Demon Lord (3.5e Class)
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 Demon Lord
The most evil of souls can influence the creatures of other planes as well as those on his own. These people are Demon Lords. Their power enables them to enslave demons for their own ends, leaving dust and ash in their wake.
Adventure: Demon Lords travel for power and greed. Just as often, they have a score to settle with and individual or group that they think had wronged them.
Characteristics: Demon Lords work with demons and other evil outsiders and as such, they look demon-like themselves. Therefore wings are starting to grow from their backs and also they get horns.
Alignment: Demon Lords are always evil and lose all class abilities if he becomes non-evil.
Religion: Demon Lords may plaid allegiance to any evil God or Demon. [formerly: Generally, Demon Lords do not adopt a religion because religions are weak. ]
Background: Demon Lords are masters of evil, enslaver of the harbingers of destruction themselves. They may travel in search of greater power, artifacts or to complete their collection of demons.[formerly: Demon Lords were those kids who tortured and killed animals for fun. As adults, they've replaced animals with humanoids. Often does the people of the town kill these but if the Demon lord escapes, he may never return]
Races: Humans, being versatile, make up the majority of Demon Lords. Also, any race that loves magic might have some demon lords among them.
Other Classes: Demon Lords detest paladins and good clerics. They like the mind influencing ability the bard possesses, and will try to "convince" a non-evil bard of what his capabilities are. They see wizards and sorcerers as on the right way but not trying hard enough. Demon Lords like to travel with people of similar alignment, regardless of class, although someone who can guard his life may be of special value.
Role: The Demon Lord can fit in any role assuming he's got the right demon to do the job for him. However, he is not defenseless without his demonic slaves.
Demon Dies:When the demon dies, he'll vanish to it's native layer taking his material possessions with him.[formerly:Dies: When the demon dies a large implosion with all the demon carries.]
 Game Rule Information
Demon Lords have the following game statistics:
Abilities: Charisma 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
|Special||Spells per Day|
|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||—||—||—||—||—||—||—|
|11th||+5||+3||+3||+7||Wings/Flying (poor maneuverability)||6||4||4||3||2||1||—||—||—|
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
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) A Demon Lord can remove the soul of a slain enemy, materializing it into a hard stone in the palm of his hand. The siphon is a ray attack with a range of 30 ft. Obviously, creatures without souls remain unaffected. The color of the stone depends on the alignment of the creature drained. Good=green, Evil=red, Lawful=blue, Chaotic=yellow, and True Neutral=white. Creatures with dual alignments have a dual color (LG would be a blue-green stone). A DL 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 (see below for description on stones). He may attempt this on a living or a creature who has been slain in the last 30 seconds. When attempted on a living creature, it deals 1d6/2 Demon Lord's level negative energy damage/round for a number of rounds equal to the DL level, and you must concentrate to keep it active. 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 removed.
Temporarily Enslave Demon (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 2x Demon Lord's class level. The target is entitled to a Will Save equal to 10+DL lvl+cha modifier. Even though the ability says "Demon", it applies to any evil outsider.
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 outsider is completely loyal to the Demon Lord and can be commanded to do anything that is in his nature. If the outsider dies, a Demon Lord can enslave a new one by performing the ritual again. The enslaved outsider retains his abilities and stats. If the challenge rating or the demons HD exeed the Demon Lords own HD, he can't control the demon when summoned, in which case the Demon Lord is the usual target for the demons rage. This also happens when the Demon Lord becomes unconscious, although not when he is asleep. If the Demon Lord dies, his active demon will most likely take his soul and vanish to his native plane if able. 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 winds are purely aesthetic 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. Both horns and claws are treated as Natural weapons as well as Evil aligned.
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). Green stones heal 2 points of damage/DL lvl, red ones grant +2 profane bonus on attack and damage rolls, Blue increases AC +4 Force bonus, Yellow adds +2 temporary HP/Dl lvl and White heals 1HP/DL lvl, grants +1 on attack rolls, +2 Force bonus to AC, and +1 temp HP/HD. If the stone is dual colors, it has dual effects, though the effect halves. Single color stones last a number of rounds equal to 3+con modifier. Anyone may use this effect, but use will cause any non-evil character to become evil automatically (because your effectively "eating" someone's soul). Once a soul stone has been used, it turns into a lump of pyrite/fool's gold and loses all other properties. Soul stones are highly illegal in most countries and anyone caught by the followers of good gods will most likely receive an execution before a trial. Because of this, they are hardly a traded item.
 Enslaving Ritual
A DL must draw a Summoning Circle with the blood of innocents. He must offer a finely crafted bone doll (made of the bones of the sacrifice used for the circle) resembling the outsider and number of soul stones (from the Siphon Soul ability) equal to the 1/2 HD of the outsider to be summoned, and they must be of the opposite alignment of the outsider in question (for a LE outsider, you need CG stones and etc...). 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. Once its dead, the DL performs Enslave Demon on the body.Once the body is enslaved, you offer a number of soul stones of the same alignment as the outsider equal to 1/2 its HD. This effectively brings it back to "life" with no past memories and it follows your every command. While summoning roll a d20. If the rolled number lower than 6 the demon summoned something went wrong and the demon appearing is up to the DMs discretion. To perform this ritual you need knowledge: the plains at least at the same level as the summoned demons CR. (note: this might seem like pokémon but it's dangerous enough for the reward it reaps.)
 1st lvl:
 2nd lvl:
 3rd lvl:
 4th lvl:
 5th lvl:
 6th lvl:
 7th lvl:
 8th lvl:
 9th lvl:
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 me, 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
 Class Features
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.