Fiend Knight The young human man screams in anguish at the sight of his murdered wife. As his screams rip at his throat he taps into a power he didn’t even know he had. His eyes begin to boil and out of his sockets and huge burn patterns etch into his body. His wife’s lifeless body falls to the floor as he stands; paying no mind, his mind is focused only on vengeance. A drow elf at his foe, readying a final rush attack his leathery wings push him towards his target, ready to bring a savage final blow to the creature that dares challenge him. With a crazed grin on her face, the horned gnome spins on the spot fighting the surrounding tide of the very creatures that she hates that she has become: fiends. These barbaric fighters have tapped into a latent power of evil found in some individuals – the demon soul. Some individuals are born good, some are nurtured good. If push comes to shove, the individuals nurtured to be good could tap into the very source of what they’ve been taught to ignore – the very manifestation of evil. Some individuals who tap into this power use it for good, others find that they have the power to cause great harm and use it for their own misdeeds. For every demon hunter, their fiend soul is a fuel that stokes the fires of havoc and vengeance… are you prepared to tame those fires? Burning Resolution Upon first glance the true form of a fiend knight people may run or outcast that individual. Their appearance is renowned with devils and demons by most societies, as if denying the evil capacities of humanoids. Never has a fiend knight’s eyes been more open than the day those eyes are burnt out. Fiend knights embrace their demonic rage and steadfast determination, and learned that the things that once tormented them give them power. They are blind, but they can see that without sacrifices there are no advances. Even if society turns their back on them, their resolve never wavers. For all fiend knights, their fiend soul allows them to metamorphize their form temporarily into that of a fiend and this form grants great power and skills in and out of battle. When this happens horns grow from their head, large green glowing veins become visible on their body, and the more powerful even grow wings from their back. They revert back to their normal form after a time, but they can call on this power a number of times before resting again. A Wandering Avenger Fiend knights are not common in this world. Not every human has the ability to get so mad that it sets their very blood on fire. Discovering your fiend knight capabilities is impossible until your will has been pushed to its very limit and more. Most spend their lives in complete ignorance to their latent abilities. Those that live with their ‘gift’ avenge the very cause of their fiendish soul eruption, adventuring far and wide; using their heightened ferocity to survive the perilous wilds and beyond.

The Fiend Knight Level Proficiency Bonus Features Metamorphosis 1st +2 Unarmored Defense, Fieldsight, Metamorphosis 0 2nd +2 Metamorphic Advantage, Fiendish Mind 1 3rd +2 Fiend Soul Archetype 2 4th +2 Ability Score Modifier 2 5th +3 Extra Attack 3 6th +3 Fiend Soul Feature 3 7th +3 The Hunt 3 8th +3 Ability Score Modifier 4 9th +4 Fiend Soul Feature 4 10th +4 Greater Metamorphosis 4 11th +4 Soulsight 4 12th +4 Ability Score Modifier 5 13th +5 The Hunt (2) 5 14th +5 Soul Barrier 5 15th +5 Fiend Soul Feature 5 16th +6 Ability Score Modifier 6 17th +6 Last Resort 6 18th +6 The Hunt (3) 6 19th +6 Ability Score Modifier 6 20th +6 Prepared 7 A fiend knight life is lonely, some isolate themselves from society. Very rarely do they hide in plain sight despite that their blindsight allows them to live relatively normal lives. It isn’t uncommon for demon knights to run into adventurers sometimes mistaken as monsters and sometimes befriended to fight for a mutual gain. Fiend knights are men and women who have lost everything, but it’s never too late to find solace in new bonds and ideals. Creating a Fiend Knight When creating a fiend knight character, think about what caused your fiend soul to activate. Talk to your DM about an appropriate origin for your fiend knight. Did monsters or bandits invade your town or village and your powers activated to fight them off? Did you lose a loved one and your powerful emotions summoned forth your powers? Were you a prisoner or slave and now free because of it? Were you an everyday villager that lost it in the monotony of everyday life? How has your powers affected your relationship with society? Have you successfully hidden your powers from your neighbours? Have you been branded a heretic and imprisoned for your fiendish abilities? Are you hailed a hero despite your appearance because of a selfless act you committed? Did you join the ranks of soldiers to face a shared threat? Or have you been cast from society to live as an outcast in wilds? Quick Build You can make a fiend knight quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Wisdom. Second, choose either the hermit or outlander background. Class Features As a fiend knight, you gain the following class features Hit Points Hit Dice: 1d8 per fiend knight level

1d8 per fiend knight level Hit Points at 1st Level: 8 + Constitution modifier

8 + Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per fiend knight level after 1st Proficiencies Armor: None

None Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Dexterity, Constitution

Dexterity, Constitution Skills: Choose three from Acrobatics, Arcana, Athletics, Intimidation, Investigation, Perception, Persuasion, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: Any martial weapon

(a) two daggers or (b) a shield

(a) an explorer's pack or (b) a dungeoneer's pack

Unarmed Defense While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom Modifier. You can use a shield and still gain this benefit. Fiendsight As a part of your transformation into a fiend knight your eyes were destroyed granting you 60 feet perception of your surroundings without relying on light. You cannot discern color, only the edges objects within your sight range. You are immune to the blind status and lose any sight related features from your race including darkvision and sunlight sensitivity. If any fiends are within your vision range they are perceived green. You can perceive the true form of any fiend concealed by illusion or transmutation magic while the creature is within 60 feet of you Metamorphosis Upon discovering your latent capabilities, you can willingly awaken your fiend soul to gain some fiendish qualities. On your turn in battle, you can metamorphize as a bonus action. While active you gain sharp teeth, small horns sprout from your temples, and your eyes glow bright green. While metamorphized, you gain the following benefits if you aren’t wearing any armor: Your hit point maximum increases by your fiend knight level multiplied by 2, + your Constitution modifier.

You gain resistance to poison and necrotic damage; bludgeoning, piercing, and slashing damage from nonmagical attacks. Your metamorphosis lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your metamorphosis early on your turn as a bonus action. Once metamorphosis has ended your appearance reverts to normal. Once you have metamorphized the number of times shown for your fiend knight level in the Metamorphosis column of the Fiend Knight Table, you must finish a long rest before you can Metamorphosis that number of times again. Metamorphic Advantage Starting at 2nd level, you grow more accustomed to your fiendish powers and able to control your metamorphic abilities more adeptly. You can choose one ability when you use Metamorphosis. You gain advantage on ability checks made with the chosen ability for the duration of your Metamorphosis. Fiendish Mind At 2nd level, after becoming accustomed to your fiend soul your mind awakens to the languages of demons and devils. You can speak, read, and write Abyssal and Infernal. Additionally, whenever you make a Charisma check when interacting with fiends, your proficiency is doubled if it applies to your check. Fiend Soul Archetype At 3rd level, you choose the fiend soul archetype that befits the nature of your fiendish transformations. Choose the Soul of Havoc or Soul of Vengeance, both detailed at the end of the class description. Ability Score Modifier When you reach 4th level, and again at 8th, 12th, 16th and 19th, you can increase one ability score of your choice by 2 or two ability scores of your choice by 1. As normal you can’t increase an ability score above 20 using this feature. Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you make the Attack action on your turn. The Hunt Starting at 7th level, you can push yourself beyond your normal limits for one attack. On your turn, you can use this feature to expend all your movement to move freely up to 60 feet until you are within melee range of a creature of your choice within your line of sight, the creature is immediately aware of your presence. Once within melee range you must use your action to attack the creature once, the attack roll on the creature has advantage. When you roll the damage, you can reroll the damage die and use either total. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level you can use this feature two times, and 18th level you can use this feature three times. Greater Metamorphosis Starting at 10th level, you can fully embrace your fiend soul. On your turn in battle, you can metamorphize to become a fiend type creature as a bonus action. While active you gain sharp teeth, long curved horns sprout from your temples, your eyes glow bright green, and large leathery wings grow from you shoulder blades. When you use Metamorphosis, you gain the following benefits if you aren’t wearing any armor: Your hit point maximum increases by your fiend knight level multiplied by 2, + your Constitution modifier.

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

You gain immunity to poison and necrotic damage.

You can fly at a flying speed equal to your movement speed. Your Metamorphosis lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your Metamorphosis early on your turn as a bonus action. Once Metamorphosis has ended your appearance reverts to normal. Once you have metamorphized the number of times shown for your fiend knight level in the Metamorphosis column of the Fiend Knight Table, you must finish a long rest before you can use Metamorphosis that number of times again.

Soul Barrier Starting at 11th level, the fires of your soul burn hot, your resolve and resilience know no equal. You are immune to becoming charmed and frightened. Soulsight Starting at 14th level, you continue to surpass normal sensory abilities despite your physical limitations. You can perceive the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 60 feet of you. If any creatures within your vision range are currently in the Ethereal Plane you can perceive their true form. Last Resort Starting at 17th level, if you drop to 0 hit points you gain one additional charge of metamorphosis and must use your reaction to immediately activate metamorphosis. You must finish a long rest before this feature activates again. Prepared Starting at 20th level, when you roll initiative and you have no uses of Metamorphosis left, you regain one use. Fiend Soul Archetype A fiend soul is present in every fiend knight. It is a furnace that powers his or her metamorphosis. Different fiend knights have different motivations. For some, it is destruction where their motivations are to cause utter annihilation to those that stand in their way. Others, see it as means to their retribution. Soul of Vengeance For some fiend knight, your fiend soul is a means to an end – that end being vengeance. Soul of vengeance is pathway that is fuelled by your fiend soul. Your fiend form protects and punishes those foolish enough who cast magic upon you. Shadow Marks Starting when you choose this path at 3rd level, for the duration of your Metamorphosis, your fiend form can innately cast the following spells, requiring no material components: true strike, hunter’s mark, and hex once per long rest. Deflect Magic At 6th level, for the duration of your Metamorphosis when you are attacked by a ranged spell attack by a creature you can see and you have at least one hand free, you can use your reaction to make a Wisdom saving throw (against their spell save DC) to catch the spell. On a fail, you do not catch the spell and it automatically hits, dealing one additional damage dice to you. On a success, you can make a ranged spell attack (using your Wisdom modifier + proficiency modifier) to redirect the spell. Magic Resistance At 9th level, for the duration of your Metamorphosis you have advantage on saving throws against spells and other magical effects. Siphoned Blast At 15th level, for the duration of your Metamorphosis when you are subject to a spell attack that allows you to make a Dexterity saving throw to take only half damage from a creature you can see, you can use your reaction to succeed the saving throw. In addition, you can make a ranged spell attack (using your Wisdom modifier + proficiency modifier) with a range of 60 feet. On a hit, deal damage equal to the damage rolled for the initial spell attack. You can use this feature again after a long rest. Soul of Havoc You embrace the power of havoc and can unleash more potent destruction on your foes. Soul of Havoc is pathway that is fuelled by your fiend soul. As you embrace the power your fiend soul grants you, you gain more ways to reap havoc upon your foes in your fiend form. Shadow Stalker When you choose this archetype at 3rd level, for the duration of your Metamorphosis, your fiend form can innately cast the darkness spell twice per long rest. It requires no material components. Lifesteal Starting at 6th level, for the duration of your Metamorphosis once per turn, you can deal an extra weapon damage dice as necrotic damage to one creature you hit with an attack. The attack must be melee weapon or unarmed. In addition, you regain hit points equal to the damage of that additional weapon damage dice. Unrivalled Movement Starting at 9th level, for the duration of your Metamorphosis your speed increases by 10 feet. In addition, you can take the Disengage or Dash action as a bonus action on your turn. Fiendish Explosion Starting at 15th level, you can use your action in the duration of Metamorphosis to expel your fiendish energies outward in a 30 foot sphere centred on you. All creatures within range of the blast must make a Dexterity Saving throw. On a fail you deal 4d12 necrotic damage, or half damage on a successful save. The saving throw DC for the spell equals 8 + Wisdom modifier + proficiency modifier. In addition, you regain hit points equal to the damage rolled. You can use this feature again after a long rest.