Class Features
As a devilforged, you gain the following class features.
Hit Points
Hit Dice: 1d8 per devilforged level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 8 + your Constitution modifier per devilforged level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: One type of tool of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose two from Deception, History, Intimidation, Investigation, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a musket and 20 ammunition or (b) any simple weapon
a tool of your choice
(a) a dungeoneer's pack or (b) an explorer's pack
Thick shirt, any simple weapon, and two daggers
Devil Fruit Infusion (Spellcasting)
You have mastered the art of infusing items with Devil Fruit powers through the use of "Green Blood", which you have acquired by some means. Green Blood is made up of the synthesized lineage factors of Devil Fruits, which allows you to replicate the magical powers of Devil Fruits through your equipment. Through the use of these artificially infused items, which serve as your spellcasting focus, you can use a variety of powers (spells) to aid you in battle or adventure. Devil powers are the equivalent of "Spells" in 5th edition, and devil power slots are the same as "Spell Slots". Make sure to view the "Casting a Spell" section in the Player's Handbook for understanding Spellcasting in 5th Edition D&D. Devilforged powers count as Devilforged Spells.
Natural Abilities (Cantrips)
At 1st level, you know two cantrips of your choice from the devilforged spell list, and can use them as natural abilities. You learn additional devilforged cantrips of your choice at higher levels, as shown in the Natural Abilities (Cantrips) Known column of the Devilforged table.
Devil Power (Spell) Slots
The Devilforged table shows how many Devil Power (Spell) slots you have to cast your devil powers of 1st through 5th level. The table also shows what the level of those slots is; all of your slots are the same level. To cast one of your Devil Powers of 1st level or higher, you must expend a Power (spell) slot. You regain all expended power (spell) slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level power (spell) slots. To cast the 1st-level power (spell) witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Devil Powers (Spells) Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the devilforged spell list.
The Spells Known column of the Devilforged table shows when you learn more devilforged spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new devilforged spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the devilforged spells you know and replace it with another spell from the devilforged spell list, which also must be of a level for which you have spell slots.
Devil Power (Spellcasting) Ability
Charisma is your spellcasting ability for your devilforged spells, so 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 devilforged spell you cast and when making an attack roll with one.
Power save DC = 8 + your proficiency bonus + your Charisma modifier
Power attack modifier = your proficiency bonus + your Charisma modifier
Infused Item (Spellcasting Focus)
You produce your devilforged powers (spells) and effects through a special devil fruit-infused item you possess. You must have a power (spellcasting) focus - specifically some kind of weapon, armor, tool, or other item that is infused with devil fruit powers - in hand when you cast any power (spell) with this (spellcasting) feature. You must be proficient with the item to use it this way.
Once you have chosen one item or piece of equipment you wish to have infused, it becomes your power (spellcasting) focus. You cannot have more than one item infused with devil fruit powers in this way. If you wish to move the essence stored within your current infused item of choice into a new item or create a new infused item after losing your old one, you must spend 1 hour during a long rest to move the Green Blood from your old weapon into the new item and removing them from the old item. You must be proficient with this new item. In addition, you may choose to infuse items that are connected to your body, but not made of flesh. For example, a cyborg's iron fists may have devil fruit powers infused into them through green blood, without the cyborg itself having consumed a devil fruit, because they are technically not a part of the cyborg's natural body.
Due to the infusion of multiple devil fruits' essence into your item through the use of Green Blood, the exact devil fruit power it possesses may not be clear. Instead, your item has an infusion of many different powers you have collected through researching, hunting, and foraging for devil fruits. It should not be treated as a creature that has consumed a devil fruit power, but instead as a tool that grows in power with it's user over time. In addition, the item has the weaknesses of a devil fruit user in that it cannot be used as a power (spellcasting) focus while it is more than half-submerged in water or touching seastone.
Devilsmith
At 1st level, you have developed a particular style of devilsmithing which determines the types of equipment or items you specialize at infusing with. You can choose between Gear Smithing, Blade Smithing, and Firearm Smithing, all detailed below. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Sea Devil's Emanations
In your exploration of the origins of Devil Fruit powers through synthesizing their lineage factors, you have uncovered the true nature of the Sea Devil's energies that imbue these powers, now capable of being released from your infused item.
At 2nd level, you gain two sea devil emanations of your choice. When you gain certain devilforged levels, you gain additional emanations of your choice, as shown in the Emanations Known column of the Devilfoged table. A level prerequisite refers to your level in this class.
Additionally, when you gain a level in this class, you can choose one of the emanations you know and replace it with another emanation that you could learn at that level.
These features grant you additional abilities as a Devilforged, assuming you meet their prerequisite. You may take a number of these emanations equal to the value shown on the Emanations Known column of the Devilfoged table, starting at level 2.
Demonic Protection
You can cast mage armor on yourself at will, without expending a spell slot or material components.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.
Misty Visions
You can cast silent image at will, without expending a spell slot or material components.
Silver Tongue
You gain proficiency in the Deception and Persuasion skills.
Stable Infusion
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Thief of Five Fates
You can cast bane once using a devilforged spell slot. You can't do so again until you finish a long rest.
Agonizing Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your charisma modifier to the damage it deals on a hit.
Chilling Blast
Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.
Repelling Blast
Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Sniping Blast
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300 feet.
Vacuum Blast
Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to yourself.
Improved Paramecia Weapon
Prerequisite: Paramecia Infusion
Your paramecia-infused weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Beast Speech
Prerequisite: Zoan Infusion
You can cast speak with animals at will, without expending a spell slot.
Enhanced Zoan Bond
Prerequisite: Zoan Infusion
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Greater Zoan Form
Prerequisite: Zoan Infusion
When you cast find familiar, you infuse the summoned zoan creature with greater power in its form, granting the creature the following benefits:
The familiar gain a flying speed speed of 40 feet.
As a bonus action, you can command the familiar to take the Attack action.
The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
If the familiar forces a creature to make a saving throw, it uses your spell save DC.
When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Zoan Regeneration
Prerequisite: Zoan Infusion
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Burning Blood
Prerequisite: Logia Infusion
As your logia-infused item begins to enhance the elements within your body, you gain nearly endless energy. You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as training with your item or keeping watch.
Greater Logia Powers
Prerequisite: Logia Infusion
You gain additional powers from your logia-infused item. Choose two 1st-level spells from any class's spell list. You learn these spells as Devilforged spells, and they don't count against the number of spells you know.
Expanded Tool Infusion
Prerequisite: Gear Smithing style
You are able to infuse any tool with your Devil Fruit Infusion to make it your Infused Item. When you do so, you are now proficient with that tool.
Greater Armor Infusion
Prerequisite: Gear Smithing style
You are able to infuse any suit of armor with your Devil Fruit Infusion to make it your Infused Item. When you do so, you are now proficient with that suit of armor. You remain proficient with it until the infusion is removed or you no longer have this emanation.
Blessed Bow
Prerequisite: Firearm Smithing style
If your infused weapon is a longbow, you can create an arrow out of pure energy using it. When you hit a creature with an attack using your infused longbow, you can expend a spell slot to deal an additional 2d8 radiant damage to the target per spell level. Additionally, you make this enhanced attack at advantage if the target creature is a fiend or undead.
Bestial Summon
Prerequisite: 3rd level, Zoan Infusion
You can cast summon beast once using a devilforged spell slot, representing your infused item's zoan form. You can't do so again until you finish a short or long rest.
Zoan Mount
Prerequisite: 3rd level, Zoan Infusion
You can cast find steed once using a devilforged spell slot, representing your infused item's zoan form. You can't do so again until you finish a long rest.
Cloak of Shadows
Prerequisite: 5th level
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.
Exhausting Presence
Prerequisite: 5th level
You can cast slow once using a devilforged spell slot. You can't do so again until you finish a long rest.
Ice Tomb
Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per devilforged level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this emanation, you can't use it again until you finish a short or long rest.
Maddening Frequency
Prerequisite: 5th level
As a bonus action, you can emit a sound frequency from your infused item which negatively influences the minds of other creatures around you. The sound can be heard by any creation 5 feet away from your in every direction, but not in total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
The radius of sound gives you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the radius around you takes thunder damage equal to your Charisma modifier (minimum 0 damage).
Once you use this emanation, you can't use it again until you finish a short or long rest.
Sign of Ill Omen
Prerequisite: 5th level
You can cast bestow curse once using a devilforged spell slot. You can't do so again until you finish a long rest.
Shadow Puppets
Prerequisite: 5th-level devilforged
You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
Mark of Mindmelting
Prerequisite: 5th level, hex spell or a devilforged feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a devilforged feature of yours, such as Devil's Branding or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this emanation, you must be able to see the cursed target, and it must be within 30 feet of you.
Paramecia Smite
Prerequisite: 5th level, Paramecia Infusion
Once per turn when you hit a creature with your paramecia weapon, you can expend a devilforged spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Ricocheting Strike
Prerequisite: 5th level, Paramecia Infusion
You can attack with your paramecia weapon twice, instead of once, whenever you take the Attack action on your turn.
Wrathful Weapon
Prerequisite: 5th level, Blade Smithing style
You can cast one of the following spells using a devilforged slot: Searing Smite, Wrathful Smite, or Blinding Smite. Once you do so, you can't do so this way again until you finish a long rest.
Force Cannon
Prerequisite: 5th level, Firearm Smithing style
If your infused weapon is a firearm or gun of some kind, you can choose to deal force damage for its damage type when you hit with it.
Lightning Cannon
Prerequisite: 5th level, Firearm Smithing style
If your infused weapon is a firearm or ranged weapon, you can cast lightning arrow using a devilforged spell slot. You can't do so again until you finish a short or long rest.
Extended Strike
Prerequisite: 6th level, Blade Smithing
When using your echoing strike, your range extension bonus increases from 10 feet to 15 feet.
Alluring Mist
Prerequisite: 7th level
You can cast compulsion once using a devilforged spell slot. You can't do so again until you finish a long rest.
Trickster's Escape
Prerequisite: 7th level
You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Visions of Chaos
Prerequisite: 7th level
You can cast confusion once using a devilforged spell slot. You can't do so again until you finish a long rest.
Relentless Mark
Prerequisite: 7th level, hex spell or a devilforged feature that curses
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a devilforged feature of yours, such as Devil's Branding or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
Shared Zoan Transformation
Prerequisite: 7th level, Zoan Infusion
You can cast polymorph once using a devilforged spell slot. You can't do so again until you finish a long rest.
Supreme Zoan Mount
Prerequisite: 7th level, Zoan Infusion
You can cast find greater steed once using a devilforged spell slot, representing your infused item's zoan form. You can't do so again until you finish a long rest.
Sharpened Blade
Prerequisite: 7th level, Blade Smithing style
You can choose to make your infused weapon's damage die a d10 (the damage die for weapons with the versatile property becomes a d12 when wielded with two hands), regardless of its form.
Spring Step
Prerequisite: 9th level
You can cast jump at will, without expending a spell slot.
Shadow Speech
Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot.
Zero-Gravity Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.
Superior Paramecia Weapon
Prerequisite: 9th level, Paramecia Infusion
Your paramecia-infused weapon gains a +2 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Elemental Summon
Prerequisite: 9th level, Logia Infusion
You can cast conjure elemental once using a devilforged spell slot, but can't summon a water elemental. You can't do so again until you finish a long rest.
Gift of Logia Immunity
Prerequisite: 9th level, Logia Infusion
Choose a number of allied creatures equal to your proficiency bonus. The selected creatures are now protected by your logia-infused weapon.
When any of those creatures is within 120 feet of you is reduced to 0 hit points but not killed outright, the creature drops to 1 hit point instead as their body momentarily becomes like that of a logia. Once this effect is triggered, no creature can benefit from it until you finish a long rest.
As an action, you can move this feature's protection from one creature to another.
A Thousand Slices
Prerequisite: 9th level, Blade Smithing
You can cast steel wind strike once using a devilforged spell slot, using your infused weapon as a component. You can't do so again until you finish a long rest.
Electro Strike
Prerequisite: 12th level, Paramecia Infusion
When you hit a creature with your pact weapon, the creature takes extra lightning damage equal to your Charisma modifier (minimum 1).
Frostbite Strike
Prerequisite: 12th level, Paramecia Infusion
When you hit a creature with your pact weapon, the creature takes extra cold damage equal to your Charisma modifier (minimum 1).
Searing Strike
Prerequisite: 12th level, Paramecia Infusion
When you hit a creature with your pact weapon, the creature takes extra fire damage equal to your Charisma modifier (minimum 1).
Shroud of Shadow
Prerequisite: 15th level
You can cast invisibility at will, without expending a spell slot.
Blast and Strike
Prerequisite: 15th level, Paramecia Infusion
When you use your action to cast a spell, you may make one attack with your infused weapon as a bonus action.
Ultimate Paramecia Weapon
Prerequisite: 15th level, Paramecia Infusion
Your paramecia-infused weapon gains a +3 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Beast Adaptation
Prerequisite: 15th level, Zoan Infusion
You can cast alter self at will, not including aquatic adaptation, without expending a spell slot.
Monstrous Submission
Prerequisite: 15th level, Zoan Infusion
You can cast hold monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Logia Recharge
Prerequisite: 15th level, Logia Infusion
For any emanations that grant the use of a spell once per long rest, you may cast them once per short rest instead.
Superior Fiendish Assimilation
Prerequisite: 18th level, Logia Infusion
You may have two 6th-level Fiendish Assimilation spells chosen or stored instead of just one. You may cast each of your 6th-level Fiendish Assimilation spells once per long rest.
Infused Devil Fruit Category
At 3rd level, you are able to further develop the abilities of your devil fruit-infused item to closer match the abilities of a specific devil fruit category, which are paramecia, zoan, or logia. You gain one of the following features of your choice.
Paramecia Infusion
Your infused item develops special enhanced properties, similar to that of a paramecia-type devil fruit user. You can use your action to activate an item's paramecia powers, transforming it into a weapon (unless it is already a weapon). While activated, you can choose the form that this weapon takes each time you activate it, allowing it to become any type of weapon. 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.
Your infused weapon returns to your hand if it is more than 5 feet away from your for 1 minute or more. Additionally, you can return it back to its original form by deactivating its paramecia powers (no action required). Its powers disappear if you die, or if it becomes partially submerged in water or touches seastone.
Zoan Infusion
Your infused item is capable of breaking a piece of itself off or stretching out, and transforms into a specific type of creature, similar to a zoan-type devil fruit user. You learn the find familiar spell and cast it as a ritual. The spell doesn't count against your number of spells known. The familiar dissipates and returns to its original form when it becomes more than half-submerged in water or touches seastone. When the familiar disappears, the disconnected piece of your infused item returns to its original place.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms to better fit your item's zoan type: imp, pseudodragon, quasit, or sprite. Your DM may allow you to choose another form not listed here, using a custom stat block or another known creature.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
Logia Infusion
Your infused item is now capable of transforming itself into a specific type of element, similar to a logia-type devil fruit user. Using its powers, you are able to choose three cantrips from any class's spell list (the three needn't be from the same list). While you are holding this infused item, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the devilforged spell list, they are nonetheless Devilforged spells for you.
Choose one of the following damage types: fire, cold, lightning, radiant, necrotic, acid, poison, slashing, bludgeoning, or piercing. When you cast a cantrip using your infused item, you may choose to replace any of the cantrip's original damage types with your selected damage type, reflecting the logia element it represents. After selecting a damage type using this feature, it becomes fixed; you cannot subsequently choose a different damage type from this list to replace the damage type in your infused weapon's cantrips.
If you lose your infused item, you can telepathically will it to dematerialize into an elemental form and return to you within 1 hour. If the infused item is more than half-submerged in water or touching seastone, it cannot return to you this way. The infused item loses its elemental energy and it returns to its normal form when you die.
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 by 2, or you can increase two Ability Scores of your choice by 1. Alternatively, you can take a feat. As normal, you can’t increase an ability score above 20 using this feature.
Additionally, when you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the increased power of your infused item:
Replace one cantrip you learned from this class's Devil Fruit Infusion feature with another cantrip from the devilforged spell list.
Replace the option you chose for the Infused Devil Fruit Category feature with one of that feature's other options.
If this change makes you ineligible for any of your Sea Devil's Emanations, you must also replace them now, choosing emanations for which you qualify.
Fiendish Assimilation
At 11th level, your devil fruit item develops immense newfound powers. Choose one 6th-level power (spell) from the devilforged spell list as this new power.
You can cast your Fiendish Assimilation power (spell) once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more devilforged spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Fiendish Assimilation when you finish a long rest.
Alternatively, you can choose to incorporate or "steal" the essence of other great Devil Fruit powers into your infused item. When you see a Devil Fruit spell or spell effect within 30 feet of you, you may use your reaction to "store" a portion of the energy of that spell into your infused item, making it your new Fiendish Assimilation spell. The maximum level of the spell stolen must be equal to your current Fiendish Assimilation spell level. For example, if you are 13th level, you can only steal up to 7th-level spells created by a Devil Fruit power and store them into your infused item.
If you wish to remove the stolen Devil Fruit spell and return to using your original Fiendish Assimilation spell, you must spend 1 hour during a Short or Long rest removing the essence of the stolen spell and return the power of your original chosen Fiendish Assimilation spell. You cannot use the stolen spell again once it is removed from your infused item, unless you steal it again using this feature.
Devil's Bounty
At 20th level, you can release a surge of energy from within your Devil Fruit-infused item, allowing you to regain expended power (spell) slots. To do so, you must spend 1 minute focusing on your infused item in order to regain all your expended spell slots from your Devil Fruit Infusion (Spellcasting) feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.