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Published by PDF runner, 2024-02-26 18:16:54

Class Collective-compressed

Class Collective-compressed

Gambler Tricking others is a trade secret, and you're the master of it. This ability to deceive is used by gamblers to magical and spectacular effect. Master Deceiver 1st level gambler feature Gain expertise in sleight of hand. If you already have it, choose another skill from the Brilliance skill list. Card Draw 1st level gambler feature You can spend an action to draw magical cards from a deck of cards or roll a magical die. Roll 1d12 and gain a cantrip from the following list. The cantrip can be cast without using an action this turn, but goes away at the end of your turn. 1 Jack of Spades Chill Touch 2 Jack of Diamonds Mage Hand 3 Jack of Hearts Guidance 4 Jack of Clubs Booming Blade 5 Queen of Spades Fire Bolt 6 Queen of Diamonds Light 7 Queen of Hearts Resistance 8 Queen of Clubs Primal Savagery 9 King of Spades Ray of Frost 10 King of Diamonds Prestidigitation 11 King of Hearts Friends 12 King of Clubs Shillelagh Scam Artist 7th level gambler feature You gain advantage on deceiving any creature with an INT score of 12 or lower in a bet with your game set. Fudge Roll 7th level gambler feature You can attempt a sleight of hand check against an enemy's wisdom saving throw. On a success you can choose which card to draw or dice to roll for the Card Draw feature. Explosive Deck 10th level gambler feature Make a throwing weapon attack for your deck of cards. You throw a random card from the list below at the target, the effect triggers on them. Roll 1d10 to determine the outcome. Using this feature expends a brilliance die. 1 1 of Suit Chaos Bolt 2 2 of Suit Chromatic Orb 3 3 of Suit Guiding Bolt 4 4 of Suit Ice Knife 5 5 of Suit Jim’s Magic Missile 6 6 of Suit Ray of Sickness 7 7 of Suit Witch Bolt 8 8 of Suit Catapult 9 9 of Suit Earth Tremor 10 10 of Suit Thunderwave Can't Con a Con Man 13th level gambler feature All enemies automatically fail in deceiving you, and you automatically succeed on any wisdom save that involves suggestion. Deck from Hell 18th level gambler feature You can spend an action to pull out your final deck of cards. You roll 1d20 and gain a corresponding spell that can be cast as an action in one of your next 3 turns before it fades. This feature costs 3 brilliance dice to use. If you roll a 20, it will expend 5 brilliance die, but if you have less than that, it will only bring you to zero. 1 The Fool Contagion 2 The Magician Bigby’s Hand 3 The High Priestess Legend Lore 4 The Empress Cone of Cold 5 The Emperor Conjure Elemental 6 The Hierophant Control Winds 7 The Lovers Dream 8 The Chariot Mislead 9 Strength Destructive Wave 10 The Hermit Enervation 11 Wheel of Fortune Animate Objects 12 Justice Insect Plague 13 The Hanged Man Cloudkill 14 Death Raise Dead 6


15 Temperance Maelstrom 16 The Devil Flame Strike 17 The Star Mass Cure Wounds 18 The Sun Dawn 19 Judgment Banishing Smite 20 The World Time Stop, Power Word Kill, Invulnerability, or Astral Projection (your choice) Diplomat Brilliant strategists, diplomats are excellent at convincing people to do what they want and inspiring others in their wake. Diplomatic Master 1st level diplomat feature Gain expertise in persuasion. If you already have it, choose another skill from the Brilliance skill list. Inspiring Presence 3rd level diplomat feature You can expend a brilliance die to give an ally within 60 feet advantage on any check they make. You must do this before they make the roll. Read Features 7th level diplomat feature You have advantage on insight checks against humanoids. You can also effectively understand the facial features and words that your allies mouth to you up to 100 feet away as long as they are in line of sight. Enemies Everywhere 10th level diplomat feature After interacting with a creature for a number of minutes equal to their deception modifier, you know an effective way to defeat them, this includes your own allies. Action Economy 13th level diplomat feature You spend your bonus action to expend four brilliance dice to give yourself or an ally 1 extra action on their turn. Mass Inspiration 18th level diplomat feature You grant all of your brilliance dice to your allies, split up how you like. They can expend these dice as they choose to give themselves advantage. All of your brilliance dice are now replenished. This feature can be used once per day. Spy Stealthy, deadly, and smart, spies are a lethal force of nature that can trick just about anyone into believing they're someone who they're not. Master Spy 1st level spy feature Gain expertise in deception. If you already have it, choose another skill from the Brilliance skill list. You also gain proficiency in Thieves tools, Disguise Kit, and Forgery Kit. Of Many Faces 3rd level spy feature You can use Disguise Kits and Forgery Kits a number of times equal to your intelligence modifier instead of once. You gain advantage on deception when disguised. Intellectual Application 7th level spy feature You can add your intelligence bonus to your sleight of hand and persuasion checks. This does not apply to throwing weapons at level 11. Backstab 10th level spy feature When attacking an enemy with a dagger that is unaware of you, you are not in combat, and you are behind them the attack is automatically a crit and your intelligence modifier is added to damage. This feature costs a brilliance die to use. 7


Legendary Tools 13th level spy feature You gain an invisibility watch which allows you, as an action, to cast invisibility on yourself and your equipment for a maximum of 2 minutes (20 rounds) before the tool's power runs out and the user is forced out of invisibility. While invisible, you cannot take any offensive action. If you are touched, you become visible to anyone within line of sight with a passive Perception above 12. You can choose to end the effect whenever you would like. This feature costs two brilliance dice to use. Behind You 18th level spy feature You can now backstab in combat as long as you have sneak attack. The backstab is now magical for the purposes of overcoming damage resistances, and deals 2d10 extra piercing damage. Pirate Smart in a unique set of terms, the pirate is brilliant in their unique approach to situations, preferring to make narrow and daring plans and escapes. Pirates excel in bending situations to their favor and making their own luck. Legendary Pirate 1st level pirate feature Gain expertise in Vehicles (Water) and Navigator’s Tools. You also gain proficiency in Thieves tools, simple firearms, and acrobatics. You can also add a flintlock to your starting equipment. Ship Master 3rd level pirate feature You have expertise and use your INT mod instead of your DEX mod for acrobatics when on a ship. You also have advantage on history checks about pirates, navvies, history on the sea, and pirate folklore. You can also, if holding a weapon, move backwards 5 feet when attacked to increase your AC by 1d4, but only when on a ship or dock. Can be used a number of times equal to your intelligence modifier. Rapid Reload 7th level pirate feature You can expend a brilliance die to instantly reload and fire your flintlock. This can be used a number of times per turn equal to your proficiency modifier. Duelist 10th level pirate feature You gain access to a number of battle master maneuvers equal to your INT mod, you can expend a brilliance die to use any of these. (You still use d8s when rolling) If you hit a creature, that creature can’t make opportunity attacks against you for the rest of your turn. 8


Incredible Audacity 13th level pirate feature You gain a bonus to initiative equal to your CHA mod, you can also spend a brilliance die to gain advantage on your initiative after rolling. Charismatic Prowess 18th level pirate feature You cannot roll below a 15 on a Deception, Persuasion, or Intimidation check. You gain advantage on melee attacks made on a creature you are fighting if they are the only creature within 5 feet of you. 9


Copyright notice This is unofficial Fan Content permitted under the Fan Content policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast, LLC.


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Summoner 5e class


A Summoner wolf leaps from the shadows, then another, and another. A man in a shadowy green cloak steps out from the forest as his creatures swarm around him. They step forward and a trio of birds emerge from their cloak and fly out. One of the birds morphs into a massive grotesque hawk that begins to swoop the oil tankers. "Hey! What are you doing there?" the assortment of men walk approach the hooded figure in the middle of the graveyard. The figure stands up and puts their hands up. The men continue to approach the figure until they get close enough to see that it's a woman. As they reach out to cuff her, they get a swift elbow to the nose, as the other three men are grasped by hands reaching out of the earth. Skeletal bony hands that grasp into their flesh. A distant screaming is heard by passerbys of the graveyard for hours. A hook flies past the colossus, and from around the corner comes a tiefling woman laughing hysterically, before the massive colossus can even react, she flies past him planting the barrel of her hand cannon onto his temple and painting the wall with his brains. She zips back around the corner cutting down the rest of his men with her blade before landing and taking a moment to reload. "Well well well, if it isn't little defenseless Jimmy." the large men scoff at the small boy, "where's our payment money?" the stone faced elves ask. The little boy reaches into his pocket before pulling his hand back out, covered in blood, serrated from top to bottom. As the blood coils in his palm, a grotesque flesh like eye appears to float above the boy's shoulder as he reaches out and picks up the first large man with one hand, a distinct crack being heard as his skull fractures. With hordes of allies and many skills to compliment their ability types, Summoners are truly fitting of the name. Their powerful ability to control the front line and take damage makes them ideal tanks with a hefty side of tanking and even healing if you so choose. The vast differences between the abilities of different Summoners makes them only a class in name, their powers coming from the depths of hell, their own magic, nature, or even the godess of death herself. Summoner Quick Build Make your highest stat constitution and your second highest wisdom. Choose the sage or hallowed one background. Multiclassing Summoner - when using the optional rule for multiclassing with a Summoner, the character must have an constitution score of more than 13. Hit Points Hit Dice: 1d10 per summoner level Hit Points at 1st level: 10 + your Constitution modifier Hit points at higher levels: 1d10 (or 6) + your constitution modifier per level after 1st Proficiencies Summoners have the following proficiencies at 1st level. Armor: Light Armor, Medium Armor, Shields Weapons: Simple and Martial Weapons Tools: Ritual Tools, Alchemist's Kit Saving Throws: Constitution, Wisdom Skills: Choose two from Animal Handling, Arcana, History, Insight, Intimidation, Medicine, Performance, Religion, Survival Starting Equipment You start with the following equipment, in addition to the equipment granted by your background. a shield or any simple weapon any martial weapon or two scimitars leather armor, explorer's pack, ritual tools, alchemist kit 2


Summoner Table Level Profiency Bonus Features High Mid Low Challenge Ratings 1st +2 Taming Magic - 2nd +2 Beast Summons, Taming Magic Feature ¼, ⅛, 0 3rd +2 Taming Magic Feature ½, ¼, ⅛ 4th +2 Ability Score Improvement, Store Creature ½, ¼, ⅛ 5th +3 Follow Ally 1, ½, ¼ 6th +3 Taming Magic Feature 1, ½, ¼ 7th +3 Ability Score Improvement 1, ½, ¼ 8th +3 Taming Magic Feature 1, ½, ¼ 9th +4 Ritual Master (x3) 2, 1, ½ 10th +4 Taming Magic Feature 2, 1, ½ 11th +4 Ability Score Improvement, Ritual Master (x4) 2, 1, ½ 12th +4 Shadow Meld 2, 1, ½ 13th +5 Taming Magic Feature, Ritual Master (x5) 3, 1, ½ 14th +5 Ability Score Improvement 3, 2, ½ 15th +5 Taming Magic Feature, Ritual Master (x6) 3, 2, ½ 16th +6 Master Caster 3, 2, ½ 17th +6 Ability Score Improvement, Ritual Master (x8) 4, 2, 1 18th +6 Taming Magic Feature 4, 2, 1 19th +6 Ability Score Improvement 5, 2, 1 20th +6 Taming Magic Feature 5, 3, 1 Class Features As a summoner you gain the following class features. Taming Magic 1st level Summoner feature How you channel your ability to summon is determined by how you learned to interact with the world. Choose one of the following Taming Magic classes. Choose From: Beast, Necrotic, Pact, Conjuration Beast Summons 2nd level Summoner feature You now gain the ability to summon creatures with your ritualistic connection to the world. This must be performed as a ritual and will take 2 hours. This feature can be used once per long or short rest. Summons will last until your next long or short rest, where they magically disappear. The way these summons are conjured is dependent on your Taming Magic. Roll a d4 to determine what will happen. Your subclass will determine the kind of creature. Find your higher, middle, and lower challenge ratings from the beast level table above. These creatures will attack automatically and are friendly, but will listen if you give them commands. If you are mute, you are unable to give them orders. These creatures gain your constitution modifier divided by the number of creatures (rounded down) additional health. These creatures have your wisdom stat instead of their own. 1 Summon 1 Creature of a higher challenge rating. 2 Summon 2 Creatures of a middle challenge rating. 3 Summon 4 Creatures of a lower challenge rating. 4 Pick any number of creatures that totals out to the higher challenge rating to a maximum of 8. (0s count as 1/8 for this purpose.) Ability Score Increase 4th level Summoner feature At level 4 (and again at levels 7, 11, 14, 17, and 19) you can choose to increase one ability score by two, or two ability scores by one. (Up to a maximum of 20) Alternatively, feats can be chosen if allowed by your DM. 3


Store Creature 4th level Summoner feature You gain the ability to magically enchant an object to be able to store your summoned allies. These summons are stored inside the object and can be released at any time. They will be automatically released by dispel magic, and the object can be detected as a magical item. Creatures in the amulet still disappear at the end of the day. Follow Ally 5th level Summoner feature You can command any of your summons at any time to follow one of your allies. They will move when they move and not on their turn. Their AC will be used instead of your ally if it is higher and they will take damage for the ally. They will also attack targets who come within their range but will not leave 10 feet from the ally. These creatures will also listen to any verbal commands from this ally except for leaving them, and will still prioritize your commands over theirs. Ritual Master 9th level Summoner feature Summoners have access to 3 rituals. This increases to 4 at lvl 11, 5 at lvl 13, 6 at lvl 15, and 8 at lvl 17. These can be of a maximum level equal to half your level rounded down, they are cast at their original level. Beast Summoners can select spells from the Druid and Ranger’s spell list, Necro Summoners from the Paladin and Cleric spell lists, Pact Summoners from the Warlock or Bard spell lists, and Conjuration Summoners gain rituals from the Conjuration and Illusion schools. These rituals can be cast over 10 minutes. These spells use your WIS score for spellcasting purposes. Shadow Meld 12th level Summoner feature You can use an action to transport yourself or any of your summons up to 60 feet in any direction instantly. You can use this feature a number of times equal to your constitution modifier per long rest. 4


Master Caster 16th level Summoner feature Ritual spells can be cast over their original duration instead of 10 minutes. These rituals are now always cast at their maximum level (8th level, until you reach level 18, then cast at 9th level.) Taming Magic Beast One with nature, Beast Summoners gain their followers by loyalty of the creatures of nature, as they bestow their blessing upon the beast summoners. Beast summoners can always be trusted to look out for the greater good, but if it comes at the cost of nature, that takes priority. Proficiencies 1st level beast feature You gain proficiency in Herbalism Kit and the Druidic Language One With Nature 1st level beast feature Beast Summoners can pick two cantrips from the druid spell list. Summoning Criteria When using the beast summons feature, Beast Summoners will meditate near an ocean, forest, or cave and creatures will emerge from these locations respectively. If they meditate near an ocean it will summon a creature from the underwater environment. If it’s near a forest it will summon a creature from the forest environment. If it’s near a cave it will summon a creature from the underdark environment. Friend of the land 3rd level beast feature You gain a magical familiar that can be summoned and unsummoned by touch. It cannot attack but it can interact with creatures otherwise. This creature is completely loyal to you and can telepathically relay information to you. Your cantrips that do not deal damage can be cast by the familiar. Your familiar can die, and it will take 1 day to be able to be summoned again. Primal Rage 6th level beast feature You gain the ability to mutate your familiar. You must make physical contact to mutate it. Your familiar grows horrible muscles and their fangs and claws grow longer. They gain (your level + constitution mod)d4 life They can still use their normal combat abilities and other abilities but their effects are increased. Their constitution stat is now equal to yours (if it was lower) and their strength score is now (1d20 + your constitution modifier) and their dexterity score is increased by your proficiency bonus. Their attacks now deal damage depending on you CON mod, (+1: 1d4, +2: 1d6, +3: 1d8, +4: 1d10, +5: 1d12) Their proficiency bonus is now equal to yours. Their saving throw DC’s are now calculated by (6 + your proficiency bonus + your CON mod) Their AC is increased by your proficiency bonus. Your familiar grows to many times its size and will obey your commands even if you can’t speak. If it runs out of life, it returns to its regular size first, then it can be attacked again. This lasts for 10 minutes. This feature can be used once per long rest. Primordial Knowledge 8th level beast feature You have advantage when making any check relating to knowledge of natural creatures. You can now have two magical familiars instead of one. Your body courses with the magic of nature, you can enchant your weapons by spending 10 gold and 10 minutes performing a ritual to make them magical. These weapons count as magical for the purposes of overcoming resistances. You can cast Druidcraft through this weapon for free. When you unlock this feature you can change your cantrips. You gain one additional cantrip as well. 5


Unstoppable Monster 10th level beast feature In addition to using Primal Rage to mutate your familiar you can also use it to mutate your summoned creatures. They gain (your constitution bonus + your proficiency bonus)d4 additional life and their strength and dexterity score increases by your constitution bonus, they deal 1d4 additional damage, and gain 1 additional action. You can also use Primal Rage on yourself. When you do this, your strength and dexterity scores are equal to your constitution score, and you gain (your proficiency bonus)d4 temporary hit points. You gain 2 additional attacks on each of your turns. Your speed also increases by (5*CON mod) feet. This only lasts 18 seconds on you. (3 rounds of combat) Speak With Nature 13th level beast feature You can communicate with animals of all kinds. Creatures from the forest, ocean, and underdark are also more likely to listen to you and you have advantage on deception, insight, persuasion, and animal handling for them. You gain the ability to summon a third magical familiar. Creatures of the World 15th level beast feature If you fight a natural creature and knock it unconscious, you can have it make a wisdom check. If it fails it will become friendly when it wakes up. The creature will not fight for you, but it will be friendly in every other way, and offer to help you if it can. Pact of the Wild 18th level beast feature You cannot be slowed by rough terrain that is natural. Your familiars gain the ability to shapeshift into other creatures or objects of their size. Unstoppable Nature 20th level beast feature You choose one, Earth, Water, or Nature. You create armor for yourself out of this and summon 2 creatures of the respective kind at your highest level. You gain 1d20 + your constitution modifier temporary hit points. You also gain an additional action per turn. This lasts for 10 minutes. This feature can be used once per long rest. Necrotic Necrotic Summoners draw from the energies of the dead. Granted power over death and life, they raise the dead from their eternal slumber to fight beside them. Their curses and armies are a force to be reckoned with, but they may struggle to fit in anywhere. Proficiencies 1st level necrotic feature You gain proficiency in Medicine and Leatherworker's Tools Leatherworker's Tools have been added to your inventory. The Dead Speak 1st level necrotic feature Necro Summoners can attempt to speak with the dead. They use a wisdom check to try this. If they get below a 10 they must make a DC 15 wisdom saving throw or take 2d6 psychic damage. Necro Summoners can cast Toll the Dead at will. Summoning Criteria 2nd level necrotic feature When using the beast summons feature, necrotic Summoners will cast an elaborate ritual in a graveyard or a place where people once died. When the ritual ends they will summon a undead creatures (These can be an undead version of a humanoid creature of the same challenge rating.) Raise Arms 3rd level necrotic feature For an action, arms of the dead sprout up from the floor in a 50 by 50 area of your choice within 100 feet. These arms will grasp at enemies, this makes difficult terrain for any nonflying creatures in the area. Small creatures will be bound and unable to move. Your allies are not affected by this rough terrain unless they are small, then they treat it as rough terrain. This feature can be used (your constitution modifier/2) rounded down per long rest. 6


Necrotic Magic 6th level necrotic feature Necro Summoners can cast Spare the Dying, Sapping Sting, and Decompose at will. Reanimate 8th level necrotic feature You can reanimate corpses on the battlefield. These dead must make a wisdom saving throw or become zombies. These zombies however, are hostile to everyone and cannot be charmed or convinced to fight for any side in any way. Stitch Together 10th level necrotic feature You can heal your summons with flesh of your enemies by using your Leatherworker’s Tools to stitch flesh onto them. If you have flesh you can spend 10 minutes for each 10 health healed. Shadow Hands 13th level necrotic feature Your unarmed strikes deal 1d8 necrotic damage + your constitution modifier. You can choose to heal for 1d4 of this damage a number of times per day equal to your constitution modifier. Flesh Armor 15th level necrotic feature You can spend one action and concentrate for a round of combat stitching together flesh from a corpse to protect yourself. When the concentration finishes you have stitched together enough flesh to create simple armor, it grants you +2 AC until you take damage next, then it falls apart. Explode 18th level necrotic feature You command the target summon to explode, it deals (it's challenge rating + (your constitution mod/2))d6 damage to any creature in a 10 foot radius that fails an (8 + your constitution mod + your proficiency bonus) DC DEX save. Hordes from Beneath 20th level necrotic feature After casting Raise Arms you can choose to use this feat. The arms crawl further out of their holes and as many monsters as you want that total up to a challenge rating of 6 spawn. (0s count as ⅛ for this purpose.) These undead obey your commands and perform as many summons for you. These undead fall apart after 10 minutes. This feature can be used once per long rest. Pact The pact summoners have chosen to make deals with every evil they can find. They may strive for power, or for relevance, or to avenge something, but no matter the reason, they won't stop to make deals with the lowest of devils to gain their power. Proficiencies 1st level pact feature You gain proficiency in Arcana and any Gaming Set Any gaming set has been added to your inventory. 7


Pact with the Unknown 1st level pact feature You make a pact with a low level devil, pick a pact: These pacts have a permanent drawback and a permanent benefit, but they also can be summoned once per day by giving up some of your blood or skin to do something. The Devil of Sight: You lose the ability to see. But you gain Tremorsense for 120 feet, your passive perception is doubled against anything on the ground, you can see anything within line of sight or behind partial cover as if it was completely visible to you even in magical and nonmagical darkness, but you cannot sense flying or incorporeal creatures, you can see any burrowing creature as well. You can make ranged attacks with this tremorsense. You can summon the Devil of Sight as a feature once per day, it deals 1d4 damage to you and grants you the ability to see with Truesight for the duration at 60 feet. It lasts for 10 minutes. It appears as a glowing magical eye that floats above your shoulder and causes uncomfort to anyone who looks at it. The Devil of Might: Your base movement speed is reduced by 15 feet. But you gain +3 to your strength (to a maximum of 20). You can summon the Devil of Might as a feature once per day, it deals 1d4 damage to you, and it makes all creatures in a 20 foot sphere somewhere within 100 feet of you roll a (8 + constitution mod + proficiency bonus) DEX DC on a success they take damage equal to your constitution mod, on a failure they take (your constitution mod)d4 damage instead. It appears as a giant wolf head that emerges from the ground and eats them. The Devil of Light: You have your AC reduced by 3. But you gain 15 feet of movement and your DEX based skills use your constitution mod instead of dexterity mod. You can summon the Devil of Light as a feature once per day, it deals 1d4 damage to you and it sheds bright light for 60 feet and dim light for another 20 feet, the bright light will pierce through magical darkness for 20 feet. You gain advantage on any perception or investigation checks for the duration. It lasts for 10 minutes. It appears as a devil floating slightly behind you made of pure light. The Devil of Audit: You lose the ability to hear. But you gain darkvision for 90 feet and truesight for 15 feet, you also can use sign language and read lips. You can summon the Devil of Audit as a feature once per day, it deals 1d4 damage to you and your passive perception increases to 18, you can use tremorsense for 360 feet. This lasts for 10 minutes. It appears as a black vortex in your ears, there are two white dots in each vortex that blink occasionally. Creatures of Alignment 3rd level pact feature You create a pact with another low level devil and gain power again: The Devil of Time: You have disadvantage on nonconstitution non-wisdom skill checks. But if you roll lower than a 13 on a perception check it becomes a 16. You can summon the Devil of Time as a feature once per day, it deals 1d6 damage to you and it reverses the last turn of combat taken, requiring it to be taken again. All parties remember what happened previously. This can be taken at the end of any turn even if it isn’t your turn yet. It appears as an eye that opens on your forehead and looks like a clock. It ticks violently as time rewinds and when the rewind finishes the eye closes and disappears. 8


The Devil of the Blade: You cannot use ranged weapons. But if you make a melee attack your blade will shimmer with light and deal 1d4 additional damage. You can summon the Devil of the Blade as a feature once per day, it deals 1d6 damage to you and requires you to have empty hands. It appears as tendrils erupting from the veins on your wrists and forming into a sword in your hands. This sword has +2 to hit, it makes enemies you hit unable to run away as they are bound by the blood in their body, it deals magical necrotic damage, and each hit adds to the hit modifier bonus on the weapon as their blood is extracted and added to the weapon. The weapon will last for 36 seconds or 6 rounds of combat before retracting back into your veins. The Devil of the Vengeance: You completely lose control to rage if you encounter anyone who has wronged you, the more significant the wrong the more violent the rage. But you can unleash the devil of vengeance as a feature once per day. When you do, you cannot be slowed by rough terrain and your AC increases by 4. Your strength increases by 6 (even above 20). It lasts for 1 minute. You summon a shadow from behind you that wraps around your body and enhances you, it leaves a shadowy mist wherever you walk. The Devil of Storage: Your strength score is now reduced by 6. But a mouth opens on your forearm that you can store items in like a bag of holding. You can also make a bite attack with this mouth that deals 1d8 damage + your constitution modifier, it uses your constitution modifier for attack and you are proficient with it. You can summon the Devil of Storage once per day as a feature, it deals 1d6 damage to you and you become paralyzed, but the mouth on your arm widens as a creature crawls out and takes someone other than you away. The person who was taken can never be found again, and nobody but you remembers what the creature looks like. The creature can pass through walls and magical structures to take someone. To you, it has a shadowy face with mouths and horrible teeth all over it, but to everyone else, it just looks like a dark and shadowy mass. Take It Back 6th level pact feature You can place your hand upon one of your summons. It decomposes and its blood funnels into your body healing you for (1d20 + con mod) life. Bloody Pact 8th level pact feature You make a pact with another devil that you could have chosen from Lvl 1 and Lvl 3. This pact cannot be the same as a previous pact. Elemental Pact 10th level pact feature You choose another devil to make a pact with: The Devil of the Frost: You will begin taking 1d8 fire damage every 6 seconds when the temperature exceeds 30 degrees celsius (86 degrees fahrenheit). But you gain the ability to freeze water at will and you can inflict a slow hit on any enemy that makes them lethargic and gives them disadvantage on any melee attacks. This slow lasts for one round of combat. You can also summon the Devil of the Frost as a feature once per day, it deals 1d8 damage to you and it causes your body to freeze into icy armor. This armor grants you +2 AC and provides you immunity to cold damage and resistance to fire damage. You will not take fire damage every 6 seconds during this effect. You cast Ice Storm on yourself when you activate this but are immune to its effects. This lasts 30 seconds or 5 rounds of combat. The Devil of the Flame: You cannot make physical contact with any humanoid non-fiend creature or it will light on fire and you have weakness to cold damage. But you can cast control flame, produce flame, and burning hands as a cantrip. You can also summon the Devil of the Flame as a feature once per day, it deals 1d8 damage to you and it allows you to cast fireball for free for the next 18 seconds or 3 rounds of combat. It appears as your mouth, eyes, nose, and ears fill with fire that does not hurt you. The Devil of Acid: You can no longer craft items or they will melt the ingredients. But you can produce acid from your hands, this acid can be applied to weapons and arrows as a bonus action and makes them deal 1d6 additional acid damage. You can summon the Devil of Acid as a feature once per day, it deals 1d8 damage to you and creates a lake of acid pouring out from you. All creatures on the same level of elevation or lower will take (1d10 + your constitution mod) acid damage for every turn they remain in the acid. This acid remains until drained and you are immune to it. The devil appears as a gaping mouth on your back and pours acid out of its mouth until the area fills, when it’s done it closes and disappears into your back.. 9


The Devil of Lightning: You cannot swim or enter a large body of water or you will die. But all of your melee weapons deal lightning damage and you gain immunity to lightning damage. You can summon the Devil of Lightning as a feature once per day, it deals 1d8 damage to you and causes all nearby creatures in a 30 foot sphere to make a (8 + your proficiency bonus + your constitution modifier) DC CON saving throw or become paralyzed and loose their next turn as well as taking 1d10 + your constitution modifier lightning damage. They take half as much damage and are not paralyzed on a success. It appears as your chest opens up a gaping hole and a core of lightning shoots arcs of lightning at all nearby creatures. A Proper Pact 13th level pact feature You gain the ability to cast Arms of Hadar and Hunger of Hadar. You have your constitution modifier worth of pact points, these points can be spent to cast Arms of Hadar for 1 point, and Hunger of Hadar for 3 points. Your pact points replenish after a long rest. A Final Small Pact 15th level pact feature You can choose one more pact from a previous level. You cannot choose the Devil of the Frost and the Devil of the Flame at the same time. Your Own Pactmaster 18th level pact feature You can remove one negative effect permanently. You also gain the ability to remove any one of your negative effects at the start of each day. This removal of these effects lasts for the day. Devil From Beyond 20th level pact feature You mutate into a devil yourself. It allows you to activate all of your devil pacts at the same time (you can choose which ones do and don’t) without expending their use for the day. Killing an enemy allows you to eat them, healing you for (1d10 + con mod) life. You also summon 4 creatures at your mid level in a ball of flame. You also gain 1d8 temporary hit points and your strength is equal to your constitution. This lasts for 10 minutes. This feature can be used once per long rest. Conjuration Conjuration summoners use the power of magic to cross planes and conjure objects from other planes. They rely on these phantom objects and creatures to defeat their enemies. Proficiencies 1st level conjuration feature You gain proficiency in Arcana Conjured from Beyond 1st level conjuration feature You gain the cantrips Mage Hand and Sword Burst. You also gain one other cantrip from the Conjuration, Abjuration, or Illusion school of spells. You gain an additional cantrip each time you get to an ability score improvement level except for 19th level. Spectral Weapons 3rd level conjuration feature You can spend an action to conjure weapons out of spirit energy. You can conjure any weapon you can hold with two hands and it counts as holding it with two hands, regardless of your strength and size. You can also conjure two weapons with the light properties and it counts as dual wielding. If you conjure daggers or a bow, it can function as a ranged weapon. 10


You can also conjure a pair of hands, these hands appear as large spectral hands that float near you and mimic your hands motions. These hands can be used to interact with objects. You can conjure these hands as fists or claws, the ladder dealing bludgeoning and the former slashing damage. These fists deal 1d6 damage and count as unarmed strikes. These weapons use your wisdom modifier for damage and hit instead of what they normally use. They deal magical damage for the purposes of overcoming resistances. You are proficient in all these weapons. These weapons last 1 hour and can only be used by you. Conjuration Magic 6th level conjuration feature You gain the Shield spell that you can cast once per day for free. You also gain 3 1st level spell slots, 2 2nd level spell slots, and 1 3rd level spell slot. You know 6 spells chosen from the Conjuration or Illusion school of spells. Spirit Master 8th level conjuration feature You can pick a 4th level spell you can cast once per day for free. You gain the spell Bigby’s Hand and can cast it at will a number of times per day equal to your level/4 (rounded down). Godlike 10th level conjuration feature You gain a 5th level spell you can cast once per day for free. You can conjure thrice the number of weapons and hands. Your weapons can be given to allies to use now, and if you create 4 or more hands, you can make strength checks with those hands, as if you have an 18 in strength and gain advantage on checks. Spiritual Projection 13th level conjuration feature You can choose an animal and gain a spiritual projection familiar that can aid you, they have different abilities, you gain a 6th level spell from them, you also gain a 7th level spell at 14th level, an 8th level spell at 16th, and a 9th level spell at 18th, these spells can be cast once per day for free, these spells are cast from the projection and as such can be cast while the player is unconscious, giving them 2 levels of exhaustion in the process, can be cast on the player when otherwise not possible, and in the case of true resurrection for the phoenix, can even be cast after the player had died. You can also call upon your spiritual projection a number of times per day equal to your constitution modifier to assist you with a task, granting you +8 and advantage, this must be called before you attempt the task. Dragon: [Fire] 6th, Investiture of Flame: 7th, Delayed Blast Fireball: 8th, Illusory Dragon: 9th, Meteor Storm Basilisk: [Necrotic] 6th, Disintegrate: 7th, Finger of Death: 8th, Abi-Dalzim’s Horrid Wilting: 9th, Power Word Kill Mermaid: [Cold] 6th, Wall of Ice: 7th, Etherealness: 8th, Tsunami: 9th, Time Stop Griffin: [Force] 6th, Investiture of Wind: 7th, Whirlwind:: 8th, Antimagic Field: 9th, Astral Projection Phoenix: [Fire] 6th, Guards and Wards: 7th, Crown of Stars: 8th, Mind Blank: 9th True Resurrection: Unicorn: [Radiant] 6th, Heal: 7th, Regenerate: 8th, Holy Aura: 9th, Mass Heal Hydra: [Poison] Resilience: 6th, Globe of Invulnerability: 7th, Teleport: 8th, Telepathy: 9th, Foresight Oni: [Psychic] 6th, Mental Prison: 7th, Power Word Pain: 8th, Dominate Monster: 9th, Wish Signature Weapon 15th level conjuration feature You can cast Mordenkainen’s Sword once per day for free. Your spectral weapons deal damage based on your spiritual projection, the damage type is listed on the spiritual projection feature. Spell Lifter 18th level conjuration feature You can rest for 5 minutes to regain one of your 1st level spell slots. This can be used a number of times per day equal to your constitution modifier. Spiritual Diviner 20th level conjuration feature You watch as your spiritual projection creature grows and overtakes your body. You regain all expended uses of their 6th and 7th level spells. For 1 minute, you have +4 to your AC and glide above the floor, granting 15 increased movement speed and a fly speed equal to your movement speed. This feature can be used once per long rest.


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