Fiend-Touched: Blood of the Lower Planes
Prerequisite(s): 9th level, Half-Fiend feat
Fiendish blood runs thick in your veins. You may choose a total of two traits selected from the Half Fiend feat, or from the following traits
- Mark of the Apocalypse. You are Large size, your unarmed strikes deal an additional 1d6 damage of the same type. Requires Mark of the Beast, Mark of the Carapace, or a natural weapon trait, such as a Bite or Claw attack.
- Mark of the Concubus. You may attempt to drain the essence from a creature who is Charmed, Frightened, or willing. The target must make a Constitution saving throw or suffer psychic damage equal to a number of d10s equal to your proficiency bonus plus Charisma Modifier psychic damage, or half as much damage on a successful one. On a failed save, target's hit point maximum is reduced by an amount equal to the damage taken, and you recover 1 use of a short rest resource, such as a bardic inspiration. This reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its hit point maximum to 0. Once you have recovered a number of short rest resources equal to your proficiency bonus, you cannot do so again until you finish a long rest.
- Mark of the Mind. You can communicate telepathically to creatures within 60 feet of you. The contacted creature doesn't need to share a language with you to communicate in this way with it, but it must be able to understand at least one language.
- Mark of the Nemesis. You have an additional set of arms and a long, prehensile tail. Your extra arms and your tail can perform any task you could perform with a hand.
- Mark of Resistance. Choose two of the following damage types: acid, cold, fire, lightning, necrotic, poison, or bludgeoning, piercing, and slashing damage. You have resistance to the chosen damage types. If you choose poison, you have Advantage on saving throws you make to avoid or end the Poisoned condition on yourself. If you choose bludgeoning, piercing, and slashing damage, choose adamantine or silver. Damage from magic weapons or weapons made of the chosen type bypass this resistance.
- Mark of the Rise. Your flying speed increases by 20 feet. Requires Mark of the Fall, or an innate flying speed.
- Mark of the Spine. As a Bonus Action, you can cause small barbs to protrude all over your body or cause them to retract. While the barbs are out, any creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d6 piercing damage. Additionally, at the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. Any creature that takes damage from your barbs must succeed on a Constitution saving throw
(DC = 8 + your Constitution modifier + your proficiency bonus)
or become Poisoned for 1 minute. While Poisoned in this way, the target can’t regain hit points. A Poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - Mark of Terror. Creatures of your choice that start their turns within 20 feet of you must make a Wisdom saving throw
(DC equal to 8 + your proficiency bonus + your Charisma modifier)
or be Frightened of you until the start of its next turn. If the creature’s saving throw is successful, it is immune to this ability for the next 24 hours.