User:Leziad/Fiend Heritor (3.5e Prestige Class)

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Author: Leziad (talk)
Date Created: 20th December 2014
Status: Finished
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You embrace your fiendish heritage and turn into a fiend. 10 Spontaneous Arcane Spellcasting Partial


Fiend Heritor[edit]

My blood burn with the power of the lower planes. Now the power of the abyss is mine to reins!
—Unknown

Fiend heritors are powerful sorcerers and similar spellcaster who tapped into their fiendish bloodline, gaining the power of a powerful fiend in the process. As they progress on this damned path their form and abilities will slowly start to become more fiendish in nature. Eventually their very shape will turn into a twisted version of it old self, completing the heritor's transformation into a true fiend.

Becoming a Fiend Heritor[edit]

Entry Requirements  
Alignment: Any Nongood. 
Skills: Knowledge (The planes) 13 ranks , Spellcraft 13 ranks. 
Feats: Iron Will
Spellcasting: Must be able to spontaneously cast spells, including [evil] spells. 
Special: Must possess fiendish ancestry or something similar.

Table: The Fiend Heritor

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +2 +2 Fiendish Bloodline, Fiendish Form (x2), Harmless Form +1 level of existing spontaneous arcane spellcasting class
2nd +2 +3 +3 +3 Ability Boost (+2 Str, +2 Cha), Natural Armor
3rd +3 +3 +3 +3 Fiendish Form, Fiendish Sorcery, Telepathy +1 level of existing spontaneous arcane spellcasting class
4th +4 +4 +4 +4 Ability Boost (+2 Dex, +2 Int), Fiendish Qualities, Wings
5th +5 +4 +4 +4 Fiendish Sorcery, Greater Fiendish Form, Heritor Ascension +1 level of existing spontaneous arcane spellcasting class
6th +6/+1 +5 +5 +5 Ability Boost (+2 Str, +2 Dex) +1 level of existing spontaneous arcane spellcasting class
7th +7/+2 +5 +5 +5 Fiendish Sorcery, Greater Fiendish Form, Malefic Warp
8th +8/+3 +6 +6 +6 Ability Boost (+2 Con, +2 Cha), Dark Kingship +1 level of existing spontaneous arcane spellcasting class

Class Skills (8 + Int modifier per level)
Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (The Planes) Listen (Int), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis).

Class Features[edit]

All of the following are class features of the Fiend Inheritor.

Spellcasting: At each level except 2nd, 4th and 7th you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spontaneous arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spontaneous arcane spellcasting class before becoming a Fiend Heritor, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Alternatively you may decide to have your levels in fiend heritor increase you initiator level in full, if you your spellcasting does not advance. You gain an additional maneuver known at 1st level and whenever you would gain fiendish sorcery. You add these either maneuver as maneuver-like abilities, the maneuvers remain separate from other maneuvers you have from any other initiator class, but you may refresh them as normal maneuver-like abilities or with the refresh ability of any of your initiator classes. If you select this option you obviously do not get the normal benefit from fiendish sorcery.

Fiendish Bloodline: Fiend Heritors count as evil outsiders for the purpose of spells and effects which interact with them whenever beneficial, regardless of their actual alignment or type. You also choose a single feat subtype between [demon], [devil], [menos] or [yugoloth] (or [daemon] if you are playing pathfinder), you count as that type (but receive no benefits from it). Additionally she may take vile and [fiend] feats as if they were normal feats. However as she level in this class her form start to take the appearance of a fiend, she take a penalty equal to twice her class level to conceal her true nature and on charisma-based skill checks (except intimidate) against nonevil creatures.

Fiendish Form: At 1st level the Fiend Heritors's form mutate to be more like a fiend, she select two fiendish traits from the list below and gain one additional form at each odd level. She may only select a particular trait once.

At 5th level she gain access to the following fiendish form:

  • Dark Wings: The Fiend Heritor's wings improve, granting a fly speed equal to twice her base land speed (good).
  • Hulking Demon: The Fiend Heritor gain the Increase Size feat as a bonus feat, she must still meet the prerequisites.
  • Flaming Body: This ability work as the Balor's flaming body.
  • Great Evolution: The Fiend Heritor gain two Fiendish Form from the previous list.
  • Obsidian Body: The Fiend Heritor's natural attacks, feral strikes and unarmed attack count as being made out of Runed Obsidian.

Harmless Form: A 1st level fiend heritor is capable of taking the form of it old mortal self as a move action, by performing a somatic or verbal component of her choice. The change is as per change shape. While in her harmless form she do not take social check penalties from fiendish bloodline and look exactly like her mortal form, but she do not benefits from the Ability Boosts to her Strength and Dexterity, any of her Fiendish Forms or her Wings and may not use her Malefic Warp ability.

Ability Boost (Ex): At 2nd level a fiend heritor receive a +2 bonus to her Strength and Charisma. At 4th level she receive +2 bonus to her Dexterity and Intelligence. At 6th level she receive an additional +2 bonus to her Strength and Dexterity score. At 8th level she receive an additional +2 bonus to her Constitution and Charisma.

Natural Armor (Ex): A 2nd level fiend heritor gain half of his class level + 1 as a bonus to her natural armor.

Fiendish Sorcery: At 3rd level and each odd level thereafter a fiend heritor gain an additional spell known of the second highest level she could cast or lower. She may pick a spell of the highest level she can cast if the spell is either of the evocation, conjuration or enchantment school or has the [evil] descriptor. If the fiend heritor has invocations she gain an invocation of the highest level she know, if she has both spells and invocation she get both.

Telepathy: At 3rd level a fiend heritor gain telepathy out of 10 feet per character levels.

Fiendish Qualities: At 4th level a find heritor gain traits similar to an half-fiend:

Wings: At 4th level a fiend heritor gain a pair of fiendish wings, granting her a fly speed equal to her land speed (average). When not in use, the Fiend Heritor can turn her wings into a nighthide cloak or tuck them inside of her as a free action.

Heritor Ascension: At 5th level the fiend heritor become an outsider with the evil subtype, she also gain the fiendish subtype she selected with her fiendish bloodline gaining full benefits from it. Additionally her Damage Reduction/Magic become DR/Silver and Good (cold iron and good if you selected the demon bloodline).

Malefic Warp (Su): At 7th level a fiend heritor may use greater teleport (self only) as a supernatural ability at will.

Dark Kingship: At 8th level a fiend heritor become a full duke of Baatzu, demon lord of the abyss or etc. She gain an essentially infinite realm within the lower plane that become divinely morphic to her whims. She may make a gate (travel version only) to her realm or to the material plane from her realm as a supernatural ability at will. She gain loyal subjects and thus the summon ability of many fiend, allowing her to once per day summon her CR -1 worth of fiends of her type, this is otherwise identical to the summon ability of a devil or a demon and follow the same rules.

Additionally if she is ever slain she return to life in her realm unharmed, however she become unable to leave her realm for a full year or 100 years if she was slain by an holy weapon. She may return to the material planes faster by having her minions perform a 24 hours ritual involving the casting of a gate spell, the sacrifice of a sentient humanoid of a good alignment and 15,000 gp in special material components.