Demonic Champion (3.5e Class)
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|Status:||<-how close to completion->|
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- 1 Demonic Champion
- 1.1 Making a Demonic Champion
- 1.2 Campaign Information
A Demonic Champion is a mortal who serves a demon of the abyss - whether through choice or servitude, a Demonic Champion exists to fulfill his master's will.
Making a Demonic Champion
The Demonic Champion is a powerful fighter, with the ability to cast a small amount of evil spells and summon demons loyal to it's master.
Abilities: The Demonic Champion relies on charisma for most of his class features, and as a fighter benefits from high constitution and strength. Wisdom is the least important attribute for the Demonic Champion.
Races: The most common race to follow the path to damnation is human due to their adaptive and opportunistic nature, closely followed by half-elves. Dwarf Champions are rare due to their stalwart approach to life. Other races are equally likely to turn to the path of darkness.
Alignment: Most Demonic Champions are evil, generally leaning towards a neutral evil stance. There are no good Demonic Champions.
Starting Gold: Starting gold; 6d4 x 10 gp (150 gp).
Starting Age: Moderate.
|Saving Throws||Special||Spells per Day|
|1st||+1||+0||+0||+2||Allegiance, Smite Good||2||—||—||—||—||—||—|
|2nd||+2||+0||+0||+3||Summon demon 1/day||3||0||—||—||—||—||—|
|4th||+4||+1||+1||+4||Summon Demon 2/day||3||2||0||—||—||—||—|
|5th||+5||+1||+1||+4||Favor of the Patron||3||3||1||—||—||—||—|
|6th||+6/+1||+2||+2||+5||Summon Demon 3/Day||3||3||2||—||—||—||—|
|8th||+8/+3||+2||+2||+6||Summon Demon 4/Day||3||3||3||1||—||—||—|
|10th||+10/+5||+3||+3||+7||Damage Reduction 5/Good||3||3||3||2||0||—||—|
|12th||+12/+7/+2||+4||+4||+8||Summon Demon 5/Day||3||3||3||3||2||—||—|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Demonic Champions are characterized by their allegiance to Demon Lords, and depending on the Demon Lord they follow, will have different class features. All of the following are class features of the Demonic Champion.
At character creation, Demonic Champions must choose one demonic patron to follow for the rest of their lives - choose carefully! The three main Lords are The Dark Prince Graz'zt, Demogorgon, Prince of Demons, and Orcus, master of the undead. At level 1 (standard allegiance), Demonic Champions gain the following abilities based on their allegiance:
Graz'zt - A level 1 follower of Graz'zt gains proficiency with heavy armor and the tower shield.
Demogorgon - A level 1 follower of Demogorgon gains Natural Armor (+1)
Orcus - A level 1 follower of Orcus gains a +5 modifier to Use Magic Device checks and can use 'detect undead' as a spell like ability.
The Demonic Champion can smite good a number of times per day equal to half his level, Smite good works as smite evil, but instead is used on creatures of good alignment. It does extra damage on a melee/ranged attack equal to the Demonic Champions level + their charisma modifier.
By level three, the Demonic Champion has risen in favor with his patron. The bonuses are as follows:
Graz'zt - The Demonic Champion gains a +4 modifier to any charisma-based social interaction (for example a diplomacy or bluff check).
Demogorgon - The Demonic Champion's summoned demons have +4 to their strength and constitution scores.
Orcus - The Demonic Champion gains the rebuke undead ability in the same way as an evil cleric.
A Demonic Champion of sufficient level can summon demons loyal to their master to help them achieve the master's goals. The demon is summoned as if by a 'Summon monster' spell. The Demonic Champion can summon a demon only if his levels in Demonic champion are equal to or greater then the hit dice of the demon he is attempting to summon.
Favor of the Patron
A demonic champion that gains this class feature gains the following according to their allegiance:
Graz'zt - The Demonic Champion can now intimidate in combat as a move action.
Demogorgon - The Demonic Champion gains two natural claw attacks, which each do d4 damage, and gain a further +1 to their natural armor.
Orcus - The Demonic Champion gains a +2 circumsance bonus to attack rolls and damage rolls made against any creature with the undead template
A demonic champion that gains this class feature gains the following according to their allegiance:
Graz'zt - The Demonic Champion suffers no penalty to attack rolls for using a tower shield, and gains a +1 bonus to the DC of any of their mind-affecting spells..
Demogorgon - The Demonic Champion gains a bite attack (d8 damage) that they can use in combat in addition to any other attacks they make in a round.
Orcus - The Demonic Champion gains a +2 modifier to all concentration checks.
The Demonic Champion is now counted as among the ranks of demons - his social interactions with other demons improves (+4 bonus to any social interactions with other demons). He is also able to petition his master for help - once per day, he can re-roll a single dice, but he must accept the second result even if it was worse than the first.
The Demonic Champion is now so high in the favor of his master that he gains the half-fiend template in exchange for his fiendish template. He is also counted as a true representative of his master for the purpose of social interactions.
Weapon and Armor Proficiency:
The Demonic Champion is proficient with all simple and martial weapons. He is also proficient with light and medium armor.
Demonic Champions use charisma to determine how many spells they can cast a day, how many they know and the power of their spells, which are divine and spontaneous (they need not be prepared in advance). The save DC against a Demonic Champion's spells is calculated by 10 + Charisma modifier + Spell level. Demonic Champions cast domain spells exclusively - that is, they can only choose spells from the cleric domain spell lists. A Demonic Champion's Allegiance affects which domain spell lists they can choose spells from:
Domains of Graz'zt
Charm, War, Chaos and Evil domains.
Domains of Demogorgon
Strength, Destruction, Chaos and Evil domains.
Domains of Orcus
Magic, Death, Chaos and Evil Domains.
Demonic Champions choose all of their 0 Level spells from the cleric list.
* indicates that these spells are only known at this level if the character has a high enough charisma score to cast them.
Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
Epic <-class name->
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|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
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Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->|| <-armor check penalty based on starting armor. If inapplicable put "—"->
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Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
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Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.