Fiendbound V2.0 A child is born, blonde hair sitting atop an innocent, cherubic face. Her parents are overjoyed at first, but their joy turns to disgust and hatred in the years following as her nails harden to claws, and wicked ram's horns coil out from beneath golden locks. She is abandoned and forgotten by a faraway road, left only with boiling fury and a sardonic whisper in her ear to guide her path. An old warrior with a thin blade dances between the powerful strikes of his orcish opponents, but is felled by a surprise blow from behind. A goading voice teases his inveitabl e defeat in the back of his mind, and a tremendous rage begins welling up inside. His skin begins to smoulder, and he snaps the Elven blade over a knee, before he crushes a Barbarian's head between his palms. Through the brute force of a hellfire-fueled clubbing or sycophantic behaviour assisted by magic, a Fiendbound will eventually get what they want. Calling on assistance from beings born in hellfire, they are never alone, and strength tends to come in numbers. Bad Reputation Those burdened by Fiendbinding are an uncommon sight in almost any world, and even more rarely do they live long enough to be remembered by history. Often pocked with red skin, yellow eyes, horns, claws, or other fiendish traits, they are typically outcast by society or hunted by holy dogmatists. The average person cannot tell the difference between a Fiendbound and a Tiefling or other Fiend-touched individual- while this may not seem a great difference, the distinction remains important. A Fiendbound is versatile in their abilities, oftentimes taking on the characteristics of their fiendish partner, or developing in stark contrast. Some become adept spellcasters, some become powerful hulking brutes, and some ride the fine line between the two paths, but all develop alongside their pact fiend to become greatly powerful warriors, for their own cause or otherwise. Fairytale The Fiendbinding ritual is a dark ceremony only mentioned in cautionary tales or black religious texts. The rite is typically performed upon an individual in a moment of weakness or ignorance, children and the mortally wounded being the perferred targets. The exact curcumstances surrounding the creation of such an unusual bond between man and Fiend is dependant on the individual, but always involves the enactment of a Fiendbinding ritual. Much like a knotted tree growing around a wasp's nest, a Fiendbound is created when a Fiend enacts the forbidden ritual by placing their own soul into the being of their Host, which will envelop and heal around the hellish addition, creating a parasitic relationship. . Although superficially similar to the pact made by a Warlock, the ritual of Fiendbinding is much crueler. A Fiendbound is almost always bound to a much weaker Fiend or Devil instead of a powerful Patron, and their powers manifest in much different ways. The souls of the two are bound irrevocably, and they leech of the life forces of eachother in a mutually parasitic relationship often characterized in the host by manifestation of feindish abilities or mutations caused by the ebb and flow of the two souls into one another, and in the Fiend as accumulation of power and, possibly, a bit of humanity or empathy. Runnin' With The Devil A Fiendbound carries the additional weight on their shoulders in the form of a Fiend who grants them their power, and the two must align their goals and desires or wither and die from a conflict of the soul. The Fiend and Host often fight for dominance in this relationship, but if one suffers, so does the other. This results in generally toxic partnerships between Host and Fiend. With few exceptions, the Fiendbound is driven by their Fiend's powerlust, seeking to attain money, political influence, material goods, or raw power, owed to their parasitic nature. The methodology may differ, but the end goal of becoming ever-more powerful lies in the back of every Fiendbound's mind.

Creating the Fiendbound A Fiendbound is very much defined by the Fiend that has bound themself to the character, and the impact having such an unusual ally has on their psyche. Inventing the personality, goals, and ideals of the fiend is almost as important as developing the character themselves. Perhaps the fiend is a lesser, imp-like creature who enacted the Fiendbinding ritual in order to climb the heirarchy. It could be a powerful archfiend, struck from his position who enacted the ritual in a moment of desperation. In all cases, the Fiend has enacted a dangerous and dark rite to bind their very soul to that of a mortal Host. This Host may respond positively or negatively to this unusual ally. Regardless of the why, the fiend is driven by a lust for power, and what form that takes is up to the player. The demands of the fiend, and the effects on the personality of the host because of their fiendish partner, will assuredly drive even the most timid of individuals to adventure. Another important topic to discuss is how the fiend will interract with the player. This is almost entirely up to the player, but the fiend cannot physically exist in the material plane normally. A Fiend and their Host can always communicate telepathically, but the Anchor serves as the vessel through which most verbal communication is done. A fiend may be a constant goading voice in the back of their Host's head, or only feel the need to speak up when addressed y the host. Quick Build You can make a Fiendbound quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Hermit or Urchin background. Design your fiend's personality around Nier's Grimoire Veiss if they are Blue, and around Ben 10's Rath if they are Red. Class Features As a Fiendbound, you gain the following class features. Hit Dice: 1d10 per level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Feindbound level after 1st Proficiencies As a Fiendbound you gain these proficiencies Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Charisma, Constitution Skills: Choose two skills from Arcana, History, Intimidation, Investigation, Insight, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) A explorer's pack or (b) a priest's pack • Leather armor and any simple weapon

The Fiendbound Level Proficiency Bonus Features Invocations Known Focus Uses Focus Damage 1st +2 Focus, Fiendish Blessing, Oni Features - 2 +1 2nd +2 Six Six Sixth sense - 2 +1 3rd +2 The Ties That Bind, That Old Black Magic, Oni Feature 1 3 +2 4th +2 Ability Score Improvement 1 3 +2 5th +3 Extra Attack 2 3 +2 6th +3 Ability Score Improvement, Oni Feature 2 3 +2 7th +3 Nuclear 2 4 +2 8th +3 Ability Score Improvement 2 4 +2 9th +4 - 3 4 +3 10th +4 Oni Feature 3 4 +3 11th +4 You Belong To Me 3 4 +3 12th +4 Ability Score Improvement 3 4 +3 13th +5 Additional Nuclear 4 4 +3 14th +5 Oni Feature 4 5 +3 15th +5 Hooked on a Feeling 4 5 +4 16th +5 Ability Score Improvement 5 5 +4 17th +6 Additional Nuclear 5 5 +4 18th +6 Bonfire 5 6 +4 19th +6 Ability Score Improvement 6 6 +4 20th +6 - 6 6 +4 One Is The Lonliest Number A Fiendbound is an unusual being, posessing two entwined souls in a single body. The specifics of this binding varies case to case, but some things are constants. The nature of your Fiend is curious, and as a part of your own being, exists in relation to yourself. The following physical traits hold true for all Fiendbound Fiends unless otherwise specified: Your Fiend is conscious when you are conscious, unconscious when you are unconscious, and shares status effects with their Host.

Your Fiend's physical form can appear to their Host but only as an incorporeal vision, visible only to the Host.

The Fiend has no physical form in the lower planes, only a magical connection to the plane. A sufficiently powerful Fiend may be capable of manifesting a physical form in the lower planes, but this is merely a temporary vessel (With the HP and physical stats of an imp) and not their body.

While Fiends come in many shapes and sizes, the kinds who typically enact a Fiendbinding Ritual can be sorted into two groups: Red Oni and Blue Oni fiends. The kind of Fiend your character is bound to is selected upon character creation. Focus A Fiendbound has spent the early years of their life learning to meditate maintain a barrier between their two souls remain autonomy, but can let down that barrier and align their destructive intent with the maliciousness of their Fiend to gain a surge of power. As a Bonus Action, you can enter a state of Focus, in which you and your Fiend's souls intertwine, granting you incredible Fiendish powers. While in Focus, you gain the following benefits: Fiendbound spells can be cast

A bonus to weapon attack damage, dictated by the Fiendbound table

Resistance to Bludgeouning, Slashing, and Piercing damage from nonmagical weapons

You are considered a Fiend in addition to a humanoid, or whatever your species, for the duration

The appearance of the Fiendbound changes to more closely resemble their fiend counterpart, granting advantage on intimidation rolls This focus lasts for one minute, or until it is dismissed as a bonus action. Once you have engaged Focus the amount of times listed on the Fiendbound chart, you must take a long rest to regain your uses.

Fiendish Blessing Being imbued with the essence of a fiend, your body becomes invigorated and more resilient than it appears, with skin that is surprisingly hard to break. Your AC is equal to 10 + your Dexterity modifier + your Charisma modifier when not wearing armor. Six Six Sixth Sense At 2nd level, your familiarity with your bound Fiend grants you the uncanny ability to sense the evil of such creatures. In addition, you have enough experience with their decietful nature to recognize when someone is trying to trick you. This grants you proficiency in Insight, and advantage in Insight checks made against Fiends, as well as advantage on saving throws made against being being charmed. You can also detect fiends within a half-mile radius after ten minutes of unbroken meditation, and tell if someone is under the influence of a Fiend's charm or has made a pact with a Fiend after a minute of close observation or conversation. That Old Black Magic Through your bond with your Fiend, you occasionally catch small glimpses of the secret Invocations that fuel the power of Fiends and Demonkind. These wisps of long-forgotten tricks and forbidden spells can become inscribed into your mind and unlock new abilities. At 3nd level, you gain one invocation of your choice. Your invocation options are detailed at the end of the class description. When you gain certain Fiendbound levels, you gain additional invocations, as shown in the Invocations Known column of the Fiendbound table. Additionally, when you gain a level in this class, you can change which invocations you have memorized. The Ties That Bind When you reach 3rd level, your fiend has grown strong enough to manifest a physical form through an enchanted item, called an Anchor. This Anchor is created as a means for the Fiend exert their will, outside of their Host. An Anchor takes one of two forms- External or Internal. External Acnhor An external anchor is an item which oftentimes resembles a spellcasting focus and follows the same guidelines in regards to size and form, but otherwise in look and function is up to the DM's discretion. If it takes the form of a weapon, it is a normal weapon statswise. This item has minor perambulatory capabilities and can slowly levitate and reposition itself at the Fiend's will within 10 feet of the Host, and return to the host at a rate of 10 feet per round if somehow seperated. The Anchor moves in relation to the body of the host. Spells cast by the Fiendbound are cast through this Anchor, allowing spellcasting from a distance of 10 feet from the character. The Fiend can see, hear, or optionally speak through this Anchor. If the anchor is destroyed or physically moved more than 75 feet away from the host (via DC12 STR check) the host, and anyone within 5 feet of the anchor, take 1d8+Fiendbound level worth of psychic damage, and the anchor is destroyed. It can be recreated or resummoned with an hour of meditation. This Anchor has an AC of 15 and 12 HP while orbiting the Host. Internal Anchor An Internal Anchor is a visually distinctive item or mutation which manifests itself in or on the body of the host. The exact appearance of this anchor is up to the player's discretion, but often takes the form of distinct and demonic tattoos, a large hornlike protrusion, an extra eye, a piece of permanantly-attached jewelry or an entire limb becoming demonic in appearance. This physical alteration serves as a link to the Fiend's power and as a spellcasting focus. This Anchor cannot be destroyed or removed once created by the Fiend, and the connection will always remain intact due to the internalization of the Anchor into the host's own body. The Fiend can see, feel, hear, or optionally speak aloud through this Anchor. This anchor can glow with dim fire at the user's will, projecting dim light for 30 feet and dealing 1d4 fire damage to anyone in contact with it. As an action, this physical abnormality can be magically hidden for up to one day, but afterwards must remain visible for an amount of time equal to half the length it was hidden or the Host will suffer 1d8+ Fiendbound level of psychic damage per additional hour of obfuscation. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Nuclear At level Seven, your connection to your Fiend has grown such that you can, as a bonus action, see, and hear through their Anchor as they do, for the duration of your turn. They can also see through yours, when you use this ability. Your fiend now has strength enough to remain conscious seperately from yourself, and can remain awake while you sleep, and can keep watch while you sleep. While they keep watch during a long rest, you do not regain Fiendbound spell slots or recover any levels of exhaustion. Additionally, you manifest a small physical mutation which causes you to further resemble a fiend. This mutation takes the appearance of one of the following: Devil's Eyes: One or more of your eyes become a piercing red or yellow, and allows you to see through magically induced darkness as if it were natural darkness, as well as granting +4 to perception checks made within the light of a flame. Devil's Thorns: You gain a thorny hide on some part of your body, allowing you to extend these spines and deal 1d8 Piercing damage to any creature grappling you, or any creatue you are grappling, as a reaction. Devil's Claws: Your hands and/or feet sprout sharp retractable claws, changing your unarmed attack damage type to Slashing and the damage to 1d4.

Devil's Heart: Your heart twists and gnarls, increasing your constitution Saving throws by 2 and giving your blood an acidic nature, dealing 1d10 acid damage if consumed by a bloodsucking creature. Your blood is also is able to dissolve weak or simple metals and locks after a minute of contact. Devil's Lungs: Your lungs now harbor a small flame, allowing you to ignore exhaustion or damage caused by remaining in an environment of extreme cold. You gain the ability to cast the cantrip firebolt from your mouth with only Vocal components, using Constitution as your spellcasting modifier. This modified cantrip has a range of 60 feet, and can be cast once per minute. Devil's Tail: You sprout a thin demonic tail. Small objects may be carried and manipulated as though the tail had half the Strength of the character, with fine manipulations, such as lockpicking or tying knots, performed with disadvantage. The tail can hold small-sized weapons, but attacks made with it are at disadvantage. Devil's Wings: You sprout a small pair of demonic wings, not quite large enough to grant flight. These wings increase your vertical and horizontal jump distances by a number equal to your height. All falling damage can be reduced by 2d10 while these wings are not bound. Devil's Smile: Your teeth sharpen and form a wicked, fanged smile. You gain the use of the Bite action, a melee attack that deals 1d6+Str piercing damage. In addition, you can attempt to intimidate a non-hostile target with a wicked grin, requiring a Wisdom saving throw with a DC of 8+ your charisma modifier, causing them great stress on a failure. You gain another of these mutations at level 13, and a third at level 17. You Belong To Me Starting at 11th level, your Fiend refuses to let you go should you fall in battle. If you drop to 0 hit points while you are in Focus and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Fiend forces you to stagger upright and you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. Hooked on a Feeling Beginning at 15th level, your soul has melded with your Fiend's so that your Focus ends early only if you fall unconscious, and no longer can manually end it. Bonfire Your infernal pertnership has grown such that you have become completely immune to the effects of fire, a smouldering cinder always seeming to linger on your fingertips. Starting at level 18, you gain complete immunity to fire damage, and resistance to cold damage. Additionally, any creature within 10 feet of you can share in your warming aura, also gaining resistance to cold damage. You can also absorb any fire damage dealt to you and recover an equal amount of hitpoints instead. This can be done an equal amount of times per day to your Charisma modifier (minimum 1). You regain all uses of this feature after a long rest. My Beloved Monster As a Fiendbound, you are bound to a Fiend. This Fiend is a tumultuous ally whose presence in your soul grants unique abilities and Fiendish powers due to an entanglement of the soul, which becomes more knotted and indistinguishable the longer the two souls stay bonded. This connection offers differing benefits based on the type of fiend that the host is bound to, two of which are listed below. Red Oni The fiend bound to your soul is one of action and violence, preferring to use physical strength to acheive it's goals, operating on the belief that it is strong so it derseves to be at the top. This fiend scoffs at the use of magic to fight, and believes brute strength is the best option in combat. This Fiend develops and manifests power through the body of the host. The strength granted by this type of Fiend is similar to that granted to a Barbarian, empowered by the spirits of their ancestors. Hosting a Red Oni Fiend grants proficiency in martial weapons. Never Had A Friend Like Me Occasionally, you will be able to call upon your Fiend to roll in your stead for some abilities. These are the stats of your Red Oni fiend, unless the DM has another spread in mind. Strength= 16 or yours plus two, whichever is highest. Dexterity= 14 or your dexterity, whichever is higher. Constitution= 15 or yours plus one, whichever is higher. Intelligence= Yours minus two, no lower than 7. Wisdom= Yours minus one, no lower than 8. Charisma= Yours minus one, no lower than 12. Your Fiend shares your proficiency bonus, and has proficiency in Acrobatics, Athletics, and Strength checks and saving throws. Your fiend's ability score does not raise related to yours if it is affected by a magical effect or item, but it does increase one ability score of your choice by 2, or increase two ability scores of your choice by 1 at level 8, 12, and 16. My Fiend Can Beat Up Your Fiend Your Red Oni Fiend is more physically capable than average, and as they are eager to prove, much stronger than you. Your Fiend will not allow you to raise your strength above theirs through usage of spells or magical items. Spells such as Enhance Ability can instead be cast upon the fiend. At level 1, you gain the ability to commune with your fiend in matters of combat. As a bonus action, you can ask you fiend to "Size Up" an opponent. This will tell you if the target creature has a higher or lower Strength, Max HP, current HP, Hit Die, or Constitution than you. In addition, you can temporarily surrender your body to your Fiend so that they may attempt a physical feat in your stead. Your Fiend can make Strength checks and saving throws, Athletics or Acrobatics checks, and weapon attack rolls on your behalf an equal amount of times to your Charisma modifier. This feature recharges on a short rest.

The Devil's Right Hand The nature of a Fiendbound's Red Oni causes the host to take on some of the violent and physical traits of the fiend, empowering their Focus with murderous strength instead of mystical energy. Starting at level 3, you can enter an even deeper level of focus with your fiend, becoming a one-man wrecking crew. When entering focus, or as a bonus action during focus, you can unleash the full extend of your Fiend's murderous lust, entering a Brutal Focus. In this state, you are filled with a frenzied rage that can only be satiated with brutal unarmed combat, and the world dissapears into a bloody haze. This causes your arms to burn and pulse with the essense of your Fiend, and any weapons, items or shields your character is holding in their hands drop to the ground. In this form, weapons cannot be used (unless an atypical improvised weapon, such as swinging a rock) and unarmed attacks have a damage die as illustrated on the Red Oni Fiendbound table below. While in a Brutal Focus, all strength checks, saving throws, attack rolls, athletics checks, and damage bonuses can be replaced with the respective charisma ability score or save. Demon's Fist Unarmed Die Level Damage Die 3rd-5th 1d4 6th-10th 1d6 11th-16th 1d8 17th-20th 1d10 While embodying the Demon's Fist, for the duration of your Focus you can make a single unarmed melee attack as a bonus action on each of your turns. When your Focus ends, you suffer one level of exhaustion. What Doesn't Kill You Your Fiend's physical prowess is immense, and calling upon it can grant you the ability to perform incredible feats of strength. Starting at level 6, when making an Attack roll, or Strength check or saving throw, you can roll your unarmed damage die and add the result to your roll, taking damage equal to twice the added number. This feature can be used an equal amounf of times to your Constitution modifier (Minimum of one). If this damage would knock you unconscious, you can instead opt to drop to 1 health and take a level of exhaustion. This feature recharges on a short rest. At level 12, you can reroll a 1 on this bonus die. Fear Is A Man's Best Friend At 10th level, your connection to your Fiend has allowd you to share in their absolute and unadulterated confidence, and the terrifying power you can weild through them backs it up. You cannot be frightened, and when a creature attempts to frighten you, you can use your reaction to turn this effect back on them. The creature must beat you in a contest of intimidation checks, or become frightened for 1 minute. You also gain proficiency in intimidation if you do not have it already. Stand By Me Your 「Fiend」 has grown powerful enough to temporarily manifest itself in a moment of desperation. At level 14, as a bonus action while in Focus, you can summon your fiend and show an enemy their power to aid you in combat. Your fiend will materialize out of your Anchor and take a pseudo-tangible form floating or standing alongside yourself, always within 15 feet. Your fiend will remain for as long as your focus lasts, and is capable of acting independantly if they wish. They take their turn alongside your turn. This manifestation has the ability scores listed in the "Main Event" class feature, and features as listed below. This feature recharges on a short rest. Red Oni Fiend Medium Fiend, Evil Armor Class 16

16 Hit Points Equal to your HP

Equal to your HP Speed Equal to your speed Condition Immunities Charm, Frighten

Charm, Frighten Senses Darkvision 120ft, passive Perception 13

Darkvision 120ft, passive Perception 13 Languages Infernal, Common Semicorporal Manifestation. The Fiend cannot normally be grappled, restrained, damaged, or made contact with unless the Fiend itself wills it, or by Divine magic or another Fiend's magic. Hunter's Instinct. The Fiend can sense the location of any hidden creatures within 20 feet. Shared Soul. Despite manifesting physically, the Fiend's soul is still connected to their host. The Fiend's HP is equal to their Host's HP at all times, and damage dealt to one is dealt to both. Magic Resistance The Fiend has advantage on saving throws made against magical effects. Weapon Summon The Fiend has the capability to create weapons for combat, taking a bonus action to do so. Created weapons cannot have the heavy property, but function identically to their normal counterparts, and dissapear when Stand By Me ends. Actions Multiattack The Fiend can attack two times with its summoned weapon, or make two Slam attacks. Slam Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit (1d8 + Str) Attack Rush Uses both Fiend and Host's action (Recharge 5-6) Make six Slam or weapon attacks on a single target. The Target must make a saving throw with a DC of 13+ the number of Slam or weapon attacks that hit, or be pushed back 10 feet and knocked prone. On a success, the target is not knocked prone, and is pushed back 5 feet.

Blue Oni The fiend bound to your soul is one of intellect and calculated decision, typically envisioning itself as underappreciated and derserving of more. This fiend is still more than capable in physical combat, but prefers the use of his warlock-like magic to brute force. The magic granted by this type of fiend is very similar to that of a Warlock's pact, but it is not quite as powerful Blue Oni Spellcasting The nature of a Blue Oni Fiend causes the host to take on some of the arcane and intellectual traits of the fiend, empowering their Focus with mystical prowess instead of intimidating strength. As a Fiendbound, your spellcasting does not work like most other classes. Your Fiend's focus serves at the primary means they use to impose their power on your plane, allowing spellcasting. When a Fiendbound casts a spell, they are actually requesting that their Fiend casts the spell, which they typically will as it is in the Fiend's best interest for their host to be victorious in combat. A spell requiring a Spell Attack roll can be cast from an Anchor with line of sight on the target while the Host does not have line of sight, but it will be cast with a -5 penalty to the attack roll. Somatic/verbal components must still be performed by the host, as their Fiend has no physical form. Being that the Fiend is the technical caster, however, allows the fiend to cast a differing spell or refuse to cast whatsoever (although it is highly reccommneded that the DM avoids doing this except for special circumstances). Attempting to cast a spell that is denied by your Fiend requires a charisma check VS a number equal to your fiendbound level. Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Fiendbound table. Cantrips can be cast at-will from your own body, and do not require the permission or presence of your Fiend's Anchor to be cast. Spell Slots Blue Oni Spellcasters use the Warlock spell list. The Blue Oni Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest. At 1st level, you know 2 Warlock cantrips. At 3rd level, you have grown strong enough for your Fiend to manifest an anchor in your plane, allowing spellcasting to be performed. You can know one 1st level spell, and have 1 spell slot. The Spells Known column of the Fiendbound table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. Charisma is your spellcasting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + proficiency bonus + Charisma modifier = 8 + proficiency bonus + Charisma modifier Spell attack bonus = proficiency bonus + Charisma modifier Blue Oni Spellcasting Fiendbound Level Cantrips Known Spells Known Spell Slots Slot Level 1st 2 - - - 2nd 2 - - - 3rd 2 1 1 1 4th 2 1 1 1 5th 2 2 2 1 6th 3 2 2 2 7th 3 3 3 2 8th 3 3 3 2 9th 3 4 3 2 10th 4 4 4 2 11th 4 5 4 2 12th 4 5 4 3 13th 4 6 4 3 14th 5 6 4 3 15th 5 7 4 3 16th 5 7 4 4 17th 5 8 4 4 18th 5 8 4 4 19th 5 9 4 4 20th 5 9 4 4

Never Had A Friend Like Me Occasionally, you will be able to call upon your Fiend to roll in your stead for some abilities. These are the stats of your Blue Oni fiend, unless the DM has another spread in mind. Strength: Your Strength minus three Dexterity: Your dexterity minus two Constitution: Your constitution Intelligence: 16 or your charisma plus two, whichever is highest. Wisdom: 14 or yours plus two, whichever is highest Charisma: Equal to yours Your Fiend shares your proficiency bonus, and has proficiency in History and Arcana. Your fiend's ability score does not scale related to yours if it is affected by a magical effect or item, but it does increase one ability score of your choice by 2, or increase two ability scores of your choice by 1 at level 8, 12, and 16. My Fiend Is Smarter Than Your Fiend Your Blue Oni Fiend is more intelligent than average, and as they often repeat, more intelligent than you. Your Fiend will not allow you to raise your wisdom or intelligence above theirs through usage of spells or magical items. At level 1, you gain the ability to commune with your fiend in manners of puzzle solving and history, should they deem the task up to their standards. It can make insight, history, arcana, religion, perception, insight or investigation checks on your behalf an equal amount of times to your Cantrips known. This feature fully recharges on a short rest. In addition, you can temporarily request the intelligence and will of your Fiend so that they may make an Intelligence or Wisdom saving throw on your behalf, using the same feature's pool of resources. Aesthetics Of Hate Starting at 6th level, you can enter an even deeper state of Focus with your fiend, lending them partial control of your mind. When entering Focus, or as a bonus action during Focus, you can quiet your mind allow the malevolent creature within to orchestrate the fight with their heightened senses and malicious intent, entering a Perfect Focus. During this state, the world becomes black and white, with allies and enemies alike becoming but a red outline. You achieve a perfect and objective view of the immediate battlefield, granting blindsight up to 45 feet. You can use your bonus action to cast cantrips while in Perfect Focus. When your Perfect Focus ends, you suffer one level of exhaustion. Charmed and Dangerous Beginning at 10th level, your Fiend lets you in on some of their mind-altering secrets, teaching you how to turn the hypnotic magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to turn this effect back on them. The creature must beat you in a contest of persuasion checks, or become charmed for 1 minute. You also gain proficiency in persuasion if you do not have it already. Stand By Me Your 「Fiend」 has grown powerful enough to temporarily manifest itself in a moment of desperation. At level 14, as a bonus action while in Focus, you can summon your fiend and show an enemy their power to aid you in combat. Your fiend will materialize out of your Anchor and take a pseudo-tangible form floating or standing alongside yourself, always within 15 feet. Your fiend will remain for as long as your focus lasts, and is capable of acting independantly if they wish. They take their turn alongside your turn. This manifestation has the ability scores listed in the "Main Event" class feature, and features as listed below. This feature recharges on a short rest. Blue Oni Fiend Medium Fiend, Evil Armor Class 14

14 Hit Points Equal to your HP

Equal to your HP Speed Equal to your speed Condition Immunities Charm, Grappled, Restrained

Charm, Grappled, Restrained Senses Darkvision 120ft, passive Perception 13

Darkvision 120ft, passive Perception 13 Languages Infernal, Common, and two other exotic languages Semicorporal Manifestation. The Fiend cannot normally be grappled, restrained, damaged, or made contact with unless the Fiend itself wills it, or by Divine magic or another Fiend's magic. Devil's Sight The Fiend cannot have their eyesight obscured by magical or natural darkness Shared Soul. Despite manifesting physically, the Fiend's soul is still connected to their host. The Fiend's HP is equal to their Host's HP at all times, and damage dealt to one is dealt to both. Magic Resistance The Fiend has advantage on saving throws made against magical effects. Spellcasting Your fiend knows all of the spells you know. Their spell slots are shared with yours. Activating "Stand by me" recovers one of your spell slots. Your fiend's spellcasting ability is intelligence. The Fiend does not need to make a concentration check if an attack hits the host. Actions Multiattack The Fiend can attack two times with its claws Claw Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (1d6 + Dex) Fiendish Essence Recharge 5-6 The Fiend casts Magic Missile at level nine, dealing either Fire or Force damage.

Agonizing Blast

Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. Ascendant Step

Prerequisite: 9th level, Blue Oni Fiend You can cast levitate on yourself at will, without expending a spell slot or material com ponents. Beast Speech

You can cast speak with animals at will, without expending a spell slot. Bewitching Whispers

Prerequisite: 7th level You can cast compulsion once using a Fiendbound spell slot. You can’t do so again until you finish a long rest. Ritualistic Insciptions

You can inscribe and integrate the runes needed to cast two 1st level spells with the ritual tag from any class' spell list into your Fiend's Anchor. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Anchor. When you find such a spell, you can add it to the Anchor if the spell’s level is equal to or less than half your Fiendbound level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it. Cloak of Baalzebul

As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition,a creature that starts its turn within

5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action. Devil's Sight

You can see normally in darkness, both magical and non magical, to a distance of 120 feet. Eldritch Sight

You can cast detect magic at will. Eldritch Spear

Prerequisite: eldritch blast cantrip When you cast eldritch blast, its range is 300 feet. Rune Keeper's Eye

You can read all writing, and your fiend can as well. Fiendish Vigor

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components. Mask of Many Faces

You can cast disguise self at will, without expending a spell slot. Master of Myriad Faces

Prerequisite: 15th level You can cast alter self at will. Minion of Chaos

Prerequisite: 9th level You can cast conjure elemental once using a Fiendbound spell slot. You can’t do so again until you finish a long rest. Mire of the Mind

Prerequisite: 5th level You can cast slow once using a Fiendbound spell slot. You can’t do so again until you finish a long rest. Misty Visions

You can cast silent image at will, without expending a spell slot or material com ponents. One with the Shadows

Prerequisite: 5th level When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. Repelling Blast

Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. Sculpt The Flesh

Prerequisite: 7th level, Blue Oni You can cast polymorph once using a Fiendbound spell slot. You can’t do so again until you finish a long rest. Sign of the Ill Omen

Prerequisite: 5th level You can cast bestow curse once using a Fiendbound spell slot. You can’t do so again until you finish a long rest. Thief of Five Fates You can cast bane once using a Fiendbound spell slot. You can’t do so again until you finish a long rest. Visions of DIssonant Lands

Prerequisite: 15th level, Blue Oni You can cast arcane eye at will, without expending a spell slot. Whisper to the Grave

Prerequisite: 9th level, Blue Oni You can cast speak with dead at will, without expending a spell slot. Witch Sight

Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. Beast's Grasp

Prerequisite: Red Oni Fiend You have advantage on Athletics checks made to climb, checks to grapple, and checks made to keep hold of something while in Focus. Burning Knuckle

Prerequisite: 7th level, Red Oni Fiend The bonus damage dealt through being in Focus is fire damage, and increased by one-half, rounded up. Reluctant Arcane Secret

Prerequisite: Red Oni Fiend You learn the Eldritch Blast cantrip, and can cast it a number of times per day equal to your Fiendbound level. Charisma is your spellcasting modifier for this spell.