D&D Homebrew Classes - The Fiendknife (Chainsaw Man Class)

     A homebrew class of wicked hellions for Dungeons & Dragons 3e/3.5 edition, created by Aboleth Eye!  Inspired by the Devil Hybrids from Tatsuji Fujimoto's manga series Chainsaw Man!
    A
s always, though this homebrew was made with D&D 3.5 edition in mind, with a few tweaks you can absolutely use this material with Pathfinder 1st edition! -- Aboleth Eye

    The powers ruling the Lower Planes have many agents to enact their plans upon the Material Plane--whole hosts and hordes of demons, devils and other horrors.  However, these thralls under their sway offer nothing enriching or entertaining to the eternal appetites--they serve out of instinct, not out of willing choice.  And not every mortal cultist or thrall of evil is warlock material. 
    But if they willingly submit to a profane mutation of their body and soul, some mortal souls may transform themselves into the true hellions.  They become Fiendknives--war machines and living weapons with infernal corruption practically erupting from their veins.

    These Fiendknives are individuals that for one reason or another carry blood tainted by the Lower Planes.  With their corrupted flesh, they can willingly shape their bodies into surprising, unnatural weapons in order to cause fear and mayhem.  
    
A fiendkife can willingly split and reform their limbs and blood into terrifying weapons of fiendish origin.  Typically, a neophyte begins with simple blades, but over time they can shape their blood into more unique and devastating forms.  Jagged bands of blood-iron metal that act like chainsaw teeth.  Limbs merged into incredibly large bastard swords and katanas, far too flexible for material steel.  Some turn their limbs into crossbows or longbows, making their lower limbs into quivers of slashing arrows. 
    There seems to be no limit to the forms a fiendknife can reshape their limbs; and each fiendknife finds a weapon and style of combat unique to them.   Some even declare war on anyone who shares their weapons, hoping to be the only one wielding a specific weapon at a time.

    The fiendknife is a living weapon, never without some way to defend themselves.  As a fiendknife overcomes challenges and carves out their mark upon the Material Plane, their weaponized bodies accept more and more power from the Lower Planes.  Their weapons and flesh gather dark power and slowly acquire dangerous, supernatural properties.


Class Details

Abilities:  Fiendknives come in many different forms, dependent on whichever combat style and forms they choose.  Most fiendknives rely entirely on martial weapons, Strength and Constitution are integral to their character builds.  Dexterity is also useful considering they are typically front-line fighters; and high Dexterity is also useful to avoid hazards that rely on quick reflexes.  Charisma is useful for Intimidate checks in combat, as well as bullying other creatures into steering clear of their warpath.  

Alignment: any non-good

Hit Die: d10

Class Skills:    Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex).

Skill Points: 4 + Intelligence modifier, quadruple at 1st level

Table: The Fiendknife Class

LevelBABFortRefWillSpecial
1st+0+2+0+2Bladelimbs, Weapon Focus (bladelimbs), Planetouched
2nd+1+3+0+3Bladelimb Style
3rd+2+3+1+3Bloody Strike +1d8
4th+3+4+1+4Bladelimbs (+1)
5th+3+4+1+4Free Draw, Shape Bladelimb
6th+4+5+2+5Infernal Enhancement +1, Improved Bladelimb Style
7th+5+5+2+5Bloody Strike +2d8
8th+6/+1+6+2+6Bladelimbs (+2)
9th+6/+1+6+3+6Bladewind, Greater Weapon Focus (bladelimbs)
10th+7/+2+7+3+7Bloody Strike +3d8
11th+8/+3+7+3+7Infernal Enhancement +2
12th+9/+4+8+4+8Bladelimbs (+3)
13th+9/+4+8+4+8Bladelimb Style Mastery
14th+10/+5+9+4+9Infernal Enhancement +3
15th+11/+6/+1+9+5+9Bloody Strike +4d8
16th+12/+7/+2+10+5+10Bladelimbs (+4)
17th+12/+7/+2+10+5+10Fiendish Self
18th+13/+8/+3+11+6+11Infernal Enhancement +4
19th+14/+9/+4+11+6+11Bloody Strike +5d8
20th+15/+10/+5+12+6+12Bladelimbs (+5)

Class Features

Weapon and Armor Proficiencies:  Fiendknives are proficient with all simple weapons, with their own bladelimbs
    They are also proficient with light armor and shields (except tower shields).

Bladelimbs (Su):    As a move action, a fiendknife can create a personal semisolid blade composed of fiendish energy in their blood, replacing one of their limbs.  The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder.  Fiendknives who are smaller or larger than Medium create bladelimbs identical to short swords appropriate for their size, with a corresponding change to the blade's damage.  The wielder of a bladelimb gains the usual benefits to their attack roll and damage roll from a high Strength bonus.
    
The bladelimb can be sundered (it has Hardness 10 and 10 hit points), and it can be disarmed.  However, a fiendknife can create another as a move action.  The moment they relinquish their grip on their blade (such as it being sundered or disarmed), it dissipates (unless their Bladelimb Style is Ranged; see below). 
    A bladelimb is considered a magic weapon for the purpose of overcoming damage reduction.
    F
iendknives can use feats such as Power Attack or Combat Expertise in conjunction with the bladelimb just as if it were a normal weapon.  They can also choose bladelimb for feats requiring a specific weapon choice, such as Weapon Specialization.  Powers or spells that temporarily enhance weapons can be used on a bladelimb.
    
A fiendknife’s bladelimbs improves as the character gains higher levels.  At 4th level and every four levels thereafter, the fiendknife gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
    Because it is a magical weapon, i
n places where magical effects do not normally function (such as within an antimagic field), a fiendknife can attempt to sustain their bladelimb by making a DC 20 Will save upon first encountering with the effect, or at the start of their next turn.  On a successful save, the fiendknife maintains their bladelimb for a number of rounds equal to their class level before it needs to be checked again.  On an unsuccessful attempt, the bladelimb vanishes.  As a move action on their turn, the fiendknife can attempt a new Will save to rematerialize the bladelimb while they remain within the magic-negating effect.

Planetouched (Ex):    At 1st level, a fiendknife’s blood and body becomes tied to the Lower Planes.  If they were originally a humanoid, giant or monstrous humanoid creature, the fiendknife gains the planetouched subtype permanently so long as they have levels in this class. 
    If the fiendknife was originally a planetouched or native outsider race they do not gain this class feature.
    
Planetouched creatures are not outsiders, but they are susceptible to spells and effects that specifically target both humanoids or outsiders. For example, charm person works against them, and so does banishment.

Weapon Focus (Bladelimb)A fiendknife gains Weapon Focus (bladelimb) as a bonus feat at 1st level.

Bladelimb Style (Ex):     At 2nd level, a fiendknife must select one combat style to pursue with their bladelimbs: Explosive Combat, Ranged Combat or Two-Weapon Combat. This choice affects the character’s class features but does not restrict their selection of feats or special abilities in any way.
    
The benefits of the fiendknife’s chosen style apply only when wearing light or no armor.  They lose all benefits of their combat style when wearing medium or heavy armor.

  • Explosive Combat:    With this combat style chosen, the fiendknife may throw their bladelimb as a ranged grenade-like weapon with an increment of 30 feet.   A thrown bladelimb inflicts bludgeoning damage rather than slashing.
    • Whether or not the attack hits, a thrown explosive grenade bladelimb then dissipates.  A fiendknife of 3rd level or higher can make a bloody strike (see below) with a thrown bladelimb and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).
  • Ranged Combat:    With this combat style chosen, the fiendknife may as a full-round action  change their bladelimb to replicate a shortbow (damage 1d6, 60 ft.-range increment).  The bow form maintains the enhancement bonus and abilities possessed by the previous form of the bladelimb; however, the fiendknife cannot channel their bloody strike through this bow.  The bow form does not gain any benefits from a high Strength modifier.
    • When making attacks with the bladelimb bow, the fiendknife forms arrows out of pure disruptive energy.  This is an automatic action that requires no effort on the part of the character, but the fiendknife can only form two arrows per round.  As a result, a character with multiple attacks might not be able to make a full attack using the Ranged Combat bow. 
    • The fiendknife creates their own ammunition for this bladelimb bow, but they may use special arrows if they have them.  Combat feats requiring melee weapons - such as Cleave or Improved Critical - do not transfer when using the bladelimb bow.  However, ranged attack feats and maneuvers may apply.  The fiendknife does not add their strength bonus to the damage inflicted with the bladelimb bow.
  • Two-Weapon Combat: With this combat style chosen, the fiendknife is treated as having the Two-Weapon Fighting feat, even if they do not have the normal prerequisites for that feat.  They only benefit from this with their own bladelimbs.

Bloody Strike (Su):     As a move action, a fiendknife of 3rd level or higher can imbue their bladelimb with disruptive blood-energy.  This effect inflicts an extra +1d8 points of physical damage to the next living, non-mindless target they successfully hit with a melee attack (or ranged attack, if they are using the Ranged Combat Style's ability).  
    
Creatures immune to mind-affecting effects are immune to bloody strike damage.  Unlike the rogue's sneak attack, the bloody strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away. 
    
A bladelimb deals this extra damage only once when this ability is called upon, but a fiendknife can imbue their weapon with this corruptive energy again by taking another move action.
    
Once a fiendknife has prepared their blade for a psychic strike, it holds the extra energy until it is used.  Even if the fiendknife drops the bladelimb (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with disruptive energy when the fiendknife next materializes it.
    
At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a fiendknife’s bloody strike increases as shown on the Fiendknife Class Table above.

Free Draw (Su):     At 5th level, a fiendknife becomes able to materialize their bladelimb as a free action instead of a move action once per round.

Shape Bladelimb (Su):     At 5th level, a fiendknife gains the ability to change the form of their bladelimb. 
    As a full-round action, they can change their bladelimb to replicate the properties of a longsword, bastard sword or two short swords.  The bastard sword form (medium size) inflicts 1d10 damage for a Medium weapon, but must be wielded as a two-handed weapon unless they have Exotic Weapon Proficiency  with bastard swords. 
    
Alternatively, a fiendknife can split their bladelimb into two identical short swords, suitable two-weapon fighting. (The normal penalties for fighting with two weapons apply.)  However, bladelimbs in this split form will have their enhancement bonuses each reduced by 1 (minimum +0).  

Infernal Enhancement (Su): At 6th level, a fiendknife gains an enhancement to their bladelimbs in any form.  They can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
    
At every four levels beyond 6th (10th, 14th, and 18th), the total value of the enhancements a fiendknife can add to their weapon improves to +2, +3, and +4, respectively.  A fiendknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife's level.
    
The weapon ability or abilities remain the same every time the fiendknife materializes the bladelimb (unless they decide to reassign its abilities; see below).  The ability or abilities apply to any form the bladelimb takes, including the use of the shape bladelimb or bladewind class abilities.
    
A fiendknife can reassign the ability or abilities of their bladelimbs upon reaching any even level.  To do so, they must first spend 8 hours performing a special occult ritual, tapping into the powers of the Lower Planes.  After that period, the bladelimbs will materialize with the new ability or combination of abilities selected by the fiendknife.
    E.g.: an 11th-level fiendknife has access to up to a +2 enhancement.  They could make their bladelimb both corrosive and keen (each a +1 value); or a singular +2 value enhancement like corrosive burst or wounding.

Special Ability  Enhancement Value
Corrosive +1
Defending +1
Keen +1
Flaming +1
Lucky +1
Mighty cleaving +1
Psychokinetic +1
Sundering +1
Vicious +1
Collision +2
Corrosive Burst +2
Flaming Burst +2
Mindcrusher +2
Psychokinetic Burst +2
Suppression (dispel magic/ psionics) +2
Wounding +2
Bodyfeeder +3
Soulbreaker +3
Speed +3

Improved Bladelimb Style (Ex):     At 6th level, a fiendknive’s aptitude in his chosen combat style (Explosive Combat, Ranged Combat or Two-Weapon Combat) improves.  As before, the benefits of the fiendknive’s chosen style apply only when wearing light or no armor.  They lose all benefits of this combat style when wearing medium or heavy armor.

  • Explosive Combat (Improved):  As a full-round attack action they may have their single thrown bladelimb erupt, affecting all creatures in a 10 foot radius.  They roll for damage as normal, all creatures in the area of effect may halve the damage suffered with a successful Reflex saving throw.  The save DC 10 + ½ fiendknive levels + Charisma bonus.
  • Ranged Combat (Improved):    The fiendknife with Ranged Combat style is treated as having the Rapid Shot feat when using their bladelimbs' bow form.  Even if they do not have the normal prerequisites to acquire that feat.
  • Two-Weapon Combat (Improved):    The Two-Weapon Combat fiendknife is treated as  having the Improved Two-Weapon Fighting feat, even if they do not have the normal prerequisites for that feat.

Bladewind (Su):    At 9th level, a fiendknife gains the ability to momentarily fragment their bladelimb into numerous identical blades, each of which strikes at a nearby opponent.
    As a full-round attack action, a fiendknife can give up their regular attacks with their bladelimb weapon and target all enemies within melee reach.  The fiendknife makes a single melee attack roll at their highest base attack bonus, comparing each target's Armor Class individually against the single attackroll. 
    When using bladewind, a fiendknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).
    The bladelimb immediately reverts to its previous form after the bladewind attack.

Greater Weapon Focus (Bladelimb):     A fiendknife gains Greater Weapon Focus (bladelimb) as a bonus feat at 9th level.

Bladelimb Style Mastery (Ex): At 13th level, a fiendknive’s aptitude in their chosen combat style (Explosive Combat, Ranged Combat or Two-Weapon Combat) improves again.  
    As before, the benefits of the fiendknive’s chosen style apply only when wearing light or no armor.  They lose all benefits of the combat style when wearing medium or heavy armor.

  • Explosive Combat (Master):    The fiendknife as a full-round action may make a single thrown bladelimb attack against a single target, targeting their touch AC.  This attack can benefit from additional Bloody Strike damage.  If the attack hits, the target takes full damage, and all creatures in a 5 foot radius of the target take splash damage equal to the fiendknive’s class level (no save).
  • Ranged Combat (Master):    The fiendknife is treated as having the Manyshot feat using their bladelimbs' bow form, even if they do not have the normal prerequisites for that feat.
  • Two-Weapon Combat (Master):  The fiendknife is treated as having the Greater Two-Weapon Fighting feat when using their bladelimbs, even if they do not have the normal prerequisites for that feat.
Fiendish Self:    At 17th level, a fiendknife becomes a true being of the Lower Planes; they are now treated as an native outsider, rather than as their original creature type for the purpose of spells and magical effects. 
    
Additionally, the fiendknife gains Damage Reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. 
    
Unlike other outsiders, the fiendknife can still be brought back from the dead as if they were a member of her previous creature type.


Ex-Fiendknives:
    A fiendknife who becomes good-aligned cannot gain new levels as a fiendknife but retains all their fiendknife class abilities.  
    
An ex-fiendknife can regain their abilities and advancement potential if they atone for their transgressions as appropriate, performing a great crime or atrocity for a high-level evil cleric (see the atonement spell).

 

Fiendknife Feats

  • Violent Mask
    • Prerequisites: Fiendknife class, Shape Bladelimb class feature
    • Benefit: Fiendknives can cause their manifested blood to form a terrifying mask of violence upon their faces whenever they manifest their bladelimbs, gaining a bonus to Intimidate skill checks equal to their fiendknife class level for up to 5 minutes.  
      • In addition, a fiendknife’s Violent Mask also grants an equal bonus to Disguise checks to hide one’s true identity.  This benefit does not apply against outsiders of evil alignment.
      • A fiendknife cannot benefit from any magic item worn on their face while this effect is active.  Additionally, outsiders and creatures of evil alignment are not affected by this feat ability, any Intimidate or Disguise checks made against them do not have the additional skill bonus applied.
      • The fiendknife can dismiss their mask as a free action at any time.


Alternate Class Features

  • Hardened Hellion (Su):
    • Levels: 2nd, 6th, 10th, 14th and 18th
    • Replaces: Bladelimb Style (2nd), Improved Bladelimb Style (6th), Bladelimb Style Mastery (13th)
    • Benefit:  A fiendknife can give up special combat maneuvers and weapon forms in exchange for their flesh becoming unnaturally resilient.  With this alternate class feature path, a fiendknife gains Damage Reduction 1, bypassed by either silver or cold iron (chosen at 2nd level).  Once the bypassing material is chosen, it cannot be changed.
      • Every 4 levels from then on, the fiendknife’s Damage Reduction increases by +1 (6th DR/2, 10th DR/3, etc.); to a maximum of Damage Reduction 5 at 18th level.  
    • A 20th level hardened hellion fiendknife would have both DR 5/silver or cold iron and DR 10/magic.

  • Knife to the Soul (Su): 
    • Level: 17th
    • Requirements: Bladelimb Style (Explosive Combat or Two-Weapon Combat)
    • Replaces: Fiendish Self
    • Benefit:  Beginning at 17th level, when a fiendknife executes a bloody strike, they can choose to give up their extra damage to inflict ability score damage to Intelligence, Wisdom, or Charisma (their choice).  This choice must be made when they prepare their bloody strike (move action), and ability damage only lasts 1 round.
      • For each die of bloody strike extra damage given up, their next bloody strike attack made deal 1 point of damage to a single ability score of their choice.  The fiendknife can combine extra dice of damage and ability damage in any combination.
      • Creatures immune to Ability Damage are not affected by ability damage made to them with this ability.  
  • Bladelimb Barrage (Ex): 
    • Level: 17th
    • Requirements: Bladelimb Style (Ranged Combat)
    • Replaces: Fiendish Self
    • Benefit:  At 17th level and higher, as a full-round attack action a fiendknive can shoot a number of bladelimb bow attacks per round equal to the number of melee attacks they could make according to their Base Attack Bonus.  They benefit from the benefits of ranged attack feats like Rapid Shot.


Tiefling Fiendknife [Racial Substitution]

Prerequisites:    To take a tiefling fiendknife substitution level, a character must be a non-good tiefling about to take their 1st, 3rd, 6th or 17th level of the fiendknife class. 
    A tiefling fiendknife who becomes good-aligned loses all fiendknife substitution features, and may not gain any additional tiefling fiendknife substitution levels. 
    An ex-fiendknife can regain their abilities and advancement potential if they atone for their transgressions as appropriate, performing a great crime or atrocity for a high-level cleric of an evil outsider or deity (see the atonement spell).

Class Skills:    Tiefling fiendknife substitution levels have the class skills of the standard fiendknife class, plus Disguise, (Cha) Knowledge (arcana) (Int), and Use Magic Device (Cha).

Skill Points: 4 + Intelligence modifier per level, quadruple at 1st level

Table: the Tiefling Fiendknife 

LevelBABFortRefWillSpecial
1st+0+2+0+2Bladelimbs, Weapon Focus (bladelimbs), Align Bladelimb
3rd+2+3+1+3Aura of Fear
6th+4+5+2+5Infernal Enhancement +1, Fiendish Resilience 1
7th+5+5+2+5Bloody Strike +1d8
10th+7/+2+7+3+7Bloody Strike +2d8
11th+8/+3+7+3+7Infernal Enhancement +2, Fiendish Resilience 2
15th+11/+6/+1+9+5+9Bloody Strike +3d8
16th+12/+7/+2+10+5+10Bladelimbs (+4), Fiendish Resilience 5
17th+12/+7/+2+10+5+10Ascended Tiefling
19th+14/+9/+4+11+6+11Bloody Strike +4d8

Class Features:
    All the following are features of the tiefling fiendknife substitution levels.

Align Bladelimb (Su): Starting at 1st level, a tiefling fiendknife can take a free action on their turn to imbue their bladelimbs with an evil alignment for the purpose of overcoming damage reduction.  This effect lasts for 1 round. 
    When the tiefling fiendknife gains the ability to enhance their mind blade with weapon special abilities with a +2 bonus base price modifier (10th level), they add the unholy special ability to the list of those they can apply.
    This substitution feature replaces the fiendknife Planetouched class feature, since tieflings are already a planetouched/native outsider race.  

Aura of Fear (Su): Beginning at 3rd level, a tiefling fiendknife exudes an almost palpable aura of menace and evil.  Each enemy within 10 feet of her suffers a -4 morale penalty on saving throws against fear effects.  
    The tiefling fiendknife also becomes deadened to the emotion of fear, and is immune to all magical fear effects. 
    This ability functions while the fiendknife is conscious, but not if they are unconscious or dead.  A fiendknife can suppress or activate this aura as a free action.
    This substitution feature replaces the standard fiendknife’s Bloody Strike ability. A tiefling fiendknife instead gains that ability at 7th level, and the extra damage dealt is reduced by 1d8 from the value given on Table: The Fiendknife Class.

Fiendish Resilience (Su):     Beginning at 6th level, a tiefling fiendknife knows the trick of fiendish resilience.  Once per day, as a free action, they can enter a state that lasts for 2 minutes. While in this state, the fiendknife gains fast healing 1.
    At 11th level, the fiendknife’s fiendish resilience improves. When in this fiendish resilience state, they gain fast healing 2 instead.  At 16th level, a their fiendish resilience improves to fast healing 5.
    This substitution feature replaces the standard fiendknife’s Improved Bladelimb Style class feature.  A tiefling instead gains that class feature at 13th level (which replaces the Bladelimb Style Mastery class feature normally awarded at that level).

Ascended Tiefling (Ex):     At 17th level the fiendknife’s planer bloodline manifests with greater strength.  
    Two of the tiefling’s natural resistances to energy (fire, cold, or electricity) improves from 5 to 10.  The character can choose which of their three resistances improves, but once the choice is made it can never be altered.
    This substitution feature replaces the standard fiendknife’s Fiendish Self class feature.  


Author's Note:

    After bingeing all of the Chainsaw Man anime when it released in 2022, I immediately filled my house with every issue of the manga I could get.  I gathered every book of the Part One: Public Safety Arc and devoured each of them the day they arrived at my door.  The story and art by manga author and illustrator Tatsuki Fujimoto--the way they depicted humans blurring the lines between them and their devil enemies--it was a truly cinematic experience for me. 
    Because of this newfound obsession, I then became extremely focused on recreating tothe terrifying battle prowess and body horror of the series' Devil Hybrids in my own games!  
    Luckily for this homebrew endeavor, there was already a class in the 3.5 canon that could manifest weapons out of thin air--the Soulknife from the Expanded Psionics Handbook.  While psionics in 3.5 is often a stumbling block for most new Dungeon Masters for D&D 3.5, the soulknife isn't fully bonded to the can of worms psionic powers as its fellow Handbook classes.  I knew exactly what places in its framework I could reflavor and twist into this fantastic hellion abomination we have now.  I just fully went all in with this class, especially when I realized I could give tieflings (a fiend-blooded fan favorite race) a racial substitution class of their own!
    And now, I give you all the chance to create your own fiendknives.  With how active the Lower Planes is in Dungeons & Dragons, I can think of many ways to introduce them to your own campaigns!

  • A travelling warrior of great renown stumbles upon a cursed sword, wielded by true evil.  They defeat the wielder, only for the sword to merge itself with their flesh!  Will they wield its blade for tyrannical slaughter, or restrain it so its power is only used to cleanse more chaotic and wicked evils?
  • As a youth, a tiefling adventurer almost had a happily ever after.  But hatred for their kind took their loved ones away, and in their rage their fiendish bloodline manifested blades from their hands!
  • A scholar of demonology almost lost their life to a terrible fiend.  They would have died if a travelling cleric hadn't saved them.  However, the ritual to bring them back required the fiend's arm to be grafted to their own--and it can turn into a small cannon that shoots crystalline sphere bombs with a mind of its own. 
  • A young noble learns their house obtained their wealth through a contract with a fiend generations ago.  And all born to their bloodline can manifest infernal weapons from their flesh.  The family has hunted down righteous souls with these weapons to feed their patron, obtaining extended life and beauty for their devotion and depravity!
  • A hellbred, an evil soul seeking redemption in a second chance at life, learned many things from their torments in hell.  They learned the demonic art of shapeshifting, for instance.  Now they stalk a great port city, carving a vigilante reputation for themselves with their infernal limbs.


Aboleth Eye