FIEND TRANSFORMATION — STAGE 2
========== STAGE 1 ==========
STAGE 1 BOON: FIENDISH SOUL
You become a Fiend in addition to any other creature type(s) you have. You have Advantage on Charisma (Deception) checks.
You have Resistance to Acid damage.
STAGE 1 BOON: DEVILISH CONTRACTOR
You have acquired the ability to bind mortal creatures to your will. You can create a contract to bind a mortal Humanoid’s soul to you, feeding on its power. The mortal gains a gift asked for in the contract, and you gain a Gift of Damnation of your choice.
To bind a mortal’s soul to you, you must first create a contract for their desired gift. A contract requires magical ink and paper worth 10 GP for each Transformation Stage you have acquired
You and the mortal must both sign the contract willingly, fully aware of the costs involved. Once signed, daemonic entities give you a Gift of Damnation, and the mortal receives their desired wishes within 7 days. You do not have to provide this boon yourself.
You cannot benefit directly from the mortal’s desired gift, nor can an ally. No ally of yours can ever sign a contract with you.
You may take a Gift of Damnation of the Stage that you have attained or lower. At Stage 2 you may take a Stage 1 or Stage 2 Gift of Damnation. There is no limit to the number of contracts you can execute, but you can only have one active Gift of Damnation at a time. When you would gain a second Gift of Damnation, you may replace your active gift with the new one. Also, when you finish a Long Rest you may swap your active Gift of Damnation for any other gift associated with a signed contract.
STAGE 1 FLAW: FIEND BOUND
Your body and soul are bound to the Netherworld. You have Disadvantage on Death Saving Throws as the plane attempts to pull you into it.
========== STAGE 2 ==========
When you reach Stage 2 of the Fiend Transformation, you select one Stage 2 Boon and gain the Stage 2 Flaw.
STAGE 2 BOON: ENHANCED CONTRACT
Prerequisite: Devilish Contractor
You may switch between your active Gift of Damnation at the end of a Short or Long Rest. In addition, when you switch Gifts of Damnation, you gain Temporary Hit Points equal to 5 times your Transformation Stage (currently 10).
STAGE 2 FLAW: FIEND FORM
Your appearance has grotesquely transformed. Your skin becomes red and leathery, and vicious horns, teeth and nails erupt through the surface of your skin. You can suppress this form and present the appearance of the humanoid you once were, but this is taxing and requires effort.
Moments of stress are likely to reveal your true nature. In the following situations your true form may be revealed:
• Becoming Bloodied
• Concentrating on a spell
• Gaining the Unconscious condition
• Entering hallowed ground
• Entering the presence of Celestials or other Fiends
• Choosing to reveal yourself
In these events, or times of other extreme emotional or physical stress, a GM can call for a Constitution saving throw with a DC based on your current Transformation Stage. If you fail this save, your Horrific Appearance is revealed.
Fiend Form Save DC
Stage 2: DC 13
Stage 3: DC 16
Stage 4: DC 20
Non-evil creatures that witness your true form become instantly Hostile to you, unless the GM decides otherwise.
========== ACTIVE GIFTS OF DAMNATION ==========
GIFT OF JOYOUS LIFE
At the beginning of your turn, if you are Bloodied, you can choose to roll a Hit Point Die (no action required) and regain a number of Hit Points equal to the roll. If you roll a 1 on this die, you regain no Hit Points and take 1 Force damage instead. You regain this ability when you finish a Short or Long Rest.
GIFT OF UNSURPASSED FORTUNE
When an enemy you can see within 10 feet succeeds on an attack roll or a saving throw, you can use your Reaction to roll a d20. On a 6 or higher, the triggering attack or save misses or fails, and you regain the use of your Reaction. Otherwise, you take 1d6 Psychic damage per Transformation Stage (currently 2d6), which cannot be reduced. You regain use of this ability when you finish a Long Rest.
GIFT OF LIBERATING FREEDOM
As a Bonus Action while you aren't wearing Heavy armor, you can manifest a pair of leathery wings. You gain a Fly Speed equal to half your Speed. These wings recede if you dismiss them as a Bonus Action on your turn, if you have the Unconscious condition, or if you become Bloodied while they are manifested.
You can have the wings manifested for 1 hour total, including several shorter stints adding up to 1 hour. You regain this ability when you finish a Long Rest.
========== OTHER ==========
CALCULATING LISTENER
The weak-willed around you are easy targets for your manipulation. By conversing with a nonhostile creature for at least 1 minute, you can attempt to charm them. The creature must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your Proficiency Bonus) or have the Charmed condition for 1 hour. At the GM’s discretion, you also learn one piece of information that the target knows that relates to the topic of conversation. Regardless of whether or not the target succeeds on the saving throw, they remain unaware of your attempt. You regain use of this feature when you finish a Short or Long Rest.
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