Fiend Warrior
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 veins of fiendish power open around 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 the acolyte 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 fiend 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 fiend warrior, their hatred is a fuel that stokes the fires of their fiend soul. Are you prepared to tame those fires?
Burning Resolution
Upon first glance the true form of a fiend warrior 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 warrior’s eyes been more open than the day those eyes are burnt out. Fiend warriors embrace their furious hatred 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 warriors, their fiend soul allows them to change their form temporarily into that of a fiend and this form grants great power and skills. 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 warriors 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 warrior 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 Warrior
Level | Proficiency Bonus | Features | Hatred Dice |
---|---|---|---|
1st | +2 | Fiendsight, Hatred | 1d4 |
2nd | +2 | Unending Hatred | 1d4 |
3rd | +2 | Fiendish Mind, Fiend Soul Archetype | 1d4 |
4th | +2 | Ability Score Modifier | 1d4 |
5th | +3 | Extra Attack | 1d6 |
6th | +3 | Fiend Soul Feature | 1d6 |
7th | +3 | The Hunt (one use) | 1d6 |
8th | +3 | Ability Score Modifier | 1d6 |
9th | +4 | Fiend Soul Feature | 1d8 |
10th | +4 | Fiend's Resistance | 1d8 |
11th | +4 | Fiend Soul Feature | 1d8 |
12th | +4 | Ability Score Modifier | 1d8 |
13th | +5 | The Hunt (two uses) | 1d10 |
14th | +5 | Soul Sight | 1d10 |
15th | +5 | Fiend Soul Feature | 1d10 |
16th | +6 | Ability Score Modifier | 1d10 |
17th | +6 | Last Resort | 1d12 |
18th | +6 | The Hunt (three uses) | 1d12 |
19th | +6 | Ability Score Modifier | 1d12 |
20th | +6 | Prepared | 1d12 |
A fiend warrior life is lonely, some isolate themselves from society and it isn’t uncommon for fiend warriors to run into adventurers. Sometimes they are mistaken as monsters and sometimes befriended to fight for a mutual cause. Fiend warriors 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 Warrior
When creating a fiend warrior character, think about what caused your fiend soul to activate. Talk to your DM about an appropriate origin for your fiend warrior. 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 warrior quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Charisma. Second, choose either the hermit or outlander background.
Class Features
As a fiend warrior, you gain the following class features
Hit Points
- Hit Dice: 1d8 per fiend warrior level
- Hit Points at 1st Level: 8 + Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per fiend warrior level after 1st
Proficiencies
- Armor: None
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Dexterity, Charisma
- Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, Intimidation, Investigation, 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
Fiendsight
As a part of your becoming a fiend warrior your eyes were destroyed. You lose any sight related features from your race including darkvision and sunlight sensitivity, and you are granted with a magic vision that doesn't rely on light.
You can discern the edges of any objects or creatures within your sight range of 60 feet.
You can not be blinded by magical means, and magical darkness does not impede your sight. However, physical objects can obstruct your vision and you cannot discern physical colors.
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.
Hatred
The most negative feelings of existence burn brighter in you than in other persons. You can channel this burning fury to fuel various features. You start knowing two such features: Metamorphosis, and Chaos Strike. You gain hatred points equal to 1 + your Charisma modifier (minimum 1).
When you spend a hatred point, add the hatred dice at to the damage total of the next attack you successfully make. All used hatred points are unavailable until you finish a long rest, at the end of which you regain all used hatred points.
Some of your features require the target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Hatred save DC = 8 + your proficiency bonus + your Charisma modifier
Metamorphosis
You can spend 1 hatred point to willingly awaken your fiend soul to gain some fiendish qualities as a bonus action.
While active you gain sharp teeth, large curved horns sprout from your temples, and your shallow eye sockets glow bright green.
When you use Metamorphosis, you gain the following benefits if you aren’t wearing any armor:
- Your hit point maximum increases by your fiend warrior level multiplied by 2, + your Charisma modifier.
- You gain resistance to poison damage; bludgeoning, piercing, and slashing damage from nonmagical attacks.
Your Metamorphosis lasts for 1 minute. You can revert to your normal form by using a bonus action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
You can also end your Metamorphosis early on your turn as a bonus action. Once Metamorphosis has ended your appearance reverts to normal.
Chaos Wound
You can spend 1 hatred point when you deal damage to inflict a Chaos Wound on a creature other than an undead or construct, it must succeed on a Constitution saving throw.
If the creature fails to make the save, it loses hit points equal to the weapon damage dice at the start of each of it's turns due to the Chaos Wound, for instance if you attacked with a dagger; roll 1d4, a greatsword; roll 2d6.
Any creature can take an action to close the wound. The wound also closes if the target receives magical healing.
Unending Hatred
At 2nd level, hatred begets more hatred, and killing begets more killings. Each time you reduce a dangerous creature (subjective to your DM's discretion) to 0 hit points, and kill them, you regain 1 spent hatred point.
Fiendish Mind
At 3rd 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.
In addition, 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 the 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 channel all your fury to 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 add your hatred dice to the damage. If you roll a 1 on any damage die, you can reroll the die and must use the new roll.
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.
Fiend's Resistance
Starting at 10th level, the fires of your fiend soul burn hot, your resolve and resilience know no equal. You have advantage on saving throws against spells and other magical effects.
In addition, when you use Metamorphosis, you gain resistance to cold, fire, lightning damage, and immunity to poison damage.
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 regain 1 spent hatred point and you can 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 hatred points left, you regain one use.
Fiend Soul Archetype
A fiend soul is present in every fiend warrior. It is a furnace that powers his or her metamorphosis. Different fiend warriors 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 Havoc
You embrace the power of havoc and can unleash more potent destruction on your foes. Soul of Havoc is a pathway that channels their hatred into features that have an offensive defense.
Metamorphosis: Havoc Form
Starting when you choose this path at 3rd level, for the duration of your Metamorphosis your Armor Class equals 10 + your Dexterity modifier + your Charisma Modifier. You can use a shield and still gain this benefit.
Deflect Magic
At 6th level, when you are targeted by a ranged spell attack by a creature you can see and you have at least one hand free, you can spend 1 hatred point to use your reaction to make a Charisma saving throw (against their spell save DC) to catch the spell.
On a success, you can make a ranged spell attack (using your Charisma modifier + proficiency modifier) to redirect the spell at any creature you can see within a range of 60 feet. Deal damage equal too the spells damage die + your hatred dice in force damage.
On a fail, you do not catch the spell and it automatically hits, dealing one additional damage dice to you.
Closed Soul
Starting at 9th level, you are immune to becoming charmed.
Metamorphosis: Flight
Starting at 11th level, when you use Metamorphosis a pair of leathery wings sprout from your back, you gain a flying speed equal to your movement speed.
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 spend 3 hatred points to use your reaction to succeed the saving throw.
In addition, you can make a ranged spell attack (using your Charisma modifier + proficiency modifier) targeting any creature you can see within a range of 60 feet.
On a hit, deal damage equal to the damage rolled for the initial spell attack + your hatred dice.
Soul of Vengeance
For some fiend warriors, your fiend soul is a means to an end – that end being vengeance. Soul of vengeance is a pathway that is fueled by the very will to exact retribution against foolish enough cross your path.
Metamorphosis: Vengeance Form
Starting when you choose this path at 3rd level, for the duration of your Metamorphosis your skin grows large spikes on its surface. You gain an additional +1 to AC in this form. In addition, after you end your turn, the first creature that makes a melee attack against you takes 1d4 piercing damage + necrotic damage equal to your hatred dice. You regain hit points equal to the necrotic damage dealt.
Razor Spikes
Starting at 6th level, at the start of your turn you can spend 1 hatred point to create a spike with a free hand. The spike has varying sizes, select a size from the Fiend Spikes table below and the spike created gains those properties.
Using your bonus action, you can make a weapon attack adding your proficiency modifier to the attack roll, the spike is destroyed after the attack has been made. On a hit, the weapon deals damage equal to the specific spike damage dice + your hatred dice + your Charisma modifier.
Razor Spikes
Spike Size | Damage | Properties |
---|---|---|
Small | 1d4 piercing | Finesse, light, thrown (range 20/60) |
Medium | 1d6 piercing | Light, thrown (range 20/60), versatile (1d8) |
Large | 1d8 piercing | Reach, versatile (1d10) |
Spirited Fiend
Starting at 9th level, you are immune to becoming frightened.
Metamorphosis: Growth
Starting at 11th level, for the duration of your Metamorphosis you gain an additional +2 to AC in this form.
In addition, your form grows to one larger than the size of your normal form size.
Siege Charge
Starting at 15th level, for the duration of Metamorphosis you can spend 2 hatred points to use your bonus action to dash, you must move in one straight line. All creatures in this line must make a Dexterity saving throw. All objects, structures and creatures that fail the save take bludgeoning damage equal to 6d10 + your hatred dice, and are knocked prone. On a save, take half damage. You must stop this attack when you have used up all your movement, or you reach an object or structure that does not break on impact.
This attack deals double damage to objects and structures.
Multiclassing
Prerequisites & Proficiencies
Ability Score Minimum | Proficiencies Gained |
---|---|
Strength 13 or Dexterity 13 | Shields, simple weapons, martial weapons |
You
Are Not
Prepared!
"Betrayer... In truth, it was I who was betrayed. Still, I am hunted. Still, I am hated. Now, my blind eyes see what others cannot: that sometimes the hand of fate must be forced... Now go forth, unleash the tides of doom upon all those who would oppose us."
Cover Art: Qichao "Gothic Q" Wang
Class Art: Tyson Murphy
Background Art: John Martin
Thanks to u/SamuraiHealer