Demon Lord (3.5e Class)

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Demon Lord
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Demon Lord[edit]

Individuals who crave power above all else. Like many who seek the powers of hell, a Demon Lord seeks to become one of those unholy powers. By using dark sorcery, manipulation, and binding demons to himself, he can achieve this goal.

Adventure: Demon Lords travel for power and self interest. Single mindedly working towards ultimate demon power and stopping at nothing to get it done.

Characteristics: Demon Lords work with demons and other evil outsiders and as such, they look demon-like themselves later on through fell taint. Though not noticeable at first, they will eventually sprout horns and claws and begin to resemble the very evils they intend to rule over.

Alignment: Demon Lords are always evil and lose all class abilities if he becomes non-evil. Often depending on which set of outsiders you wish to control its often best to make sure you match their alignment. Lawful evil lords tend to follow the rules of the land so they can use the loop holes to manipulate the masses. Chaotic evil just tends to cause wanton chaos and destruction without the need to remain behind the scenes.

Religion: Many would often cast their lots with Vecna, Asmodeus, or some other demon or devil royalty just to gain favor, power, and influence. Though religion can often be ignored by characters, it never hurts to have a little backup.

Background: Demon Lords are masters of evil and manipulators of the scenes, enslaver of the harbingers of destruction and deception themselves. They may travel in search of greater power, artifacts, or to complete their collection of demons. Whatever the case, they often turned to this because darkness is so easy, so seductive, that its no wonder that only the most depraved individuals can go down this road with a smile and a carefree confidence.

Races: Humans, being versatile, make up the majority of Demon Lords. Though any race can be corrupted to the wickedness of demons its not often one would see a high elf or a gnome. However, if one seeks power and willing to lose their "humanity" then they are welcome amongst the inferno's ranks.

Other Classes: Demon Lords despise paladins and good clerics. They often like the battle influencing ability of any class, and will try to "convince" a non-evil class of what his/her capabilities are. They see wizards and sorcerers as good allies that are not trying hard enough. Demon Lords like to travel with people of similar alignment but will have no problems hiding their true nature when it comes to having meat shields to protect their own wicked lives.

Role: Squishy at worst. A demon lord is often the crowd control early on. Using status effecting spells to weaken the enemy so that his/her allies can do the rest of the work. Later on however; the demon lord can assume a more aggressive role when he/she has a demon/devil bound to their will and can then add a little variety to any adventure.

Minion Death:When the demon dies, he'll vanish to it's native layer taking his material possessions with him. The result is the demon lord suffering damage to his hp equal to his constitution modifier. The demon can be re-summoned later on after 24hrs have passed.

Game Rule Information[edit]

Demon Lords have the following game statistics:

Abilities: Intelligence determines how many spells a demon lord can cast, how powerful those spells are, and how many extra spells per day are received. Further, as with any caster, a high dexterity and constitution are useful.

Alignment: Any evil

Starting Age: Simple (As sorcerer)

Starting Gold: 3d4 gold


Table: The Demon Lord
Hit Die: d8

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day .Do not forget that the DC for the save roll is 10+the spell level+Int mod.
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Aura of evil, Syphon Soul, Nightmares 4
2nd +0 +0 +0 +3 Temporarily Enslave Demon 5
3rd +1 +1 +1 +3 Enslaved Demon/1, Wings 5 1
4th +2 +1 +1 +4 - 5 2
5th +2 +1 +1 +4 Claws/Horns 5 2 1
6th +3 +2 +2 +5 - 5 3 2
7th +3 +2 +2 +5 Summon Nightmare 6 3 2 1
8th +4 +2 +2 +6 - 6 3 3 2
9th +4 +3 +3 +6 Enslaved Demon/2 6 4 3 2 1
10th +5 +3 +3 +7 Corrupted Soul 6 4 3 3 2
11th +5 +3 +3 +7 Wings/Flying (poor maneuverability) 6 4 4 3 2 1
12th +6/+1 +4 +4 +8 - 6 4 4 3 3 2
13th +6/+1 +4 +4 +8 - 6 5 4 4 3 2 1
14th +7/+2 +4 +4 +9 - 6 5 4 4 3 3 2
15th +7/+2 +5 +5 +9 Enslaved Demon/3 6 5 5 4 4 3 2 1
16th +8/+3 +5 +5 +10 - 6 5 5 4 4 3 3 2
17th +8/+3 +5 +5 +10 - 6 5 5 5 4 4 3 2 1
18th +9/+4 +6 +6 +11 - 6 5 5 5 4 4 3 3 2
19th +9/+4 +6 +6 +11 - 6 5 5 5 5 4 4 3 3
20th +10/+5 +6 +6 +12 Fiendish Apotheosis 6 5 5 5 5 4 4 4 4

Class Skills (2+ Int modifier per level; ×4 at 1st level) Bluff (Cha), Concentration (Con), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Demon Lord:

Weapon and Armor Proficiency: The Demon Lord is proficient with simple weapons and light armor. He faces the spell failure chance as wizards and sorcerers do.

Darkvision: The Demon lord gains darkvision which starts out at 30 feet and extends by +10 feet every level. This stacks with any darkvision the Demon Lord already has.

Demonic Heritage: Through his meddling with abyssal affairs the character gains a link to the powers of demons. This is compulsory. At level 3 wings start to grow from the Lords back. At level 5 his fingernails become claws and horns sprout on his forehead. Their wings grow strong enough to support flight at basic movement speed and poor maneuverability at level 11.

Spells: A Demon Lord casts Dark spells, which are a mixture between arcane and divine, but are neither. They can cast spells without preparation and have access to all spells of a certain level in their spell list once they are able to cast that level of spell. Dark magic is considered arcane for the purposes of meeting requirements for prestige classes. He also incurs an arcane spell failure chance for wearing armor.

Aura of Evil (Su): A Demon Lord gives off an aura of evil equal to his class level (as a cleric).

Nightmares: Due to his interactions with demons his sleep becomes dreamless at best and nightmare-ridden at worst. Due to this his natural regeneration halves.

Siphon Soul (Sp) Through practice and concentration; a Demon Lord can remove the soul of a living enemy, materializing it into a hard stone in the palm of his hand. The spell like ability is a ray attack with a range of 30 ft. A Demon Lord can only hold a number of soul stones equal to his class level, and when he goes over this limit, the oldest stone he has is destroyed. When attempted on a living creature, it deals 1d6 necrotic damage plus an additional 1d6 per caster lvl. This attack can persist each round provided that the Demon Lord can pass a successful Concentration check at the start of each turn. The target must be the same target and must be within range. If the check fails or the target is changed then the attack is interrupted and must be repeated. Those targeted are allowed a will save (10+DL lvl+cha mod) to halve damage. If the creature is slain while this is in effect, the soul is immediately transformed and given to the demon lord.

Minor Enslavement (Su): At 2nd level a Demon Lord can place an evil outsider under his control. He can only enslave an outsider whose HD do not exceed his own. This effect lasts for a number of rounds equal to twice the Demon Lord's Intelligence Mod. The target is entitled to a Will Save equal to 10+DL lvl+cha modifier.

Enslaved Demon: Starting at 3rd level, a Demon Lord can summon an Evil outsider that he has permanently enslaved (see Ritual of Enslavement, Below). The enslaved outsider retains his abilities and stats. Summoning an outsider you have enslaved is a Conjuring ritual that takes 10 minutes. A DL can only have one outsider summoned at a time, but can dismiss them anytime(like a paladin mount).

Wings:At level 3 demon wings are starting to grow from the back of the Demon Lord these wings are not strong enough for the time being however may be manipulated by the demon lord as any other body part may be. At level 11 he gains the ability to fly at his movement speed at poor maneuverability. Take care of your choice of garments, as these wings are hard to hide and a run of the mill armor might not fit your needs any more.

Claws/Horns: At level 5 the Demon Lord grows claws upon their hands and horns upon their head if either claws or horns already exist they grow to be one size category larger. Demon Lords whom did not have claws prior to growing them deal 1d4 damage with them while those who already had claws increase their damage to the next higher die. Horns deal 1d6 dmg for those who did not start with them by making a head butt or a gore attack. Those who did have horns just go one dice level higher in damage. Both horns and claws are treated as Natural weapons.

Summon Nightmare: A DL can enslave a nightmare that doesn't count toward his enslaved demon limit for use as a mount, using the rules for special paladin mounts (formerly 'can enslave a nightmare...for use as a mount - but therefore [the nightmare] won't fight for him).

Corrupted Soul: At 10th level, a DL's body becomes corrupted with pure evil. He gains the fiendish template with HD equal to only his DL class levels (negate all HD from race and other classes).

Fiendish Apotheosis: After dealing with Evil Outsiders and the Dark Magics they wield for so long, the DL becomes completely altered with corrupt energy. He gains the half fiend template, losing the fiendish template.

Soul Stones The stones grant certain abilities when focused upon (full action). The stones effects are based off the Demon Lord's Caster level. Lvl 1-2 stones heal 2 points of damage per class lvl Lvl 3-4 stones grant +2 bonus on attack and damage rolls for 1 round Lvl 5-6 stones grant a +4 power bonus to AC for 1 round. Lvl 7-8 stones add +2 temporary HP per class lvl. Lvl 9 stones heals 2 HP per class lvl, The stones must be held in a specialized contrainer crafted by the Demon Lord. This requires a ritual that takes 10 minutes of meditation and a container of the appropriate size to hold the stones. Once a stone has been used, it evaporates into nothing. Soul stones are also used as components for certain spells and rituals (as stated in the book of vile darkness and some necromancy spells).

The Binding Ritual[edit]

The Demon Lord must first gain knowledge of the outside her wishes to summon before engaging this ritual. He/she must draw a Summoning Circle with the blood of an innocent. He must offer a specific item key to each demon/devil race that will act as a summoning beacon for said creature and also must have available an item that the outsider shall be bound to (as per said in the slayer's guide to demonology). Then the Demon Lord must infuse a number of soul stones collected from the Siphon Soul ability equal to the 1/2 HD of the outsider to be summoned to the current plane. The summoning process takes 10 minutes per HD of the outsider. Once the outsider is summoned into the Demon Lords plane, it must be defeated by any means possible. Once its dead, the player then performs the binding on the body. Once the body is bound to the item needed, this effectively brings it back to "life" with no past memories and it follows your every command so long as you have the bound item in your possession. If interrupted by anything during the summoning, make a concentration check, if failed the demon summoned is up to the DMs discretion. Note: depending on the summoned demon the summoner may need to perform a will save vs fear.

Spells[edit]

1st lvl:[edit]

Corrupt, Inflict light wounds, Cause Fear, Detect good, Doom, Chill Touch, Ray of enfeeblement

2nd lvl:[edit]

Death Knell, Desecrate, Inflict Moderate Wounds, Daze Monster, Flaming Sphere, Scorching Ray, Scare

3rd lvl:[edit]

Stinking Cloud, Deep Slumber, Fireball, Vampiric Touch, Bestow Curse, Contagion, Inflict Serious Wounds

4th lvl:[edit]

Immolate, Dimensional Anchor, Dismissal, Inflict Critical Wounds, Crushing Despair, Fire Shield, Fear

5th lvl:[edit]

Waves of Fatigue, Inflict Light Wounds, Mass, Continuous Inflict Wounds, Slay Living, Unhallow, Cloudkill, Planar Binding, Lesser

6th lvl:[edit]

Planar Binding, Circle of Death, Eyebite, Banishment, Forbiddance, Harm, Inflict Moderate Wounds, Mass, disintegrate

7th lvl:[edit]

Blasphemy, Destruction, Inflict Serious Wounds, Mass, Plane Shift, Power Word Blind, Delayed Blast Fireball, Finger of Death

8th lvl:[edit]

Incendiary Cloud, Planar Binding, Greater, Power Word Stun, Fire Storm, Inflict Critical Wounds, Mass, Unholy Aura

9th lvl:[edit]

Energy Drain, Gate, Implosion, Power Word Kill, Meteor Swarm, Wail of the Banshee

NOTE[edit]

While this list of spells is powerful, it might not be supporting the idea of a Demon Lord some players tend to have. So it might be, at the DMs discretion of course, possible to let them choose spells for themselves and banning the learning of new spells via feats altogether. The tricky bit would be that they could choose from the arcane and divine spell list - which could be easily fixed by setting each spell to the highest minimum slot level in the rulebook. (e.g.: spell X is Clr 4, Src/Wiz 6 - it could only be choosen as a lvl 6 spell by the Demon Lord.)

The Epic Demon Lord[edit]

Table: The Epic Demon Lord
Hit Die: d4

Level Special
21st Enslaved Demon/7
22nd
23rd
24th Enslaved Demon/8, Bonus Feat
25th
26th
27th Enslaved Demon/9
28th Bonus Feat
29th
30th Enslaved Demon/10

Skill Points Per Level
+ Int modifier per level).


Class Features[edit]

All of the following are class features of the Epic Demon Lord:

Enslaved Demon(Sp): A DL gains another outsider he can enslave every three levels.




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