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Devil
A
mon! Amon! Amon!" howled the cleric. A
large, white-hot flame appeared in front of
Creating a Devil
her, the heat so intense she wiped sweat The fires of Hell burn deep within your torn soul. Devils
from her brow. As the flame disappeared, in thrive on the souls of the departed and make deals to
its place stood Amon, eyes like aizles, horns ensure those who have yet to depart fall into their
thick as two of his arms and long as two clutches.
trident prongs stuck end-to-end.
"How do you know my true name, Cleric?" demanded Quick Build
Amon, indignation in his. You can make a Devil quickly by following these
"Let's make a deal, Amon." The cleric said, hardly able to suggestions. First, Charisma should be your highest Ability
contain her delight having bested the Devil, gaining power score, followed by Strength. Second, choose the soldier
over him. background.
"I was summoned to serve you, Cleric. How may I be of
service?" asked Amon, with the reverence of an unwillingly
submissive child.
Class Features
As a Devil, you gain the following class features.
From the Blood of Asmodeus
Hit Points
Devils are born from Asmodaus' blood. The fires of the Hit Dice: 1d10 per Devil level
Nine Hells flow through you. As such, you retain the Hit Points at 1st Level: 10 + your Constitution
physical traits of your chosen race for the most part. You modifier
sprout horns from your head, which are more gnarled,
Hit Points at Higher Levels: 1d10 (or 6) + your
curved, and larger than those of tieflings. Your skin and
Constitution modifier per Devil level after 1st.
pupils turn blood red. You are bound by the laws of the
Nine Hells. Proficiencies
This power that flows through you grants you the ability Armor: light armor, medium armor, heavy armor, shields
- through illusion magic - to change your skin and eye color
Weapons: simple weapons, martial weapons
to any you desire and to either hide or reveal your horns
Tools: None
as an action. Assuming a creature suspects something is
Languages: Infernal
amiss, creatures will see through this illusion should they
Saving Throws: Charisma, Strength
pass an Insight (Wisdom) check against your spell save DC.
Skills: Insight, Persuasion, and choose any 1.
Your True Name Starting Equipment
You were summoned onto the material plane by someone You start with the following equipment, in addition to the
who knows your true name; they have the power to bind equipment granted by your background and any items in
you into servitude. They have the power to call you to your backpack.
them at any time just by calling your name three times.
(a) a martial weapon and a shield or (b) two martial
You must fulfill the contract you have with your summoner
weapons
as you are a Devil, bound by the laws set in place by
(a) five javelins or (b) any simple melee weapon
Asmodeus. Only your death, your summoner's death, or
(a) a priest's pack or (b) an explorer's pack
fulfillment of said contract will release you from your
chain mail
summoner's metmorphical grip on you. Any attempt to
some sort of container; this is where you keep your
directly harm your summoner will invoke the wrath of
harvested souls
Asmodeus.
Asmodeus' holy symbol in some form. This can be
tattooed on you, carried, stitched into a piece of
Extra-Hell Unwelcoming clothing, etc.
You are a Devil, known by all to be evil, as such, if you're
spotted on any plane other than The Nine Hells, word Devil's Sight
travels fast and holy worshippers and Devil slayers will be
Starting at 1st level, you can see through magical darkness
hot on your tail until they've seen to your death or
out to 30ft. And, you have 30ft darkvision. If you already
expulsion personally.
have 30ft darkvision, then this increases your darkvision
by 30ft.
2
Devil
Level Prof. Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Soul Monger, Devil's Sight — — — — — — —
2nd +2 Hellfire, Hellish Resistance, Spellcasting 2 4 2 — — — —
3rd +2 Servant of the Archduke/Archduchess 2 5 3 — — — —
4th +2 Ability Score Improvement 3 6 3 — — — —
5th +3 Extra Attack 3 7 4 2 — — —
6th +3 — 3 8 4 2 — — —
7th +3 Soul Monger Improvement 3 9 4 2 — — —
8th +3 Ability Score Improvement 3 10 4 2 — — —
9th +4 — 3 11 4 2 2 — —
10th +4 Soul Monger Improvement 4 12 4 2 2 — —
11th +4 Servant of the Archduke/Archduchess 4 13 4 2 2 — —
12th +4 Ability Score Improvement 4 14 4 2 2 — —
13th +5 — 4 14 4 2 2 2 —
14th +5 Archdevil 4 15 4 2 2 2 —
15th +5 Soul Monger Improvement 4 17 4 2 2 2 —
16th +5 Ability Score Improvement 4 18 4 2 2 2 —
17th +6 — 4 18 4 2 2 2 1
18th +6 Servant of the Archduke/Archduchess 4 19 4 2 2 2 2
19th +6 Ability Score Improvement 4 21 4 2 2 2 2
20th +6 Archdevil Hellfire 4 21 4 2 2 2 2
3
Soul Servant. (1 soul) You can turn one soul into a Ritual Casting
servant that serves you and your wishes. The amount of You can cast any Devil spell you know as a ritual if that
servants you can have active is equal to your level divided spell has the ritual tag.
by 2 while rounding down plus your Charisma modifier.
Their Initiative is equal to half yours and they all act on the Spellcasting Focus
same Initiative. At higher levels, as listed below, you may You use the holy symbol of Asmodeus as your spellcasting
choose what form your servant takes from that level, plus focus for your Devil spells.
any previous levels. This soul consumption method
upgrades at 5th, 19th, 15th, and 18th levels. Stat blocks for Hellish Resistance
the following creatures can be found on page 8.
3rd Level: Lemure servants (MM p.76) Starting at 2nd level, you feel the fire within you burn
5th Level: Imp (MM p.76) or Spined Devil (MM p.78) brighter, as such you are Immune to fire damage.
servants
11th Level: Merregon or Barbed Devil servants Hellfire
15th Level: Black Abishai or White Abishai servants
Starting at 2nd level, the fires of Hell burn within you, and
18th Level: Bone Devil or Chain Devil servants
have so for an eternity. As such, when calling upon fire to
damage your enemies, it is no mere mortal fire, but fire
Spellcasting called upon from the depths of Hell.
Starting at 2nd level, the blood of Asmodeus grants you When casting spells or cantrips that deal fire damage,
magical power over the element of fire. See chapter 10 in you can add your Charisma modifier to the damage.
the Player's Handbook for the general rules of spellcasting
and page 6 of this document for the Devil spell list. Servant of the Archduke/Archduchess
Cantrips Once you reach 3rd level, you bind your soul to one of the
Lords of the Nine as their zealot.
You know two cantrips of your choice from the Devil spell
list. You learn additional Devil cantrips of your choice at
higher levels, learning a 3rd cantrip at 4th level and a 4th
Bel the Warlord
A former pit fiend, Bel the Warlord ruled Avernus, the first
at 10th level.
layer of Baator. He was also the lead general in the Blood
Spell Slots War.
The Devil table shows how many spell slots you have to 3rd level.
cast your Devil spells of 1st level and higher. To cast one of 11th level.
these spells, you must expend a slot of the spell's level or 18th level.
higher. You regain all expended spell slots when you finish
a long rest. Zariel, Archduchess of Avernus
For example, if you know the 1st-level spell burning Zariel appeared as a hellish angel, with fiery wings, horns
hands and have a 1st-level and a 2nd-level spell slot atop her head, goat-like legs, and skin that resembled
available, you can cast cure wounds using either slot. cooling lava. She returned as the ruler of Avernus after the
pit fiend, and previous ruler, Bel fell out of favor with
Spells Known of 1st Level and Higher Asmodeus. Zariel was known to actively command the
You know two 1st-level spells of your choice from the Devil forces of Avernus in the Blood War.
spell list. 3rd level. Regeneration. You regains 5% of your hit
You learn an additional Devil spell of your choice at each points at the start of your turn. If you take radiant damage,
level except 13th, 17th, and 20th. Each of these spells must this trait doesn't function at the start of your next turn.
be of a level for which you have spell slots. For instance, You dies only if you start your turn with 0 hit points and do
when you reach 3rd level in this class, you can learn one not regenerate.
new spell of 1st or 2nd level. 11th level.
Additionally, when you gain a level in this class, you can 18th level.
choose one of the Devil spells you know and replace it with
another spell from the Devil spell list, which also must be
of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting Ability for your Devil spells.
You use your Charisma whenever a spell refers to your
spellcasting Ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a Devil spell
you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier
4
Dispater, The Iron Duke Mephistopheles, Archduke of Cania
The Lord of the Second, Dispater, appeared as a tall Mephistopheles, the ruler of Cania, was a tall humanoid
humanoid with dark hair, tiny horns, and a single cloven with red skin, wings, and horns. He was often confused
foot (the other foot was normal). He always dressed well with Asmodeus by mortals, a fact that frustrated him to no
and carried the badge of his office, a rod of great power. end and amused Asmodeus. Despite having rebelled and
He was also paranoid and rarely left his Iron Tower in his failed against Asmodeus, he was not demoted, likely
layer of Dis. thanks to his canny consort Baalphegor.
3rd level. 3rd level.
11th level. 11th level.
18th level. 18th level.
5
Investiture of Hellfire
Starting at 14th level, Asmodeus starts to recognize your
achievements, imbuing Hellfire deeper into the layers of
your soul, granting you the following benefits:
Emissary of Hell
Starting at 20th level, you are able to channel Asmodeus'
very essence, turning you into a true Archdevil, granting
you the following benefits:
6
Searing Smite Scorching Ray 4th Level
Cantrips (0 Level) Charm Person Crown of Madness Fire Shield
Control Flames Command Suggestion Summon Greater Demon
Create Bonfire
Compulsion
Fire Bolt 2nd Level 3rd Level
Wall of Fire
Produce Flame Aganazzar's Scorcher Counterspell
Message Continual Flame Fireball 5th Level
Flame Blade Flame Arrows Flame Strike
1st Level Flaming Sphere Summon Lesser Demons Infernal Calling
Burning Hands Flock of Familiars Fast Friends Immolation
Find Familiar Heat Metal Incite Greed Dominate Person
Hellish Rebuke Pyrotechnics Tiny Servant
7
Lemure Challenge 0 (0 or 10 XP)
Medium fiend (devil), lawful evil
Devil's Sight. Magical darkness doesn't impede
Armor Class 7 the lemure's darkvision.
Hit Points 13 (3d8) Hellish Rejuvenation. A lemure that dies in the
Speed 15 ft. Nine Hells comes back to life with all its hit points
in 1d10 days unless it is killed by a good-aligned
creature with a bless spell cast on that creature or
STR DEX CON INT WIS CHA its remains are sprinkled with holy water.
10 (+0) 5 (-3) 11 (+0) 1 (-5) 11 (+0) 3 (-4)
Actions
Damage Resistances cold Fist. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Damage Immunities fire, poison one target. Hit: 2 (1d4) bludgeoning damage
Condition Immunities charmed, frightened,
poisoned Source: MM, page 76.
Senses darkvision 120 ft., passive Perception 10
Languages understands Infernal but can't speak
STR DEX CON INT WIS CHA Magic Resistance. The imp has advantage on
saving throws against spells and other magical
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) effects.
8
Spined Devil Flyby. The devil doesn't provoke an opportunity
Small fiend (devil), lawful evil attack when it flies out of an enemy's reach.
Limited Spines. The devil has twelve tail spines.
Armor Class 13 Used spines regrow by the time the devil finishes
Hit Points 22 (5d6 + 5) a long rest.
Speed 20 ft., fly 40 ft. Magic Resistance. The imp has advantage on
saving throws against spells and other magical
effects.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 8 (-1)
Actions
Multiattack. The devil makes two attacks: one
Skills Deception +4, Insight +3, Persuasion +4, with its bite and one with its fork or two with its
Stealth +5 tail spines.
Damage Resistances cold; bludgeoning, piercing,
and slashing from nonmagical attacks not made Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
with silvered weapons one target. Hit: 5 (2d4) slashing damage.
Damage Immunities fire, poison Fork. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Condition Immunities poisoned one target. Hit: 3 (1d6) piercing damage.
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Telepathy 120 ft. Tail Spine. Ranged Weapon Attack: +4 to hit, range
Challenge 2 (450 XP) 20/80 ft., one target. Hit: 4 (1d4 + 2) piercing
damage plus 3 (1d6) fire damage.
Devil's Sight. Magical darkness doesn't impede Source: MM, page 78.
the lemure's darkvision.
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