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Vault.

​ You can use an action to expend 1 charge to


Introduction throw a restrained creature that is one size category
A wave of heat greets your face, the fiery portal you’ve larger than you or smaller up to 30 ft away from its
stepped through has brought you to the hellish palace of current location. The creature takes 1d6 bludgeoning
an arch devil. Sitting atop a throne is a massive figure, red damage for every 10 feet it is thrown.
skin, horns, and a strangely handsome face. He smiles, his
sharp teeth revealing themselves. “So, a mortal who Soul Siphon.​ You expend 2 charges and squeeze a
wants to learn the ways of the devils… How foolish.” You creature you have restrained. You deal 3d6 necrotic
aren’t intimidated by his hollow threats. You have damage and heal as much damage as you deal.
something he wants, a valuable soul coin fetches a high
price in Avernus. “So long as you have brought what we Feat
agreed on, this can be an easy transaction for the both of
us” he cackles. Arch Devil Bel is a difficult one to read, but Deal Breaker
his outstretched hand beckons the soul coin. You step up
the dias and take his large, warm hand. His figure is large You have the intuition and bargaining traits of a Devil.
and nearly enveloping you. “Your soul is mine, in trade I’ll You always know how to get the best out of any
give you our knowledge. I hope it was worth it… mortal.” agreement.
The Dealings of the Devils is fully packed with new hellish
themed content to add to your D&D 5e Games. You’ve ● Increase your Charisma score by 1, to a
sold your soul to Bel, and in trade he has given you maximum of 20.
powers and knowledge of the nine hells. This collection
● You gain proficiency Persuasion, if you already
includes a new item “Chains of Baator”, a new feat “???”, a
had proficiency in persuasion you instead gain
new monster “Sycophant Devil”, and a Sorcerer Subclass
expertise.
“Devil’s Soul”. We hope you enjoy this homebrew
● Whenever you sell items, you can sell them for
expansion for Dungeons and
Dragons 5e. the fully listed price. In addition, when
purchasing items, you can purchase them for
Item their selling price.

Chains of Baator
Wondrous item, very rare Deal Breaker: Clarification.
These devilish chains wrap around the wielder’s It is always up to the DM to determine whether or not
forearms when attuned to. They are magic weapons an item can be bartered for. If an item is too powerful
granting a +1 bonus to attack and damage rolls made or being sold by someone who won’t budge on the
with it. The chains are considered light and finesse. price, the DM may overrule the feat.
They deal 2d6 slashing damage. They have a range of
10 feet.

The chains have 10 charges for the following


properties. It regains 1d6+2 charges daily at dawn.

Chain Grasp.​ You can use an action to expend 1 charge


to make an attack roll on a creature within 30 feet. On a
hit, the creature must contest a grapple check. On a fail,
the creature is grappled and restrained (Escape DC
17). While a creature is restrained using this ability,
you can no longer use the chains as melee weapons.
Monster
Sycophant Devil 
Sycophant Devil Medium fiend (devil), lawful evil
Often there is much paperwork needed to be done around Armor Class​ 19 (natural armor)
the Nine Hells, too many devils are preoccupied with Hit Points​ 78 (12d8 + 24)
overthrowing their masters that things may become Speed​ 30 ft., fly 60 ft.
disorganized. There needs to be someone dealing with STR DEX CON INT WIS CHA
the political affairs, meetings, papers, and souls. Enter the 16 (+3) 21 (+5) 14 (+2) 20 (+5) 18 (+4) 22 (+6)
Sycophant Devil. These devils are often serving pit fiends,
arch devils, and so on. They are one of the few devils that Saving Throws​ Dex +8, Int +8, Cha +9
Skills​ Deception +9, Insight +7, Investigation +8, Perception +7,
aren’t particularly interested in overthrowing their
Persuasion +12, Stealth +8
master. Sycophant Devils are typically well dressed with Damage Resistances​ cold; bludgeoning, piercing, and slashing from
noble adjacent clothing with a hellish theme. They have a nonmagical weapons that aren't silvered
deep red skin, leathery wings, and a large feather pen Damage Immunities​ fire, poison
they use to sign their contracts and as a weapon. Condition Immunities​ poisoned
Logical Evaluations. ​These beings are master Senses​ darkvision 120 ft., passive Perception 17
manipulators and experts at technicalities. What they lack Languages​ Infernal, telepathy 120 ft.
in brute force they makeup for in wit. This does not mean Challenge​ 8 (3,900 XP)
they don’t know their way around a battle. Sycophant
Devils fight with the grace of a dancer, and always try to Devil's Sight. ​Magical darkness doesn't impede the devil's
darkvision.
sneak their way out if things look bad.
Magic Resistance. ​The devil has advantage on saving throws
Manipulation. ​Sycophant Devils could trick you in doing against spells and other magical effects.
most anything. They have the innate magical ability to Innate Spellcasting. ​The sycophant devil's innate spellcasting
ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It
charm and coerce beings to their will. They would much can innately cast the following spells, requiring no material
rather watch a party of adventurers fight each other than components:
deal with them himself. At will: ​charm person, vicious mockery
3/day each: ​dissonant whispers, suggestion
Undefeated. ​However their weakness is their hubris, no 1/day each: ​dominate person, geas
Sycophant Devil ever assumes mere mortals could defeat
them. A Sycophant Devil is loyal to their masters and can Actions
likely call on them when needed. With friends in high
places and a silver tongue, they see themselves as Feather Pen.​ ​Melee Weapon Attack:​ +8 to hit, reach 10ft., one
undefeatable. target. ​Hit:​ 16 (2d10 + 5) 10 damage plus 17 (5d6) poison damage,
and the target must succeed on a DC 18 Constitution saving throw
or become poisoned for 1 minute. The target can repeat the saving
  throw at the end of each of its turns, ending the effect on itself on
a success.

Reactions
 
Riposte.​ The sycophant devil adds 5 to its AC against one melee
  attack that would hit it. To do so, the sycophant devil must see the
attacker and be wielding a melee weapon. If the attack misses, the

 
sycophant devil makes a melee weapon attack against any
creature within range.

 
 
 
Sorcerer Origin charm person.
Devil’s Soul Maladomini You gain resistance to necrotic
Sometimes the spark of magic that fuels a sorcerer comes damage.
from a dark devilish source. Powerful hellish magic swirls ray of sickness.
within a being to create one aligned with a Devil's Soul.
Perhaps your ancestor was an Arch-Devil, succubus, or Cania When you roll a 1 on a damage die for
powerful servant of Asmodeus. Or you were born in the a spell attack that deals cold damage
Nine Hells and warped by its magic. you can treat that roll as the
maximum number on the dice.
armor of agathys.
A Devil’s Soul may be the result of many families striking
deals with devils. You may be the result of a sacrifice gone Nessus You have advantage on saving throws
wrong, or right. Devil’s Soul Sorcerers are never the against being frightened.
product of something good, almost always there was bane.
something nefarious behind their magic. This does not
pertain to the individual, as they may use this power as Ferocity of the Imp
they see fit.
Also at 1st level, you can imbue the power of an Imp. As
an action you can make a melee weapon attack that uses
Layer of Origin your spell attack modifier. This attack deals 1d6 slashing
Your link to the Nine Hells has spawned an origin inside plus 2d6 poison damage, and the target must succeed on
you, choose a Layer from which your magic is sourced. a Constitution saving throw against your Spell Save DC or
You learn an ability and additional spell based on that become paralyzed for 1 minute. The target can repeat the
layer, as shown below. It is a sorcerer spell for you, but it saving throw at the end of each of its turns, ending the
doesn’t count against your number of sorcerer spells effect on itself on a success. Once you use this ability, you
known. cannot use it again until you finish a long rest.

Barbed Devil’s Hide


Starting at 6th level your body transforms and grows
Avernus You gain resistance to fire damage. barbs that give you an unnatural sense of awareness. You
command. can no longer be surprised as long as you are conscious.
In addition, as a reaction to taking damage from a melee
Dis You gain proficiency in the Deception
weapon attack, you can flare out the barbs and deal 4d6
skill, if you already have proficiency
then you instead gain Expertise. piercing damage to the creature that last attacked you.
disguise self. Once you use this ability, you cannot use it again until you
finish a long rest.
Minarous You gain resistance to poison
damage. Visage of the Bone Devil
tasha’s hideous laughter.
Starting at 14th level, as an action you can enter a horrid
Phlegathos When you roll a 1 on a damage die for state that stretches and hardens your skin. You gain
a spell attack that deals fire damage resistance to bludgeoning, piercing, and slashing damage
you can reroll the die and must use from nonmagical weapons that aren't silvered. In
the new roll. addition, each creature in a 30 ft radius of your choice
burning hands. must succeed a Wisdom saving throw against your spell
save DC or become frightened. Each creature frightened
Stygia You gain resistance to cold damage.
by this ability obeys your commands to the best of their
shield.
abilities, but will not willingly harm themselves. The
Malbolge You have advantage on saving throws targets can repeat the saving throw at the end of each of
against being charmed. their turns, ending the effect on itself on a success. Once
you use this ability, you cannot use it again until you
finish a long rest.
Pit Fiend’s Malice
At 18th level, as an action you can enter the powerful
form of a Pit Fiend. Your armor class can no longer be
lower than an 18. You sprout leathery wings that grant
you a fly speed of 30 feet. You can’t manifest your wings
while wearing armor unless the armor is made to
accommodate them, and clothing not made to
accommodate your wings might be destroyed when you
manifest them. Your unarmed attacks become claws that
are considered magical weapons that deal 1d6 slashing
damage plus 2d6 fire damage and 2d6 poison damage.
Your melee attack bonus for these claws is equal to your
spell casting bonus. This form lasts 1 minute. Once you
use this ability, you cannot use it again until you finish a
long rest.

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