You are on page 1of 8

Gaining Power as a Devil

This is perhaps one of the less elaborate paths to Devil Cast Rankings
power, but it yet remains one path that a player might 1. Lemure Greater Devils
seek to gain power based not on class or race choice, Lesser Devils 8. Horned Devil
but based on choices made throughout the campaign. (Malebranche)
2. Imp 9. Erinyes
3. Spined Devil 10. Ice Devil (Gelugon)
Beginning the Process (Spinagon)
You become a devil when your soul becomes bound to 4. Bearded Devil 11. Pit Fiend
the nine hells. This typically occurs by contract with a (Barbazu)
devil and after you die. However it occurs, you will first 5. Barbed Devil Arch Devils
(Hamatula)
become a lemure and will be bound to whatever devil
6. Chain Devil (Kyton) 12. Duke or Duchess
you contracted your soul to, usually a greater devil or
7. Bone Devil (Osyluth) 13. Archduke or
an archdevil.
Archduchess

To properly handle the transformations into the


Progressing as a Devil various devil types, your character’s original stats will
There are several caste levels within devil society need to be maintained. The descriptions for each type
(lemure, lesser devil, greater devil, and archdevil), of devil tell you how your stats are modified from your
ranked by physical as well as social power. These levels original form, not from your previous devil form. This is
are specifically outlined in the table below. Any devil done this way to prevent confusion if levels are
can be promoted or demoted within this system by a skipped or after a series of many promotions and
devil that is at least one caste level above them. demotions are involved. Each time you change forms
Specifically, a greater devil can promote or demote you lose any benefits from the previous devil form and
lesser devils and lemure, and archdevils can further do not retain any racial traits from your mortal form,
promote or demote up to the greater devil caste. Only beyond your base stats. You do retain class levels,
Asmodeus himself can promote devils to or from the however. All devils also rejuvenate in the nine hells if
level of archdevil, which is extremely unlikely to occur. they are killed on any other plane.
These promotions and demotions are always as a
reward or punishment and almost always progress one
stage at a time, so quests to please your superior plays Tracking Favor
a very big part in this process. These changes do not
When you start this process you will be reporting to a
only effect the rank of a devil, but result in the
higher ranking devil. In order to determine when a
transformation into the new kind of devil at that rank.
promotion or demotion will occur, a Favor point
In simple terms, that’s really all there is to it. Make a
system will be utilized. Each time you complete a
more powerful devil like you, they may bump you up to
mission, or do something in particular meaningful to
the next more powerful level. Make a more powerful
your superior, you will add or subtract points from a
devil dislike you, they are likely to knock you down a
running total that represents your superior’s opinion of
rank.
you based on a Charisma check. When this Favor value
reaches the value listed in another devil’s description,
you are given that new form and the appropriate
modification to your character are made. The tables
below show how the DM might modify the roll and
thereby your superior Devil’s favor.
Work Quality Roll Modification
Quality Modifier Quality Modifier
Devil Forms
Abysmal -20 Fair 0
Lemure
Very Poor -10 Good +3 Needed Favor: <15
Poor -5 Excellent +5
When you have the form of a Lemure you have the
following ability score modifications:
The above table is to be used to modify rolls for Dexterity -3, Intelligence -5, Charisma -4.
altering favor based on how impressed your superior is
with your work on a particular job. This is in addition to You are a Medium fiend (devil) with a speed of 15 feet.
your normal Charisma Modifier. In most cases, the fair
You also gain the following traits/skills:
level will be used, as that means the task was
Amorphis Form Your body has a consistency as though
completed with nothing extra your superior finds
you are half melted to a point of being nearly
impressive. Also note, that most devils are not easily
completely formlessness. As such you are unable to
impressed and messing things up will not be taken
effectively don armor, weapons, or other equipment.
lightly.
You are also unable to produce intelligible sounds for
communication.
Condition Immunities charmed, frightened, poisoned
Favor Change Damage Immunities fire, poison
Roll Favor Roll Favor Damage Resistances cold
Darkvision 120 feet.
<5 -5 18-19 +2 Devil’s Sight Magical darkness doesn’t impede your
6-7 -4 20-21 +3 darkvision.
Fist Melee Weapon Attack: reach 5 feet, one target.
8-9 -3 22-23 +4
Hit: 1d4 bludgeoning damage.
10-11 -2 24-25 +5 Hellish Rejuvenation If you die in the Nine Hells you
12-13 -1 26-27 +6 come back to life with all your hit points in 1d10 days,
unless you are killed by a good aligned character with a
14-15 0 28-29 +7 bless spell cast on them when they reduce you to 0 hit
16-17 +1 30+ +8 points or if your remains are sprinkled with holy water.

The above table outlines who your superior Devil’s


favor changes based on the Charisma check made after
each time you either complete the work you were
assigned.
Imp Spined Devil (Spinagon)
Needed Favor: 15 Needed Favor: 22
When you have this form you have the following ability When you have this form you have the following ability
score modifications: score modifications:
Strength -4, Dexterity +3, Constitution +1, Wisdom +1, Dexterity +2, Constitution +1, Wisdom +2, and
and Charisma +2. Charisma -1
Tiny fiend (devil, shapechanger) Small fiend (devil)
Speed: 20 feet, fly 40 feet. Speed: 20 feet, fly 40 feet.
You also gain the following traits/skills: You also gain the following traits/skills:
Condition Immunities poisoned Bite Melee Weapon Attack: reach 5 feet, one target.
Damage Immunities fire, poison Hit: 2d4 slashing damage.
Damage Resistances cold; bludgeoning, piercing, and Condition Immunities poisoned
slashing damage from nonmagical attacks not made Damage Immunities fire, poison
from silvered weapons Damage Resistances cold; bludgeoning, piercing, and
Darkvision 120 feet. slashing damage from nonmagical attacks not made
Devil’s Sight Magical darkness doesn’t impede your from silvered weapons
darkvision. Darkvision 120 feet.
Magic Resistance You have advantage on saving Devil’s Sight Magical darkness doesn’t impede your
throws against spells and other magical effects. darkvision.
Sting (Bite in Beast Form) Melee Weapon Attack: reach Flyby You don’t provoke an opportunity attack when
5 feet, one target. Hit: 1d4 piercing damage, and the you fly out of an enemy’s reach.
target must make a saving throw, taking 3d6 poison Limited Spines You have 12 tail spines. Used spines
damage on a failed save, or half as much damage on a regrow after you finish a long rest.
successful one. The DC for this save is 10 + your Magic Resistance You have advantage on saving
Constitution modifier. throws against spells and other magical effects.
Invisibility You magically turn invisible until you attack, Multiattack You may use your Bite and Tail Spine
cast a spell, or your concentration ends (as if attacks for the purposes of two-weapon fighting as
concentrating on a spell). Any equipment you carry is though they were weapons with the light property. You
invisible with you. may use your Tail Spine attack for both your primary
and secondary attack on the same turn.
Tail Spine Ranged Weapon Attack: range 20/80 feet,
one target. Hit: 1d4 piercing damage plus 1d6 fire
damage.
Telepathy You can communicate with other creatures
telepathically up to 120 feet.
wounded target with this attack, the damage
Bearded Devil (Barbazu) dealt by the wound increases by another 1d10
points. Any creature can take an action to
Needed Favor: 27
stanch the wound with a successful DC 12
When you have this form you have the following ability Medicine check. The wound also closes f the
score modifications: target receives magical healing.
Strength +3, Dexterity +2, and Constitution +2

Medium fiend (devil)


Speed: 30 feet

Barbed Devil (Hamatula)


You also gain the following traits/skills: Needed Favor: 43
Beard Melee Weapon Attack: reach 5 feet, one When you have this form you have the following ability
creature. Hit: 1d8 piercing damage, and the target score modifications:
must succeed on a Constitution saving throw or be Strength +3, Dexterity +3, Constitution +4, Intelligence
poisoned for 1 minute. The DC for this is 10 + your +1, Wisdom +2, and Charisma +2
Constitution modifier. While poisoned in this way, the
target can’t regain hit points. The target can repeat the Medium fiend (devil)
saving throw at the end of each of its turns, ending the Speed: 30 feet
effect on itself on a success.
You also gain the following traits/skills:
Condition Immunities poisoned
Barbed Hide At the start of your turns, you deal 1d10
Damage Immunities fire, poison
piercing damage to any creature grappling you.
Damage Resistances cold; bludgeoning, piercing, and
Claw Melee Weapon Attack: reach 5 feet, one target.
slashing damage from nonmagical attacks not made
Hit: 1d6 piercing damage.
from silvered weapons
Condition Immunities poisoned
Darkvision 120 feet.
Damage Immunities fire, poison
Devil’s Sight Magical darkness doesn’t impede your
Damage Resistances cold; bludgeoning, piercing, and
darkvision.
slashing damage from nonmagical attacks not made
Magic Resistance You have advantage on saving
from silvered weapons
throws against spells and other magical effects.
Darkvision 120 feet.
Multiattck You may use your beard attack for the
Devil’s Sight Magical darkness doesn’t impede your
purposes of two-weapon fighting as though it was a
darkvision.
weapon with the light property.
Hurl Flame Ranged Spell Attack: range 150 feet, one
Steadfast you can’t be frightened while you can see an
target. Hit: 3d6 fire damage. If the target is a
allied creature within 30 feet of you.
flammable object that isn’t being worn or carried, it
Telepathy You can communicate with other creatures
also catches fire.
telepathically up to 120 feet.
Magic Resistance You have advantage on saving
Standard Equipment Bearded Devils are almost always throws against spells and other magical effects.
given a special glaive, which they are automatically Multiattack You may use your Tail and Claw attacks for
proficient with, which has the following characteristics the purposes of two-weapon fighting as though they
beyond those of a normal glaive. were weapons with the light property.
Tail Melee Weapon Attack: reach 5 feet, one target.
If the target is a creature other than an Hit: 2d6 piercing damage.
undead or a construct, it must succeed on a Telepathy You can communicate with other creatures
Constitution saving throw with a DC of 10 + telepathically up to 120 feet.
your Strength modifier or lose 1d10 hit points
at the start of each of its turns due to an
infernal wound. Each time you hit the
that you look like one of the creature’s departed loved
Chain Devil (Kyton) ones or bitter enemies. If the creature can see you, it
must succeed on a Wisdom saving throw or be
Needed Favor: 63
frightened until the end of its turn. The spell casting
When you have this form you have the following ability ability for this is Charisma.
score modifications:
Strength +4, Dexterity +2, Constitution +4, Wisdom +1,
and Charisma +2

Medium fiend (devil)


Speed: 30 feet Bone Devil (Osyluth)
Needed Favor: 71
You also gain the following traits/skills:
Animate Chains (Recharges after a Short or Long Rest) When you have this form you have the following ability
Up to four chains you can see within 60 feet of you score modifications:
magically sprout razor-edged barbs and animate under Strength +4, Dexterity +3, Constitution +4, Intelligence
your control, provided the chains aren’t being worn or +1, Wisdom +2, and Charisma +3
carried.
Large fiend (devil)
Each animated chain is an object with AC 20, 20 hit
Speed: 40 feet, fly 40 feet.
points, resistance to piercing damage, and immunity to
psychic and thunder damage. When you use You also gain the following traits/skills:
Multiatack on your turn you can use each animated Claw melee Weapon Attack: reach 10 feet, one target.
chain to make one additional chain attack. An Hit: 1d8 slashing damage.
animated chain can grapple one creature of its own, Condition Immunities poisoned
but can’t make attacks while grappling. An animated Damage Immunities fire, poison
chain reverts to its inanimate state if reduced to 0 hit Damage Resistances cold; bludgeoning, piercing, and
points or if you are incapacitated or die. slashing damage from nonmagical attacks not made
Chain Melee Weapon Attack: reach 10 feet, one target. from silvered weapons
Hit: 2d6 slashing damage. The target is grappled if you Darkvision 120 feet.
are not already grappling a creature. Until this grapple Devil’s Sight Magical darkness doesn’t impede your
ends, the target is restrained and takes 2d6 piercing darkvision.
damage at the start of each of its turns. Magic Resistance You have advantage on saving
Condition Immunities poisoned throws against spells and other magical effects.
Damage Immunities fire, poison Multiattack You may use your Sting and Claw attacks
Damage Resistances cold; bludgeoning, piercing, and for the purposes of two-weapon fighting as though
slashing damage from nonmagical attacks not made they were weapons with the light property.
from silvered weapons Sting Melee Weapon Attack: reach 10 feet, one target.
Darkvision 120 feet. Hit: 2d8 piercing damage plus 5d6 poison damage, and
Devil’s Sight Magical darkness doesn’t impede your the target must succeed on a Constitution saving throw
darkvision. or become poisoned for 1 minute. The target can
Magic Resistance You have advantage on saving repeat the saving throw at the end of each of its turns,
throws against spells and other magical effects. ending the effect on itself on a success. The DC for this
Multiattack You can make two attacks when using is 10 + your Constitution modifier.
your chain attack for both attacks as though it were Telepathy You can communicate with other creatures
two weapons with the light property. telepathically up to 120 feet.
Telepathy You can communicate with other creatures
telepathically up to 120 feet.
Unnerving Mask When a creature you can see starts its
turn within 30 feet of you, you can create the illusion
Melee Weapon Attack: reach 10 feet, one
Horned Devil (Malebranche) target. Hit: 2d8 piercing damage. Two-
handed.
Needed Favor: 85

When you have this form you have the following ability
score modifications:
Strength + 6, Dexterity +3, Constitution +5, Intelligence
+1, Wisdom +3, and Charisma +3 Erinyes
Large fiend (devil) Needed Favor: 92
Speed: 20 feet, fly 60 feet.
When you have this form you have the following ability
You also gain the following traits/skills: score modifications:
Condition Immunities poisoned Strength +4, Dexterity +3, Constitution +4, Intelligence
Damage Immunities fire, poison +2, Wisdom +2, and Charisma +4
Damage Resistances cold; bludgeoning, piercing, and
Medium fiend (devil)
slashing damage from nonmagical attacks not made
Speed: 30 feet, fly 60 feet.
from silvered weapons
Darkvision 120 feet. You also gain the following traits/skills:
Devil’s Sight Magical darkness doesn’t impede your Condition Immunities poisoned
darkvision. Damage Immunities fire, poison
Hurl Flame Ranged Spell Attack: range 150 feet, one Damage Resistances cold; bludgeoning, piercing, and
target. Hit: 4d6 fire damage. If the target is a slashing damage from nonmagical attacks not made
flammable object that isn’t being worn or carried, it from silvered weapons.
also catches fire. Darkvision 120 feet.
Magic Resistance You have advantage on saving Devil’s Sight Magical darkness doesn’t impede your
throws against spells and other magical effects. darkvision.
Multiattack You may use your Tail attack for the Hellish Weapons All weapons, including both melee
purposes of two-weapon fighting as though it was a and ranged, you bear are considered magical and deal
weapon with the light property. an extra 3d8 poison damage on a hit.
Tail Melee Weapon Attack: reach 10 feet, one target. Perry You may add your Dexterity modifier to your
Hit: 1d8 piercing damage. If the target is a creature normal AC against one melee attack that would hit you
other than an undead or a construct, it must succeed as a reaction. To do so, you must see the attacker and
on a Constitution saving throw with a DC of 10 + your be wielding a melee weapon.
Strength modifier or lose 3d6 hit points at the start of Magic Resistance You have advantage on saving
each of its turns due to an infernal wound. Each time throws against spells and other magical effects.
you hit the wounded target with this attack, the Telepathy You can communicate with other creatures
damage dealt by the wound increases by another 3d6 telepathically up to 120 feet.
points. Any creature can take an action to stanch the
wound with a successful DC 12 Medicine check. The Standard Equipment Erinyes are almost always given a
wound also closes f the target receives magical healing. full plate armor, a longsword, and a Longbow. You are
Telepathy You can communicate with other creatures proficient with these as an Erinyes. They are also
telepathically up to 120 feet. sometimes equipped with a rope of entanglement.

Standard Equipment Bearded Devils are almost always


given a special Fork weapon, which they are
automatically proficient with, which has the following
characteristics:
succeed on a DC 15 Constitution saving throw,
Ice Devil (Gelugon) or for 1 minute, its speed is reduced by 10
feet; it can take either an action or a bonus
Needed Favor: 108
action on each of its turns, but not both; and
When you have this form you have the following ability it can’t take reactions. The target can repeat
score modifications: the saving throw at the end of its turns,
Strength +5, Dexterity +2, Constitution +4, Intelligence ending the effect on itself on a success.
+4, Wisdom +2, Charisma +4

Large fiend (devil)


Speed: 40 feet

You also gain the following traits/skills: Pit Fiend


Bite Melee Weapon Attack: reach 5 feet, one target. Needed Favor: 159
Hit: 2d6 piercing damage plus 3d6 cold damage.
Claws Melee Weapons Attack: reach 5 feet, one target. When you have this form you have the following ability
Hit: 2d4 slashing damage plus 3d6 cold damage. score modifications:
Condition Immunities poisoned Strength +8, Dexterity +2, Constitution +7, Intelligence
Damage Immunities cold, fire, poison +6, Wisdom +4, and Charisma +7
Damage Resistances cold; bludgeoning, piercing, and
Large fiend (devil)
slashing damage from nonmagical attacks not made
Speed: 30 feet, fly 60 feet.
from silvered weapons
Darkvision 120 feet. You also gain the following traits/skills:
Devil’s Sight Magical darkness doesn’t impede your Condition Immunities poisoned
darkvision. Damage Immunities fire, poison
Magic Resistance You have advantage on saving Damage Resistances cold; bludgeoning, piercing, and
throws against spells and other magical effects. slashing damage from nonmagical attacks not made
Multiattack You may use your Bite and Claw attacks from silvered weapons
for the purposes of two-weapon fighting as though Darkvision 120 feet.
they were weapons with the light property. Devil’s Sight Magical darkness doesn’t impede your
Tail Melee Weapon Attack: reach 10 feet, one target. darkvision.
Hit: 2d6 bludgeoning damage plus 3d6 cold damage. Fear Aura Any hostile creature that starts its turn
Telepathy You can communicate with other creatures within 20 feet of you must make a Wisdom saving
telepathically up to 120 feet. throw, unless you are incapacitated. The spell casting
Wall of Ice (Recharge 6) You magically cast the Wall of ability for this is Charisma. On a failed save, the
Ice spell with the following modifications: the range is creature is frightened until the start of its next turn. If
60 feet, you can make a flat surface with a maximum of the creature’s saving throw is successful, the creature
6 panels at 1’x10’x10’ each, you may also choose to is immune to your Fear Aura for the next 24 hours.
make a hemispherical dome up to 20 feet in diameter, Magic Resistance You have advantage on saving
and the AC and of the ice is 5. The casting ability for throws against spells and other magical effects.
this spell is Intelligence. Telepathy You can communicate with other creatures
telepathically up to 120 feet.
Equipment Ice Devils are sometimes given Ice Devil
Spear. Ice Devils are proficient with these
automatically. These spears have the following
characteristics:

Melee Weapon Attack: reach 10 feet, one


target. Hit: 2d5 piercing damage plus 3d6 cold
damage. If the target is a creature, it must
Note
The ability score adjustments do not count toward
your normal score maximum. You may modify your
base scores up to their maximum and the ability
modifiers listed in the descriptions for each devil
adjusts your scores beyond that point. For example,
you can have a base strength equal to 20 and as a Pit
Fiend your Strength value will then be modified to be
equal to 28.

You might also like