Bard
Base Class: Bard

Bards of the College of Deviltry make a pact with a fiend from the lower planes in return for musical prowess. These bards strike bargains, enforce agreements, and delight in music-playing contests, all on behalf of their patron. They crave the spotlight and are eager to demonstrate their excellence; if doing so parts a fool and his soul, all the better. Many embrace their infernal heritage to provoke others and revel in the controversy, elevating their fame to greater heights.

Restriction: Tieflings Only

Only tieflings can join the College of Deviltry. Your DM can lift this restriction.

Bonus Proficiencies

When you join the College of Deviltry at 3rd level, you gain proficiency with calligrapher’s supplies, tridents, and your pact instrument.

Pact Instrument

You can use your action to create one type of musical instrument in your empty hand. The instrument is made from a material that is bizarre given its purpose, such as obsidian or silver. Its durability is unaffected. Your proficiency bonus is doubled for any ability check you make to play it in a contest. It disappears if you dismiss it (no action required), or if you die.

Infernal Hex

Also at 3rd level, when a creature gains a Bardic Inspiration die from you, you can decide to place a curse on it. That creature can’t roll the die. Instead, when it makes an ability check, you can roll the die and subtract the number rolled from its check. You use this feature after the creature makes its check, but before the DM determines the outcome.
Alternatively, when the creature is hit with a weapon attack, you can roll the die and deal extra fire damage equal to the number rolled.
If the target drops to 0 hit points before the die is rolled, you can use a bonus action on a subsequent turn of yours to bestow the die on a new creature.

Fiendish Secrets

At 6th level, the Fiend adds spells to the bard spell list for you, as shown on the Fiend Expanded Spells table in the warlock class. Furthermore, you learn two such spells of your choice. Both must be of a level for which you have spell slots. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.

 

Diabolical Pyrotechnics

Starting at 14th level, you can use your action to start a performance that lasts until the end of your next turn. During that time, you emit bright light in a 30-foot radius and dim light 30 feet beyond that. Enemies in the bright light have disadvantage on saving throws against any spell that deals fire damage, and take maximum fire damage from your Infernal Hex. The performance ends early if you are incapacitated, silenced, or if you voluntarily end it (no action required).

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