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Edict

Goblin Race
Rift/Gla'ton Origin
Fiend/Cleric 6/1 Class & Level
Chaotic Evil Alignment
Lorita Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 18
+4
Dexterity 12
+1
constitution 16
+3
intelligence 11
+0
wisdom 13
+1
charisma 14
+2
Total Hit Dice 7
Hit Die
1d10,8+3
+3 proficiency bonus
+7 Strength
+1 Dexterity
+6 Constitution
+0 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
+0 Arcana
+7 Athletics
+2 Deception
+0 History
+1 Insight
+5 Intimidation
+0 Investigation
+4 Martial
+1 Medicine
+0 Nature
+4 Perception
+2 Performance
+2 Persuasion
+0 Religion
+1 Sleight of Hands
+7 Stealth
+1 Survival
skills

 

MV

Prestige
1
Attunement Slots
18
Armor Class
66
Hit Points
+1
Initiative
30
Speed
Attacks
Skill Profs: Athletics, Intimidation, Martial, Acrobatics, Perception
Expertise: Stealth
Tool prof: Cooking Tools

Weapon Profs: Simple
Armor Profs: Light, Medium
Proficiences
Cantrips: Green Flame-Blade, Thaumaturgy, Guidance, Resistance
1st level Spells: Bless, Shield of Faith, Hellish Rebuke, Searing Smite
Spellcasting
Radiant Kindness: +2 STR, Whenever you dash, you can also teleport 15 feet in one direction, twice per long rest.
Masterwork Half Plate
5 Javelins
Explorer's Pack
Equipment
Factionless
Faction
Madman
Stat Array
Rift: +2 WIS, denied skill, Persuasion
Goblin ASI: +2 DEX +1 CON
ASI: Fire God's Blessing
Cleric and Lip Service, Lorita: +1 STR, Prof in Intimidation
[Nimble Escape]
[Fury of the Small]
[NO TURNING BACK]
Embrace your power, lest you succumb to it.

At 1st level, you gain the "Fiend" creature type alongside your normal creature type(s).

When you reach 11th level in this class, this dedication grants you devilsight, allowing you to see through both magical and non-magical darkness out to 60 feet.

When you reach 17th level in this class, this devilsight applies to all ranges of your sight.

If for any reason you would no longer possess levels in the Fiend class, you will still retain the “Fiend” creature type.

[WRATH]
At 1st level, you deal additional damage with your unarmed strikes as you let your rage loose with your blows. Your unarmed attacks deal 1d6 + your strength modifier.

This damage increases based on your Fiend level, shown in your Fiend leveling table. In addition, you can choose to have your unarmed strikes deal slashing damage, instead of bludgeoning damage. Your unarmed strikes can also be considered weapon attacks for the purposes of spells and abilities.

[ARMOR OF TERROR]
You can add your Charisma modifier, instead of your Dexterity modifier, to your AC while wearing light, medium, or no armor, up to your armor's Dexterity cap.

[VINDICTIVE ADVANCE]
At 1st level, you’ve learned to properly punish those that would oppose you. You can avoid opportunity attacks so long as you are moving towards a target who has forced you to make a saving throw or made an attack against you since the end of your last turn, or to a target that is affected by one of your diabolic brands.

To use this feature, you cannot have a shield equipped, nor can you be wearing heavy armor.

[HATRED]
At 2nd level, you have learned how to harness your hatred as a weapon. Hatred is a resource pool generated throughout the fight, and is gained whenever an enemy commits certain actions against you or if a negative effect befalls you.

If you would gain hatred multiple times from a single source, you gain hatred from only the highest valued method originating from that source.

You start at 0 hatred, and your hatred is reduced back to 0 after being out of combat for a full minute.

You can gain hatred through the following ways:

You gain 2 hatred at the start of your turn if you have not received any hatred from hostile actions since the end of your last turn. This effect cannot occur during the first round of combat.
You gain 2 hatred for taking damage, doubled to 4 if you’ve taken damage from a critical hit.
You gain 3 hatred when you are afflicted with a status condition.
You gain maximum hatred when an ally you can see dies.

You gain 1 point of damage reduction to all sources per 3 hatred that you possess, but you can spend that hatred on other abilities for greater effect. Your maximum hatred is shown on your Fiend leveling table.

[DIABOLIC BRANDS]
At 2nd level, choose one Diabolic Brand. You can use your bonus action to expend 2 hatred to inflict this diabolic brand upon an enemy within 30 feet for 1 minute.

The target must make a Charisma saving throw with a DC equal to: 8 + your proficiency + your Charisma modifier

Only one instance of the same brand can be on the same enemy at the same time.

You can choose an additional brand when you reach levels 5, 11, and 17 in this class, and their potency raises at the same levels.

These brands can only be applied to targets that would pose True Combat.

Burdening Brand. Bearers of this brand have their movement speed reduced by 5 feet. In addition, your movement speed is increased by 5 feet when utilizing your Vindictive Advance feature towards a bearer of this brand.

This movement increase only applies towards one branded target per turn. This brand cannot reduce its bearer below a movement speed of 5 feet.

This penalty and increase to movement speed increases to -10/+10 feet at level 5, -15/+15 feet at level 11, and -20/+20 feet at level 17.

Maddening Brand. Whenever this brand is first applied on a target, and whenever the Fiend uses their bonus action to reactivate all Maddening Brands, the branded target takes 1d4 psychic damage.

Bearers of this brand also take this damage whenever the Fiend attempts to inflict a Diabolic Brand.

This damage increases to 2d4 at level 5, and 3d4 at level 11, and 4d4 at level 17.

Tormenting Brand. A bearer of this brand grants you 1 hatred at the end of each of their turns unless they directly grant you hatred via hostile actions.

This increases to 2 hatred at level 5, 3 hatred at level 11, and 4 hatred at level 17.

[Demonic Rush]
At 3rd level, when you take the dash action, you can take the attack action as a bonus action at the end of your movement, so long as all attacks made are unarmed strikes, and all attacks are made against a target that is subject to your Vindictive Advance feature. In addition, all unarmed strikes you make as part of this attack action deal an additional +2 to damage. This damage increases as you gain levels in this class: +4 at level 7, +6 at level 13, and +8 at level 19.

[No Escape]
At 3rd level, when you use your movement, you can spend hatred to increase your walking speed by 5 feet per hatred spent until the end of your turn.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

[FIENDISH EXPERTISE]
At 3rd level, Your proficiency bonus is doubled for ability checks you make that use a proficiency in a skill based on your subclass.
Athletics for Daemon, Deception for Devil, and Stealth for Demon.
If you do not already have proficiency in the chosen skill, you must swap a skill proficiency from your class to the skill you would gain expertise in.

[MAKE AN EXAMPLE]
At 6th level, when you hit a creature with an unarmed attack, you can force all enemies within 15 feet to make a Wisdom saving throw or become frightened of you.

The DC is equal to:

8 + your proficiency + your Charisma modifier

A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success. Once this feature has been used, it cannot be used again until you have finished a short or a long rest.

[SEETHING STRIKES]
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.


[Sibling of Wrath]
Choose one cantrip from among Fire Bolt, Green-Flame Blade, and Primal Savagery, and you can cast it as a cleric cantrip. You also gain proficiency in the Martial skill.

[Restless Fury]
From 1st level, you can cast a spell or cantrip that requires you to make a spell or melee weapon attack as a bonus action instead of its normal casting time. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and regain these uses when you finish a long rest.

[Fire God's Blessing]
Your worship of these fiery gods brings a powerful, infernal blessing upon your prowess in combat. You gain the following benefits:
Before you make a melee weapon attack, you can choose to take a -2 penalty to the attack roll. If the attack hits, it deals an additional 1d8 fire damage.
When you deal fire damage in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). You can do this a number of times equal to your constitution modifier (minimum of 1) per long rest.
Should your worship of any of these gods cease, the penalty to hit is increased to -4.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

SlimeMush.

Statblock Type

Verum Character Sheet

Link/Embed