To be a Fiend is to accept the pull and power of the evil within you. While not all devils and demons are evil, becoming one tends to involve your soul being tainted by the dark. This can happen from too many dealings with the devils of the world, or by accepting your traits and giving in to the desire for power. But what will you do with this power? Will you hide and scheme, only appearing when the time is right to make deals? Will you walk around town collecting small favors to hold over others? Will you be the outlier and use your powers for good? All depends on how you lean.
Boons:
- Fiendish Form. Your Charisma score increases by 2 and your Intelligence score increases by 1. An ability score cannot be increased beyond 20 this way. Your creature type becomes Fiend if it is not already. Spells and abilities that affect Fiends of a specific CR have no effect on you.
- Gifts of Damnation. You have acquired the ability to bind your first mortal to your will. You can create a contract to bind their soul to you, feeding on its power. However, you will not gain the benefits of this gift until you have bound a mortal with a contract. To bind a mortal’s soul to you and grant them a Gift of Damnation, you must first create a contract for that gift. A contract requires magical ink and paper worth 50gp for each Transformation level you have acquired, and you must meet the prerequisites listed. In addition, you and the mortal must both sign the contract willingly, fully aware of the costs involved. Once signed, Netherworld entities give the benefits of the gift to you, and the mortal receives the named benefit within 7 days. You do not have to provide this benefit yourself. For example, upon signing a contract for a Gift of Unfettered Glory, you and the mortal who signs will receive the benefits listed under the gift. While you may have any number of contracts in your possession, you can only benefit from one at a time. Upon the completion of a long rest, you may swap the contract you are currently benefiting from for an alternate contract that you have bound a mortal to and signed. On your turn, as an action, you can call upon the Netherworld to reveal to you the exact location of a creature that has signed one of your contracts, providing they are on the same plane of existence as you. A contract you hold lasts for 7 years or until the mortal that signed it dies. At which point it bursts into flames and you cannot receive any benefits from it.
Flaw.
Your body and soul are bound to a fiendish plane of existence. You have disadvantage on death saving throws as the plane attempts to pull you back to it. If you would be killed, your soul has been dragged back to a plane of existence of the GM’s choice. This plane is your new home, and you become an NPC under the GM’s control. If you are on the fiendish plane responsible for your transformation, this flaw has no effect.
Previous Versions
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3/5/2025 8:34:50 PM
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