beyond the normal world.

Alien Embodiment

You learn additional spells when you reach certain levels in this class, as shown in the table below. Each of these spells counts as a Devil Forgemaster spell for you, but it doesn’t count against the number of Devil Forgemaster spells you know.

Devil Forgemaster Level Spells
1st armor of agathys, dissonant whispers
5th crown of madness, detect thoughts
9th clairvoyance, sending
13th confusion, summon aberration
17th dream, telekinesis

Otherworldly Gaze

At 1st level, your mind has gazed upon the unblinking eyes of the night skies. While under the night sky, you can accurately recall anything you have seen or heard whilst you were under the night sky.

Additionally, while under the night sky, you instinctively know which way is north and you can't become lost, magically or otherwise.

Otherworldly Call

At 6th level, you are able to command creatures from the Great Beyond of greater stature than normal.

Whenever you summon a single Aberration or Monstrosity using your Innocent Devils Feature, you can choose a creature with a CR one level higher than normal for the number of Hellfire Shards expended.

Alien Adaptability

Also at 6th level, your notions about reality begin to shatter as you learn ways to augment your mind and body.

Whenever you finish a long rest, you can choose to gain proficiency in Strength, Dexterity, Constitution or Intelligence saving throws. This lasts until you finish your next long rest.

Aspect of the Cosmos

At 10th level, your soul starts to sever from its mortal shell.

When you summon a single Aberration or Monstrosity using your Innocent Devils Feature, you can choose to possess its body, leaving your mortal body suspended in stasis.

While in this state, you control your summon, rather than yourself. Additionally, your original body is immune to all sources of damage and cannot be moved by any means short of a wish spell or similar magic. You return to your original body if you or your summon dies, or if you choose to end the possession as an Action.

You can’t use this feature again until you finish a long rest.

Man, Ascendant

At 14th level, your mind has become entirely foreign to this world.

You become immune to the frightened condition, and your thoughts cannot be read through means of telepathy.

Additionally whenever you or one of your summons is hit with a melee attack, you can expend 4 Hellfire Shards as a reaction to deal back half the damage received as psychic damage.

You must finish a long rest before you are able to use this feature again.

Devil Forgemaster Spell List

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Light
  • Mage Hand
  • Message
  • Minor Illusion
  • Prestidigitation
  • Toll the Dead
  • Vicious Mockery
1st Level
  • Cause Fear
  • Charm Person
  • Command
  • Comprehend Languages
  • Continual Flame*
  • Expeditious Retreat
  • Hellish Rebuke
  • Hex
  • Illusory Script
  • Protection from Evil and Good
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Borrowed Knowledge
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Earthbind
  • Enthrall
  • Flock of Familiars
  • Hold Person
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Persistent Servant*
  • Ray of Enfeeblement
  • Shadow Blade
  • Shatter
  • Spider Climb
  • Suggestion
3rd Level
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Fireball
  • Fly
  • Gaseous Form
  • Incite Greed
  • Intellect Fortress
  • Magic Circle
  • Major Image
  • Remove Curse
  • Spirit Shroud
  • Summon Lesser Demons
  • Summon Shadowspawn
  • Summon Undead
  • Thunder Step
  • Tongues
  • Vampiric Touch
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Dimension Door
  • Elemental Bane
  • Hallucinatory Terrain
  • Raulothim's Psychic Lance
  • Shadow Of Moil
  • Sickening Radiance
  • Summon Aberration
  • Summon Greater Demon
5th Level
  • Contact Other Plane
  • Danse Macabre
  • Dream
  • Enervation
  • Far Step
  • Hold Monster
  • Infernal Calling
  • Mislead
  • Negative Energy Flood
  • Planar Binding
  • Scrying
  • Synaptic Static
  • Teleportation Circle

Continual Flame

1st-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled

A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.

Persistent Servant

2nd-level conjuration


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (1gp, which the spell consumes)
  • Duration: 1 day

You contract an invisible spirit to perform a specific chore repeatedly in a designated 30-foot radius sphere. Choose a basic instruction, such as sweeping the floor, or picking up all objects from the floor and putting them in a designated bin. The servant performs the task over and over again throughout the duration.