Devil Forgemaster

(Inspired directly by Castlevania: Curse of Darkness' Hector, with the subclass itself being adapted from u/ZimitriReindhart's 'Night Hunter' homebrew class.)

Devil Forgemasters are the reformed individuals that may have served under a powerful Lich, Vampire, or other similar evil creature in the past. They have essentially stolen their given abilities as an underling to harvest and transform souls, and use them in the formation of homunculi-like creatures known as Innocent Devils. The majority of Devil Forgemasters have a particular purpose, more often than not to hunt those that they turned against.

Innocent Devil Forgery
When you choose this archetype at 3rd level, you gain the ability to forge Innocent Devils, or "ID"s. This creature is created through Devil Forgery, a complex ritual that requires 1 hour, half your Hearts, and ¢50 of materials. Upon finishing the ritual, you must choose your ID type from the following: Guardian, Fairy, Demon, or Avian. Their appearance is determined by you, but they are considered Constructs regardless. Your ID functions as an extension of you, obeying your will through an unbreakable mental bond. IDs do not require sustenance. IDs roll their own initiative and have their own movement and action. While you are unconscious, IDs cannot make use of any of their features that require Hearts, but they can otherwise still act on their own.

You can only possess one of each type of ID at any given time, and can only possess one ID total. This possession limit increases by 1 at 7th, 15th, and 18th level. You can always have only one ID summoned at a time.

The details of the different ID types are offered in their stat blocks, but they all share certain characteristics:
 * IDs are considered Fiends.
 * Your proficiency bonus is applied to their AC (half, rounded down, if their key ability score is Dexterity), all saving throws, skills it is proficient in, attack rolls, save DCs for their features and spells, and skill checks.
 * Each ID has 2 key ability scores that are replaced with your Charisma score.
 * They each have their own own hit dice, which you roll every time you gain a level to increase their maximum health.
 * They can understand all languages you speak, as they share your mind and knowledge, but they cannot speak. They are sovereign entities, but are entirely bound to your will.
 * They share your alignment.
 * IDs level up with you, and the benefits gained by each ID as you level up are detailed in their info boxes.
 * IDs can be returned to their primal soul-like form, known as their spirit form. Only you can see these spirits in the form of translucent floating smoke orbs that follow you. Returning an ID to this spirit form, or materializing them from their spirit form, requires an action. IDs in their spirit form are immune to all attacks, except by creatures that can specifically see and target their spirit forms through Truesight.
 * Innocent Devils cannot be healed by normal means. Healing an ID for their hit point maximum costs half (rounded down) of your Heart maximum. Healing an ID in this way requires an action from you, not the ID. This can only be done once per short rest per ID.
 * If an ID is reduced to 0 hit points, they are returned to an inert variant of their spirit form, and cannot be summoned again until you spend a short rest and half your Heart maximum to 'revive' them.
 * If you are reduced to 0 hit points and unconscious, your IDs immediately revert to spirit form.
 * If you’re slain, your IDs die with you. Their souls travel to where they're destined.

Hearts
You and your Innocent Devil begin to share a pool of arcane power typically referred to as Hearts. Your pool of Hearts is equal to your Warlock level. Various abilities used by your Innocent Devils require Hearts, as shown on their respective info boxes. All Hearts are recovered after a long rest.

Additionally, you regain 1 Heart when you or your ID lands a critical hit.

Devil Forgery
At 3rd level, you gain the ability to revive Beasts of CR 1/4 or lower as Undead, as long as the majority of their body is intact. They do not gain any additional abilities, and lose abilities that would be lost as a result of their death. They must eat at a rate of 1/4 of what they would usually require, and can only be revived once in this way. Their life expectancy after being revived in this way is half of what theirs usually would be, and they become inanimate after death; their soul moving on. This revivification ritual takes 4 hours.

In addition, you gain the ability to revive dead Humanoids in this way. They become mutated into Fiends with fiendish appearances. They are generally bound to your servitude, but will attack you if provoked, having become aggressive creatures of the night. They have the same diet and life expectancy restrictions as Beasts revived in this way. At the DM's discretion, certain memories, skills, and abilities of the dead can be carried over into the target creature's revived form. This revivification ritual takes 8 hours per CR.

All creatures revived in this way are vulnerable to Radiant damage, have Magic Resistance, and have Darkvision out to 60 feet, if applicable. They all understand your native tongue, but are incapable of direct speech if they are CR 1 or lower due to their bestial nature.

The table below shows the limitations of what can be revived. The "CR Pool" column shows the total amount of CR you can have as revived creatures, and the "CR Limit" column shows the highest CR you can have summoned.

Siphon Vitality
At 7th level, you regain 1 Heart when your or your ID kills a hostile creature of significant threat (as determined by the DM), and both you and your ID gain 5 temporary hit points.

This increases to 2 Hearts and 10 temporary hit points at 10th level, and 3 Hearts and 15 temporary hit points at 15th level.

Following Strike
At 7th level, when you use the Attack action on your turn while your Innocent Devil is summoned, they can use their reaction to make one melee attack against the same target as long as they are within range.

Fortified Bond
At 10th level, your Innocent Devil gains advantage on all saving throws.

Shielded Form
At 15th level, as a reaction to being hit by an attack, your Innocent Devil can use their reaction to halve the incoming damage. This cannot stack with Soul Link's split damage.

Persevering Form
At 18th level, your Innocent Devil can remain active while you are unconscious at 0 hit points.

Fairy-type ID*
"'A small, unimposing fairy familiar that stays close to you, helping however they can.'"[AC: 10 + Dex. + half your PB] [HP: 1d6 + Con./level] [SPD: 10', Fly 30'] [Saves: D, W]

{S: 2/-4} {D: your Cha.} {C: 12/+1} {I: 10/+0} {W: your Cha.} {Ch: 14/+2}

[Skills: Investigation, Stealth, Medicine] [Spell Attack Bonus: Cha. mod. + PB] [Save DC: 8 + Cha. mod. + PB]

Evasion: When your Fairy-type ID is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.

Spellcasting: Fairy-type IDs can innately cast a number of cantrips and spells, detailed below, and gain additional options for known spells as they progress in levels. Their casting stat is Charisma. They can cast cantrips at will, but casting a spell of 1st level or higher requires Hearts equal to the spell's level. Spells with a range of 'self' cast by a Fairy-type ID can instead be cast on you, unless they have a radius, such as in Aura of Purity. As a bonus action, you can spend an additional Heart (1 for cantrips) to make your Fairy-type ID use their reaction to cast a spell with a casting time of an action.

If a spell requires consumed components with value to cast, like Revivify, you must possess those components for your ID to cast it.

Basic Abilities
Your Fairy-type ID knows two cantrips of your choice, from the following: Your Fairy-type ID learns two 1st-level spells of your choice, from the following:
 * Sacred Flame, Druidcraft, Dancing Lights, Spare the Dying, Word of Radiance, Poison Spray
 * Cure Wounds, Entangle, False Life, Sleep, Healing Word, Sanctuary

7th-level Abilities
Your Fairy-type ID learns two 2nd-level spells of your choice, from the following: Your Fairy-type ID can now cast 1st-level spells at 2nd level.
 * Knock, Lesser Restoration, Prayer of Healing, Find Traps, Calm Emotions

In addition, once during your lifetime, your Fairy-type ID can cast Revivify on you without components as a reaction to your death.

13th-level Abilities
Your Fairy-type ID learns two 3rd-level spells of your choice, from the following: Your Fairy-type ID can now cast 1st/2nd-level spells at 3rd level.
 * Create Food and Water, Mass Healing Word, Protection from Energy, Remove Curse, Revivify, Sending

17th-level Abilities
Your Fairy-type ID learns two 4th-level spells of your choice, from the following: Your Fairy-type ID can now cast 1st/2nd/3rd-level spells at 4th level.
 * Freedom of Movement, Banishment, Death Ward, Aura of Life, Aura of Purity

Guardian-type ID*
"'A large golem-like figure intended to assist you in combat through active participation.'"[AC: 11 + your PB] [HP: 1d12 + Con./level] [SPD: 25'] [Saves: S, C]

{S: your Cha.} {D: 12/+1} {C: your Cha.} {I: 5/-3} {W: 7/-2} {Ch: 5/-3}

[Skills: Athletics] [Attack Bonus: Str. mod. + PB] [Save DC: 8 + Str. mod. + PB]

Stalwart Protector: When a creature your Guardian-type ID can see attacks a target other than them that is within 5 feet of them, they can use their reaction to impose disadvantage on the attack roll.

Natural Weaponry: On the forging of your Guardian-type ID, choose one damage type from Piercing, Slashing, or Bludgeoning. The physical form of your ID is dictated by this choice, with Bludgeoning typically resulting in them attacking with stone fists, and with Piercing/Slashing resulting in them wielding some form of weapon. This choice alters certain abilities gained in later levels.

Basic Abilities
Command - Strike: Melee, one target, +(Strength mod. + PB) to hit. 1d6 + Strength mod. (type) damage.

Command - Wrest from Ground: On successfully hitting a target of Large size or smaller with Command - Strike, you may spend 1 Heart. The target must then succeed on a Strength saving throw. On a failed save, it is launched upward and falls prone, taking damage equal to your ID's Strength modifier.

Command - Guard: As a reaction of either you or your ID, you can spend 1 Heart to have them cast Shield in a field around them''. ''This AC bonus is applied to your ID and any creatures within 5 feet of them.

Reinforced: If your ID's damage type is Bludgeoning, they gain resistance to Piercing and Slashing damage.

Headhunter: If your ID's damage type is Slashing, they crit on rolls of 19-20.

Duelist: If your ID's damage type is Piercing, enemies provoke opportunity attacks when they enter their range.

7th-level Abilities
Multistrike: Your ID can now attack twice in one action with Command - Strike.

Fortified: Your ID's Armor Class becomes 10 + your Proficiency Bonus + your ID's Constitution Modifier.

Force Aura: If your ID's damage type is Bludgeoning, you may spend 2 Hearts and their action to cause a wave of force to erupt from them. All targets within 10 feet of your ID must make a Constitution saving throw. On a failure, they are knocked back 10 feet and suffer 2d6 Force damage. On a success, they suffer half damage and are not knocked back.

Spectral Blade: If your ID's damage type is Slashing or Piercing, you may spend 2 Hearts and their bonus action to cause their weapon to erupt in a translucent blue flame, granting them, for 1 minute, an additional 5' of range, +1d8 of damage, and full conversion of their Command - Strike damage into Force damage.

Sturdy: If your ID's damage type is Bludgeoning, their hit die is increased to 1d12.

Ruthless: If your ID's damage type is Slashing or Piercing, the damage die of their Command - Strike ability is increased to 1d8.

13th-level Abilities
Brute Force: If your ID's damage type is Bludgeoning, you may spend 3 Hearts and their action to have them use their immense strength to break down or lift an obstacle, such as a door or wall, with a Strength DC of 30 or less. This can also be used as an attack against a creature, dealing 8d6 Bludgeoning damage and, if the target is Huge or smaller, throws the target 15 feet in the air, suffering 3d6 Bludgeoning damage on a bad landing. Constructs take double damage from this ability, regardless of size.

Grand Wave: If your ID's damage type is Slashing or Piercing, you may spend 3 Hearts and their action to have them slash at the ground, causing a 30-foot-long wave of force to erupt. This wave can 'snake' and target enemies within 5 feet of the original line. Targets in this line must make a Dexterity saving throw; on a failure, they suffer 3d12 Force damage, and half damage on a success.

17th-level Abilities
Enhanced Multistrike: Your ID can now attack thrice in one action with Command - Strike.

Combo: As part of your Following Strike feature, your ID can teleport up to 30 feet to the target.

Demon-type ID
"'Winged and armed; intended to provide you with combat assistance and intraplanar travel.'"[AC: 10 + Dex. + half your PB] [HP: 1d10 + Con./lvl] [SPD: 20', Fly 30'] [Saves: D, I]

{S: 13/+1} {D: your Cha.} {C: 12/+1} {I: your Cha.} {W: 11/+0} {Ch: 12/+1}

[Skills: Acrobatics] [Attack Bonus: Int. mod. + PB] [Save DC: 8 + Int. mod. + PB]

Infernal Armaments: On the forging of your Demon-type ID, pick a bladed weapon with the Finesse and Light properties. Your ID's hands or arms mirror the stats of the chosen weapon. They use the normal rules for two-weapon fighting.

Basic Abilities
Command - Rend: Melee, one target, +(Dexterity mod. + PB) to hit. Damage determined by weapon type.

Darkvision: Your ID can see up to 120 feet away in pitch darkness as if it were dim light, and in dim light as if it were daylight.

Magic Circle: For 1 Heart, you can use your bonus action to command your ID to use their reaction to fly up to their movement speed towards you and create a small portal beneath you. You both then enter this pocket dimension, and your ID can move this circle up to 30 feet in any direction. Both of you then reappear in an unoccupied space within 5 feet of the circle.

7th-level Abilities
Command - Heavenly Blades: For 2 Hearts, your ID can use their action to summon a hail of thorns in a 15-foot cone. Every creature within this cone must make a Dexterity saving throw, suffering 3d8 Piercing damage on a failure and half damage on a success.

Vicious Rend: Your ID can now use Command - Rend to attack twice in one action, and they may now add their Dexterity modifier to the damage roll of their bonus action offhand attacks.

13th-level Abilities
Arcanaborne: Your ID has advantage on saving throws against magical effects, and has resistance to two damage types of your choice besides Bludgeoning, Piercing, Force, and Slashing.

Devilsight: Your ID's Darkvision is not impeded by magical darkness.

17th-level Abilities
Planar Assault: For 4 Hearts, your ID can, as part of their Magic Circle ability, choose up to five creatures they can see within range. After both your and your ID enter the Magic Circle, your ID makes a melee spell attack against each chosen target. On hit, a target takes 4d10 Force damage. You can then move in the Magic Circle up to 30 feet, as detailed in the Magic Circle ability description above.

Avian-type ID
"'A sky-bound compatriot, less meant for scouting than they are helping with travel or in combat.'"[AC: 10 + Dex. + half your PB] [HP: 1d8 + Con./lvl] [SPD: 30', Fly 60'] [Saves: D, C]

{S: 11/+0} {D: your Cha.} {C: your Cha.} {I: 9/-1} {W: 14/+2} {Ch: 11/+0}

[Skills: Perception] [Attack Bonus: Con. mod. + PB] [Save DC: 8 + Con. mod. + PB]

Swift: Your ID does not provoke opportunity attacks.

Elemental Affinity: On the creation of your Avian-type ID, choose one element from Fire, Cold, or Lightning. Your ID has resistance to this chosen element, and this choice affects certain abilities in later levels.

Talons: Melee, one target, +(Dexterity mod. + PB) to hit. 1d6 + Dexterity mod. Slashing damage.

Glide: For 1 Heart, as an action, you can grab onto the legs of your ID and glide with it, descending 5 feet for every 15 feet traveled (to a maximum of 60 horizontal feet). Your action ends on landing, or on prematurely ending your glide. Your ID returns to flight near you after landing.

7th-level Abilities
Lacerating Wind: For 2 Hearts, your ID can use their action to create several gusts of homing razor wind, infallibly hitting their targets in the same vain as ''Magic Missile. This attack can also be blocked by the Shield ''spell in the same way. Using a pool of 5d6 Slashing damage, choose up to 5 targets within 120 feet. You can send all five lacerations at one target, or one laceration at five targets, or any combination in between.

13th-level Abilities
Flight: For 3 Hearts, you can command your ID to grab your shoulders and fly with you for up to 10 minutes.

Caltrops: For 4 Hearts, your ID can use their action to fly around in a 30-foot cube, dropping elemental caltrops as they go, which detonate shortly after impact. Every target in this cube must make a Dexterity saving throw, suffering 6d6 damage of your ID's elemental type, and half damage on a success.

17th-level Abilities
Breath Weapon: For 1 Heart, your ID can use their action to spit/breathe a ray/projectile of their affiliated element at an enemy. This attack is made using their Constitution-based Attack Bonus instead of their Dexterity. Deals 3d12 (type) damage on a hit.