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Fiend Warrior

Blood of Fire, Will of Mortals

Some people carry the blood of fiends, yet may not be a typical tiefling or cambion. These individuals carry some sorts of latent but powerful abilities that can be used for good or ill; for the people or for themselves. These abilities differ from the powers of clerics and warlocks, as they are not granted from a seperate power, but rather from within themselves. In a way, it's more similar to a sorcerer's innate abilities awakening, rather than a patron providing power.   The transformation and awakening is rarely gentle. Some uncover their abilities in moments of desperation, as the burning force within them lashes out in defiance of death. Others seek out forbidden knowledge, pushing their bodies and spirits to the brink until their heritage forces its way to the surface. Whether their fiendish blood is a curse or a gift depends on the wielder—but once awakened, there is no going back.  

Power, Control, and the Wild Soul

Fiendish Warriors walk a dangerous path, teetering between power and control, strength and self-destruction. They do not wield steel alone, but raw, supernatural force—an extension of the infernal or abyssal chaos that thrums beneath their skin. Their strength can turn them into a bulwark of unyielding might or an unstoppable force of destruction. With every battle, their fiendish blood boils, urging them to fight harder, strike faster, and push beyond mortal limits. When mortal limits need to be broken, their true nature can quickly manifest: Devil/Demon Trigger.   Some tap into the cold, calculated power of the Hellforged, their fiendish blood sharpening their instincts and fortifying their bodies like tempered steel. They fight with precision, their Devil Trigger transforming them into a powerful force of endurance and domination.   Others embrace the savage fury of the Abyssborn, surrendering to the wild, chaotic power coursing through their veins. When their Demon Trigger awakens, they become something beyond mortal comprehension—a storm of wrath and carnage, untamed and unrelenting.   Some may be lucky/unlucky enough to have just enough fiend blood so that when their full poiwers activate, they retain most of their humanoid anatomy, with the exception of their arm (either dominant or non-dominant). The arm, sometimes dubbed as a "Devil or Demon Bringer," is known to disproportionally more strength than the rest of the body. These individuals are usually known as "Bringer Bloods" or even "Quarter Bloods." Because they do not possess the full potentials of demonic or devilish powers, they compensate with more aggressive, hand-to-hand, grapple-style combat, rather than relying on traditional melee weapons.
hit dice: 1D10
hit points at 1st level: 10 + Con Mod
hit points at higher levels: 1D10 (or 6) + Con Mod
armor proficiencies: Light Armor, Medium Armor, and Shields
weapon proficiencies: Simple Weapons, Martial Weapons, and Firearms
tools: None
saving throws: Constitution and either Strength or Dexterity
skills: Choose two from the list: Acrobatics, Athletics, Intimidation, Investigation, Perception, Survival.
starting equipment:

  • Studded Leather Armor or Scale Mail

  • A Martial Weapon and shield or Two Martial Weapons

  • Any simple weapon or a light crossbow with 20 bolts

  • Dungeoneer's Pack or Traveler's Pack


spellcasting:
class features:

Fighting Style

At first level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
  • Archery
  • Defense
  • Dueling
  • Great Weapon Fighting
  • Two Weapon Fighting
  • Unarmed Fighting

Fiendish Resilience

Also at first level, your fiendish blood provides you with some added protection. You have resistence to fire damage and can also use a bonus action to heal yourself by 1D6 x PB. This healing ability can be used once per short rest.  

Stylish Fighting

At level 2, you begin to add in style as well as efficacy in combat. Select one of the following styles unique to fiendish warriors:
  • Close 'n Personal: You can expend 10ft of movement to quickly lunge towards a creature you can see within 10ft. If you make and land a melee attack immediately after the lunge, the attack roll is also treated as a shove check that the target can contest.
  • Ranged Menace: Your ranged weapon attacks can deal force damage and, once per turn, can deal an additional 1D4 of damage.
  • Tricky Footwork: Your base speed increases by 5ft and landing a melee attack prevents opportunity attacks from said target.
  • Royal Guard: When a creature makes an attack roll against you, use a reaction to reduce the damage by 1D10+Dexterity+PB. If the damage is reduced to 0, you can quickly make a single melee attack in return against the creature.
Only one form of Stylish Fighting can be active at a time. Stylish Fighting can be changed at the end of a short or long rest.   At level 8, you gain the ability change your Stylish Fighting Style with a bonus action.

Blood Awakening

At level 3, your true powers of your fiendish bloodline awakens within you. Depending on whether your blood belonged once to the 9 Hells of Baator or the Abyss, your way of fighting will be determined from your awakening. Choose between either Hellforged,Abyssborn, or Bringer Blood.  

Ability Score Improvement

When you reach 4th 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. This happens again at level 8, 12, 16, and 19 If your DM allows the use of feats, you may instead take a feat.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Assault Strikes

At 9th level, you gain the ability to chain successful takedowns. Attacking and dropping a creature to 0 HP grants you another attack roll on your turn. This can happen once per turn.
subclass options:

Hellforged

Your blood carries essence from the 9 Hells of Baator, thus making your powers devilish in nature. You gain the following abilities at level 3:
  • You gain resistence to radiant damage.
  • Hellish Weaponry: After finishing a long rest, you can summon (basic weapons) or imbue a weapon you touch with infernal magic. This weapon deals magic damage for the sake of overcoming immunities and resistence and also deals an extra D6 of either fire or necrotic damage. You can only have one infernal weapon at a time, with new weapons desummoning/disenchanting the last made one. This damage bonus increases to a D8 at level 10. Hellish Weaponry can be safely desummoned and resummoned with an object interaction
  • Lock On: As a bonus action, you can lock onto a creature you can see within 60ft of you. When you attack said creature, your critical hit threshold lowers to 19. Additionally, they can't disengage from you unless you lose total sight of them (them becoming invisible or you getting blinded). You stay locked onto a creature for a minute or until you lock onto another creature or cancel early (no BA required). This ability can be used a number of times equal to your Proficiency bonus and all uses recharge after a short or long rest.

Devil Trigger

At level 6, your quintessential ability is awakened. When Devil Trigger is active, you briefly become devil-like, along with gaining a myriad of abilities. Devil Trigger is activated with a bonus action and lasts for 1 minute or until you cancel it with another bonus action or drop to 0 HP.
  • Devil's Armor: Your AC minimum is 18 if your current armor isn't there already.
  • Devil's Resilience: You gain resistence to bludgeoning, piercing, and slashing damage.
  • Enhanced Precision: You can re-roll one saving throw and/or one attack roll per round.
  • Hellforged Finisher: As an action, you can unleash all your infernal power in a single, powerful blast. You release a 20ft cone of hellfire that burns away anything flammable that isn't worn or carried. Creatures in the blast must make a dexterity save equal to 8 + your PB + Con Mod or take 4D8+4 fire damage (1/2 on success). Once this ability is used, Devil Trigger ends.
Devil Trigger can be used once per long rest. However, you can regain use of Devil Trigger if you kill 5 creatures of CR 1/2 or higher within a minute in combat.  

Infernal Dominion

At level 7, you can use a bonus action to activate a 10ft radius aura that lasts for 10 minutes. Enemy creatures that enter or start their turn in this aura must make a wisdom save equal to 8 + your PB + Cha mod or get disadvantage attacking you and your allies. This effect lasts until the end of their turn. On a successful save, they become immune to this effect for 24 hours. You can activate this aura 3 times per long rest.  

Enhanced Devil Trigger

At level 10, your Devil Trigger becomes even more powerful. Devil Trigger now has the following abilities:
  • Your AC minimum is increased to 20.
  • Your Hellforged Weapon deals an extra D10 of force damage
  • Your speed is increased by 15ft
  • Hellforged Finisher II: As an action, you can unleash a wave of devastation as hellfire erupts around you in a 20ft radius centered on you. All enemy creatures caught in the area must make a dexterity save or take 8D8+8 fire damage (1/2 damage on success) and all flammable objects that aren't worn or carried are destroyed. Creatures who drop to 0 from this action will heal you by 1D6. This fire damage bypasses any sort of fire resistence.
Devil Trigger still only has one use per long rest, but you can regain this ability after killing 5 creatures of CR 2 or higher within a minute.  

Abyssborn

Your blood is infused with the essence of demons from the Abyss. Chaos and raw power is what your nature entails. You gain the following abilities at level 3:
  • Demonic Strikes: Your weapons deal magical damage for the sake of overcoming resistences and immunities. They deal an additional 1D4 of fire or necrotic damage. This damage bonus increases to a D6 at level 10.
  • Frenzied Assault: When you kill a creature, your next attack is done with advantage.
  • Rush of the Kill: When you kill a creature, you gain THP equal to your Con Mod + 5.

Demon Trigger

At level 6, you gain the ability to utilize more of the demonic chaos within you. As a bonus action, you briefly enter a demonic form for 1 minute (or until canceled early with a BA) and gain the following abilities:
  • Abyssal Fury: You gain advantage on all melee attack rolls. However, all attack rolls towards you have advantage. You choose on your turn whether to gain advantage or not.
  • Demonic Regeneration: At the start of your turn, you regain HP equal to your PB+Con Mod. This regeneration is broken for a round if you take radiant damage.
  • Onslaught: You can make an attack with a bonus action. However, doing so will cause you to become incapacitated for a round once Demon Trigger ends.
  • Abyssal Finisher: As an action, you can unleash a lethal barrage of attacks all around you. You make 2 attack rolls that target all creatures within 10ft of you, each attack dealing maximum damage. Once used, Demon Trigger deactivates.
Demon Trigger can be used once per long rest. However, you can regain use of Demon Trigger if you kill 5 creatures of CR 1/2 or higher within a minute in combat.

Demonic Surge

At level 7, your endurance is further enhanced by your demonic nature. Whenever you drop to 0 HP, you can instead remain standing at 1 HP and gain 1D8+Con THP, your speed doubles on your turn, and your next attack roll is done with advantage. This ability resets after finishing a long rest.  

Enhanced Demon Trigger

At 10th level, your Demon Trigger form becomes even more dangerous than before. Demon Trigger now has the following abilities:
  • Demon's Stride: Your movement speed increases by 10ft and difficult terrain no longer affects you.
  • Monstrous Fear: Any creature that attempts to fight or damage you must make a wisdom save equal to 8+PB+Cha Mod or become frightened of you. They can re-roll this save at the end of their turn or if they receive damage. A successful save makes them immune to this effect for 24 hours.
  • Tanarukk's Cleave: You can target up to 3 creatures per melee attack instead of one.
  • Abyssal Finisher II: As an action, you unleash a surge of devastation on all those within 10ft of you. You make 4 weapon attacks targetting all enemy creatures in range, each landing attack dealing maximum damage and stunning them until the start of your next turn. Once used, Demon Trigger ends.
  Demon Trigger still only has one use per long rest, but you can regain this ability after killing 5 creatures of CR 2 or higher within a minute.

Bringer Blood

  Credits to slurmples for her contributions to this subclass Your blood may have a mix of devil and/or demon blood. However, the quantity/concentration of it is just enough to provide extra strength while still allowing one to maintain most of their mortal soul. You gain the following abilities and traits at level 3:
  • Devil/Demon Bringer: Anatomically, one of your arms goes through a strange metamorphosis. The arm may become scaly, acquire lava-like veins, or obtain black claw-like nails. Some may choose to hide this arm for day-to-day activities, while others may show it off as either a sign of power of as a warning.
  • Your unarmed strikes deal 1D4 damage and can deal force damage instead of bludgeoning. Additionally, you can use Dexterity instead of Strength for said attack and damage rolls.
  • You may use Dexterity for Athletics as long as you can reasonably use your arms (such as for shoving and grapple checks). Additionally, your carrying capacity can be determined with Dexterity instead of Strenth.
  • You can lift up to 10x the normal weight using your arm, and you are considered Huge compared to your grappled target (for the sake of freely moving while grappling).

Partial Devil/Demon Trigger

At level 6, your fiendish blood has manifested and concentrated enough to the point where you activate a sort of partial Devil/Demon Trigger ability. As a bonus action, you can activate your DT, causing a spectral visage to appear behind you like a cloak.
  • Your unarmed strikes deal an extra D6 of force damage.
  • You can grapple a creature 30ft away from you. If you succeed the grapple check, the creature is brought all the way back to your melee range.
  • Once per turn, whenever you successfully grapple a creature, you can make an unarmed strike with that same attack.
  • Barrage of Force: As an action, you unleash a flurry of unarmed strikes at a creature. Make 4 unarmed strikes with advantage, each attack deals maximum damage and knocks the target prone. If the target is hit at least twice during the barrage, they lose all their movement speed until the end of their next turn.

Forceful Threshing

At level 7, your Bringer Arm's power increases to the point where your adversies become usable as weaponry. When you successfully grapple a creature, you can use another attack to throw them up to 10ft x STR/DEX modifier. Colliding with a solid object or surface results in being dealt bludgeoning damage and falling prone. As a rule of thumb:
  • Hitting a wall or solid object deals "horizontal fall damage" calculated via the most perpendicular trajectory and impact. (ie: throwing a target 30ft but them hitting the ground only deals 1D6, since both you and the target are at ground level. However, throwing something 20ft and hitting wall flat-on deals 2D6). 
  • If slammed into the ground right in front of you, deals a flat 2D6+STR/DEX bludgeoning damage and knocks them prone.
  • If thrown at a creature, make an unarmed attack roll. On a hit, both the thrown and the hit creature will take a minimum of 1D6+STR/DEX bludgeoning damage (calculate horizontal range). On a miss, thrown creature lands adjacent to target, taking standard damage.
Alternatively, the grappled creature can be used with your unarmed attack, increasing melee range by 5ft and dealing damage to both hit targets and the swung creature.  

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