Daemon Eater (5e Class)
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- 1 Daemon Eater
- 1.1 Creating a Daemon Eater
- 1.2 Class Features
- 1.2.1 Table: The Daemon Eater
- 1.2.2 Malevolence
- 1.2.3 Corrupted Limb
- 1.2.4 Devour
- 1.2.5 Corruption Feature
- 1.2.6 Daemonic Art
- 1.2.7 Ability Score Increase
- 1.2.8 Extra Attack
- 1.2.9 Daemonic Strength
- 1.2.10 Daemonic Breath
- 1.2.11 Daemonic Muscle and Reflexes
- 1.2.12 Daemonic Soul
- 1.2.13 Daemonic Fortitude
- 1.2.14 Immortal Daemon
- 1.3 Bodily Corruption
- 1.4 Worldly Corruption
- 1.5 Tamed Corruption
- 1.6 Multiclassing
Daemon eaters are created when a humanoid being is corrupted by a naturally-occurring disease known known as the Daemonblight. Every few hundred years, a red moon rises, raining Daemonblight upon the world. While the moon is in the sky, every living being is susceptible to the horrific disease. Any humanoid who contracts Daemonblight immediately manifests the first symptom - black spots of skin concentrated on a single limb. Most die soon after from the power of the corruption weakening their body beyond repair, however... Those lucky enough to survive begin to emit an aura of Malevolence, the aura of the Abyss. As the black splotches grow into a daemonic limb wholly unlike what was there before, the few who can learn to control it soon realize that the struggle is far from over. Whether they like it or not, they have now become an enemy to all things good and holy, and will face rejection and violence even from those they once loved. This is the plight...
Of a Daemon Eater.
Creating a Daemon Eater
- Quick Build
As a Daemon Eater you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) One martial weapon of choice or (b) Two simple Weapons of choice
- (a) Explorers pack or (b) Dungeoneers pack
- (a) Hand crossbow with 20 bolts or (b) Shortbow with 20 arrows
- A trinket of your life before you became a daemon eater (Roll on the table in the Player's Handbook on pages 160-161)
|Features||Corrupted Limb Attack|
|1st||+2||Malevolence, Corrupted Limb||1d4|
|3rd||+2||Corruption Feature, Daemonic Art||1d4|
|4th||+2||Ability Score Improvement||1d4|
|5th||+3||Extra Attack, Corrupted Limb improvement||1d6|
|8th||+3||Ability Score Improvement||1d6|
|9th||+4||Corrupted Limb improvement, Corruption Feature Improvement||1d6|
|10th||+4||Daemonic Muscle and Reflexes, Devour improvement||1d6|
|12th||+4||Ability Score Improvement||1d8|
|13th||+5||Corrupted Limb improvement||1d8|
|15th||+5||Corruption Feature Improvement||1d8|
|16th||+5||Ability Score Improvement||1d8|
|17th||+6||Daemonic Breath, Corrupted Limb improvement||1d10|
|18th||+6||Daemonic Soul, Devour improvement||1d10|
|19th||+6||Ability Score Improvement||1d10|
Beginning at level 1, you gain a dark aura that surrounds you, appearing as a shimmering violet fog. While you are wearing no armor and not wielding a shield, equals 10 + your Dexterity modifier + your Charisma modifier. All Beasts with a Wisdom score below 10 are uneasy around and are prone to avoid you.
When you contracted Demonblight one of you limbs took the brunt of the disease causing it to become Daemonic in nature and morphology. Chose one of the Corrupted Limbs listed below.
One of your arms no longer looks like your own; it has a different color, skin texture, and the fingertips are claws. You can roll a d4 in place of the normal damage of your unarmed strike with your corruped arm which now deal slashing damage. This die changes as you gain daemon eater levels, as shown in the Corrupted Limb Attack column of the Daemon Eater table. When you successfully hit a creature with this Attack, you can use a bonus action to attempt to grapple the target.
Starting at 5th level, while you have a target grappled with your Corrupted Arm, you may use your action to crush the grappled target and deal your Corrupted Limbs Damage as Bludgeoning damage instead of Slashing damage.
Starting at 9th level, both of your arms become corrupted and can block attacks, granting you +1 AC per free corrupted hand.
Starting at 13th level, you may now attempt to grapple a creature after successfully hitting them with your Corrupted Arm (no action required by you) and may use your bonus action to throw a creature you grappled 5 times your Strength modifier feet away from you.
Starting at 17th level, when you successfully hit a creature with your Corrupted Arm, you may now automatically succeed on the grapple check. You may use this feature 2 number of times, and you regain all uses of this feature after you finish a long rest.
One of your legs is now Daemon like with a clawed foot. You can roll a d4 in place of the normal damage of your unarmed strikes with your corrupted leg which now deals piercing damage. This die changes as you gain daemon eater levels, as shown in the Corrupted Limb Attack column of the Daemon Eater table. When you successfully hit a creature with this attack, you can use a bonus action to attempt to shove the target.
Starting at 5th level, your movement speed increases by an additional 10 ft and you ignore difficult terrain.
Starting at 9th level, both of your feet become corrupted and now you can now use your bonus action to take the Dash action.
Starting at 13th level, you are more skilled with your legs allowing you anchor yourself into surfaces and walk across vertical surfaces and ceilings while leaving your hands free without needing to make a check.
Starting at 17th level, your legs are now like your own, when you take the Dash action, the extra movement gained is double.
One of your eyes is now pitch black with a red iris. This eye lets you see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Starting at 9th level, you do not suffer disadvantage with ranged weapons against targets beyond the normal range.
Starting at 13th level, your attacks score a critical hit on a roll of 19-20.
Starting at 17th level, your attacks score a critical hit on a roll of 18-20 instead and you additionally gain truesight for 10 feet.
You show no severe outward corruption of the Demonblight; however, your blood is now black and harden like steel. Because of this you have an AC bonus equal to half your proficiency modifier.
Starting at 5th level, you additionally gain resistance to fire and cold damage.
Starting at 9th level, you additionally gain resistance to poison damage and immunity to the poisoned condition.
Starting at 13th level, you additionally gain resistance to non-magical slashing and bludgeoning damage.
Starting at 17th level, you additionally gain resistance to non-magical piercing damage and you have advantage on all saving throws against spells and other magical effects that target you.
At 2nd level a daemon eater gains the ability to devour the remains of their opponent, as a way to gain nutrition, vitality and a part of the soul. As an action, when you are by the body of a deceased target, you can consume the body of the target to gain one trait of the creature from a list by the DM, which becomes active immediately.
The traits you may Devour include actions that do not require an attack roll to be made (i.e. multiattack, claws, shortbow, etc. cannot be gained, however traits such as a wolf’s pack tactics, may be gained). You may not gain legendary traits or actions, resistances, or spells with this feature. You can only gain up to your Charisma modifier + your proficiency modifier number of traits this way. When you choose to devour beyond this number, those traits are then dormant. After a long rest you may choose a number of traits up to your Charisma modifier + your proficiency modifier to be active until the next long rest, while the rest of the traits lay dormant until chosen.
The action takes one minute to complete and you are considered to be prone during this time. The creature must be freshly dead to gain their features, having died within 8 hours. Regardless of when the creature died, using this feature on a corpse is the equivalent of eating one day's worth of food for you. When you use this feature on a corpse, that corpse is almost completely devoured to the point that it cannot be raised as an undead nor can it be targeted by Devour a second time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). When you complete a long rest, you regain all expended uses.
Starting at 10th level, you can use an additional usage of Devour to pick two traits from a creature you Devour. You may choose to do this before or after seeing the list of traits.
Starting at 18th level, you no longer require another usage of Devour to take that second trait from the same creature.
At 3rd level your corruption manifests in three ways. Bodily Corruption, Worldly Corruption, and Tamed Corruption, all detailed below. Your Corruption Feature grants additional abilities at 9th and 15th level.
As you gain more control over your corruption, you can manifest your malefic aura in other unique ways. Starting at 3rd level, you can use an Art based on your Corruption a number of times equal to your Charisma modifier. You regain all expended uses of Daemonic Arts after finishing a short or long rest.
- Arm (Malevolent Wave)
You sweep your arm, sending out a wave of malevolence in a 15 ft. cone. All creatures in the area must make a Dexterity saving throw with a DC of 8 + your Charisma modifier + your proficiency bonus, taking double the corrupted limb damage die as necrotic damage on a failure or half as much damage on a success.
- Leg (Malevolent Storm)
You sweep your legs around, creating a cyclone of malevolence in a 5 ft. radius, 20 ft. tall cylinder. All creatures in the area must make a Dexterity saving throw with a DC of 8 + your Charisma modifier + your proficiency bonus, taking double the corrupted limb damage die as necrotic damage on a failure or half as much damage on a success.
- Eye (Balor's Eye)
You can force fate itself to change to your will. When another creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur. You may roll more than a single die, expending a usage of Daemonic Art for each additional d4.
- Heart (Daemon's Endurance)
As a Bonus action, you can take 1d10 + your daemon eater level hit points and you may manipulate your blood to form anything, but it cannot be larger than a 5 feet cube. Weapons made from this feature, when used by you and only you, will have advantage on attack rolls. Weapons and objects made from your blood always take a dark and daemonic appearance and keep all relevant traits (including properties, damage, etc but cannot be a magic weapon nor have magical properties). You may only create a single weapon or object using this feature at a time and creating another will destroy the previous. The weapon or object will continue to exist for 1 hour until destroyed or you dissolve it (no action required by you).
Ability Score Increase
Starting at 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, your Malevolence is growing stronger and now affecting what you touch. All melee weapons you attack with, including your Corrupted Limb, are considered magical. You also calculate your carrying capacity differently. Your carrying capacity becomes equal to your Strength score multiplied by 20.
Starting at 7th level, as an action, you can use your Malevolence to exhale a 30-foot cone of destructive energy as an action. All creatures in the area must make a Dexterity saving throw with a DC of 8 + your Proficiency bonus + your Charisma modifier. On a failed save, they take 4d8 necrotic damage and is paralyzed. You may use this feature once, and you regain all uses of this feature after you finish a long rest.
Starting at 17th level, The damage dice increases to 8d8.
Daemonic Muscle and Reflexes
Starting at 10th level, the Demonblight has granted you increased mobility and agility. you are considered proficient in both Athletics and Acrobatics, if you were not already. If you already had proficiency, double your bonus.
Starting at 11th level, your malevolence wraps around your melee weapon attacks and unarmed strikes, dealing an additional 1d8 necrotic damage.
At 18th level, your unarmed strikes gain a bonus +2 to attack and damage rolls.
Starting at level 20, you can move between the Material realm and the Abyss by yourself. You may use this part of this feature once, and you regain all uses of this feature after you finish a long rest.
Additionally, whenever you die you are resurrected in the Abyss. You can only be truly killed while in the Abyss or by Radiant damage. You also stop aging and cannot be aged magically.
Over the course of time the Demonblight has been getting worse; slowly but surely turning you into a Daemon.
Starting at 3rd level, you choose one additional limbs other then the one you began with, and it becomes a Corrupted Limb and you gain the feature of Corrupted Limb. You can choose an additional limb you didn't choose at level 9 and the last limb you didn't choose at level 15.
The following restrictions apply:
- You may only gain up to the 17th level features of Corrupted Limb if you chose the limb as your Corrupted Limb at level 1.
- You may only gain up to the 13th level features of Corrupted Limb if you chose the limb as one of your Corrupted Limbs at level 3.
- You may only gain up to the 9th level features of Corrupted Limb if you chose the limb as one of your Corrupted Limbs at level 9.
- You may only gain up to the 5th level features of Corrupted Limb if you chose the limb as one of your Corrupted Limbs at level 15.
Starting at 9th level, you can use the spell alter self at will. You can also cast the spell invisibility a number of times equal to your Charisma modifier. You regain all usages to cast invisibility after you finish a long rest.
Starting at 15th level, you can temporarily turn your body into that of a true Daemon with your bonus action. While you are in this Daemon form, you gain a +2 to your attack and damage rolls. You also gain advantage in your melee attack rolls, but you become vulnerable to Radiant damage. This form lasts 10 minutes and you may use this feature two times, and you regain all uses of this feature after you finish a long rest.
You have managed to stop the Corruption from spreading to the rest of your body, but now you are a carrier for the Demonblight and other diseases.
Starting at 3rd level, you have learned how to release your Malevolence and spreads it to other individuals near you. As a bonus action, you can exude a visible aura of Malevolence in a 10 feet radius from you. Whenever a creature enters this aura or starts its turn within 10 feet of you, it must succeed a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. If they fail, they take 1d6 poison damage. You can suppress the Malevolence by another bonus action.
Starting at 9th level, the range of your Malevolence aura increases to 20 feet and the damage increases to 2d6.
Starting at 15th level, you have also isolated the Demonblight within you and weaponized it. While you're exuding Malevolence, as an action, you can additionally exude a visible 10 feet radius aura of a degenerative form of the plague that gave birth to your powers for 1 minute. Creatures who enter this aura or start their turn in it must succeed a Constitution saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier, taking 3d8 necrotic damage that is capable of overcoming resistances, or half as much on success. You may only use this feature once, regaining all uses of it after you finish a long rest.
Starting at 9th level, as an action, you can vomit a diseased ball of acid at a point up to 60 feet from you which explodes and releases a noxious pool of acid that lasts in the affected area for one minute. This pool of acid is considered difficult terrain. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. A target takes 4d6 acid damage on a failed save, or half as much damage on a successful one. Whenever a creature enter this pool or starts its turn in it, they take 1d6 poison damage and 1d6 acid damage. You may only use this feature once, and you regain usage of this feature when you finish a long rest.
Beginning at 15th level, your Daemonblight can reanimate the dead. You can use an action to target corpses within reach of you or those who died from your poison damage to be raised as zombies under your control. You may not have more than your Charisma modifier amount of zombies under your control at any time. The only attack they are capable of using is to explode themselves. Creatures within 10 ft of the explosion must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. A target takes 8d6 force damage on a failed save, or half as much on a successful one. This explosion also creates a 15 ft radius toxic cloud that lasts for 1 minute, dealing 2d6 poison damage to any creature that enters this cloud or starts their turn in it. Zombies automatically explode if they don't receive further commands after 24 hours from the player. Zombies that have died can't be raised again. You may use your reaction to cause a zombie that has been reduced to 0 hit points to explode. You may only use this feature once, and you regain use of this feature after you have completed a long rest.
Additionally, any creature that died within one day after being hit with Projectile Vomit will turn into this zombie one minute after they die, these count towards the maximum number you can control.
You have managed to tame the corruption from spreading, and in doing so, you have also learned to control the demons.
Starting at 3rd level, your connection to the Abyss has allowed you to form contracts with smaller Demons. Using your bonus action you can summon any 1 Demon with CR equal to or less than your proficiency bonus. These Demons last 1d4 hours. They are loyal to you and your party members, act independently of you and roll their own initiative in combat. You may use this feature once, and you regain all uses of this feature after you finish a long rest.
Starting at 9th level, the number of usages between long rests increases to 2.
Starting at 15th level, the number of usages between long rests increases to 3.
Starting at 9th level, your connection grows stronger, and this has allowed you to form a permanent contract with a demon formed from Demonic Contract. You can only have one of these permanent contracts at a time. This demon can be summoned at will via a bonus action and stay with you until they die or you dismiss it. When you complete a long rest, you may dismiss this contract and form a new one with another.
Additionally, this minion gains the action to kill themselves to restore your hit points equal to their current hit points. You can force this action by your minion by commanding it via a action.
Starting at 15th level, you have advantage with all Intimidation rolls.
Additionally, as an action, you can summon one Demon with CR equal to twice your proficiency bonus for one hour. The summoning aspect of this feature has a range of 30ft in a unoccupied space, and if the demon moves more than 600ft from you, they return to the Abyss. This Demon will do whatever you ask it to do, its loyalty is unwavering and will never betray you. You use your turn to control this Demon. You regain usage of this summoning ability after you finish a long rest.
Very few daemon eaters ever reach this level, however when they do cults may occur worshiping them and will attract the attention of other daemon lords such as Baphomet, Demogorgon, Lolith and Yeenoghu. These daemon lords will either seek to destroy you, seeing you as a potential threat, or seek to make an alliance with you. (This will be up to you DM what the daemon lord's will do and the cause and effects of said events. The Daemon Lords may do nothing at all.)
Prerequisites. To qualify for multiclassing into the daemon eater class, you must meet these prerequisites: You must be humanoid and you must be corrupted by the Demonblight.
Proficiencies. When you multiclass into the daemon eater class, you gain the following proficiencies: simple and martial weapons.