Devil Breaker
It took a while to separate the details from
the carnage before him. The walls were spattered in a haphazard mess of blood and viscera as if flung by a large brush spun at high speed. It was everywhere, all of it originating from a central point. The body that lie before him had the look of someone who didn’t go quietly. Her body was bent at unnatural angles, covered in gashes from head to toe. But the more he looked at it, the more he realized it was all superficial. This was a trap. Unfortunately for this poor creature, walking into traps was his specialty.
The grizzled Kalashtar stood atop the rampart, scanning the scenery below. His prey was down there, patrolling the street, disguised as one of the guards. It was only a matter of time before it created another hapless victim, another innocent who just happened to be in the wrong place at the wrong time. Good thing for them that he was here. A monster hired to kill the monsters.
Yeah, she picked this fight, and yeah she was technically at fault, but she wasn't the one with a bounty on her head. It was almost unfair watching the poor druid swing at her double, but it was perfect for creating the distraction needed to take him out. She really loved this job.
Consumate hunters, Devil Breakers are known across the world for their crusade against demon-kind. Whether actual devils, demons, or people who are evil beyond reproach, it makes no difference to the Devil Breaker, and they'll ruthlessly mete out justice to anyone who fits the bill.
Not All Devils Are Red
Despite the name, a Devil Breaker doesn’t explicitly hunt devils. Any creature who would prey upon the weak and kill the innocent can be seen as a devil worth killing, and therefore someone a Devil Breaker would have no qualms taking on as their next hunt. In the same vein, Devil Breakers aren’t indiscriminate in their dealings with evil either. Many of them feel like they’re two sides on the same coin. Just one bad decision away from doing the unthinkable. As such, Devil Breakers take great care in choosing their targets, being extra certain that the target they hunt isn’t just another monster, but one that’s earned the title.
Always Do Your Research
Devil Breakers are often mistaken for being reckless and arrogant thugs, but ask any of them and they’ll tell you without hesitation, that the key to any fight begins with a book. Devil Breakers are extremely studious, believing knowledge of their foe is more powerful than the weapons they bring to bear against them.
Selecting Quirks
Devil Breakers come in many shades of crazy. Their experiences, having brought them to the brink more times than they can count and those brushes with death have
colored their personalities,
often irreversibly. When choosing a devil
breaker, think of what kind of experiences have shaped your journey, and how you’ve come to cope with constantly being in the face of terror and living to tell the tale.
You may also want to consider quirks that run counter to your character’s general behavior. Where your character might be cold or cruel outwardly but has an unhealthy love for pets and animals.
Devil Breaker Quirks
d20 | Quirks |
---|---|
1 | Cold-Hearted. |
2 | Prone to fits of PTSD. |
3 | Wise-Ass. |
4 | Overly paranoid. |
5 | Boastful. |
6 | Makes every situation more terrifying than it is. |
7 | Often jokes at inappropriate times. |
8 | Unyielding professionalism. |
9 | Unusually pious. |
10 | Makes all decisions with the flip of a coin. |
11 | Dances with every kill. |
12 | Wants to fight everyone they view as strong. |
13 | Obssessive. |
14 | Compulsive. |
15 | Always hungry. |
16 | Trusts no one. |
17 | Extreme love of pets. |
18 | Afraid of insects. |
19 | Pacifist. |
20 | Irresponsible with money. |
Devil Breaker
Level | Proficiency Bonus |
Freigeben | Features |
---|---|---|---|
1st | +2 | 1d6 | Freigeben, Eldritch Snare |
2nd | +2 | 1d6 | Hunter’s Insight |
3rd | +2 | 2d6 | Devil Order, Devil's Servant, Glyph Magic |
4th | +2 | 2d6 | Ability Score Improvement |
5th | +3 | 2d6 | Extra Attack |
6th | +3 | 3d6 | Devil Order Feature |
7th | +3 | 3d6 | Hellish Infusion, Hunter’s Insight |
8th | +3 | 3d6 | Ability Score Improvement |
9th | +4 | 4d6 | Recharge, Air Hike |
10th | +4 | 4d6 | Devil Order Feature, Devil's Servant |
11th | +4 | 4d6 | Eldritch Strength |
12th | +4 | 4d6 | Ability Score Improvement, Hunter’s Insight |
13th | +5 | 5d6 | Knowledge is Power |
14th | +5 | 5d6 | Devil Order Feature |
15th | +5 | 5d6 | Devil's Double |
16th | +5 | 5d6 | Ability Score Improvement |
17th | +6 | 6d6 | Hunter's Insight, |
18th | +6 | 6d6 | Devil Order Feature |
19th | +6 | 6d6 | Ability Score Improvement |
20th | +6 | 6d6 | Hunter’s Insight, Hell Breaker |
Life of a Devil Breaker
Being a Devil Breaker is more a calling than a choice. More often following a traumatic event, the fledgling hunter dreams of revenge, but lacks the means to exact it. Their journey often bringing them to the brink of death before they eventually gain the skills and experiences necessary to deal with the horrors that dot the land.
Devil Breakers don’t often belong to any guild or association. Instead, they tend to pick up a single traveler hellbent on revenge and take them as a disciple to pass on their skills and knowledge, before finally retiring in a typically violent fashion.
Because of this life mired in trauma and danger, Devil Breaker sare often eccentric and oftentimes cold-hearted, knowing that their already short lives are numbered, but silently vowing to take out as many monsters as they can before they go.
Creating a Devil Breaker
When creating a Devil Breaker, consider what you hold most dear and what drives you to do what you do. Think about where you came from and where you intend to go. Do you revel in fighting, or want to see that others don’t become like you? How do you see the people around you that live in quiet peace, knowing what horrors lie just outside the safety of their walls?
Are you easy to get along with? Hard to understand? You can color it many different ways, but at the end of the day, you are aware that you often kill sentient creatures who tend to be more gray than black and white. Just how close to the edge do you run between good and evil?
Quick Build
You can make a Devil Breaker quickly by following these suggestions. First make Strength or Dexterity your highest ability score, followed by either Charisma or Constitution. Lastly choose Soldier, Investigator, or Inquisitor as a background.
Class Features
As a Devil Breaker, you gain the following class features:
Hit Points
- Hit Dice: 1d10 per Devil Breaker level
- Hit Points at 1st Level: 10 + constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + constitution modifier per Devil Breaker level after 1st
Proficiencies
- Armor: Light
- Weapons: All Weapons
- Tools: none
- Saving Throws: Constitution, Charisma
- Skills: Choose three skills from Acrobatics, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) studded leather
- (a) longsword or (b) glaive
- (a) a scholar's pack or (b) an explorer's pack
Freigeben
A prerequisite for becoming a Devil Breaker is the ability to perform a Freigeben. Beginning at 1st level, this eldritch power gives the Devil Breaker the ability to wield or release the magic within.
Once per turn, you can deal an extra 1d6 damage to one creature you hit with a weapon attack. The amount of the extra damage increases as you gain levels in this class, as shown in the Freigeben column of the Devil Breaker table.
When you reach 3rd level, the eldritch energy within catalyzes. Whenever you deal damage using your Freigeben die, you can choose to expend 1 die as part of the attack to cast a glyph spell. It is recommended you designate 1 of these dice as a spender. The number rolled determines what spell
you can cast, based on your Order. If you roll a 6, however, you can cast any spell of your choosing, while a roll of 5 will only deal straight damage unless you are in the teufelsbruch state. All expended Freigeben die still deals damage, but is then lost until after you finish a short or long rest.
Some abilities allow you to regain lost freigeben die, but you cannot generate more die than your maximum limit.
Eldritch Snare
This eldritch energy also has another function. At 1st level, as a bonus action, you can use that energy to grab hold of a target you can see. Any target within 15 feet of you that you have line of sight of and doesn't have more than half cover must succeed on an opposed grapple check or be pulled next to you. You can pull any medium sized target that isn’t bolted down or a large target at disadvantage. For any target that is either bolted down or a bigger size category than large, you are pulled to it instead.
You must have at least one Freigeben die to use this ability.
Devil's Lore
Devil Breakers are avid researchers, laboriously poring through ancient tomes and occult texts. At 2nd level you choose 2 types of enemies: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as kobolds and bugbears). You have advantage on Intelligence checks to recall information of that creature type’s damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Furthermore, when facing a creature with whom you have insight, you can add your Charisma modifier to the damage roll. You can choose another type and associated language at 7th level, 12th level, 17th level, and 20th level.
Glyph Magic
At 3rd level, the Devil Breaker has learned to manipulate their eldritch energy to augment their abilities, but with chaotic results.
Glyphs are a spontaneous magic that draws on the user’s inborn magical reserves to fuel their abilities. When the Devil Breaker reaches level 18 they gain access to to the 5th set of glyph spells while under the effects of Teufelsbruch.
Each glyph lasts a number of rounds equal to the Devil Breaker's proficiency bonus and does not supercede another unless casting the same glyph while the other is active.
Spellcasting Ability
Charisma is your spellcasting ability for your Devil Breaker spells. 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 Devil Breaker spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Spell Attack modifier = your proficiency bonus + your Charisma modifier.
Devil Order
Devil Breakers are a group driven by deep feelings of revenge, remorse and a deep desire to ensure that no other innocent find themselves on the path they have set
themselves upon. And yet there's always another. And so they have willingly given themselves to a darker path, carefully studying and modeling their tactics after the very things they hunt.
At 3rd level, you take your first steps into the Devil Breaker Order. You can choose from the Order of the Betrüger, Beschwörers, Krieger, Jaeger, or the Zauberer. Your choice will grant you a boon, an augmented use of your eldritch snare ability and a unique glyph spell.
A unique facet of being a Devil Breaker is that they are not uniquely bound to just one order. With the exception of your Teufelsbruch, at each level beyond 3rd, where you would gain a new feature, you can choose to gain a feature from another devil order instead. For example, if you started as a Jaeger at 3rd level, when you would gain the next feature at 7th, you can instead choose from any of the 7th level features across every subclass, and again at 10th and so forth.
You gain new features at 3rd level and again at 7th, 10th, 14th and 18th.
Devil's Servant
Part and parcel with joining a devil order is their devil's servant. Upon reaching 3rd level, you can summon a spirit that you then capture by carving meticulous glyphs into a 1-foot length of metal over the course of a 1 hour ritual in which you provide the material to be worked into the enchantment in addition to 100 gold.
Once completed, you gain a devil's servant. While active, your servant appears to you as an incorporeal mephit (choose earth, fire, air, or steam) that behaves similarly to the Find Familiar spell with some exceptions. If reduced to 0 Hit Points, the Servant returns to its container and can't be called again for 1 hour, leaving you with a simple rod.
While active, however, you can use a bonus action to merge your Servant with its container rod to take on the form of a weapon of your choosing, gaining all of the properties of the weapon, whatever material you used, and the properties of any enchantment put upon it. The Servant's senses are suppressed while in this form and can't cast spells. If disarmed, the Servant and its container magically returns to you after 1d4 hours in an unoccupied space within 5 feet of you, or it can be summoned to your hand directly, as a bonus action, so long as you are on the same plane. In addition, no matter what form you choose, the Servant only deals 1d8 damage.
At 10th level, you can reforge the rod along with 1,000 gold to increase the damage to 1d10 with a +1 bonus to hit and damage rolls, and again at 17th level for 10,000 gold to increase the damage to 1d12 and a +2 to hit and damage rolls. In weapon form, the Devil's Servant is considered magical for the purpose of overcoming damage resistance.
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
Eldritch Energy and Glyphs
Little is known about how Devil Breakers come about their magical abilities, but it is widely accepted that they've all have had some kind of encounter with either a demonic source or entity that lead to their acquisition of magical powers.
The glyphs they form whenever they perform magic seem to be more a byproduct than formed from conscious thought. More experienced Devil Breakers, however, have learned to exert a level of control over the effects of their glyphs, which in turn has marked them apart from their peers as ones closer to embracing their darker natures.
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.
Hellish Infusion
By 7th level, choose one of the following damage types: acid, cold, fire, lightning or thunder. Your Freigeben dice now deal damage of that element. You can change the damage type once per long rest.
Recharge
At 9th level, whenever you score a critical hit, you regain a spent Freigeben die, and gain temporary hit points equal to half of your devil breaker level that lasts until the end of your next turn.
Air Hike
Also at 9th level, whenever you use your move action to jump, you can create a glyph that let's you hover in place until the end of your next turn.
Eldritch Strength
At 11th level, you have advantage when using eldritch snare against medium or smaller sized creatures, and no longer suffer disadvantage against large creatures. You can attempt a Strength check to detach bolted down objects, but you are still pulled to any creatures a size category bigger than large.
Dark Retribution
Starting at 13th level, whenever you take damage from an attack within 15 feet of you with you as the target, you can use your reaction to make a melee or ranged weapon attack. On a hit you deal extra damage equal to 1d6 for every Freigeben die currently spent. This ability can be used a number of times a day equal to your Charisma modifier before needing a long rest.
Devil’s Double
At 15th level, whenever you roll damage for Freigeben, you can reroll any Freigeben die of a 1 or a 2, taking the new result even if it’s also a 1 or a 2.
In addition, if you roll a 6 on a Freigeben die to cast a spell, you retain that Freigeben die instead of spending it.
Hell Breaker
At 20th level, your powers and abilities are expressed in their purest form.
- Freigeben: Once per long rest, whenever you would spend a Freigeben die to cast a spell, you can activate the ability for free. If you start an encounter without any Freigeben dice, you have 1 instead.
- Devil Order: your boon become stronger in the following ways:
- • Beschwörers - your spirit bonus increases to +3.
- • Betrüger - you regain 20 hit points instead of 1.
- • Jaeger - you make 2 extra ranged attacks instead of 1.
- • Krieger - you increase the cumulative effect by +1.
- • Zauberer - gain 2 more Cantrips of your choice.
Devil Order
Devil Orders can largely be categorized by their boons. These seemingly disparate groups largely identify themselves by the powers that come to them innately, but have no qualms sharing any techniques they believe will aid in bringing down their shared enemies.
Jaeger
Consumate hunters. What makes a jaeger dangerous isn't their extreme patience or the relentless pursuit of their prey, but the steadfast assuredness that they will get the job done no matter what. Jaegers live and die by the skill of their marksmanship, and will prove it one pull at a time.
Boon of the Jaeger
You've learned to shoot with surprising alacrity. Whenever you roll a 6 on a freigeben die, you can use your bonus action to make a ranged weapon attack.
Eldritch Snare: instead of pulling the target, you can instead restrain the target until the start of your next turn.
Unique Glyph - Longshot: all ranged weapon attacks are extended by a number of feet equal to the number rolled times 10 without suffering disadvantage for shooting
at long range.
War Archer
At 3rd level, even if you are within 5 feet of an enemy,
you do not incur disadvantage on ranged weapon
attacks. In addition, if you are within 5 feet of a
creature who leaves your space, you can use a reaction to make a ranged weapon attack against that creature.
Trick Shot
At 7th level, whenever you make a ranged weapon attack, you can ricochet the projectile off a number of surfaces equal to your Charisma modifier. The distance between surfaces can be no more than 30 feet apart, or further than the minimum shooting/throwing distance of your ranged weapon.
This ability can be used a number of times per day equal to your Charisma modifier before needing to take a short or long rest.
Charged Shot
Upon reaching 10th level, when using the attack action, you can expend a Freigeben die to charge one of your shots. This shot can be held for a number of rounds equal to your Charisma modifier. On a hit, you deal an additional 1d4 damage equal to the number rolled on your Freigeben die times the number of rounds held.
Arrow Storm
At 14th level, whenever you are at least 15 feet in the air, you can make a ranged attack against every enemy below you in a 15-foot radius. If you expend a charged shot, you deal an additional 1d6 damage to a number of targets equal to the number rolled on your Freigeben die.
This ability can be used once per short or long rest.
Teufelsbruch - Jaeger
At 18th level, as a bonus action, you assume the form of the Jaeger. Eldritch energy trails from your back allowing you to move as if under the effects of the fly spell. At the beginning of each round you regain 10 Hit Points, and all ranged attacks are done with Advantage.
Once triggered, this ability lasts lasts for a number of rounds equal to your Constitution modifier and can't be used again until after a long rest.
Zauberer
Zauberers rely more heavily on their glyphs than their kindred. Being far more versed in their eldritch nature, they put their abilities to the test wielding both martial and magical prowess in tandem.
Boon of the Zauberer
Choose 2 Cantrips of your choice from the Abjuration, Conjuration, Evocation or Illusion schools. All evocations, however, must have the acid, cold, fire, lightning, or thunder descriptor. These Cantrips can be cast as a standard action or as a bonus action if you roll a 4 or higher on a spent Freigeben die.
Eldritch Snare: on a successful grapple the target also takes 1d6 force. At 7th level, the damage type changes to match your Hellish Infusion element.
Unique Glyph - Arcane Mimic: you gain access to Arcane Mimicry 1 as an additional glyph. Later, you gain access to Arcane Mimicry 2 at 8th level, and Arcane Augmentation at 18th level.
Eldritch Punishment
Starting at 3rd level, whenever you cast a spell, you can add your Charisma modifier to the damage dealt.
Draw from Within
When you reach 7th level, you can create a Freigeben die as part of the attack action that must be used immediately. Once this feature has been used, it can't be used again until after a short or long rest.
Rapid Caster
By 10th level, You gain some measure of mastery over the chaos of your magic. Whenever you spend a Freigeben die, you can use a bonus action to cast a Cantrip.
Eldritch Fist
At 14th level, as a bonus action, you can expend a Freigeben die when using Eldritch Snare to use it as if it was Bigby's Hand. The hand lasts a number of rounds equal to the roll subsuming your eldritch snare for the rest of its duration. Furthermore, on a roll of 5 or higher, you treat the hand as if it were cast at 7th level.
This ability can be used once per short or long rest.
Teufelsbruch - Zauberer
At 18th level, as a bonus action, you assume the form of the Zauberer. Eldritch energy dances at your fingertips, converting all movement into teleportation. At the beginning of each round you gain 5 Hit Points and do not expend Freigeben die when casting glyph spells.
Once triggered, this ability lasts for a number of rounds equal to your Constitution modifier and can't be used again until after a long rest.
Betrüger
The Betrüger uses high mobility and cunning to trip up their foes before closing in to strike. Being a Betrüger, however, isn’t necessarily about superior wit and skill, but of walking the razor thin line between bravery and utter insanity.
Boon of the Betrüger
Whenever you would be reduced to 0 hit points, you can use a Freigeben as a reaction to make a DC 15 Constitution saving throw, adding the freigeben roll to the result. On a success, you retain 1 hit point and become invisible as per the spell until the end of your next turn or until you make an attack. You can also move up to 15 feet, leaving a minor image of yourself in the place you "died".
Eldritch Snare: the range of your eldritch snare is increased to 30 feet.
Unique Glyph - Hazy Body: you create a distortion that blurs your body. Whenever you are hit by an attack with you as the target, you can use your reaction to lower the attack roll by an amount equal to the number rolled on your spent freigeben die.
Escape Artist
At 3rd level, you gain a +10 bonus to your move speed and have advantage on acrobatics and athletics checks to move through enemy spaces or to break grapples.
After Image
At 7th level, as part of your move action, you can expend a Freigeben die to create a major image. As part of the action, you become invisible until the start of your next turn, and can attempt a deception check against a target you can see, adding the number rolled to the total. If successful and your After Image is within 5 feet of the creature, you can use your reaction to make a melee weapon attack, using the After Image as the origin point.
This feature can be used once per short or long rest.
Dislocation
At 10th level, whenever you expend a Freigeben die, you can also attempt to teleport the creature hit a number of feet equal to 5 times the amount rolled to a location you can see. The target can attempt a Constitution saving throw to resist the effect or be teleported.
Quicksilver
When you reach 14th level, you learn Quicksilver. As an action, you designate yourself and a creature you can see. The creature must succeed on a Wisdom saving throw or be slowed. In addition, you gain the effect of haste, both of which last a number of rounds equal to your Charisma modifier.
This ability can be used once per short or long rest.
Teufelsbruch - Betrüger
At 18th level, as a bonus action, you assume the form of the Betrüger. Eldritch energy races along your body, doubling your move speed. At the beginning of each turn you gain 10 Hit Points and summon an eldritch mirror of yourself, which acts on your initiative, but directly after you. The eldritch
mirror comes complete with a replica of your currently equipped weapons, in an unoccupied square directly adjacent to you. It has all of the abilities you possess but cannot cast any spells or create another eldritch mirror, although it can spend your Freigeben die to power its own abilities.
Once triggered, this ability lasts lasts for a number of rounds equal to your Constitution modifier and can't be used again until after a long rest.
Eldritch Mirror
Medium humanoid
- Armor Class 16 (natural armor)
- Hit Points 117 (18d12 + 36)
- Speed 60ft.
STR DEX CON INT WIS CHA 11 (+0) 19 (+4) 17 (+3) 15 (+2) 9 (-1) 13 (+1)
- Saving Throws: Con +3, Cha +1
- Skills: Athletics +0, Acrobatics +4
- Condition Immunities: charmed, deafened, exhaustion, fear, paralyzed, poisoned
- Damage Resistances: non-magical bludgeoning, slashing, piercing, and the element matching your Hellish Infusion
- Senses: Darkvision 120
- Languages: can understand any language that you know
Eldritch Boost. The eldritch mirror grants a +2 bonus to all attack rolls to a target it is within 5 feet of.
Critical Freigeben. Whenever the eldritch mirror scores a critical hit, it generates a freigeben die that it can spend to power its next attack.
I Am You. We are One. You share the eldritch mirror's vision. Attacks made against you with advantage are denied. In addition, if you are within 5 feet of each other and a creature makes an attack against you, the Eldritch Mirror can use its reaction to impose a 1d6 penalty to the attack roll.
Actions
Multiattack. The eldritch mirror makes two attacks with its shadow weapon. It can use a bonus action to change its form from melee to ranged and vice versa.
Shadow Weapon. Melee/Ranged Weapon Attack: +10 to hit, reach: variable., one target. Hit: 12 (1d10 + 6)
Beschwörer
Beschwörers were formed as an offshoot of the Zauberer, learning to channel their eldritch energy to call servants to summon otherworldly beings that act in their stead, providing death, aid, and protection in equal measure.
Boon of the Beschwörer
At 3rd level, you gain the following benefits whenever you have a spirit on the field:
- Sprit of Succor: gain a +2 bonus to Dexterity and Wisdom saving throws.
- Sprit of Denial: gain a +2 bonus to Constitution or Charisma saving throws.
- Sprit of Violence: gain a +2 bonus to Strength and Intelligence saving throws.
Spending a freigeben die spreads this boon to a number of allies within 30 feet of you equal to the number rolled.
Eldritch Snare: your spirit can be used as the origin point when using eldritch snare.
Unique Glyph - Guiding Spirit: you can perform one of the following actions depending on which spirit is active at the time.
- Spirit of Succor: increase the Temporary Hit Points gained by an amount equal to the number rolled.
- Spirit of Denial: increase your AC by an amount equal to the number rolled.
- Spirit of Violence: increases your to hit by an amount equal to the number rolled.
Spirit Summoning
At 3rd level the beschwörer gains the ability to call forth otherworldly spirits to act on their behalf. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your devil breaker level, whichever is higher.
In combat, the spirit shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use a bonus action on your turn to command it to take another action. The spirit remains active until it is destroyed, dismissed, or you are rendered incapacitated.
As you gain in levels, new spirits can be called to your side, though only one can be active at a time, detailed down below:
Summoning: summoning spirits follows the same process you followed when creating the Devil's Servant. Their creation has a material and gold cost, but once completed, a new spirit is added to your repertoire.
- Spirit of Succor (3rd level) - A support spirit. This vessel requires a thin bar of gold worth 100 gp. This vessel can be built in tandem with the Devil's Servant. The spirit of succor takes on the general shape of a Giant Eagle (sized medium) and has its stats.
- Spirit of Denial (7th level) - A defensive spirit. This vessel uses a wide bar of platinum worth 500 gp. The spirit takes on the general shape of a Polar Bear and has its stats.
- Spirit of Violence (11th level) - An offensive spirit. This vessel uses a small 6-sided cube of pure diamond worth 1000 gp. This spirit takes on the general shape of a Hell Hound and has its stats.
Spirit: bolstered by your devil's servant, the beschwörer's spirits gain unique abilities that you and your allies can make use of while each spirit is active.
- Spirit of Succor - any ally that starts their turn within 10 feet of the spirit gains temporary Hit Points equal to your level divided by 2 until the start of their next turn.
- Spirit of Denial - any ally that is adjacent to the spirit is treated as having half cover.
- Spirit of Violence - gain a +2 bonus to the attack roll whenever you or an ally attacks a creature and the spirit is within 5 feet of the target.
Weapon: as a bonus action, you can combine your spirit vessel with your Devil's Servant. While combined, your weapon gains additional properties. Spending a freigeben die allows a number of allies within 30 feet to receive the same benefit, equal the number rolled shown below:
- Spirit of Succor - whenever you deal damage, you gains Hit Points equal to half your level.
- Spirit of Denial - raises your AC by an amount equal to your Constitution modifier.
- Spirit of Violence - you add your Charisma modifier to the damage dealt.
Hellish Shield
Upon reaching 7th level, whenever you or an ally takes elemental damage, you can use your reaction to give yourself resistance to that element until the start of your next turn.
This ability can be used a number of times per day equal to your Charisma modifier before needing to take a short or long rest.
Devil's Roulette
When you reach 10th level, whenever you roll odd on a spent freieben you regain that die. If you roll even, all freigeben damage is doubled, including the spent die.
Eldritch Longevity
At 14th level, Whenever you would spend a freigeben die, you can instead spend nothing.
This ability can be used a number of times equal to your Charisma modifier before needing a long rest.
Teufelsbruch - Beschwörer
Upon reaching 18th level, as a bonus action, you assume the form of the Beschwörer. The eldritch energy contained within your spirit vessels are unleashed, bringing your full power to bear. Each spirit appears in a square of your choosing within 5 feet of you. On your turn you can teleport to each spirit freely and command all three spirits at once, though only one spirit can assume the form of a weapon at a time. You gain 5 Hit Points at the start of each turn.
Once triggered, this ability lasts for a number of rounds equal to your Constitution modifier and can't be used again until after a long rest.
Krieger
Kriegers are often considered the closest to the demonic paths of the devil breaker. Adopting a stance of high aggression and reckless feats of strength. A Krieger will employ any weapon they come across to deadly effect.
Boon of the Krieger
After the first hit, every time you hit with a melee weapon attack in succession, you deal +1 additional points of damage up to a maximum of +3. This effect resets on a miss.
After the first miss, whenever you miss with a melee weapon attack, your next attack gains as additional +1 to hit up to a maximum of +3. This effect resets on a hit.
After the first time you are hit by an attack with you as the target, every time you are hit by an attack with you as the target in succession, your AC raises by +1 up to a maximum of +3. This effect resets whenever an attack with you as the target misses.
Whenever you spend a freigeben die, you can delay the reset by a number of rounds equal to the number rolled
Eldritch Snare: whenever you use eldritch snare, you can grab a second target that is within reach. If one of the targets are bolted in place or a size category greater than large, you split the difference between the two targets, pulling the target you succeeded with 10 feet towards your last location and pulling yourself 10 feet towards the other.
Unique Glyph - War Form: each round your weapon attacks score a critical hit on a roll of 19 or 20. Whenever you miss with an attack you still deal damage equal to the number rolled. Whenever you are hit by an attack with you as the target, you can subtract the damage taken by an amount equal to the number rolled.
Death Chaser
At 3rd level, whenever a creature dies, you can use
your reaction to move up to 30 feet.
Wind Slash
At 7th level, as an action, you can
make a melee basic weapon
attack against a creature
at a distance equal
to your eldritch
snare, ignoring
any intervening
creatures.
If it is a critical hit, you can immediately make a second wind slash either against the same creature.
This ability can be used once per short or long rest.
Thousand Cuts
At 10th level, whenever you expend a Freigeben die, instead of dealing damage as normal, you instead create illusory blades of eldritch energy that deal an additional 1d4 force damage equal to the number rolled.
All or Nothing
By 14th level, either as an action or as part of a Wind Slash, you can declare All or Nothing. On a hit, it automatically counts as a critical hit, dealing max damage for each remaining Freigeben die. On a miss, you instead deal no damage and expend all remaining Freigeben die.
This ability can be used once per long rest.
Teufelsbruch - Krieger
At 18th level, as a bonus action, you assume the form of the Krieger. Eldritch energy surges through you, such that moving through an enemy's space does not incur Opportunity Attacks. At the start of each turn you gain 10 Hit Points and can attack three times instead of twice, whenever you take the Attack action.
Once triggered, this ability lasts for a number of rounds equal to your Constitution modifier and can't be used again until after a long rest.
Glyph Spells
Devil Breakers have a versatile but volatile form of magic that grants the user a wide breath of utility tailored to their Order as described below:
Set 1 | - (BS)Eldritch Stack |
- (BT)Stifle | |
- (JG)Hardening | |
- (KG)Snatch | |
- (ZB)Eldritch Luck | |
Set 2 | - (BS)Eldritch Armor |
- (BT)Flicker | |
- (JG)Spacial Reach | |
- (KG)Peak Performance | |
- (ZB)Eldritch Imbue | |
- (ZB)Arcane Mimicry* | |
Tier 3 | - (BS)Eldritch Aura |
- (BT)Shadow Stitch | |
- (JG)Aerial Sustain | |
- (KG)Sustain | |
- (ZB)Delay Demise | |
Set 4 | - Aetheric Guard |
- Fiziska Guard | |
- (BS)Spirit Boost | |
- (BT)All Out Sprint | |
- (JG)Summoned Cover | |
- (KG)Mental Acuity | |
- (ZB)Arcane Mimicry 2* | |
Set 5 | - (All)Heaven or Hell |
- (BS)Eldritch Chaos | |
- (BT)Redirect | |
- (JG)Limit Break | |
- (KG)Evisceration | |
- (ZB)Elemental Piercer | |
- (ZB)Arcane Augmentation* |
Legend:
All = Everyone
BT = Betrüger
BS = Beschwörer
JG = Jaeger
KG = Krieger
ZB = Zauberer
Set 1:
-
(BS) Eldritch Stack: you place a glyph on a target you can see. While the mark persists, you and every ally within 30
-
feet of you can use their reaction to make a ranged or melee weapon attack against that target.
- (BT) Stifle: attacks made against you with you as the target are done at disadvantage.
- (JG) Arrow Special: create a number of arrows equal to your Charisma modifier. These arrow add +1 to hit and damage rolls
- (KG) Snatch: you can use your eldritch snare on a number of targets equal to your Charisma modifier.
- (ZB) Eldritch Luck: whenever you roll even on a spent freigeben die you deal extra damage equal to the number rolled times your proficiency bonus, or regain the spent freigeben die if it's odd.
Set 2:
- (BS) Eldritch Armor: you and every ally within 30 feet of you reduce all non-magical damage by an amount equal to your proficiency bonus.
- (BT) Flicker: you can use your reaction to move 10 feet without incurring an opportunity attacks.
- (JG) Spatial Reach: Whenever you hit with a ranged weapon attack, you can use your eldritch snare to attempt to teleport the target to a spot within 15 feet of you that you can see.
- (KG) Peak Performance: you gain advantage on physical skill checks and saves (designate either Strength, Dexterity, or Constitution).
- (ZB) Eldritch Imbue: whenever you deal damage with an attack that requires an attack roll add your Charisma modifier.
- *(ZB) Arcane Mimicry 1: you can cast the following 1st level spells: Burning Hands, Entangle, Hellish Rebuke, and Sanctuary.
Set 3:
- (BS) Snare Aura: all allies within 30 feet of you can be used as the origin point for your eldritch snare.
- (BT) Shadow Stitch: Whenever you hit a creature with a weapon attack, the target must make a Constitution saving throw or be paralyzed until the start of its next turn.
- (JG) Aerial Sustain: You can teleport to a location that you can see up to 15 feet in the air.
- (KG) Sustain: at the start of your turn, you gain temporary Hit Points equal to your level.
- (ZB) Delay Demise: you can delay the Freigeben damage you would've normally dealt. At any time before the glyph expires, you can use your reaction to add the extra damage to the creature that you hit.
Set 4:
- (All) Aetheric Guard: you cover your body in an assortment of elemental glyphs. While active, you have resistance to acid, cold. fire, lightning, and thunder damage.
- (All) Fiziska Guard: you cover your body in thousands of tiny glyphs. While active, you have resistance to bludgeoning, piercing, and slashing damage.
- (BS) Spirit Boost: the bonus gained from your boon is doubled.
- (BT) All Out Sprint: move speed is doubled.
- (JG) Summoned Cover: you create a large glyph that provides half cover. If you are hit, the glyph is destroyed, but returns at the start of your next turn.
Devil Breaker Philosophy
It is assumed that no two Devil Breakers are alike. This obviously isn't true or there wouldn't be dedicated specializations that fully express the devil breaker's philosophy and truest ideologies about combat. That said, within those very philosophies lies the versatility and the expressions therein that allows one Devil Breaker to another to create wholly unique approaches to conflict that works for them.
Between their martial capabilities, magical gifts, and the advantages they get from their study of the creatures that populate the world, Devil Breakers make for reliable hunters with a reputation for ridding the world of things that go bump in the night. It's curious then that they have so few guilds or places they congregate. Yet, they all seem to know all the other hunters in their region. Perhaps they're not as fractured an organization as one might think.
Spirits of the Beschwörer
Campaigns vary, and it may be that a spirit may be inappropriate for the campaign or doesn't fit the player thematically.
Whatever the reason, the Beschwörer should be able to work with their DM to change out what spirits they summon, keeping in mind the spirit will always have the fiend descriptor and contain the following characteristics:
Spirit of Succor: Cr 1 creature, size will be shifted to medium*
Spirit of Denial: Cr 2 creature, size can be large*
Spirit of Violence: Cr 3 creature, cannot be humanoid*
- (KG) Mental Acuity: you gain advantage on mental skill checks and saves (designate either Intelligence, Wisdom, or Charisma at the time of casting)
- *(ZB) Arcane Mimicry 2: you can cast the following spells: Fear, Fireball, Hypnotic Pattern, Lightning Arrow, Lightning Bolt, and Sleet Storm.
Set 5:
- (All) Heaven or Hell: you gain the benefits of either heaven or hell and gain one of the following benefits:
- • Heaven - you gain a +2 bonus to your Intelligence, Wisdom, and Charisma scores and have advantage on their saving throws. You gain a fly speed of 60 feet and all attacks deal radiant damage.
- • Hell - you gain a +2 bonus to your Strength, Dexterity, and Constitution scores and have advantage on their saving throws. You grow by one size category and all attacks deal necrotic damage.
- (BS) Eldritch Chaos: you emit a wave of eldritch energy that spreads to every ally within a 30 foot radius of you. Whenever an ally hits with a weapon attack, they deal an additional 2d6 damage matching your hellish infusion.
- (BT) Redirect: create a glyph on yourself, your eldritch mirror, and a target you can see. Whenever you are hit, but before you take damage, you can use your reaction to make a Dexterity saving throw. On a success, the target is hit instead, or otherwise hit as normal on a failure.
- (JG) Maximum Draw: once per round, the first time you hit a target, you deal max damage.
- (KG) Evisceration: whenever you make a melee weapon attack, all creatures within 10 feet of the target creature must make a Dexterity saving throw. On a failure, the creature takes the same damage you dealt to the original target, or half on a success.
- (ZB) Elemental Piercer: all elemental damage dealt ignores resistance.
- *(ZB) Arcane Augmentation: You can cast any of your spells from Arcane Mimicry 1 & 2 as if from a 5th level spell slot.
Devil Breaker
While 1000% inspired by Devil May Cry at its core, other anime aesthetics played a part in rounding out the class to make it familiar to fans of the series while being entirely distinct as a class on its own. The Devil Breaker combines versatility and style with a touch of the chaotic to spare.
Play this class if you like fast, in your face action, with the resiliency of a tank and high to mid tier damage that you can trade to dramatically switch up your tactics and gameplay.
Artist Credits
Cover: Chisato Mita
Page 2: Capcom
Page 5: Sword Art Online
Page 6: Unlimited Blade Works
Page 7: Epic 7
Page 9: Capcom
Page 11: Sword Art Online
Back: Capcom
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