Fiend

A smirking, well-dressed man of unknown origin appears in a time of great need. He extends his hand and a contract manifests in a golden flash. With a quill floating by his side he remarks "Of course I can fix your dilemma. After all, who do you think caused it in the first place?" For a solution to a world of problems the man asks for only two things in return: A signiture and an eternity of servitude.

Hellfire swirls up in a Fiend's arms as she laughs maniacally. In a single motion, she launches waves of fiery death at the legions of lesser Daemons sent to rein her in.

Those who perish twist and harden into charred, blackened figures with bright molten cores. The fiend laughs again as she snaps her fingers and each figure explodes into another wave of fiery destruction.

Many tales are told of the power of Fiends and the dangers of their contracts. Regardless, every year a champion rises, a prodigy is born, or some individual makes a deal for their soul in exchange for lady luck to be on their side.

To a Fiend, a soul is a delicious meal with an invigorating aftertaste. Most importantly, a soul contains the power to sustain their transformation.

## Becoming a Fiend

A mortal can become a fiend in a variety of ways. Some forfeit their souls and become one upon death. Others undertake excruciating rituals to transform into one. However your character becomes a fiend constitutes their contract. Communicating with your GM about creating deals with mortals in their story is a great way to roleplay your influence within the game world. As a Fiend, you should consider what your character's motivations are and which NPCs they can use to achieve their goals.

### Prerequisites

**Ability scores:** Charisma 13

**Roleplay milestones:** You must have made a pact with a Fiend, undergone an infernal ritual, or have some other plausible reason to have become a Fiend. Discuss with your GM how you can achieve this in-game.

Some of your abilities require the target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

```
Transformation Save DC = 8 + your proficiency bonus + charisma modifier

```

### Level milestones

The following are examples of possible level milestones for a fiend:

* Defeating a greater rival fiend and taking their place in the hierarchy
* Ensnaring a particularly powerful or influential soul with a contract
* Establishing a cult of worshippers who offer their strength to you
* Establishing a permanent portal between the prime material realm and the nine hells.
* Killing or corrupting a Seraph

## Transformation level 1

Starting at first level, you gain the following transformation boons, and this level's transformation flaw.

### Transformation Boon: Gifts of Damnation

You have aquired the ability to bind your first mortal to your will. You can create a contract to bind their soul to you, feeding on its power. However you will only gain the benefits of this gift until you have bound a mortal with a contract.

To bind a mortal's soul to you and grant them a gift of damnation, you must first create a contract for that gift. A contract requires magical ink and paper worth 50 GP for each transformation level you have aquired, and you must meet the prerequisites listed. In addition, you and the mortal must both sign the contract willingly, and fully aware of the costs involved. Once signed, Netherworld entities give the benefits of the gift to you, and the mortal receives the named benefit within 7 days. You do not have to provide this benefit yourself.

For example, upon signing a contract for a gift of unfettered glory, you will receive the benefits listed under the gift. The mortal who signs will receive glory and no in-game mechanical bonuses, provided by the dubious powers of the Netherworld.

While you may have any number of contracts in your possesion, you can only gain the benefit of one at a time. Upon completion of a long rest, you may swap the contract you are currently benefiting from for an alternative contract that you have bound to a mortal to and signed.

On your turn, as an action you can call upon the Netherworld to reveal the exact location of a creature that has signed one of your contracts, provided they are on the same plane of existance as you.

A contract lasts for 7 years, or until the mortal that signed it dies. At which point the contract bursts into flames and you cannot receive any more benefits from it.

### Transformation Boon: Fiendish form

Your charisma score increases by 2 and your intelligence score increases by 1. An ability score cannot be increased beyond 22 this way. You become a Fiend in addition to any other creature types you are. Spells and abilities that affect Fiends of a specific CR have no effect on you.

### Transformation Flaw: Planar Binding

Your body and soul are bound to a fiendish plane of existence. You have disadvantage on death saving throws as the plane attempts to pull you back to it. If you would be killed, your soul has been dragged back to a plane of existence of the GM's choice. This plane is your new home, and you become an NPC under the GM's control untill the party either finds you again or you return to the plane in which you died.

If you are on the fiendish plane responsible for your transformation, this flaw has no effect.

## Transformation level 2

Starting at 2nd level, you can pick one of the following Transformation Boons. You also gain this level's Transformation Flaw.

### Transformation Boon: Brand of the Chainer's Gaze

As a bonus action on your turn, you can brand a creature within 60 feet of you with a fiery mark that diminishes their resolve. The target must make a Wisdom saving throw, and on a failed save they are branded. Whenever a creature branded in this way makes a saving throw, they must roll 1d6 and subtract the result from the saving throw.

A creature remains branded this way for 1 minute. The brand disappears if the creature is knocked unconcious, enters hallowed ground or is targeted by the remove curse spell. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.

### Transformation Boon: Brand of the Tyrant's Hellfire

As a bonus action on your turn, you can brand a creature within 60 feet of you with a fiery mark that exudes hellfire. The target must make a Charisma saving throw, and on a failed save they are branded. Whenever you hit this creature with an attack, you deal an additional 1d6 fire damage.

A creature remains branded this way for 1 minute. The brand disappears if the creature is knocked unconcious, enters hallowed ground, or is targeted by the remove curse spell. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.

### Transformation Boon: Brand of the Deceiver's Guile

As a bonus action on your turn, you can brand a creature within 60 feet of you with a fiery mark that twists their senses and perspective. The taqrget must make an intelligence saving throw, and on a failed save they are branded. Whenever a creature branded in this way attempts to attack you, they must roll 1d6 and subtract the result from their attack roll.

A creature remains branded this way for 1 minute. The brand disappears if the creature is knocked unconcious, enters hallowed ground, or is targeted by the remove curse spell. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.

### Transformation Flaw: Hideous Appearance

Your appearance has grotesquely transformed. Your skin becomes red and leathery, and vicious horns, teeth and nails erupt through the surface of your skin. You can suppress this form and present the appearance of the humanoid you once were, but this is taxing and requires concentration. Moments of stress are likely to reveal your true nature. In the following situations your true form is revealed:

* When concentrating on a spell
* Gaining the unconcious condition
* Entering hallowed ground
* Choosing to reveal yourself

In events of extreme emotional of physical stress, a GM may call for a Constitution saving throw with a DC of their choosing to see if you maintain your humanoid form.

Non-evil creatures (NPC's) that witness your true form become instantly hostile to you, unless the GM decides otherwise.