The bound Fiend that leeches off of a Host's soul is a partner for life. Cooperation between the Host and Fiend is necessary for living, as too much strife between the two beings puts strain on the soul.. Self-preservation is the first priority of the Fiend, and while it might not be happy with its current circumstances, it will never put its Host in serious harm's way as death for one means death for both. Some Fiends can find the unusual circumstances a unique opportunity, while others consider it a burden- regardless, they are not in charge, and they know this fact. Though begrudgingly, they're only along for the ride.

Even moreso than their Tiefling cousins, Fiendbound tend to encourage distrust and unease in the general population. Stories of children stolen away by Fiends in the night, returning the next day "different" litter storybooks, and the nature of outward mutations caused by infernal meddling are easily recognized. However, most people simply categorize Fiendbound as some kind of Tiefling, not being able to tell the difference. This turns most Fiendbound to the path of a wandering outcast, adventurer, or vagabond, as living a normal life is now an impossibility.

A Fiendbound's abilities vary, as their powers come from the particular Fiend that has attached itself to their soul. Some manifest immense strength, resembling their Goristro or Nalfeshnee partners, while others can gain the ability to tap into the magical capabilities of a Pit Fiend or Pact Devil. Whether through spells or magical strength, a Fiendbound likes to weave their way throughout a battlefield, supplimenting traditional combat expertise with their arcane abilities.

Fiendbound are an uncommon breed, one many have only read about in fables and horror stories- a mortal soul and body bound to the essence of a Demon, Devil or other Abyssal denizen. Fiendbound rarely choose this path for themselves, as the act of Fiendbinding is extraordinarily painful, and does not necessarily require the Host's consent. The ritual of Fiendbinding is one enacted only as a last-ditch effort by those with infernal powers in moments of desperation, as it results in a total lack of autonomy but grants continued existence.

An old warrior with a thin blade dances between the powerful strikes of his orcish opponent, but is felled by a surprise blow from behind. A goading voice teases his inevitable defeat in the back of his mind, and a tremendous rage begins welling up inside. His skin begins to smolder, and he snaps the elven blade over a knee, before crushing the barbarian's head between his palms.

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.

Developing the personality of the Fiend is just as important as developing your own personality and story- The Fiend could be sarcastic and sardonic, sweet and seductive, or remain silent except for when it is called upon. Deciding the reason why your Fiend would enact the Findbinding ritual is important too- are they a disgraced lord of hell, or perhaps an imp who dabbled in magic beyond their control?

The most important aspect of a Fiendbound is your relation to the Fiend that has bound itself to your very being. This bond has given you a unique, dangerous power and filled your mind with sinful temptations- do you embrace this new life, or reject it and seek a way to break free? Do you see this Fiend as a partner in crime, or a burden you regretfully carry?

Being seeped in the essence of a Fiend for long enough begins to cause you to take on some of their unique traits. At 2nd level, you select a Fiendish Manifestation. You can select any Manifestation, though if you have a specific Fiend in mind you have been bound with you may wish to select the Manifestation that represents them, if available.

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 before you can Focus your energies this way again, at risk of damaging your soul.

As a Fiendbound, you must learn to develop a distinction between your own soul and the Fiend's essence in order to maintain control of your body. In times of need, a Fiendbound can loosen these restraints, gaining a sudden burst of infernal power by embracing your devilish nature. Starting at 1st level, as a bonus action, you can enter a state of Focus , a dangerous state where you allow the Fiendish essence in your body to embolden you. While in Focus, you gain the following properties:

Despite inhabiting the same body, you and your Fiend are individuals. Talk to your DM about who will be controlling your FIend for roleplay and gameplay purposes. It is recommended that the DM controls your Fiend in everything but combat, where you may direct their actions for simplicity's sake. Keep in mind that you and your Fiend may have different motivations- and they may disobey you if your desires run perpendicular to theirs.

At first level, you have been bound to a Fiend through unusual magic. The traits you take on due to their Fiendish Essence makes you either a Red or Blue Oni, both of which are outlined at the end of the class. This bond grants you abilities at first level, and again at 2nd, 5th, 7th, 10th, and 14th level.

You can also 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, though you don't learn the specific spell cast or deal struck. In addition, you can automatically see through any illusions created by fiends without needing to make an Investigation check.

By 6th level, you have grown uncomfortably familiar with the magic and essence of a Fiend. You gain the uncanny ability to sense the presence of such creatures, and you have enough experience with their deceitful nature to recognize when someone is trying to trick you. You gain proficiency in Insight if you don't have it already, and have advantage on Insight checks against Fiends.

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

While possessing the Anchor, your Fiend can see, hear, and speak as if it were in the place of the object, and can manipulate the object's form in small ways, such as a book flipping through its pages or an eye appearing in a spyglass. The Anchor can remain on your person or levitate slowly, moving up to 5 feet on your turn, and cannot willingly move further than 5 feet from you. Your Fiend's Anchor moves relative to you. If somehow separated, the Anchor will return to you at a rate of 5 feet per round. At 8th level, the Anchor's range and speed increase to 10ft. You and the Anchor teleport and move across planes as if you were the same creature. The anchor has an armor class of 10, and HP equal to your Fiendbound level. It can only be damaged by spells or weapon attacks that target only it, and that deal Radiant damage.

An Anchor is an item which your Fiend embodies by imparting it with a fragment of their essence. You can transform one nonmagical object into your Fiend's Anchor by performing a lesser version of the original Fiendbinding that tied them to you. This object cannot be a weapon, and must be no larger than a 2ft. cube. Common Anchors would be Books, Jewelry, Dolls, or Clothing. You perform the ritual over the course of 1 hour, which can be done during a short rest, by expending 5GP of candles, chalk, and humanoid blood. When the ritual is complete, if your Fiend accepts this object as a vessel, the object is imbued with a fragment of your Fiend's soul and takes on a slightly Demonic appearance. Though still bound to your soul, your Fiend now treats this object as their "body" for all intents and purposes. Your Fiend may still communicate with you telepathically. At will, or if the Anchor is destroyed, your Fiend can leave this vessel and return to your body but the ritual must be performed again to re-bind them to a new Anchor.

When you reach 3rd level, your Fiend finds an outlet for the Fiendish essence building up inside of your being. They can begin to reach out of your soul, affecting the physical world in small ways and channeling their magic to aid you. This manifestation of their power is called an Anchor.

At 3rd level, you gain one Fiendish Fetish of your choice. Your Fetish options are detailed at the end of the class description. When you gain certain Fiendbound levels, you gain additional Fetishes, as shown in the Fetishes Known column of the Fiendbound table. Additionally, when you gain a level in this class, you can choose one of the Fetishes you know and replace it with another Fetish that you could learn at that level.

As an optional, harsher alternative, your Fiend can instead decide they've had enough of you and leave your company. The Fiend then manifests itself in a space adjacent to you, with the abilities of your Fiendish Manifestation and the abilities and statistics outlined in its Oni type. This strips you of your Anchor and your ability to use Stand By Me.

Your Soul and the Fiendish Essence in your body are now one and the same, for all intents and purposes. You gain the benefits of Focus permanently, and the first time you enter Phlegmatic Focus or Choleric Focus after a long rest does not grant a level of Exhaustion.

At level 20, your fiend has regained its power. Time spent cocooned in your body has allowed it to muster the energy to free itself from the prison of your flesh and slay the mortal who bound them to such a pitiful existence... but sticking around with you has proven to be quite fruitful. maybe they'll stay, for just a little longer...

You've been able to glean many secrets about the nature of Fiends, and now have an intimate understanding of some of their terrifying and beguiling magic. Choose either the Charmed or Frightened condition. Beginning at 15th level, you are immune to that condition, and when another creature uses a spell or magical effect that targets only you and would inflict that condition, you can use your reaction to turn this effect back on them. The creature must succeed on a Charisma saving throw against your Spell Save or Vim DC or suffer the effects of their own ability or feature, treating yourself as the originator of the effect.

Your Fiend letting you die without their permission would be bad for the both of you, so they've decided that it won't happen. Starting at 11th level, if you drop to 0 hit points while you are in Focus and don’t die outright, your Fiend can make a DC 10 Charisma check. If they succeed, your Fiend forces you to remain conscious 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.

Your Fiendish partner has left a mark on you, and the frequent use of their abilities has begun to cause some lingering effects. Starting at level 9, you always benefit from the Focused Manifestation granted to you by the Ancestry of The Antichrist feature, even when not in Focus.

Devil's Tail : You sprout a thin demonic tail, or your existing tail is strengthened. Small objects can be carried and manipulated as though the tail had your strength score, with fine manipulations such as lockpicking or tying knots performed at disadvantage. The tail can hold weapons with the light property and engage in two-weapon fighting, but attacks made with it are at disadvantage.

Devil's Heart : Your heart twists and gnarls, like the knotted wood of an old tree. You have advantage on saving throws against being poisoned, and your blood's acidic nature deals 1d10 acid damage if consumed by a bloodsucking creature- and creatures cannot regain hitpoints by draining your blood. Your blood is also is able to dissolve weak or simple metals after a minute of contact.

Devil's Grin : Your teeth become sharp like daggers, and your grin becomes ever so slightly too wide. You can use your action to attempt to frighten someone with your wicked grin. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see you, it must succeed on a Wisdom saving throw against your Spell Save or Vim DC or be frightened of you for 1 minute, repeating the save at the end of their turn. If the creature succeeds on its saving throw or the effect ends, you can't use this feature on that creature again for 24 hours.

Devil's Eyes : One or more of your eyes takes on a piercing, demonic visage. These eyes give you the ability to see through magically induced darkness as if it were natural darkness, as well as Darkvision out to a range of 30 feet. If you already have this trait, your Darkvision's range is instead extended by 30 feet.

You know three 1st-level spells of your choice from the Fiendbound spell list. The Spells Known column of the Blue Oni Spellcasting table shows when you learn more Fiendbound spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Fiendbound spells you know and replace it with another spell from the Fiendbound spell list, which also must be of a level for which you have spell slots.

The Blue Oni Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Fiendbound spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell hex and have a 1st-level and a 2nd-level spell slot available, you can cast hex using either slot.

Starting at 1st level, you gain the ability to draw on your Fiend for aid in their area of expertise. When you make an Intelligence or Wisdom check or saving throw that your Fiend is proficient in, you can instead force them to do it for you, using their ability scores and proficiency in place of your own.

The Fiendish Essence bound to your soul fills your mind with dark secrets, infernal rituals beckoning forth dark magic from the base of your soul. You manifest your Fiendish abilities as force of will and magic, a tool to manipulate your opponents or destroy them from a safe distance. Your Fiend gives you the ability to think ahead with your magic, rather than rush in blindly and give in to primal desires.

Though still nothing but an incorporeal whisper of the power they once held, your Fiend has healed and grown while attached to your soul and possesses the ability to briefly manifest a facsimile of their physical form. In addition to entering a state of Phlegmatic Focus, you can simultaneously summon them forth into the world to Stand By You.

Your connection to the lower planes has gifted you the ability to briefly loosen your presence the physical world. Starting at 10th level, as a bonus action, you can expend a spell slot to turn into a shroud of cinders and travel a number of feet up to 10 x the spell slot's level in a straight line. This movement does not provoke opportunity attacks, and you may pass through any space that isn't airtight. Any creatures or objects you pass through in this way take fire damage equal to the spell slot's level + your Charisma modifier. You may not end your turn inside another creature or object when using this feature.

Your Fiend occasionally asks to be the one in the driver's seat, but you've always turned them down. In a time of crisis, however, you just might need to take them up on that offer. At 5th level, you gain the ability to let down your mental defenses and completely embrace the nature of the Fiend bound to your soul, allowing their essence to corrupt your being entirely. When entering Focus, you can enter a state of Phlegmatic Focus . While in this state you gain the following properties, as well as those granted to you by Focus:

As a Red Oni Fiendbound, you harness the immense strength that lies within the Fiendish essence bound to your soul- but your mortal body can only handle so much of this power. You have to manage this ability carefully, lest you tear yourself apart. Your ability to carefully harness this power is represented by a number of Vim points. Your Fiendbound level determines the number of points you have, as shown in the Vim Points table below.

As a Red Oni, the Fiendish Essence in your soul pulses through your very flesh, like a constant adrenaline surge desperate for release. This energy is best channeled into something destructive, which you are exceptionally good at. Starting at 2nd level, you gain an aptitude for raw, brutal combat. You gain the following benefits when you are in Focus and aren't wearing medium or heavy armor.

Your Fiend is stronger than you, and revels in this fact whenever you turn to them for aid. Starting at 1st level, you gain the ability to draw on your Fiend for aid in their area of expertise. When you make a Strength or Dexterity check or saving throw that your Fiend is proficient in, you can instead force them to do it for you, using their ability scores and proficiency in place of your own.

The Fiendish Essence bound to your soul fills your body with a powerful energy, granting you incredible physical prowess and a deep rage that boils up from your very soul. You choose to manifest these Fiendish abilities as a force of power, a bludgeon to beat your opponents into the dirt with weapon or fist rather than esoteric spells. Your Fiend gives you the ability to take action and act in the moment, rather than plan for long-term goals.

You gain further control over your empowered musculature, gaining greater control of your body. Starting at 10th level your walking speed increases by 10 ft., and you are considered one size larger for the purposes of grappling and when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, when you enter focus you regain 1 Vim point, and you can use your Vim and Vigor features outside of Focus by expending an additional Vim point.

Your Fiend occasionally asks to be the one in the driver's seat, but you've always turned them down. In a time of crisis, however, you just might need to take them up on that offer. At 5th level, you gain the ability to let down your mental defenses and completely embrace the nature of the Fiend bound to your soul, allowing their essence to corrupt your being entirely. When entering Focus, you can enter a state of Choleric Focus. While in this state you gain the following properties, as well as those granted to you by Focus:

When your adrenaline isn't enough, you might need something extra to move those legs. When you use your movement on your turn, you can spend 1 Vim point to increase your movement speed by 15 feet until the end of your turn. All opportunity attacks made against you are also at disadvantage, until the start of your next turn.

The best response to being punched in the face isn't to dodge, but to punch them back, harder. You can spend 1 Vim point as a reaction to being targeted by a weapon attack within 5 feet to grant your opponent advantage on the attack roll. Immediately after their attack, you then deal the damage of an unarmed strike to that creature, adding your proficiency bonus to the damage dealt.

Sometimes you need a little boost, just a small dose of that Fiendish Essence to win- even if it hurts in the long run, you need it now. When you make an attack roll, Strength check, Dexterity check, Strength saving throw, or Dexterity saving throw you can spend 1 Vim point to roll your Rip and Tear die and add the result to your roll. You then reduce your current hit points by half your Fiendbound level rounded down + the number rolled. You can do this after you roll but before any effects of the roll occur. If you use this feature and "Anything You Can Do I Can Do Better" on the same roll, you can also gain advantage on that roll.

You can spend these points to fuel various Vim features. You start knowing three of these features: Devil's Right Hand, Counterstrike, and Run Like Hell. You learn more Vim features as you gain levels in this class. When you spend a Vim point it is unavailable until you finish a short or long rest, at the end of which your body heals and you regain your vim and vigor. You must spend at least 30 minutes of the rest tending to your strained and bruised body to regain your Vim points.

Though still nothing but an incorporeal whisper of the power they once held, your Fiend has healed and grown while attached to your soul and possesses the ability to briefly manifest a facsimile of their physical form. In addition to entering a state of Choleric Focus, you can simultaneously summon them forth into the world to Stand By You.

You can, as an action, grant yourself the ability to sense the presence of magic within 30 feet of you for up to ten minutes. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

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 a bonus action.

You gain the ability to comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.

Prerequisite: Red Oni As a bonus action, you may summon a weapon of Fiendish appearance. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The Focus Damage increase applied to this weapon can be changed to cold, fire, lightning, or poison, decided when you summon it. This weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Prerequisite: Blue Oni, 3rd level You can now inscribe magical rituals onto the Anchor of your Fiend. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells runes are integrated into your Fiend's Anchor and don't count against the number of spells you know. You can cast these spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a Fiendbound spell you know if it has the ritual tag, even when not in Focus. On your adventures, you can add other ritual spells to your Fiend's 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.

If a Fiendish Fetish has prerequisites, you must meet them to learn it. You can learn the Fetish at the same time that you meet its prerequisites. Any spellcasting abilities granted by a Fetish can be used even when not in Focus.

Prerequisite: Red Oni When you enter Focus, you can spend 2 Vim points to take on the resillience and scales of the dragons. You grow a small covering of draconic scales, gaining a +2 bonus to your AC, and resistance to acid, cold, or lightning damage. You choose which damage type to gain resistance to each time you use this feature.

Prerequisites: Red Oni When you use the Attack action on your turn, you can spend 1 Vim point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage, and if the attack hits, it also deals an extra 1d8 fire damage.

Prerequisite: Red Oni When you use your Ties That Bind feature to bestow your Fiend with an anchor, you can instead bind your Fiend's soul to a weapon. In order to do this, you must instead perform the ritual on a nonsentient weapon of your choice. After the ritual is complete, your Fiend now treats the weapon as their Anchor. The weapon retains its perambulatory properties, and you may order your Fiend to make a single weapon attack with their Anchor as an action. In addition, you may treat the weapon as being held in your offhand for the purposes of two-weapon fighting, even if both of your hands are full. Attacks made with this weapon in this way use your Fiend's strength or Dexterity score. If the weapon used to perform the ritual was summoned by the Balor's Blade Fetish, it becomes a +1 weapon and no longer vanishes after it leaves your person nor can it be dismissed. Instead, you can summon it to your hand as a bonus action and change what form the weapon takes as an action.

Prerequisite: Blue Oni When you use your Ties That Bind feature to bestow your Fiend with an Anchor, you can instead bind your Fiend's soul to an Arcane Focus. In order to do this, you must instead perform the ritual on an arcane focus of some kind. After the ritual is complete, you gain the ability to use an Arcane Focus as a spellcasting focus for your spells. You do not need to hold the focus in your hands to utilize it for spellcasting purposes. In addition, when you cast a spell, you can choose to cast the spell as if you were in the space of your Fiend's Anchor. If you also have the Ancient Inscriptions Fetish, select one spell you have prepared. You can cast this spell even when not in Focus, and can change which spell this is during a long rest.

Prerequisite: 3rd level When you use your Ties That Bind feature to bestow your Fiend with an Anchor, you can instead bind your Fiend's soul to an animal to replicate the effects of having a Familliar. In order to do this, you must instead perform the ritual on a living (or dead) Tiny beast with a CR of 0 or 1/8. After the ritual is complete, your Fiend now posesses the body of the beast, and has full control of it. Your Fiend's Anchor now behaves in most ways like the Familliar granted by the FInd Familliar spell, though it cannot willingly move more than 100 feet away from you, and you cannot dismiss the Anchor to a pocket dimension. Instead, you may summon this Familliar to a space adjacent to you as an action.

Labrynthine Recall: Your movement speed increases by 10 feet, and you are not slowed by nonmagical or magical difficult terrain. Fiendish Gore: If you move at least 15 feet in a straight line towards a target and then hit it with a melee weapon attack, they target takes an additional 1d8 damage and must make a Strength saving throw or be pushed up to 10 feet away and knocked prone. Siege Monster: Your Fiend does double damage to structures and objects, and after hitting a creature with an unarmed attack, it can use a bonus action to force the creature to succeed on a Strength saving throw or be knocked prone.

Clawed Grasp: After successfully making a melee weapon attack against a creature, you can attempt to grapple that creature as a bonus action. Beguiling Enticement: You can cast the spells Confusion and Silent Image each once at their lowest level, without material components. You regain the ability to cast these spells this way once you finish a long rest. Four Arms: Due to its extra limbs, your Fiend can make two slam attacks or a grapple attempt as a bonus action.

Fly Climb: You are considered to be under the effects of the Spider Climb spell, and do not need to maintain concentration on the effect. Proboscis Blade: As an action, you sprout a deadly stinger and make an unarmed attack with it. On a hit, the target takes 2d6 Necrotic damage, and their hit point maximum is reduced by this amount. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration. Horrid Drone: As an action, your Fiend vibrates its wings together to create a horrible droning sound. All creatures within 15 feet of your Fiend except you must succeed on a Constitution saving throw or be incapacitated until the end of your next turn, or until they take damage. Demons automatically succeed on this saving throw.

Death Throes: When you are reduced to 0 hit points, you release a burst of flaming energy. All creatures within 10 feet of you must succeed on a Dexterity saving throw or take 3d6 fire damage, taking half damage on a success. Fire Aura: A burning aura extends 5 feet from you in all directions, and any creature who enters the area for the first time on a turn or starts its turn there takes 1d6 fire damage. Additionally, when you score a critical hit, you can choose to deal the extra weapon damage die as lightning or fire damage. Hellfire Aura: The damage of this aura increases to 2d6. Your Fiend is the source of this aura, and you are immune to its effects.

The first Manifestation for each Fiend is a passive effect called a Focused Manifesation that you benefit from while in Focus. The second is a benefit you only receive while in Phlegmatic Focus or Choleric Focus, called an Intense Manifestation . You receive both the second and third benefit, known as a True Manifestation while utilizing the Stand By Me ability. Any Manifestations or spells granted by Manifestations that reference a DC use your Spell Save or Vim DC, respectively.

The kind of Fiend you are bound to does not have a significant impact on your abilities, however, the more of your Fiend's essence you allow to flow through your body at once the more of their traits you take on.

Marilith Combat Knowledge: You may add your Proficiency bonus to the attack rolls of all weapons, even if you are not proficient with them. You also suffer no penalty from wielding a shield or medium armor.

Reactive: You can take two reactions per round instead of one.

Martial Superiority: Your Fiend can use its reaction to add 4 to your AC against one melee attack that would hit you, if they occupy the same space as you. Additionally, your Fiend can make one melee weapon attack as a bonus action on their turn.

Shadow Demon Shadow Stealth: 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.

Shadow Sneak: You deal an extra 2d6 psychic damage to enemies with the Surprised condition, and on the first round during combat against creatures who have not yet acted. Shared Intangibility: As an action on your Fiend's turn, they can enter your space and turn you intangible until the end of their turn. You can then use your reaction to immediately move up to your movement speed, passing through other creatures and objects as if they were difficult terrain. You can pass through walls and barriers no thicker than 5 feet with this movement. This movement does not provoke opportunity attacks. Any creatures you pass through during this time take 1d6 psychic damage, and if you end your turn inside an object or creature you both take 1d10 force damage and you are ejected into an adjacent space.

Vrock Bird of Prey: You have a pair of Vulture-like wings, and a flying speed of 25 feet as long as you are not wearing medium or heavy armor. Light armor must be fitted to your wings to fly while wearing it.

Carrion Feast: After a creature within 5 feet of you is reduced to 0 hit points, you can use your reaction to bite at the corpse, consuming some of the flesh. You immediately gain temporary hit points equal to the creature's CR + your constitution modifier. This ability cannot be used on Constructs or Elementals. These temporary hit points last until you take a short or long rest.

Gust of Spores: As an action, your Fiend flaps its wings, stirring up a gust of toxic spores. A 15-foot cone of toxic spores extends out from your Fiend, and all creatures in the area must make a Constitution saving throw or be poisoned. A creature poisoned in this way takes 1d10 poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Your Fiend cannot use this ability again until you finish a long rest.

Yochlol Guises of Lloth: You can use your action to magically transform yourself into a Giant Spider, Gray Ooze (without its Corrode Metal trait) or Drow. The transformation lasts for up to one hour, you are reduced to 0 hit points, or Focus ends, whichever comes first. Your game Statistics, excluding mental Ability Scores, are replaced by the Statistics of the new form. You assume the Hit Points of your new form. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. If you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form.

Oozing Form: You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check or use your hands, and gain a climbing speed equal to your walking speed. In addition, you ignore movement restrictions caused by webbing. You can also cast Suggestion and Enthrall at will.

Vaporize and Solidify: As an action, your Fiend transforms into toxic mist or back into its normal state. While in mist form, your Fiend is considered incapacitated and can pass through any space that isn't airtight. When a creature starts its turn in the same space of your Fiend's mist form, it must succeed on a Constitution saving throw or be poisoned and incapacitated until the start of its next turn.

Ice Devil Stygian Essence: All references to fire damage throughout your class features or spells are instead replaced with the cold damage type. (This effect is present even if you are not in Focus.) Additionally, you can cast Ray of Frost and Frostbite at will.

Touch of Cania: The first time you or your Fiend damage an enemy with a melee weapon attack or unarmed strike on a turn, you deal an additional 1d6 cold damage and their speed is reduced by 10 feet until the start of your next turn.

Wall of Frost: Your Fiend can cast a modified version of the spell Wind Wall on their turn as an Action, without material components. This spell deals cold damage instead of bludgeoning damage when cast, and any creature attempting to pass through the spell's area after the spell has been cast must succeed on the saving throw again. Your Fiend cannot cast this spell in this way again until you finish a long rest.