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Fiendish Disciple

Core Fiendish Disciple Traits
Primary Ability Dexterity and Charisma
Hit Point Die 1d8 per level
Saving Throw Proficiencies Dexterity, Charisma
Skill Proficiencies Choose 3: Acrobatics, Arcana, Deception, Insight, Intimidation, Perception, Stealth, Survival
Weapon Proficiencies Simple weapons, Longbows, Rifles
Tool Proficiencies Tinker's tools or Alchemist's supplies
Armor Training Light armor, Medium armor
Starting Equipment Choose A or B: (A) Chainmail Armor, Heavy Crossbow, Dagger, Tinker's Tools, Explorer's Pack (B) 5d4 x 10 gp

Fiendish cults rarely last long enough to do much besides summoning their own doom and destruction on the cities and villages they inhabit, but when they do certain head members may be granted the title of Disciple. Acting as direct lines to the devil or demon the cult worships they sow chaos and bloodshed in the name of the cults patron. These monster are not to be trifled with wielding supernatural powers and weapons blessed by the lower planes. Disciples live to cause pain and suffering and have a multitude of abilities to carry this desire out.
Class Features
Core Mechanic: Ominous Brand   Beginning at 1st level you can curse enemies with a fragment of abyssal power.   Ominous Brand   When you deal weapon damage to a creature, you may brand them with abyssal energy.   Effects:   Branded creatures take extra necrotic damage equal to your proficiency bonus once per turn You can have a number of branded enemies equal to your Charisma modifier (minimum 1) Brands last 1 minute   You can apply a brand a number of times equal to your proficiency bonus per long rest.   At later levels, brands interact with other abilities.
Level 1   Aphotic Reaver   s an action you make a ranged attack.   After every two attacks against the same target, the weapon shifts into Anteumbra Mode until the end of your next turn.   Anteumbra Mode:   Your next attack deals +1d8 necrotic damage Target must succeed on a STR save or be pushed 10 ft. Level 2   Dark Stride   Bonus action teleport dash.   Teleport up to 30 ft Leave a void trail for 10 ft behind you.   Enemies entering the trail:   take 2d4 necrotic damage speed reduced by 10 ft   Uses: Proficiency Bonus per long rest   Level 3   Abyssal Talent   Choose one subclass:   Umbral Lance Binary Void Everyone Dies   Level 4   Ability Score Improvement   Level 5   Extra Attack   Attack twice when using the Attack action.   Level 6   Gravity Vice   You manipulate abyssal gravity.   Action:   Target creature within 60 ft must make a STR save.   Failure:   lifted 20 ft restrained by gravity takes 2d8 force damage   End of each turn they can repeat save.   Uses: Proficiency Bonus per long rest   Level 7   Abyssal Predator   When attacking a branded target, you gain:   • advantage on opportunity attacks • +10 ft movement toward them   Level 8   Ability Score Improvement   Level 9   Deadly Domain   Action.   Create a 20-ft radius abyssal zone for 1 minute.   Enemies inside:   • take 2d6 necrotic damage at start of turn • movement reduced by 10 ft   Uses: 1 per long rest   Level 10   Void Resilience   Gain resistance to necrotic damage   When you reduce a creature to 0 HP, regain:   • 1 Dark Stride use   Level 11   Improved Anteumbra   Anteumbra Mode bonus damage becomes:   2d8 necrotic   Level 12   Ability Score Improvement   Level 13   Abyssal Vision   You gain:   • darkvision 120 ft • see invisible creatures within 30 ft   Level 14   Gravitic Collapse   When Gravity Vice ends, the target takes:   4d6 force damage and falls prone   Level 15   Domain Mastery   Deadly Domain improvements:   • radius increases to 30 ft • damage increases to 3d6   Level 16   Ability Score Improvement   Level 17   Brand Overload   If a creature has Ominous Brand for 3 consecutive rounds:   they explode with void energy:   • 6d6 necrotic damage • creatures within 10 ft take half   Level 18   Shadow Slip   Dark Stride becomes:   • teleport 60 ft • becomes invisible until start of next turn   Level 19   Ability Score Improvement   Level 20   Avatar of the Abyss   You fully embody abyssal power.   As a bonus action once per long rest for 1 minute:   • weapon attacks deal +2d8 necrotic damage • you gain flying speed 40 ft • branded enemies have disadvantage on saves vs your abilities • Deadly Domain can be cast without using a charge
Subclasses
Binary Void   Area control and battlefield denial.   Level 3 – Binary Void   Deadly Domain creates two zones instead of one.   Both zones:   • radius 15 ft • enemies inside take damage from both if overlapping.   Level 7 – Expanding Abyss   Zones grow by 5 ft radius each round (max +15 ft).   Level 11 – Crushing Gravity   Enemies inside Deadly Domain suffer:   • disadvantage on Strength saves   Level 15 – Infinite Collapse   You may move each zone 20 ft per turn as a bonus action.   Everyone Dies   High-risk offensive assassin style.   Level 3 – Everyone Dies   Your weapon becomes hyper-aggressive.   Gain:   • +2 damage per weapon die • but take 1d4 damage whenever you miss   Level 7 – Blood Momentum   When you kill a creature:   • gain bonus action attack   Level 11 – Abyssal Frenzy   For each enemy within 10 ft:   • gain +1 attack damage   (max +5)   Level 15 – Catastrophic Volley   Once per turn when attacking a branded enemy:   You may fire two attacks simultaneously against separate targets.


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