Rogue
Base Class: Rogue

Your Fiendish heritage gives you  power from the hells. This power can be used to fuel your various abilities

Diabolical Power

3rd-level feature

You have {{cha+proficiency}} diabolical power points, and they fuel various diabolical powers you have.

You regain these point on a long rest. You regain a number of points equal to your proficiency  bonus on a short rest, but you can only do this once per day.

Also when you deal your sneak attack damage, you can change it to fire or poison damage.

Fiendish Jump

3rd-level Diabolical Mischief feature

Starting at 3rd level you can teleport up to 30 ft as a bonus action a number of times equal to your twice proficiency bonus. In addition you can expand Diabolical power points  to enhance these jumps. If you have no more 

If you expend  Diabolical power point you can choose one of the following effects to occur after teleporting.

  • Expend 1 and you have advantage on your next attack made before the start of your next turn.
  • Expend  1 and you become invisible until the start of your next turn. If you try to attack anything, this invisibility disappears before the attack is made.
  • Expend up to your pb number of power points. All creatures within 5 feet of you after you teleport have to make a dexterity saving throw. on a failed save the target takes a  fire damage equal to of d8s equal to the points expended or half as much on a success.

 

 

Infernal Magics

9th-level Soulknife feature

Your Fiendish power grows, granting you access to spells commonly used by friends.

You can cast the following spells by expending Diabolical points, equal to their level.

  1.  Command                        Burning Hands
  2. Invisibility                          Flame Blade
  3. Fireball                               Bestow Curse
  4. Greater Invisibility            Fire Shield   

 

Calling of the Lower Planes

13th-level Diabolical Mischief feature

Your Fiendish jumps now allow you to teleport up to 60 ft

You gain further ways to enhance the Fiendish jumps

Impish Escape - When you teleport as a bonus action you may take 1 willing creature with you. They appear next to you in a safe space.

Hellish Shunt - Instead of teleporting yourself, you may teleport 1 creature within 5 feet of you. the creature must make a charisma saving throw or be teleported 60 ft to a space of your choice that you can see. 

 

Devil of realms

17th-level Diabolical mischief feature

You've mastered the art of slipping between dimensions. You can now cast the planeshift spell by expending 5 Diabolical power Points.

Furthermore, you can cast planeshift once per long rest without expending power points.

Furthermore, you gain immunity to fire damage and resistance to poison damage.

You also have advantage on saving throws against spells.

 

 

Comments

Posts Quoted:
Reply
Clear All Quotes