Fighter
Base Class: Fighter

Devilish Duelists are heirs to a legacy written in hellfire and steel. They stride into battle with impossible confidence, treating every clash as a stage for their deadly artistry. With flamboyant taunts, gravity-defying acrobatics, and a whirlwind of shifting blades, they command the battlefield like conductors of chaos.

Level 3: Stylish Fighter

Your demonic heritage resonates with the flow of battle. Landing blows, defying harm, and escalating the complexity of your onslaught fuels an inner inferno. As this inferno builds to greater intensities, ancient power stirs within you. However, taking damage disrupts this rhythm.


 

Style Rank

SP required

Benefits (Higher style ranks confer all the benefits of previous ranks)

Badass

20

Your movement ignores difficult terrain. You can move through spaces of other creatures as long as you end your movement in an empty space. Once per turn, when you hit a creature with an attack, you can move 10 feet without provoking opportunity attacks. 

Apocalyptic

40

You emanate an unsettling aura: creatures of your choice within 10 ft. of you have disadvantage on charisma saving throws. You gain advantage on Charisma ability checks and saving throws.

Savage

60

The reach of your melee signature weapons and unarmed strike is increased by 5ft. Your signature ranged weapons do not incur disadvantage when attacking beyond their normal range or within 5ft of an enemy. 

Smoking Sexy Style

80

 At the start of your turns, gain heroic inspiration. You can use your Charisma modifier in place of Strength or Dexterity for attacks and ability checks.


At the end of your turn, any SP above 100 is converted (no action required) into temporary hit points (THP) at a ratio of 3 SP : 1 THP. The benefits are only active when you’re above the required SP threshold.

  • Gain 1 SP when you hit an enemy with an attack and lose 2 SP when you miss an attack.
  • At the end of your turn, gain SP based on different weapon types* used: [Different weapon types used] x [number of attacks landed].
  • When you take damage, you lose SP equivalent to 1/2 the damage taken, up to (Charisma Modifier x Proficiency Bonus) for a single instance. Damage to THP does not incur this loss.
  • The Style Gauge resets to 0 when you have not gained any SP for a minute.

*Weapon Type refers to the base weapon name, i.e. , A Longsword, +3 is the same weapon type as a Sun Blade or Mythcarver, but a Vicious Longsword is a different weapon type to Vicious Greatsword and Vicious Shortsword. Unarmed strikes count as a single weapon type.

In addition, you learn the Infernal language and gain proficiency in one of the following skills: Intimidation, Performance or Persuasion. If you already have proficiency in the chosen skill, you gain expertise instead.


 

Already proficient in intimidation

If you already have proficiency in the chosen skill, you gain expertise instead.

Already proficient in performance

If you already have proficiency in the chosen skill, you gain expertise instead.

Already proficient in persuasion.

If you already have proficiency in the chosen skill, you gain expertise instead.

Gain proficiency in one of the following skills: Intimidation, Performance or Persuasion.

Gain proficiency in one of the following skills: Intimidation, Performance or Persuasion.

Stylish Techniques

This feature replaces your fighter level 1 Fighting Style feature.

Gain one of three stylish fighting styles: Master of Arms, Royal Guard, or Trickster.
At the start of your turn, you can change your fighting style gained from this feature into another stylish fighting style once. 

These styles are still considered Fighting Style Feats for any other feature. If you gain a fighting style from another feature, the stylish fighting styles are added to the Fighting Style Feats you can choose. You cannot pick a single style more than once.

 

Stylish Fighting Style: Master of Arms

  • You do not lose SP for missing attacks.
  • On a hit, gain an additional +1 SP, and an additional +3 SP if it is a critical hit.

Stylish Fighting Style: Royal Guard

  • You can add your Charisma modifier to your AC, but you lose the ability to benefit from a shield. Royal Guard is disabled if benefitting from unarmored defense.
  • Taunt: As a reaction when a creature misses you with an attack, you can force it to make a Charisma save (DC 8 + your PB + CHA). On a failure, it can’t target anyone but you with attacks until the start of your next turn.
  • +3 SP when an attack from a hostile creature with you as the target deals no damage.

Stylish Fighting Style: Trickster

  • You have advantage when making strength or dexterity saving throws against an effect you can see.
  • As a bonus action, you can take the Dash or Disengage action.
  • +3 SP when you succeed on a saving throw you make or ability check against a hostile creature.

Level 7: Signature Weapons

At level 7, You gain the ability to specialize in certain weapons.

  • Choose a number of weapons up to your proficiency bonus as signature weapons They have to be different weapon types.
  • You can choose unarmed strikes (different from natural weapons) as a signature weapon: They deal bludgeoning damage equal to 1d8 + ability modifier on a hit, and count as weapon attacks for you.
  • When you attack with a signature weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for attack and damage rolls.
  • When making an attack with a signature weapon, you can draw or sheathe two weapons (instead of only one) as part of that attack.
  • At the end of a long rest, you can change your chosen signature weapons.

Level 10: Stylish Maneuvers

At level 10, you add two maneuvers into your arsenal.

Center of Attention: As a bonus action, force a number of creatures up to your charisma modifier that can see you to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). 

  • On a failed save, they have a penalty to attack equal to your charisma modifier against your allies (except for yourself) as long as they can see you until the start of your next turn.
  • Gain 5 SP for every creature that failed this save - this can only occur once per creature.

Aerial Rave: You can replace the first attack on your turn with a special unarmed attack and begin an attack chain.

  • Make an unarmed strike. On a hit, the target takes no damage but is instead knocked 10 feet upward if it is no more than one size larger than you. On a miss, the attack chain ends.
  • You can jump vertically 10ft as part of this attack without expending extra movement. You don’t take fall damage for the first 10ft this turn if you do.
  • Until the end of this turn, any SP gained from hitting that target is doubled.
  • When you end your attack chain (i.e., after your last attack of the turn on the target), you can choose to have one of the following effects to occur:

1. You kick the target 10 feet away (only if they are in the air) in any direction.

2. You kick yourself 10 feet away from the target without provoking opportunity attacks.


 When you attack with a signature weapon, you can replace (or add, if they lack one) its mastery property with a different mastery property from on another signature weapon.

Level 15: Devil Trigger

When your inner inferno rages at its peak, your demonic heritage erupts. Hellish energy engulfs you, granting resilience and unnatural vitality.


At level 15, you unlock the ability to undergo a transformation, taking on a form according to your heritage. When your Style Gauge reaches Savage rank or higher, you can unleash your demonic birthright as a bonus action. You undergo a terrifying transformation, erupting in an aura of hellfire as you assume your Devil Trigger (DT) form.

When you transform, gain temporary hit points equal to your half your current SP (rounded down).

While in this transformation, you gain the following benefits:

  • You gain resistance to one damage type except for Radiant, Necrotic or Psychic. (choose when you use DT).
  • Your movement speed increases by 15 feet.
  • You can add your Charisma modifier to Strength or Dexterity saving throws.

Devil Trigger lasts for 1 minute, until you fall unconscious, or until your Style Gauge falls below Badass.


 

When you use your Action Surge feature, all three of your stylish fighting styles (Master of Arms, Royal Guard, and Trickster) are active simultaneously until the start of your next turn. 

You can add the highest magical bonus among your signature weapons to the saving throw DC of your subclass features.

 

Level 18: Ascended Devil

Draw out the full potential of your heritage and transcend your mortal limits.


At level 18, you evolve your Stylish Techniques and enhance your Devil Trigger.

When your style rank is above Smoking Sexy Style, you can use a bonus action to transform into your Sin Devil Trigger (SDT) form.

You gain the following on top of the benefits of your DT form:

  • You gain a flying speed equal to your walking speed and can hover.
  • At the start of your turn, you can swap your resistance gained from DT into another damage type.
  • Attacks with signature weapons deal an extra 1d4 fire damage.

This transformation lasts for 1 minute, until you fall unconscious, or until your Style Rank falls below Badass.


 

Your Stylish Techniques are improved in the following ways:

Master of Arms:

  • The Critical Range of your signature weapons is increased by one. On a critical hit, gain +5 SP of +3 SP. 
  • If you choose natural weapons and unarmed strikes as your signature weapons, they can deal bludgeoning damage equal to 1d10 + your ability modifier on a hit. The special unarmed strike of Aerial Rave deals normal unarmed strike damage.

Royal Guard:

  • Mitigate: As a reaction when taking damage, you can expend a number of hit dice up to your charisma modifier. Roll the hit dice expended, and reduce the damage taken by that amount. For the purpose of features, this is considered healing. You can use Taunt as part of this reaction against the creature who dealt this damage, without it missing an attack against you.
  • +5 SP instead of +3 SP when an attack from a hostile creature targeted at you deals no damage.

Trickster:

  • When you are subjected to a Strength or Dexterity saving throw effect with damage, the damage taken is reduced by half (after resistances and all other damage reduction calculations).
  • When you take the dash or disengage action, until the end of that turn, gain +5 SP for every unique hostile creature you move within 5 feet of.

 

Your signature weapons now only require a single attunement slot (if multiple of them require attunement). However, only the last signature weapon you drew to make an attack is considered ‘attuned’, while the other weapons attuned this way will have their magical effects (buffs, changes to statistics etc.) suppressed, as if you are not attuned to the weapon. You can still normally attune to them with regular attunement slots or otherwise.

Curses and negative effects from the signature weapons are still active as if you are attuned to the weapon.

Previous Versions

Name Date Modified Views Adds Version Actions
8/2/2025 5:21:31 PM
70
0
Human
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8/6/2025 5:32:59 PM
94
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10/13/2025 9:10:12 AM
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Arch Devil
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11/4/2025 5:17:59 AM
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Fixed 13-10-2024
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