I can't get this to post on the Homebrew list for some reason so I thought I'd just post the details and ask for input.
Fighter Subclass - Devilskin: You have always craved power. You lacked the ability to cast spells and no matter how hard you trained, there was always something missing. In desperation, you sought out the advice of a powerful Warlock who taught you the path needed to find a Patron. You walked that path, but instead of a patron willing to grant power, you encountered a Devil who tried to enslave you. You don't know how long you lay there, trapped in a battle of wills. You only know that you won. Now, the Devil that had laughed as it tried to bind you was itself bound to you.
The Devilskin Fighter is a unique blend of the mortal and the Infernal. You have bound a Devil to your own body and now you force it to protect you and amplify your already impressive abilities. As a Devilskin, you can choose to go the path of the nimble, dexterous Fighter or the armor-clad heavy warrior. As you gain levels, your ability to control your Devil skin will improve, making you more and more capable.
Wisdom From Suffering
When you choose this subclass at 3rd level, you gain proficiency in one of the following skills of your choice: Arcana, Insight, Intimidation, or Religion. Alternatively, you learn one language of your choice.
Infernal Weapons
Starting at 3rd level, you can command the Devil to summon a weapon into your hand as a Bonus Action. The weapon counts as Magical with regards to targets with Resistance to non-Magic weapons. If you are using the Light Armor version of your Devilskin, the weapon MUST be either a missile weapon or have the Finesse property. If you are using the Heavy Armor version, the weapon MUST have the Heavy property.
You can use this feature a number of times equal to your Proficiency Bonus per day and you regain all expended uses of it when you finish a long rest.
Devil Armor
You command the Devil bound to you to encase you within its skin, protecting you. You must choose between the light version or the Heavy version of this armor. Note that while this counts as armor, it cannot be enchanted in any way and other armor cannot be worn over it though you may carry a Shield. This armor cannot be forcibly removed and can be deployed or removed in one Round as an Action.
The Light version grants you a base AC of 13 plus your Dexterity modifier. You gain an additional 5' to your Walking Speed. You also gain Proficiency in either the Stealth or Acrobatics skills, your choice. If you already have Proficiency in the chosen skill, you may count the chosen skill as having Expertise. You gain Darkvision to a distance of 60'. If you already have Darkvision, the range is extended by an additional 30'.
The Heavy version grants you a base AC of 18 but with no bonus from your Dexterity. You gain Proficiency in either the Athletics or Intimidation. If you already have Proficiency in the chosen skill, you may count the chosen skill as having Expertise. You gain Darkvision to a distance of 60'. If you already have Darkvision, the range is extended by an additional 30'. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Both versions of the Devil Armor possess a helm that you may deploy or retract as a Bonus Action.
Armed for Battle
Starting at 7th level, your control over your Devilskin has increased, granting you a broader range of weapon choices. Now, either version (light or heavy) may summon any Martial or Simple weapon. In addition, if the weapon summoned is one-handed, the Devilskin can also summon either a second one-handed weapon or a shield.
Undying Servitude
Starting at 10th level, your Devilskin enables you to cast several spells to improve your survivability. You have your choice of Armor of Agathys, False Life, or Shield. You may cast any combination of these a number of times equal to your Dexterity Modifier if you are using the Light version or your Strength Modifier if you are using the Heavy version. All spells recharge on a Long Rest.
Powerful Strike
Starting at 15th level, you learn to add more power to your strikes. If you take the Attack action on your turn, you may add an additional damage die to the damage roll of a single Attack. You can do so no more than once per turn.
Strength Beyond Death
Starting at 18th level, your unbreakable willpower can delay the grasp of death. You gain the benefits of the Death Ward. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you instead drop to 1 Hit Point and may immediately make an Attack Action, interrupting the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
I don't like how restrictive the weapon choices are at 3rd level, and medium armor should be an option. The proficiency bonus limit isn't really necessary, because the weapons don't have a limited duration. This is a very minor gripe, but the flavor text is EXTREMELY restrictive. Most people ignore it, but it's still best to leave the flavor more open-ended. Also, getting AC 18 PLUS a shield at third level is really OP.
Undying Servitude is COMPLETELY useless except for Shield and maybe False Life. If you can't upcast it, Armor of Agathys will do basically nothing.
Strength Beyond Death is a little weird, because Death Ward will delay when you get to use the rest of the feature. Not a big problem, but a bit odd.
Fighter Subclass - Devilskin: You have always craved power. You lacked the ability to cast spells and no matter how hard you trained, there was always something missing. In desperation, you sought out the advice of a powerful Warlock who taught you the path needed to find a Patron. You walked that path, but instead of a patron willing to grant power, you encountered a Devil who tried to enslave you. You don't know how long you lay there, trapped in a battle of wills. You only know that you won. Now, the Devil that had laughed as it tried to bind you was itself bound to you.
The Devilskin Fighter is a unique blend of the mortal and the Infernal. You have bound a Devil to your own body and now you force it to protect you and amplify your already impressive abilities. As a Devilskin, you can choose to go the path of the nimble, dexterous Fighter , the medium weight all-rounder, or the armor-clad heavy warrior. As you gain levels, your ability to control your Devil skin will improve, making you more and more capable.
Wisdom From Suffering
When you choose this subclass at 3rd level, you gain proficiency in one of the following skills of your choice: Arcana, Insight, Intimidation, or Religion. Alternatively, you learn one language of your choice.
Infernal Weapons
Starting at 3rd level, you can command the Devil to summon a weapon into your hand as a Bonus Action. The weapon counts as Magical with regards to targets with Resistance to non-Magic weapons. You may choose any Simple or Martial Weapon, and if you choose a one-handed weapon you may also gain a shield.
Devil Armor
You command the Devil bound to you to encase you within its skin, protecting you. You must choose between the Light, Medium, or Heavy version of this armor. Note that while this counts as armor, it cannot be enchanted in any way and other armor cannot be worn over it though you may carry a Shield. This armor cannot be forcibly removed and can be deployed or removed as an Action.
The Light version grants you a base AC of 12 plus your Dexterity modifier. You gain an additional 5' to your Walking Speed. You also gain Proficiency in either the Stealth or Acrobatics skills, your choice. If you already have Proficiency in the chosen skill, you may count the chosen skill as having Expertise. You gain Darkvision to a distance of 60'. If you already have Darkvision, the range is extended by an additional 30'.
The Medium version grants you a base AC of 14 but limits your Dex Bonus to +2. You also gain Proficiency in either the Insight or Survival, your choice. If you already have Proficiency in the chosen skill, you may count the chosen skill as having Expertise. You gain Darkvision to a distance of 60'. If you already have Darkvision, the range is extended by an additional 30'.
The Heavy version grants you a base AC of 16 but with no bonus from your Dexterity. You gain Proficiency in either the Athletics or Intimidation. If you already have Proficiency in the chosen skill, you may count the chosen skill as having Expertise. You gain Darkvision to a distance of 60'. If you already have Darkvision, the range is extended by an additional 30'. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
All versions of the Devil Armor possess a helm that you may deploy or retract as a Bonus Action.
Armed for Battle
Starting at 7th level, your control over your Devilskin has increased, granting you the ability to summon more powerful weapons. Any weapon you summon with your Infernal Weapon ability now counts as a +1 weapon. Likewise, if you summon a shield, it counts as a +1 shield. However, both option will only last for one minute. Note that a one-handed weapon and a shield may be summoned with the same Bonus Action.
Undying Servitude
Starting at 10th level, your Devilskin enables you to cast several spells to improve your survivability. You have your choice of False Life or Shield. You may cast any combination of these a number of times equal to your Proficiency Bonus times per day. All spells recharge on a Long Rest.
Powerful Strike
Starting at 15th level, you learn to add more power to your strikes. If you take the Attack action on your turn, you may add an additional damage die to the damage roll of a single Attack. You can do so no more than once per turn.
Strength Beyond Death
Starting at 18th level, your unbreakable willpower can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you instead drop to 1 Hit Point and may immediately make an Attack Action, interrupting the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
This new version is much better, although now there's the problem of how once you reach around level 7+ you'll have a much lower AC than a normal fighter. Maybe add an ability to sacrifice armor to the devil, letting it adopt the stats of that armor. Also, there's a minor wording error: "[This armor] can be deployed or removed in one Round as an Action." Sense it takes an action, the one round part is completely pointless and will only serve to potentially confuse people.
This new version is much better, although now there's the problem of how once you reach around level 7+ you'll have a much lower AC than a normal fighter. Maybe add an ability to sacrifice armor to the devil, letting it adopt the stats of that armor. Also, there's a minor wording error: "[This armor] can be deployed or removed in one Round as an Action." Sense it takes an action, the one round part is completely pointless and will only serve to potentially confuse people.
Fixed, thanks for the feedback. My issue is that I've seen homebrew in some of the games I've played in and I'm trying to make it useful and thematic but not obviously OP. I like your idea of sacrificing armor to upgrade your Devilskin. Any thoughts as to what level would be appropriate?
Also, I'm debating with Powerful Strike. One additional damage die feel weak for a level 15 trait but one die per attack is way too strong. Thoughts?
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I can't get this to post on the Homebrew list for some reason so I thought I'd just post the details and ask for input.
Fighter Subclass - Devilskin: You have always craved power. You lacked the ability to cast spells and no matter how hard you trained, there was always something missing. In desperation, you sought out the advice of a powerful Warlock who taught you the path needed to find a Patron. You walked that path, but instead of a patron willing to grant power, you encountered a Devil who tried to enslave you. You don't know how long you lay there, trapped in a battle of wills. You only know that you won. Now, the Devil that had laughed as it tried to bind you was itself bound to you.
The Devilskin Fighter is a unique blend of the mortal and the Infernal. You have bound a Devil to your own body and now you force it to protect you and amplify your already impressive abilities. As a Devilskin, you can choose to go the path of the nimble, dexterous Fighter or the armor-clad heavy warrior. As you gain levels, your ability to control your Devil skin will improve, making you more and more capable.
Wisdom From Suffering
When you choose this subclass at 3rd level, you gain proficiency in one of the following skills of your choice: Arcana, Insight, Intimidation, or Religion. Alternatively, you learn one language of your choice.
Infernal Weapons
Starting at 3rd level, you can command the Devil to summon a weapon into your hand as a Bonus Action. The weapon counts as Magical with regards to targets with Resistance to non-Magic weapons. If you are using the Light Armor version of your Devilskin, the weapon MUST be either a missile weapon or have the Finesse property. If you are using the Heavy Armor version, the weapon MUST have the Heavy property.
You can use this feature a number of times equal to your Proficiency Bonus per day and you regain all expended uses of it when you finish a long rest.
Devil Armor
You command the Devil bound to you to encase you within its skin, protecting you. You must choose between the light version or the Heavy version of this armor. Note that while this counts as armor, it cannot be enchanted in any way and other armor cannot be worn over it though you may carry a Shield. This armor cannot be forcibly removed and can be deployed or removed in one Round as an Action.
The Light version grants you a base AC of 13 plus your Dexterity modifier. You gain an additional 5' to your Walking Speed. You also gain Proficiency in either the Stealth or Acrobatics skills, your choice. If you already have Proficiency in the chosen skill, you may count the chosen skill as having Expertise. You gain Darkvision to a distance of 60'. If you already have Darkvision, the range is extended by an additional 30'.
The Heavy version grants you a base AC of 18 but with no bonus from your Dexterity. You gain Proficiency in either the Athletics or Intimidation. If you already have Proficiency in the chosen skill, you may count the chosen skill as having Expertise. You gain Darkvision to a distance of 60'. If you already have Darkvision, the range is extended by an additional 30'. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Both versions of the Devil Armor possess a helm that you may deploy or retract as a Bonus Action.
Armed for Battle
Starting at 7th level, your control over your Devilskin has increased, granting you a broader range of weapon choices. Now, either version (light or heavy) may summon any Martial or Simple weapon. In addition, if the weapon summoned is one-handed, the Devilskin can also summon either a second one-handed weapon or a shield.
Undying Servitude
Starting at 10th level, your Devilskin enables you to cast several spells to improve your survivability. You have your choice of Armor of Agathys, False Life, or Shield. You may cast any combination of these a number of times equal to your Dexterity Modifier if you are using the Light version or your Strength Modifier if you are using the Heavy version. All spells recharge on a Long Rest.
Powerful Strike
Starting at 15th level, you learn to add more power to your strikes. If you take the Attack action on your turn, you may add an additional damage die to the damage roll of a single Attack. You can do so no more than once per turn.
Strength Beyond Death
Starting at 18th level, your unbreakable willpower can delay the grasp of death. You gain the benefits of the Death Ward. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you instead drop to 1 Hit Point and may immediately make an Attack Action, interrupting the current turn.
Once you use this feature, you can’t use it again until you finish a long rest.
I don't like how restrictive the weapon choices are at 3rd level, and medium armor should be an option. The proficiency bonus limit isn't really necessary, because the weapons don't have a limited duration. This is a very minor gripe, but the flavor text is EXTREMELY restrictive. Most people ignore it, but it's still best to leave the flavor more open-ended. Also, getting AC 18 PLUS a shield at third level is really OP.
Undying Servitude is COMPLETELY useless except for Shield and maybe False Life. If you can't upcast it, Armor of Agathys will do basically nothing.
Strength Beyond Death is a little weird, because Death Ward will delay when you get to use the rest of the feature. Not a big problem, but a bit odd.
Note: This is the 2.0 version. Please discuss...
This new version is much better, although now there's the problem of how once you reach around level 7+ you'll have a much lower AC than a normal fighter. Maybe add an ability to sacrifice armor to the devil, letting it adopt the stats of that armor. Also, there's a minor wording error: "[This armor] can be deployed or removed in one Round as an Action." Sense it takes an action, the one round part is completely pointless and will only serve to potentially confuse people.
Fixed, thanks for the feedback. My issue is that I've seen homebrew in some of the games I've played in and I'm trying to make it useful and thematic but not obviously OP. I like your idea of sacrificing armor to upgrade your Devilskin. Any thoughts as to what level would be appropriate?
Also, I'm debating with Powerful Strike. One additional damage die feel weak for a level 15 trait but one die per attack is way too strong. Thoughts?