You’ve manifested some of the power of an erinyes, granting you the following benefits:
Ability Score Improvement. Increase your Strength, Constitution or Charisma by 1, to a maximum of 20.
Hellish Weapons. When you hit a creature with a weapon, you can deal an extra 1d8 poison damage to the target, which can take this extra damage only once per turn.
When you hit a creature with a weapon attack that deals piercing damage and you use this feature to deal poison damage to the target, you can use your bonus action to force the creature to succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic. You can take this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Rope of the Erinyes. Whenever you finish a long rest, you can touch one rope, the rope becomes a rope of entanglement until you use this feature again.
When you take the Attack action while holding a rope of entanglement, you can replace one of the attacks with an attempt to restrain a creature with the rope.
Infernal Wings. As a bonus action, you can sprout red feathered-wings from your back. They last until you dismiss them as a bonus action. While you have these wings you gain a flying speed equal to your walking speed.
You can’t manifest these wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate these wings might be destroyed when you manifest them.
Parry. When you are wielding a melee weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
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Posted Feb 14, 2023FYI The Gift of the Devil feat (one of the prerequisites) is one of my other homebrew feats.