Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.
Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects, can't be put to sleep.
Magic Weapons. The pit fiend's weapon attacks are magical.
Innate Spellcasting. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
At will: detect magic, fireball, dancing lights
3/day each: hold monster, wall of fire, Faerie Fire, Darkness
Psychic Blades: You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
Once per turn, you can deal an extra 7d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade (a simple melee weapon with finesse, thrown, and range 60 ft.). On a hit, it deals 1d6 +8 psychic damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6
After you attack with your Psychic Blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Psychic Blades: Bonus Attack (STR)
After you attack with your Psychic Blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
You manifest one of your Psychic Blades, expend one Psionic Energy die (1d10) and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Opportunity Attack
Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail
As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.
Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Description
Once upon the time a halfdrow have won in the Crucible Arena in the Ring City. How she got there and why is uncertain, but upon her return Archduke Zariel promoted her to a rant of Pit Fiend, this promotion bolstered her powers even more. Now more then even she hunts in Avernus anything that remotely resembles a demonic hordes of blood-war. Sometimes she pops out to other realms when there is some quiet time in Avernus, just to mess with peoples heads and search for powerful magic artefacts to bolster her power even more. Though not interested in overthrowing Zariel at all, she one day may pose a threat to Archduke just to have some fun more then anything else.
This is what happens when a Soulknife rouge gets promotion from Hell.







Comments