Base Class: Bard
A deal has been struck.
Between Satan himself and God Allmighty a wager is in effect.
God has challanged Satan that due to his evil nature he wont be able to go to the mortal plane, Absorbing a mortal soul and its memories/skills and replacing that soul with the soul of Satan himself.
Satan has to become a well known hero among the mortal realm.
Satan has only 50 years as a timetable, and if he wins this wager, God will forgive him and renounce his banishment.
If Satan looses the wager, Satan are to forever rule in hell, but will no longer undermine God in the mortal realms.
Devils Flaming Rapier
You evoke a fiery blade in your free hand as a free action. The blade is similar in size and shape to a rapier, and it lasts until you dismiss it or if you let go of the blade. It then disappears, but you can evoke the blade again as a free action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 2d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you use this spell at level 4 or higher, the damage increases by 1d6 for every forth level in this class.
Devils Face
In a blink of an eye, you show the target the real face of Satan himself. Only the target can see this happen, and in the short amount of time the target see your true face, it cant fully comprehend the horrors and power behind it. The target cant fully understand what it saw, just that dread fills its belly. While frigthened outside of combat it will plead, try to deal or run away from you. The target will do all it can in according to its personality to either get away from you, or get rid of you from their surounding.
Lute of the damned
An electric Guitar that doesnt need to be plugged in. If played the sound will emenate out from it according to the musicians wishes (all between a soft whisper lingering in the air, to a full on heavy metal concert). It even give of the sounds of other instruments accompanying it.
Can be summoned and disspelled in to your empty hands as a bonus action.
Phantasmal Killer
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Blade of Disaster
You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
The blade can harmlessly pass through any barrier, including a wall of force.
Comments