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Level:2Lawyer Devil (Thaltjokan the Fraud)Dream MoonWardrobifier
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30 XPNext level at 130 XPMale DevilPrince of TimeHandWardrobeHand
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lawyerDevil [LD]Land of Rivers and GearsBook of ContractsWork ClothesInfernal Ring
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B.E.H.O.L.D.#9904“Clever as the Devil and twice as pretty.” AccessoryAccessoryAccessory
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SkillStatBonusTotalShades
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AthleticsStr+0-1AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+300[1] 24 / 2412Book of Contracts | Tier 0 Whispers
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AcrobaticsDex+0+1Temporary HP100%Hit Die RollWhispers Psi Focus
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Sleight of HandDex+0+111d6+3
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StealthDex+0+1
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EngineeringInt+0+1Lesser slots3Greater slots2
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InvestigationInt+0+1Speed30 ft.Passive PerceptionProficiency+2You have to read through it to find the right soul for the job.
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OccultInt+0+2Initiative+110Infernal Ring | Tier 0 Pyrokinesis
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Animal HandlingWis+0+0Pyrokinesis Psi Focus
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InsightWis+0+0Ability ScoresArmor Class12Status Debuffs
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MedicineWis+0+0Strength8 (-1)+0Rupture0
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PerceptionWis+0+0Constitution16 (3)Fortitude12Sunder0
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SanityWis+0+0Dexterity13 (1)+0Fade0It glows with heat when you make the portal to Hell, summoning the flames.
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SurvivalWis+0+0Intelligence12 (1)Reflex12Cripple0Work Clothes | Tier 0 Apparel
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DeceptionCha+0+6Wisdom10 (0)+0Setback0Armor
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IntimidationCha+0+3Charisma17 (3)Will11Max HP Redux0
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PerformanceCha+0+6+0
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PersuasionCha+0+6Hit Bonus+0Crit Range20Defense Bonus+0
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A button up shirt, dress pants and shoes. Doesn't provide real protection, but it is light and looks nice without making you unapproachable.
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ResourcesShades
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Lesser SlotsGreater SlotsNameNameNameAccessory
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2 | 32 | 2 | | |
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Current2Current2CurrentCurrentCurrent
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Maximum3Maximum2MaximumMaximumMaximum
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HellfirePyrokinesisTier0StatCHAHit+5 to hitSouls of the DamnedWhispersTier0StatCHAHit+5 to hit
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TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0TypePsionic PowerAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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Hot Touch (affinity)You gain a psionic ability to start, fuel, and stop fires. You can set objects on fire as if you had a lighter. This typically takes a major action and does not need a check, though the SM may require a channeling time, a check, and/or a lesser slot, at their discretion.

As a rule of thumb, something like burning down an entire orphanage or some broad area might require either 15 minutes' worth of channeling and sufficient tinder, or several casts at specific and vulnerable locations, burning through metal or something similarly durable might require a lesser slot, and applying heat in a physically unnatural or otherwise unconventional manner might require a check with consequences like misfiring on failure.
Augur (affinity)You gain a sixth sense attuned to ghosts and the undeathly supernatural. Your ability to Discern and Scrutinize extends to such things within 100 feet, whether it be ghostly beings, items, phenomena, etc. You can interchangeably use your psionic skill or Occult for those abilities where necessary, and the SM may require such a check to tell specific details about some ghostly signature, detect some subtle or otherwise concealed spectral magic, or some other use for this sixth sense, at the SM's discretion.

You can spend a lesser slot to heighten your psi sense, allowing you to know and track the locations of all creatures with psionic natures, foci, or other psionic features within 100 feet for 30 minutes. At the SM's discretion, you might also spend a lesser slot to track the trails of undead creatures, automatically pass some check where this affinity came into play, or otherwise supercharge your psi sense to attempt something extraordinary with your affinity not covered in this writing.

This affinity is used as a free action if an action cost is not given elsewhere.
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Fireballs (at-will, combo)Pd4+PCM2d4+3Major action: Make a ranged attack against a target's Reflex resistance. This attack has the Combo property. [Base damage: Pd4+PCM]Lay Waste (at-will, ranged)Pd6+PCM2d6+3Major action: Make a ranged attack against a target's Will resistance. [Base damage: Pd6+PCM]
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Fireballs (at-will, crippling)Pd2+PCM2d2+3Major action: Make a ranged attack against a target's Reflex resistance. If you break resistance, you Cripple (10) the target for 1 round. [Base damage: Pd4+PCM]Lay Waste (at-will, cleave)Pd3+PCM2d3+3Major action: Make a ranged attack against Will resistance, targeting up to three creatures within range. [Base damage: Pd3+PCM]
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Fireballs (at-will, ranged)Pd6+PCM2d6+3Major action: Make a ranged attack against a target's Reflex resistance. [Base damage: Pd6+PCM]Lay Waste (at-will, dazing)Pd3+PCM2d3+3Major action: Make a ranged attack against a target's Will resistance. If you break resistance, the target is Dazed for 1 round. [Base damage: Pd3+PCM]
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Fireballs (lesser)Pd8+PCM2d8+3Major action: Make a ranged attack against a target's Reflex resistance. This attack has the Combo property, and does not cost a slot when used as a minor action followup to a slotted major action Combo attack. [Base damage: Pd8+PCM]Lay Waste (lesser)Pd6+PCM2d6+3Major action: Make a ranged attack against a target's Will resistance. If you break resistance, the target is Impaired for 1 round. While Impaired in this way, the target cannot move towards you. [Base damage: Pd6+PCM]
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Ignite (at-will)Major action: Make a ranged attack against a target's Reflex resistance. If you break resistance, you inflict Flame (2P, 5 rounds) on the target.Lay Waste (lesser)Free action: After landing an attack, a phantom Impairs the target for 1 round.
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Ignite (lesser)Free action: After landing an attack, you also inflict Flame (P, 5 rounds) on the target.Mourners (lesser)Major action: Create a 15 ft. radius sphere that is centered on and moves with you, that lasts for 1 minute. All creatures of your choice have Fade (4) while within this sphere.
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Ignite (lesser)Pd4+PCM2d4+3Major action: Make a ranged attack against a target's Reflex resistance. If you break resistance, you inflict Flame (P, 5 rounds) on the target; they cannot heal while this Flame is active. [Base damage: Pd4+PCM]Mourners (greater)Major action: Create a 30 ft. radius sphere that is centered on and moves with you, that lasts for 1 minute. All creatures of your choice have Fade (4) and Impaired while within this sphere.
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Torch (at-will)Major action: Empower your affinity to create lights and torches. For the next hour, you can use your affinity to create small, solid lights that exude visible light. You can control their intensity (though they cannot blind), color, appearance, etc. You can mentally dim and brighten at will or according to patterns you set for them. These lights burn out after a full day's operation.Vengeful Dirge (at-will)PPReaction: You summon a spectre to protect you and lash out against attackers. As a reaction to being attacked, make a ranged attack against a target's Will resistance. [Base damage: P]
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Torch (lesser)Minor action: After landing an attack, you also Blind the target until the end of your next turn.

Major action: Make a ranged attack against Reflex resistance, targeting all creatures in range. For each target, if you break resistance, the target is Blinded for 2 rounds.
Vengeful Dirge (lesser)Pd4+PCM2d4+3Major action: You empower your protective spectre. For the next 1 minute, as a reaction to being attacked, make an attack against a target's Will resistance. If it hits, you impose a d3 Block die against the attack that triggered it. [Base damage: Pd3+PCM]

Free action: After landing an attack, you summon a shade to curse your target. For 3 rounds, the target takes P damage for every attack roll they make.
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Breathe Flames (lesser)Pd8+PCM2d8+3Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 30 ft. cone. [Base damage: Pd8+PCM]Requiem (lesser)Major action: You empower your affinity gain a postcognitive sixth sense by which you can glean details of the past.. For the next hour, your ability to Discern and Scrutinize also extends to telling significant memories and past events from a given object or locale, as determined by the SM. Any rules of thumb also follow that of the base Augur affinity.
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Breathe Flames (greater)2Pd8+PCM4d8+3Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 60 ft. cone. For each target, if you fail to break resistance, you deal half damage but no additional effects. [Base damage: 2Pd8+PCM]Requiem (lesser)Pd12+PCM2d12+3Major action: Make a ranged attack against a target's Will resistance. [Base damage: Pd12+PCM]
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Ash Cloud (at-will)Major action: Empower your affinity to manipulate ash and smoke. For the next hour, you can use your affinity to magnify the ash and smoke created by your fire. You can mold them to take and hold crude shapes, gird them to resist wind that might blow them away, manipulate it to move where you wish, and will them to move independently according to patterns you set for them. Ash and smoke modified in this way return to their natural state after an hour. At your SM's discretion, this affinity can have some sway over fog, gas, and other vapors.Requiem (greater)2Pd8+PCM4d8+3Major action: Make a ranged attack against a target's Will resistance. If this attack fails to break resistance, it deals half damage but no additional effects. Either way, all other targets within 20 feet then take half the damage done. [Base damage: 2Pd8+PCM]
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Ash Cloud (lesser)Minor action: You create a 30 ft. radius cloud of smoke, centered somewhere within range. Terrain within the smoke is heavily obscured and lasts for 1 minute or until dismissed as a free action. Additionally, all creatures of your choice are Blind while inside the smoke.Eulogies (at-will)PPMinor action: Command your Ravening Spirits to each make a ranged weapon attack (range: 15 ft.) against a target in range, targeting Reflex resistance. [Base damage: P]
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Fervid Conflagration (2P HP, greater)2Pd10+PCM4d10+3Major action: Make a ranged attack against a target's Reflex resistance. This attack deals true damage, hits at advantage, and ignores maluses to hit. If you fail to break resistance, you deal half damage but no additional effects. [Base damage: 2Pd10+PCM]Eulogies (lesser)Major action: Summon a Ravening Spirit minion. These spirits are Medium-sized flying creatures with 2*Level hit points and AC/resistances of 18+P. They have a range of 15 feet, has your base speed, use 2P for any skill checks, and move during your turn as you will them, but only attack when ordered as a minor action as below. They last for 24 hours or until dismissed as a free action, but go intangible and inactive if outside your range.

You can only have three Ravening Spirits at one time.
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Phoenician Flame (lesser)Pd6+PCM2d6+3Major action: You heal yourself for half the listed damage. [Base damage: Pd6+PCM]Eulogies (lesser)Pd2+PCM2d2+3Major and minor actions: Empower your ravening spirits, commanding them to immediately move and attack as described above, but they use the listed damage for this attack, and make them with advantage. [Base damage: Pd3+PCM]
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Phoenician Flame (greater)Pd12+PCM2d12+3Major action: Make a ranged attack against Reflex resistance, targeting all creatures within a 30 ft. radius sphere centered on yourself. You and any creatures of your choice within this sphere heal for half the listed damage, instead. [Base damage: Pd12+PCM]Eulogies (greater)Pd6+PCM2d6+3Major action: Summon an Avenging Spirit minion. It is a Large-sized flying creature with 10*Level hit points and AC/resistances of 12+P. It has a range of 5 feet, has your base speed plus 10, and uses 2P for any skill checks. It moves and acts as you will it, without an action cost. It lasts for 1 minute. You can only have one Avenging Spirit at a time.

It acts during your turn. Its attack is a melee attack against a target's Reflex resistance, with the listed damage. It can choose to grapple instead of attacking when it acts, using your psionic casting skill instead of Athletics. [Base damage: Pd6+PCM]
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Covenant (greater)Full-round action: Summon an enigmatic spirit to reside in you for 1 minute. You gain Regen (P) and +PCM damage to any Whispers subpower/minion damage for the duration.
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"Is it hot in here or is it just me?"

Hands: Two, Range: 60 feet.
"I'm putting your name in my little black necronomicon."

Hands: Two, Range: 50 feet.

Notes: Talk with your SM beforehand to figure out how prevalent ghosts may be in their session, if they exist at all. While ghosts are canon, it's good to communicate effectively with your SM from the get-go.
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This is HELLFIRE!These souls are ones that gave up their souls in deals with LD
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KnivesDaggerKindTier0StatDEXHit+3 to hitTier0StatSTRHit+1 to hit
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TypeMelee One-Handed Finesse WeaponAmmo/Charges0/0Bonuses to hit:0TypeAmmo/Charges0/0Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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SliceQd3+DEX1d3+1Major action: Make a melee attack against a single target within range. This abilitech has the Combo property. [Base damage: Qd6+DEX, basic]
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ShankQd21d2Major action: Make a melee attack against a single target within range. If you hit, the target is Crippled (half) for 1 round. [Base damage: Qd4+DEX]
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ExecuteQd4+DEX1d4+1Major action: Make a melee attack against a single target within range. The target must be Exposed, Prone, or Stuck. [Base damage: 2Qd4+DEX]
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Throw2Qd4+DEX2d4+1Major action: Make a ranged attack against a single target within range. You may choose to leave the dagger in the target; you can retrieve it as a major action, repeating this abilitech with +1 die size but as a melee attack. [Base damage: Qd8+DEX]
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Range: 5 feet (melee), 30 feet (ranged)

Notes: DaggerKind has +1 die size against Crippled, Impaired, or Stuck targets.
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You just like knives.
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Life and Death: Rainbow Drinker
You have +1 to any hit die rolls when healing, and as a reaction to being attacked, you may grant yourself +2 to Fortitude/Will. If you can already grant yourself a bonus or impose a malus (like Block dice) through a reaction, you get +2 to Fort/Will as part of that action instead.

If you die, you revive as a rainbow drinker (alongside god tiering if applicable). You can see in darkness as if it were light, you can shed light freely, your +1 bonus to hit die healing becomes +2, you can always move 10 feet as a minor action (or increase another minor action movement by 10 feet), and you have a newfound supernatural nature and the visage to go with it; you have one Stakes die to any non-strife skill checks made wherever you can bring either of these to bear.
StrategistYou are a Strategist! Your bread and butter is preparation and trickery, because you abhor the idea of a fair fight.PassionP times per long rest, your next non-strife skill check (or all checks during an opposed gambit round) have 2d8 Stakes as long as you approach the gambit with Confrontation, Power, Emotion, or Sacrifice.
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Rapidity, lvl 1, StrategistOnce per round, when you Aim, Avert, Assail, or make a skill check in a strife as part of an action or ability, you have +1d3 to your crit range for 1 round. Additionally, once per round, you can Discern as a free action. If you already know at least one hidden feature about your target, you have advantage on this check.Contract from Below, Contractor, StrategistPath of the Contractor uses a Condition called “Contracted.” When you enter this path, you may use a Major action to make a Deception, Intimidation, Performance, or Persuasion roll against the target’s Insight roll within your movement speed. On a success or if the target is willing, you may move towards the target and apply Contracted to yourself and the target until one of you dies or breaks the contract. You may have up to one ally Contracted at a time, but any number of hostile creatures may be Contracted at once.You may have up to X stacks of Contracted, where X is the number of steps in this path you’ve taken. Creatures that are not in this Path can have up to 1 stack of Contracted.Persona: SpiritualYou have a fair understanding of the social rituals and norms followed by the mystic, religious, and spiritual. You have one Stakes die when dealing with them. You also possess a cursory knowledge of the field such that you can pass as one of these individuals, but not enough to claim any skill bonuses for the knowledge itself.
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Countermeasure, 2 Steps, StrategistOnce per strife, as a reaction to an attack made from or against a target within 30 feet of you, make a skill check, of your choice. If the skill check beats the attack, the attack does half damage and deals no additional effects, as long as you can justify why the skill you rolled might work in this way.Deal of Souls, Contractor, StrategistWhen a Contracted non-player creature dies, it revives at full health once. If it dies after this, you may summon it for one turn as a Full-Round Action. After this, they go to Hell and can not be used again. While a player is Contracted, they gain P Temporary hit points each turn, using your proficiency.Pick this at level 3!
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Favored Tactic, 4 Steps, StrategistPick an ability from Pillars and Paths or racial features that is limited in use per strife or short rest. This limit is raised by one.Keen-Eyed Attack, Inquisitor, StrategistAs a minor action or as part of rolling for initiative, you may make an Insight, Investigation, or Deception check against a target, targeting Will. If you succeed, you may add Pd4 damage to a future attack against that foe. This benefit lasts until used, for 1 minute, or another check is made.Pick this at level 7!
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Expeditious, 6 Steps, StrategistYour base speed is increased by 10 feet.Confluence?Pick this at level 9!
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Eye for an Eye, Inquisitor, StrategistOnce per strife, as a reaction to being hit by a damaging attack roll, make an Occult, Medicine, or Deception check against that attack roll. If you beat the roll, any conditions imposed by your next action (or an ally's) against them has their duration extended by 1 round.Pick this at level 13!
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SpecializationsIncite Treason, Tactician, StrategistOnce per strife, as a minor action, declare an enemy within 50 ft. to be suspect and make an Acrobatics, Investigation, Animal Handling, or Persuasion check. All other enemies are Impaired (2 rounds) by the accusation unless they pass an opposing Insight check as a reaction or one of them attacks the suspect (regardless of if it hits or misses).Pick this at level 15!
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FocusIf you haven't moved yet this turn, you can forfeit all movement (by any means) this turn to gain +2 to hit and crit range on your attack rolls.5Cursed Mirror, Mystic, StrategistAs a major action, make a psionic attack roll against a target within 60 feet, targeting Will. If you break resistance, whenever you take damage, up to P damage is transferred from you to the target for for 3 rounds. If you have any negative conditions of duration 2 minutes or less when making the attack, duplicate them onto the target as well.
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MeditationOnce per short rest, as a major action, make a skill check with your psionic casting skill or Endurance. You then gain the roll as temporary hit points. This temp HP stacks with itself from other sources. Alternately, you may do this as part of a non-damaging major action.11Leviathan's Maw, Mystic, StrategistOnce per short rest, as a free action, you may brand a target for consumption for the rest of the strife. Once per round per attacker, damaging the target heals the attacker for their Con mod.This is the blackboard, use it to write down any notes you have!
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Cutting EdgeYour critical hits deal +25% damage.17I Am Your Enemy, Champion, SentinelYou learn the Custodian Stance. While in this stance, attack rolls and skill checks targeting or originating within your block radius have disadvantage if they do not target you. Additionally, your block radius is increased by 10 feet.
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ShroudedOnce per strife, as a free action but only on your turn, you go Invisible for 1 round or until you use a major action.19Bloodlust, Marauder, SentinelGain Lvl/2 temporary hit points after you successfully land an attack. This can only happen once per turn.
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Fearless, Marauder, Sentinel
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This is the blackboard, use it to write down any notes you have!Devil's Due, Infernal, StrategistAs a major action, spend 2 SP and make an Occult or Animal Handling check against a target within 50 feet, targeting Fortitude. If you break resistance, the target gains DoT (2P, 1 minute) as illness strikes. If the target dies, it jumps to the nearest enemy within 50 feet. If there are none available, if you are within range, it jumps to you and heals for 2P HP for every jump (including this one).
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Grist and BoondollarsSylladex (Contract Modus)
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T0Build Grist20What kind of captchalogue deck do you have?PackratBooks of Hellish Law (x??)Demon Body Parts (x??)Inkwell (Blood)
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T10Feather PenWalletPB&J
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T20Your items only deal 1 damage when ejected, but you can captchalogue items of one size bigger than you or smaller (default is Large), and your deck's size is raised to 70 cards. (unhide rows below the sylladex)LunchableRamenKetchup Packets
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T30Mustard PacketsCoca Cola in Pepsi BottlePepsi in Coca Cola Bottle
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T40PicklesHalf-Written Dark Fantasy storyCosmic Horror Story (x1/2)
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T50What's your fetch modus? What skill does it take to use it?Nintendo SwitchKirby Star AlliesIsaac: Rebirth for Switch
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Boondollars0Doom (2016) for SwitchMK 11 for the SwitchSlay the Spire (Switch)
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(extra space)0ContractPersuasionSteam DeckBaby Plum PlushieMagnets
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(extra space)0Great! You use this skill when making attacks with your sylladex.Devil HW (Overdue: 5 Years)Shotgun Kin PlushieFake Shotgun
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(extra space)0Nerf ShotgunNerf PistolsSpray Paint
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This is the blackboard, use it to write down any notes you have!ScrewdriverNerf BroadswordBook on Smithing (Unread)Minecraft Guide Books (x4)