Base Class: Rogue
You are in regular contact with one or several devils and help them to fulfill their goals on the material plane. Your missions are always risky but the reward is always otherworldly.
Level 3: Devils Contact
3rd-level Rogue feature:
You have successfully fulfilled several contracts with devils. Not only did you get some otherworldly rewards but also you gained experience in handling fiends and demons alike:
Proficiency and Expertise: Deception and Persuasion
Languages: Abyssal and Infernal
Level 3: Infernal Chains
3rd-level Rogue feature:
Your successful devil contracts giftet you with several abilities:
You may attack with infernal chains that are bound to two magical bracers you are attuned to. Only you can be attuned to them and it does not count against the maximum amount of items you can attune to. If you use your Attack action you may attack with a infernal chain that comes out of one of the bracers. The chain is a melee magical weapon with a reach of 15 feet, finesse and vex property and deals 1d6 bludgeoning damage on a hit. The chains have the same attack and damage bonus as any attuned magical weapon that you are proficient with.
You get one additional devils die to your sneak attack dice pool, which deals 1d6 fire damage.
If you make an attack using your chain bracers, hit and use your sneak attack feature you can remove one devils die from the damage to gain temporary hit points equal to the roll and one of the following benefits:
Repelling Chain: You can push the creature (large or smaller) up to 10 feet straight away from you.
Chain of Hadar: You can pull yourself up to 15 feet towards that creature ignoring opportunity attacks and knocking it prone if within 5 feet of the creature and on a failed Dex or Str Save (their choice, with DC: 8 + Dex + Prof). Immediately afterwards you are allowed to make a melee attack with a finesse weapon as your bonus action against the same target.
Chain of Lethargy: The target has to succeed on a dexterity saving throw (DC: 8+Dex+Prof) or is restrained until the end of your next turn. You cannot use this bracer and hand until the target is no longer restrained by this effect. At the end of the targets turn or as an action it may make a strength check against your DC to free itself. You may release your target at any time. It gets released automatically if you move out of the weapons reach (15 feet).
Level 9: Devils Assassine
9th-level Rogue feature:
While you wearing your bracers you gain a climbing speed equal to your walking speed and you get a second devils die.
Your chains get a range for 45 feet.
The feature Chain of Hadar, from Infernal Chains, now pulls you up to 45 feet.
As an action or as a bonus action you can now throw one chain 45 feet onto a solid object, like a wall or a roof. The chain will grapple that object and pulls you up to 45 feet towards it and it remains until you release it. You may use your movement to adjust the chains length to move with it.
As a reaction when another player is falling, you may use both of them to catch them, one chain to connect to a solid object in reach and one to the player character. You may than as action or bonus action pull up any of those chains up to 45 feet.
A chain will fail to hold onto the object/creature, if the chain would become longer then 45 feet for any reason (pull/push). As long as you are connected with the chain to an object or creature you gain advantage one saves against push or pull effects and you always get a Dex Saving throw to avoid being pushed or pulled. The DC equals the 8 + (the used attribute) + proficiency bonus of the pushing/pulling creature.
Level 13: Soul Collector
13th-level Rogue feature:
Your chains reach increases to 60 feet.
You may use your bonus action to apply your Chains of Lethargy on a target in range of your chains without dealing damage.
When a target is restrained by you chains of lethargy effect, is below 32 hp and has a challenge rating greater equal than 1 you gain another use for your cunning strike for all of your sneak attack die:
Soul Extractor: You throw the other chain at that target and it pulls out the soul of that creature, if it has any. The target dies with that attack and you collect its soul as a tally mark at your wrist and gain health equal to 2d6 + your proficiency bonus.
You may not have more then 10 souls on you at any time.
You may spend those souls at any time to chosen devils to gain specific benefits (you cannot combine or stack effects):
1 Soul:
- If you are at 0 HP you get stabilized immediately.
- Gain advantage or remove disadvantage on any of your dice throw.
2 Souls:
- Add two 2d6 to your sneak attack pool until the end of your next turn.
- You may do an opportunity attack against any creature, that moves away from you within the reach of your chains with your chains.
5 Souls:
- Gain another available action on this turn and you might apply your sneak attack twice but to two different targets.
- You gain the benefits of a long rest but you only regain half your hit points.
Level 17: Hells Traveler
17th-level Rogue feature:
You may use your chains to rip apart the veil between the Abyss, the Nine Hells or your origin plane and your current plane to create a portal to move between both planes for 10 minutes or until dispelled by you.
The portal may end at any point you have been or seen before, unless it is protected by any magic prohibiting teleports. You may do this once per long rest.
Additional you are have become a well known servant to the devils and you and your allies wont be attacked by devils or their subordinates for no reason. You might be even welcome at some devils palaces, but everything comes with a price.
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