From D&D Wiki
- 1 Demon Blade
- 2 Deity
- 3 Making a Evil Demon Blade
- 4 Natural Armor
- 5 Spells
- 6 Demonic Heritage
- 7 Betrayal
- 8 Demon Blade Lore
- 9 Legion Blade
Demon Blades are Demonic Spell-Blades. Born in the depths of the Nine' and bred with brute. These creatures rein supreme amongst others. Skilled in the art of war they wield a tough blade. Usually Bidding for Deities to gain the powers of desire. This can be both good and bad, bidding for your god can end in gruesome death, or miraculous miracles. The god you pick to follow grants you a blade and a few very notable specials.
Additionally a Demon Blade must be of Evil Alignment. Worshiping only the god of Grenth.
|Symbol:||Ice or Skull|
|Home Plane:||The Underworld|
|Portfolio:||Necromancy, Death, Undead|
Making a Evil Demon Blade
Abilities: Strength is obviously important for the Demon Blade, as it makes his opponents easier to hit, and his hit more dangerous. Charisma determines how many and how strong your spells are. Dexterity is good for more armor class. Constitution is extremely useful for hit points, of course, and the concentration skill.
Races: Human, Half-Elf, Drow.
Alignment: See deity.
Starting Gold: None. Prefers to Rape and pillage for that.
|Level|| Base Attack
|1st||+0||+1||+0||+2||Natural Armor, Demonic Heritage: Legion Ritual, Bound|
|2nd||+1||+1||+1||+3||Demonic Heritage:Enlarge Blade|
|3rd||+1||+1||+1||+3||Demonic Heritage: Wings|
|4th||+2||+1||+1||+4||Feat, Ability Score increase|
|5th||+2||+2||+2||+4||Demonic Heritage: Claw/Horn|
|6th||+3||+2||+2||+5||Demonic Heritage: Growth|
|8th||+6/+1||+3||+3||+6||Feat, Ability Score increase, Demonic Heritage: Increased Wings|
|10th||+7/+2||+3||+3||+7||Demonic Heritage: Dark Gift, Master of Flight|
|12th||+8/+3||+4||+4||+8||Feat, Ability Score increase|
|16th||+10/+5||+5||+5||+10||Feat, Ability Score increase|
|20th||+12/+7/+7||+7||+7||+12||Feat, Ability Score increase|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
+8 to ac.
Spells: A Demon Blade casts Dark spells, which is a sick cross between arcane and divine, but are neither. They cast as a Warmage in that when they gain a new spell level, they automatically know all their spells of that level. Dark magic is considered arcane for the purposes of meeting requirements for prestige classes.
Like other spellcasters, Demon Blades can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Demon Blade. In addition, they receive bonus spells per day if they have a high Charisma score.
Casting Like Eschew Materials but greater, The demon-Blade need not the materials required for his spells.
Levels At every 2nd Spell-Blade level, they gain one more Spell level.
Cannot control if this is happening or not, at all.
A spell-Binding ritual in the name of "Many". The ritual Grants Grenth's Gift #1. Once per day/Level Mirror Image, Major 1d4+1/3Levels (Clones may attack but dissipate if attacked.) Also with a "Spell Store" ability. Storing Level + Charisma modifier + 2 Spells at one giving time. You can choose when and which spell to cast, once a slot is opened you can cast another spell into it. (Assuming you have more spells to cast in your Repertory). An Aura of Grenth surrounds both you and your blade. Grenth's aura is a crazy mix of ice and death. Projecting a 30FtR* of Utter cold Dealing 1d4 cold damage. (Will save:1/2) and 1d6 of Necrotic Damage.
- FtR Feet in Radius
The blade is bound to the character and his soul and powers run through it. Once per day/Level you may "Call" your blade as using a call spell. you can call from up to 100miles/Level. Chains literally "Bind" the Blade to the character (With a range of 15ft). The player may however Break free of his restraints Once per day/5 Levels and is considered betrayal(See below).
At 2nd lvl This ability allows the Demon Blade to Magically force his weapon to grow one size category larger. The blade remains in its in-larged form as long as you can concentrate. The Demon Blade gains all the enhanced damage bonus obtained using a larger weapon and takes no penalty for using a larger weapon.
At level 3 wings are starting to grow.
At level 5 the Demon Blade 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 Blades whom didn't have them prior to taking this class deal with 1d4 them. Demon Blades whom didn't have horns them prior to taking this class deal 1d6 with them. Both horns and claws are treated as Natural weapons as well as Evil aligned
At level 6 Your size increases to Large. If your size would normally be Medium without this feat, it increases to Large (with all the usual changes).
At level 8 the Wings grow wicked. They also get fly speed 100 feet with average maneuverability
At Level 10 You Grow two extra humanoid arms. Each arm has your full strength and dexterity.
Master of Flight
at level 10 you gain Perfect Maneuverability and +50ft base speed.
Bonus Languages A Spell-Blade adds Abyssal, Ethereal to the list of possible bonus languages available to the character because of the their race.
If the Demon Blade turns from his Evil Deity for neutral he is Summoned in front of his/her god, Stripped of his/her powers, blade and loses 5 lvls. If the Demon Turns from his evil Deity to a good one he is Summoned by his god and is killed immediately.
Demon Blade Lore
Characters with ranks in Knowledge (Legend Lore) can research Demon Blades to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||General atks and groupings of Demon Blade. some magic qualities.|
|10||Demon Blade Deity's and evil missions.|
|15||Which deity is the strongest, has most followers, best way to kill a Demon Blade.|
|20||How to find one, places of dominion.|
Demon Blades in the Game
Must always be evil!
Adaptation: Evil Assasins, Demi-Gods.
The Legion-Blade is a specific weapon for the dedicated followers of Grenth Overdeity of The Underworld. Legion meaning Many, the more souls you have trapped in the blade the more power you and your blade have. you can report in and turn souls in for gifts from grenth. Some people build up there power and try to take down the evil Overdeity them self's... no one has done so so far.
- On a critical hit the blade grant you the following:
Traps soul in blade. +2hp(For self)/soul. **+5hp(For blade)/5 Souls (See below why it needs Hp) and 1d6 of Necrotic Damage.
The blade is bound to the character and his soul and powers run through it. Once per day/Level you may "Call" your blade as using a call spell. you can call from up to 100miles/Level. Chains literally "Bind" the Blade to the character (With a range of 15ft). The player may however Break free of his restraints Once per day/5 Levels and is considered betrayal(See below). The soul and blade are literally bound, if the blade breaks you die. If you die and the blade lives you resurrect in 1d4/Level days.
A spell-Binding ritual in the name of "Many". The ritual Grants Grenth's Gift #1. Once per day/Level Mirror Image, Major 1d4+1/3Levels (Clones may attack but dissipate if attacked.) Also with a "Spell Store" ability. Storing Level + Charisma modifier + 2 Spells at one giving time. You can choose when and which spell to cast, once a slot is opened you can cast another spell into it. (Assuming you have more spells to cast in your Repertory). An Aura of Grenth surrounds both you and your blade. Grenth's aura is a crazy mix of ice and death. Projecting a 30FtR* of Utter cold Dealing 1d4 cold damage. (Will save:1/2) and 1d6 of Necrotic Damage on a successful melee Crit. hit with the blade. Anyone that wields your blade goes indefinitely insane.
- FtR Feet in Radius
The blade is bound with Chains of magic. Granting you and your blade a 15Ft reach. while using the blade in this manner it is considered a thrown weapon. so instead of the -2 penalty for improvised throwing weapon, you get to attack without it.