Homebrew:Hellhunter
(OOC: This is an implementation of the Hellhunter subclass from Tasha's Crucible of Everything Else volume 2)
Base Class: Wizard
Some wizards dedicate their lives to studying negative energies, chthonic planes, and fiends of all types. These mages are known for their acumen in navigating devilish agreements, wresting demon power, and hunting fiends of all kinds. Those who immerse themselves in the mantle of the hellhunter enter into a lifelong pursuit of understanding, harnessing, and utilizing all power that becomes available to them through the wicked realms of existence - by any means possible. Tasha herself is a hellhunter who has garnered quite a reputation amongst the fiends of the negative planes, known for outmaneuvering archdevils and strong arming even the most powerful demon princes.
Devil's Advocate
2nd-level Hellhunter feature
You can read, write, and speak Abyssal and Infernal, and you gain proficiency in Persuasion Charisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.. You also have advantage on any check made to recall information about fiends or the lower planes.
Beginning at 6th level, your proficiency bonus is doubled for any ability check you make that uses Persuasion Charisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk..
Variant: Intelligence Negotiations
Consider asking your DM if you can make Intelligence (Persuasion Charisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.) checks instead of Charisma (Persuasion
Charisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.) checks. This represents negotiation skills that are primarily based on logic, rather than emotional appeal. This rule intentionally links Persuasion
Charisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. with Intelligence, rather than Charisma and is an example of how to apply the rule in the "Variant: Skills with Different Abilities" section in chapter 7 of the Player's Handbook.
Fiend on a Leash
2nd-level Hellhunter feature
You learn the find familiar spell if you don't already know it. When you cast the spell, you can choose one of the normal forms for your familiar, or an imp, miniloth, or quasit.
Call the Abyss
6th-level Hellhunter feature
As an action, you can spend a spell slot to summon a fiend of your choice in an unoccupied space that you can see within 30 feet of you. The maximum Challenge Rating for a fiend summoned in this way is the level of the spell slot used, and you can only have one fiend summoned at a time. Such a fiend is under no obligation to listen to you or follow your commands, and it cannot summon other fiends. If one of these fiends is reduced to 0 hit points, it disappears in a cloud of dust and reforms on its native plane in 1d12 days. It returns to where it came from after 1 hour. As an action, you can attempt to dismiss the fiend early. It must succeed on a Charisma saving throw or else be dismissed to wherever it was summoned from. It has disadvantage on this saving throw if you say its true name.
Whatever you do, don't sign the contract. I repeat: do not sign the contract. |
TASHA |
- Roleplaying Devils
- A devil (lawful evil) typically won't attack anything when summoned, at least not at first. It tries to make agreements and will keep its promises, if only on a technicality. Devils represent tyranny and are native to the Nine Hells of Baator.
- Roleplaying Demons
- A demon (chaotic evil) typically is hostile to all creatures other than itself. Regardless of its Intelligence, it usually tries to attack anything in sight and will not make promises. Demons represent anarchy and are native to the Abyss.
- Roleplaying Yugoloths
- A yugoloth (neutral evil) is typically indifferent to being summoned, but can quickly become hostile or friendly. It will lend its services to the highest bidder and will change its allegiances if it finds a better offer. Yugoloths represent self-interest and are native to Gehenna.
- Long Memories
- If you summon the same fiend more than once, be wary. Fiends have long memories and will remember how you've treated them in the past.
Demand Fealty
10th-level Hellhunter feature
You learn the planar binding spell if you do not already know it, and can cast it as an action without material components. Once you have cast it in this way, you may not do so again until you finish a long rest.
Master Hellhunter
14th-level Hellhunter feature
Creatures cannot benefit from the Magic Resistance trait against spells you cast.