Demon (Beta) (5e Class)

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Muzan Demon[edit]

<--Introduction-->

<!-Introduction Leader->[edit]

Creating a[edit]

Quick Build

You can make a Muzan Demon quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength.

Class Features

As a Muzan Demon you gain the following class features.

Hit Points

Hit Dice: 1d12 per Muzan Demon level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Muzan Demon level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, rapiers, scimitars,shortswords, whips
Tools:
Saving Throws: Constitution, Strength
Skills: Choose 4: Athletics, Acrobatics, History, Deception, Persuasion, Intimidation, Stealth, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • If you are using starting wealth, you have 4d4x10 in funds.

Table: The Muzan Demon

Level Proficiency
Bonus
Blood Demon Points Features
1st +2 17+your Constitution modifier Blood Demon Points, Demon Claws, Demon Toughness, Sunlight Weakness
2nd +2 20+your Constitution modifier Demon Hunger, Demon Action
3rd +2 27+your Constitution modifier Demon Speed, Blood Demon Art
4th +2 30+your Constitution modifier Ability Score Improvement, Regeneration
5th +3 37+your Constitution modifier Blood Demon Art Feature, Extra Attack
6th +3 40+your Constitution modifier Demon Senses
7th +3 47+your Constitution modifier Unbeatable Strength, Blood Demon Art Feature
8th +3 50+your Constitution modifier Ability Score Improvement
9th +4 57+your Constitution modifier Lower Rank
10th +4 60+your Constitution modifier Blood Demon Art Feature
11th +4 67+your Constitution modifier Muzan’s Blood
12th +4 70+your Constitution modifier Ability Score Improvement
13th +5 77+your Constitution modifier Extra Attack
14th +5 80+your Constitution modifier Blood Demon Art Feature
15th +5 87+your Constitution modifier Upper Rank, Extra Attack
16th +5 90+your Constitution modifier Ability Score Improvement
17th +6 97+your Constitution modifier Blood Demon Art Feature
18th +6 100+your Constitution modifier Demon Will
19th +6 107+your Constitution modifier Ability Score Improvement
20th +6 110+your Constitution modifier Invincible Demon

Demon Toughness[edit]

Beginning at 1st level, while you are not wearing armor, your AC is 11+your Constitution modifier+your Strength modifier.

Demon Claws[edit]

Beginning at 1st level, your nails elongate into claws. Because of this your unarmed strikes do 1d8 slashing damage you can add your Dexterity or Strength modifiers to attack an damage rolls. You can spend BDP to increase the damage of the Demon Claws as you level up.

5th(2d8)=2 BDP, 11th(3d8)=5 BDP, 17th(4d8)=10 BDP

Sunlight Weakness[edit]

Beginning at 1st level, you are now a demon follower which means you dislike being in the sunlight as you live at night. Because your body is used to the dark, as long as you are in sunlight at every end of your turn you will take 2d6 radiant damage and gain disadvantage on any attack rolls while being in daylight you also gain 200 ft of Darkvision.

Blood Demon Points[edit]

Beginning at 1st level, you get Blood Demon Points you can spend them to use special abilities and if you run out of them you become hungry. The Blood Demon Points will increase as you level up. You gain all your Blood Demon Points on short or long rest. Blood Demon Point = BDP

Blood Demon Points attack modifier = Your proficiency bonus + your Constitution modifier.

Blood Demon Points save DC = 8 + your proficiency bonus + your Constitution modifier.

Demon Action[edit]

At 2nd level, you can use a bonus action to dash, disengage, or hide actions. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Demon transformation[edit]

At 2nd level, start to change to more of demon kin and gain the Unholy Weakness trait. Due to your abyssal nature, you are vulnerable to radiant damage.

Demon Speed[edit]

Starting at 3rd level, your movement speed increases while not wearing armor or wielding a shield, your movement speed increases by +15 ft. This bonus increases to 20ft at 9th, 25ft at 13th, 30ft at 18th, and 35ft at 20th levels.

Blood Demon Art[edit]

At 3rd level, you are a strong enough demon to acquire a Blood Demon Art; a special ability that a demon can obtain and each one is unique. You gain additional features from your Blood Demon Art at 3rd, 5th, 7th, 10th, 14th, and 17th level.

Regeneration[edit]

When you reach 4th level, you can use an action to regain 1d6+your Constitution modifier and if any limbs fall when you use this ability you regain them. Your Regeneration increases as you level up and so does the cost but it is a choice if you want to use these buffs.

8th(2d6), 12th(3d6)=12 BDP, 16th(4d6)=18 BDP, 20th(5d6)=24 BDP

Ability Score Improvement[edit]

When you reach 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.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class and to four when you reach 15th level in this class.

Demon Senses[edit]

At 6th level, you gain proficiency in perception and if you already have proficiency in perception you get expertise in perception and if you trying to find a human you gain an advantage.

Unbeatable Strength[edit]

At 7th level, if you fail a saving throw you can choose to succeed the saving throw you can only use this two times after that you have to take a long rest to use it again. You also can spend 10 BDP to get a +2 in Strength and in your attack and damage for your unarmed strikes for four rounds.

Lower Rank[edit]

At 9th level, you have become powerful enough to unlock your stats true power you can choose 2 of your stats to break the limit of causing the limit of that stat to go up by 5 (basically this means the limit of that stat will go from 20 to 25). At 12th level, you can choose 1 more stat to break the limit.

Muzan’s Blood[edit]

At 11th level,

Upper Rank[edit]

At 15th level, any creature with a challenge level of 4 you can choose to make it do a Wisdom saving throw if they succeed they are frightened for two rounds if they fail they are frightened and run away from you until they are 150 ft away from you and if they are lower then challenge level 4 they immediately are unconscious. You can use this two times after that you have to take a long or short rest. At 20th level the challenge level requirement is now 5.

Demon Will[edit]

At 18th level, As an action you can unlock your limits for a minute when you do this you add +6 to all your ability scores and your walking speed is doubled. After that, you have to take a long rest before you can use this ability again and you get the 3rd level of exhaustion for a minute.

Invincible Demon[edit]

At 20th level, when you drop to 0 hit points you can choose to instead drop to 10 hit points you can only use this once after that you have to take a long rest before using it again. You can not be killed unless you die by sunlight or being killed by radiant damage and if someone doesn’t kill you that way then after an hour you will come back from the dead with 10 hit points.

Blood Demon Arts[edit]

Blindfold[edit]

Blindfold is a blood demon art that grants the ability to mask or reveal something's presence using a paper talisman.

Invisible Paper

At 3rd level, you can spend 2 BDP to shoot invisible paper, when you throw this at someone they have to make a Wisdom saving throw if they fail they get hit and they take 2d8 slashing damage (This counts as magical) if they succeed they dodge the attack. You can spend 7 BDP to add an extra 1d8 to the damage.

Paper Awakening

At 3rd level, you can spend 5 BDP to put a piece of paper on someone (Including yourself) when you do this you cast see invisibility on that person and they also get 15 feet of blindsight for a minute. At 7th level, you gain the ability to see anything that is invisible no matter how powerful the invisible spell is.

Paper Mask

At 5th level, you can spend 7 BDP to place a piece of paper on yourself after doing this you cast invisibility on yourself. When you get you to 7th level, you can spend 14 BDP to put a paper on yourself and someone else when you do this you cast greater invisibility.

Paper Of Vision

At 5th level, you can spend 10 BDP to place a piece of paper on a willing creature when you do this you share your vision with the person you put the paper on for 2 hours while this effect is happening both of you have an advantage on perception rolls.

Invisible Strikes

At 7th level, you can spend 20 BDP to make your hands invisible which means for 5 turns your attacks have an advantage unless they cast see invisibility.

Paper Blindfold

At 10th level, you can spend 30 BDP to place a piece of paper on a person when you do this they have to make a Wisdom saving throw, if the succeed Invisible Strikes is activity on yourself if they fail they are unable to see and all of their attack have disadvantage and all of your attacks have advantage for 4 turns when those 4 turns are up they make another Wisdom saving throw, if they succeed the paper comes off them and they can see, if they fail they can't see for 4 more rounds.

Invisible Domain

At 14th level, you can spend 35 BDP to put a piece of paper on something and everything within a 100ft cube radius becomes an allusion to making it look like nothing's there. You can choose who can see your domain and who can not.

Black Out

At 17th level, you can spend 80 BDP to place a piece of paper on someone when this happens they can’t see although unlike Paper Blindfold this doesn’t just take out your enemy's sight it also take out every single sense they have. This means they automatically fail in perception rolls same with their attacks, and your attacks always hits (but still roll) if you roll a 15 or higher your attack becomes a critical attack this last for 6 rounds. After you use this ability you can’t use it again before a long rest.

Death Ball[edit]

Ball Game

At 3rd level, you can generate Temari balls if you through your balls they count as a ranged attack and do just as much damage as your unarmed strikes.

Spider's Play

At 3rd level, you can spend 5 BDP to create 2 more arms out of your body this allows you to make 2 more attacks than you usually can. At 15th level you can grow 4 more arms instead of 2 because of this you can attack 4 more times. this lasts for 5 rounds after that your arms go back into your body At 6th level your arms last for 10 rounds.

DodgeBall

At 5th level, you can (you can only use this ability if you have the Spiders Play active) spend 10 BDP to create a lot of Temari balls in your hands and you throw every single one of them when you do this your target has to make a Dexterity saving throw if they fail, they are hit by a barrage of Temari balls making them take 3d8 bludgeoning damage if they succeed, they take 2d6 bludgeoning damage.

Curve Ball

At 7th level, if you miss when throwing a Temari ball you can spend 5 BDP to redecorate the Temari ball you throw but when you do this you have to choose a different target and reroll the attack. You can use this 5 times before doing a short or long rest this increases to 10 uses when you reach 14th level.

Unstoppable Ball

At 10th level, your attack your bypass resistances.

Spinning Throw

At 14th level, you spend 30 BDP to create a Temari ball and you spin around and you use the momentum of you spinning to throw the ball with massive force when you do this your target has to make a Dexterity saving throw if they fail, they are directly hit by the ball taking 6d8 bludgeoning damage if they succeed, they take to dodge the ball but the get his by the aftermath and take half damage.

Giant Temari Ball

At 17th level, you can spend 65 BDP to create a giant Temari and throw it at the ground making everyone within a 100ft radius make Dexterity saving throw if they fail, they take 9d10 bludgeoning damage if they succeed, they take half damage.

Eye Arrows[edit]

Red Arrow

At 3rd level, you can spend 1 BDP to you can to shoot a red arrow at someone when you do this they have to make a Strength saving throw if they succeed, nothing happens if they fail, they are forcibly moved back 30ft.

Eye Of The Arrow

At 3rd level, you can 5 BDP to use your eyes on your hand to see where a person you've seen has moved.

Arrow Slam

At 5th level, you can spend 7 BDP to make your target make a Strength saving throw if they fail, you shoot a red arrow and shoot them into the air and make another arrow to shoot them into the ground making take 2d6 bludgeoning damage if they succeed they resist your attack and take no damage.

Object Arrow

At 7th level, you can 15 BDP to shoot a red arrow on an object allowing you to control it and to hit enemies if you do then they take 2d4 damage (the type of damage depends on what you controlling) and it will as a ranged attack with a range of 70ft. At 9th level, the objects you control do 2d8 damage At 12th level, the objects you control do 2d10.

Arrow Punch

At 10th level, you put the arrow on your fist making your fist move at a rapid speed adding a +5 damage boost for your punches this will improve as you level up. At 12th level, the damage boost increases to +6 At 15th level, the damage boost increases to +8 At 18th level, the damage boost increases to +10.

Unstopable Arrow

At 10th level, any damage made by your arrows bypasses resistances.

Arrow Beatdown

At 14th level, you can spend 35 BDP to shoot an arrow your target and you control them and move them around while smashing them into things when you do this they must make a Dexterity saving throw if they fail, they take 8d8 bludgeoning damage if they succeed, they take half damage.

Blood Red Arrow

At 17th level, you can spend 75 BDP to shoot multiple red arrows at some but they're all going in different directions making you start splitting your target apart when you do this your target must make a Strength saving throw if they fail if there hit points are under 100 they imminently die if it's higher than that they 100 damage if they succeed they take 8d10 damage.

Spider Threads[edit]

Steal Threads

At 3rd level, as a bonus action, you can spend 1 BDP to create a sharp spider thread that is as strong as steel. Your unarmed strikes gain an additional 5 feet of reach and deal 1d6 + your proficiency modifier slashing damage. This lasts for 1 minute. For every 2 additional BDP spent, you may grant your string a +1 bonus to damage rolls or an additional 5 ft of reach and it now can support your body weight.

Thread Trap

At 5th level, as an action you can spend 7 BDP to you can make a string trap. You make a trap all around out you which means anyone who gets 5 feet near you has to do a Dexterity if they succeed they dodge your trap if they fail there caught in a spider web and take 2d8 slashing damage and there walking speed is set to 0 feet for around, if they try to make they have to make a Strength saving throw with disadvantage, if they succeed they get to move and get out of the spider web if they fail they can’t move and they take another 2d6 slashing damage.

Rotating Threads

At 7th level, as an action you can spend 10 BDP to make a circle of threads and than you spin them and than as a bonus action you can throw the spinning circle of threads at someone this has a range of 60ft, if you that the person has to make a Dexterity saving throw if they succeed there speed is set to 0 for three rounds if they fail they take 4d8 slashing damage.

Spider’s Cage

At 10th level, as an action you can spend 17 BDP to make a razor-sharp cage around a person within 90ft when you do this they have to make a Dexterity saving throw, if they succeed they take 3d8 slashing damage and there speed is set to 0, if they fail they take 6d8 slashing damage.

Spider Family

At 14th level, as a bonus action, you can spend 27 BDP to infuse some of your power into a drop of blood. If a willing creature drinks your blood they have to make a Constitution saving throw, if they succeed they pass out and take a long rest, if they fail they are in extreme pain for 1 minute after that you can choose their role in the family and depend on your choice they will get a different form and ability. You can have 4 family members at max.

  • Father = When you choose this role the person who drank your blood body peels off and when they come out they are bulk and have a spider head when this happens their unarmed strikes do 2d8 bludgeoning damage and +4 attack and damage they also get 80 hit points and there AC becomes 17.
  • Mother = When you choose this role the person AC becomes 15 and their unarmed strikes do 1d6 and gains the ability of puppetry which always you to take control of any dead creature that is within 120ft, when you take control of a dead creature they can only be taken out of your control is for the person fighting your creature to make a Strength saving throw (The DC is 17) if the success they take your strings off them and they are no longer under your control if they fail your creature had an advantage on all its attack for two rounds.
  • Oldest Son = When you choose this role the person who drank your blood body peels off and when they come out they have a human head but they have a spider body when this happens they have a 70ft wall-walk speed and they can spit poison and they have two choices of what poison there going to shoot

Acid Poison. You choose a poison that is but has the effect of acid if you hit someone within 5ft of you, they must succeed in a Dexterity saving throw (With a DC of 17) if not then they take 2d6 acid damage.

Spider Poison. You choose a poison that is green when if this hits someone within a 10ft range they have to make a Constitution saving throw (with a DC of 16) if they succeed they can't attack for one turn (if the creature has a challenge rating of 3 or higher they automatically succeed) if they fail they pass out and when they wake up they became a mini spider with a human head these spiders do 1d4 piercing damage are under the control of the oldest brother (The limit on this is 30).

  • Daughter = When you do this The person unarmed attack do 1d6 slashing damage and they gain the ability to use Spider Cocoon when they use this ability the person that you are shooting at has to make a Dexterity saving throw if they the succeed they dodge the strings if they fail they are stuck in a cocoon made out of string while they in this cocoon they can not attack or move, every turn they will have to make a Strength saving throw if they succeed they get out of the cocoon if they fail the take 1d10 acid damage
Blood Threads

At 17th level, you can spend 50 BDP to cloak your threads in your own blood when you do all of your attacks that are related to your Blood Demon Art have doubled the price but double the damage, this last for 8 rounds after that you gain 5th level of exhaustion.

Sleeping Hand[edit]

Dreamy Charisma

At 3rd level, you are good at figuring out what people want in their dreams so you gain proficiency with persuasion and if you already have proficiency you gain +2 to your Charisma.

Sleep Talking

At 3rd level, as an action, you can spend 5 BDP you can create a mouth on your hand to say Go To Sleep and anyone who hears you (Anyone within 60ft) has to make a con saving throw if they succeed they managed to wake up before going into a dream if they fail they are considered unconscious for 1 round.

Thing

At 5th level, as a bonus action, you can spend 8 BDP to disposable you hand and you can command your hand with 100ft of you this hand has a mouth on it so you can talk through your hand and this hand can use Sleep Talking also this hand has advantage on stealth checks, if you choose to attack someone your hand has and AC of 18 and 5 hit points and the damage it can do is half of the damage your unarmed strikes do if your hand dies you have have disadvantage on your attacks for 3 rounds after that your hand has grow back and once it grows back you no longer have disadvantage on your attacks.

Dream World

At 7th level, once someone has fallen asleep by any means (Sleep spell, Sleep Talking or Just got tired and so on) you can spend 17 BDP to control and manipulate their dreams when you try to do this you You must make a persuasion check 3 time, if you fail all three times they will immediately wake up and because you were manipulating their dreams you are vulnerable and if any creature try to hit you in that round they will gain advantage on attack, if you fail 2 times they stay in your dream for 1 more round and while you are doing this you can try attack them but you have disadvantage with your attack because your still trying to manipulate their dream, if you only fail once you great a really pleasant dream that they don't want to leave and causing them to stay asleep for 2 rounds, if you don't fail none of your checks you create a horrifying nightmare that they are unable to escape making them stay asleep for 2 round and for every round they are still asleep they take 4d4 physic damage.

Purple Tentacles

At 10th level, you can spend 10 BDP to summon a puddle of purple stuff that forms into a tentacle (you can not have more that two tentacles at a time) as a bonus action you can order your tentacles to attack if they hit they do 2d6 bludgeoning damage. These tentacles can not be killed as long as you're alive but they only last for 3 rounds after that they disintegrate and you can't summon anymore for 3 rounds.

Sleeping Eye Tentacles

At 14th level, if you have tentacle already made you can spend 20 BDP to add eyes to your tentacles this takes away their ability to fight but if they they open their eye any creature that are looking at the tentacles take the same effect as Sleep Talking after doing that they immediately close their eyes these tentacles can only open they eyes 3 times after that they disintegrate and after you can not summon your tentacles for 4 rounds.

Object Link

At 17th level, you can spend 55 BDP to connect your soul to an object (you can not regain your 55 BDP back because you put that energy in the object) and as long as that object isn't destroyed you can not die although if this object is destroyed you instantly die (the object gets 1 hit point for every foot tall it is).

Destructive Power[edit]

You have made sure that your blood demon art is pure power this blood demon art harnesses the pure strength of demons and you will destroy anyone in your path.

Pure Strength

At 3rd level, your claws go inward causing you to only have your fist making your unarmed punches do d10s instead of d8s and your attack and damage get a +2. At 6th level your attacks bypass resistances and at 7th level your attacks bypass immunities.

Air Punch

At 3rd level, you can spend to 2 BDP to punch so hard that you make a shockwave adding 60ft range to your unarmed attacks and if it hits it send your opponent 5ft back. At 6th level you can spend 7 BDP to send a barrage of air punches when you do this they will have to make a Dexterity saving throw if they succeed they take the amount of damage that your unarmed strikes do, if they fail they take 3 times the amount of damage your unarmed strike do.

Snowflake Needles

At 5th level, you can spend 10 BDP to make a glowing snowflake on the ground when this happens the snowflake creates 6 glowing bright blue needles, the needles have the same effect as magic missiles except it does 1d6. At 9th level you create 12 instead of 6.

Shockwave Kicks

At 7th level, you can spend 11 BDP to unleash a barrage of explosive kicks when you do this your opponent must make 3 Dexterity saving throw for every saving throw they succeed they take 1d8 bludgeoning damage for every saving throw they fail they take 2d10 bludgeoning damage and if they fail all of they saves you end with a raising axe kick doing as much damage as your unarmed strikes do and after that they are knocked prone for one round.

Bell Splitter

At 10th level, as an action you can enter a style that protects weak points, when you are using this style you can not use any of your Blood Demon Art abilities but you gain resistance to all damage.

Earthquake Punch

At 14th level, you can spend 25 BDP you use a shockwave infused punch to the ground with such power that you make the ground crumble when you do this the this any one within a 90ft radius has to make a Dexterity saving throw, if they succeed they dodge your phone punch but get hit by random debris and rocks which causes them to take 3d10, if they fail they get directly hit by your punch and take 6d10 bludgeoning damage and they are stunned for 2 round. After you use this ability everywhere within 90ft is now difficult terrain.

Slicing Blue Chaos

At 17th level, you can spend 65 BDP to sharpen your shockwaves and send out a barrage of them making the person your targeting at have to make 2 Dexterity saving throws, for every saving throw they succeed they barley dodge your shockwave but still gives them a cut take 4d10 slashing damage, for every saving throw they fail they get directly hit by your sharp shockwave and their body automatically takes a massive slash making them take 6d12 slashing damage after using this ability you can use it again before taking a long rest.

Shadow Hunter[edit]

You have the ability to shape your shadow and with this ability, you are the ultimate hunter and once you have a target you will never let them go.

Shadow Weapons

At 3rd level, you can spend 5 BDP to shape your shadow into 6 weapons of your choice. You can spend 3 BDP to make 6 extra ammo.

Hunter Skills

At 5th level, you gain proficiency in Martial Ranged Weapons and Martial Melee Weapons also you can choose one race and when every you are fighting a creature that has that race you gain advantage on all attacks against that creature. Because you are a hunter you can add your Dexterity modifier to your attack and damage whenever you are using a sword.

Shadow Hounds

At 7th level, you can spend 1 BDP shape your shadow into wolves for every 1 BDP you spend on a wolf they gain 5 hit points, an extra 5 feet, and for every 4 BDP you spend the wolf does 1d6 slashing damage.

Shadow Teleport

At 10th level, you can spend 7 BDP to teleport to the nearest creature's shadow, if you plan to attack them after teleporting to their shadow you will have an advantage on that attack.

Black Hole

At 14th level, you can spend 25 BDP to create a black hole of your shadow (this black hole does not affect you) any creature within 80ft will be sucked in 10ft every 6 rounds if the black hole sucks them in they take 8d8 damage after the 6 round are up the black hole will turn back into your shadow and any creature that was sucked into the black hole will be stunned for two rounds.

Shadow Cloak

At 17th level, you can spend 65 BDP to cloak yourself in your shadow and become a giant shadow hound causing you to unlock four new abilities.

  • Bite. You can now have super sharp teeth and your bite now does 2d8 piercing damage.
  • Claws. You now have super sharp claws causing your unarmed strikes to have a +10 for damage.
  • Wolf Feet. Your Speed is doubled and your AC get a +3.
  • Wolf Endurance. Your hit points are double.

This will last for 5 round after that you will revert to your normal form and you will gain level 5 exhaustion.

Poisonous Blood[edit]

Kama Master

At 3rd level, you can spend 3 BDP to create the Kama out of your own solidified blood (this Kama does as much damage as your unarmed strikes and it does slashing damage and a range of 8ft) and you have expertise in that Kama. At 6th level, your Kama can bypass resistances.

Blood Slash

At 5th level, you can spend 7 BDP to throw your blood and to solidify your blood to make your blood sharp causing it to turn into slashes, these slashes (these slashes have a range of 15ft because you are slashing so hard you make air slashes) when you do this your target must make a Dexterity saving throw if they succeed they take 2d8 slashing damage if they fail they take 4d8 slashing damage.

Dome of Slashes

At 7th level, you can spend 14 BDP to make a flurry of slashes that you put around yourself which causes any non-magical attack to do only half damage against you and if any creature gets within 10ft of you they take 3d8 slashing damage. This lasts for 4 rounds after that you are tired and you disadvantage on your attacks. You can only use this ability if you have your Kama.

Kama Poison

At 10th level, you can spend 21 BDP to cover your Kama in your blood which you make into a deadly poison (this ability can be used on other weapons except they don't get the damage buff and only get the poison part) which means when you hit someone with your kama your damage gets a plus +4 and they have to make a Constitution saving throw if they succeed nothing happens, if they fail they are poisoned for 3 rounds.

Spiked Blood

At 14th level, you can spend 10 BDP to throw out your blood at someone and solidify your blood making it spiky when you do this make a ranged attack roll if your attack hits your blood does 3d6 piercing damage.

Giant Blood Blade

At 17th level, you can spend 65 BDP to solidify so much of your blood you create a gigantic blade with the range of 80ft when you try to hit someone they will have to make Dexterity saving throw if they succeed they 2 times the damage of your unarmed strikes if they fail they will take 3 times the damage of your unarmed strikes. you can use this attack two times after that you have used up too much of your blood making you unable to use any of your abilities (and when I say you can't use any of your abilities I mean even your normal classes abilities) for 5 rounds after that you can't use this ability before taking a long rest.

Killer Fish[edit]

Magic Pots

At 3rd level, you can spend 2 BDP to make 2 magical pots, these pots have the ability to allow you as an action to teleport between them (The limit for teleportation is 70ft if the pots are farther than the limit you can't teleport between them). You can spend 5 extra BDP to double the range for two of your pots

Fish Human

At 3rd level, you have the attributes of a fish which means you can breathe under, your swimming speed is the same as your walking speed and you can speak to any fish. At 6th level, you can spend 5 BDP to grow scales that are as strong as diamond because of that when you do this your AC gets a +3 to it and your unarmed strike does an extra +2 to damage.

Needlefish

At 5th level, if you have one of your magical pots you can spend 4 BDP to summon five floating fish out of your pot and as a bonus action (Just so you know for all of your ability when I say you use a bonus action to order a creature to do an attack that the attack takes up your attack action) you can order the fish to shoot someone when you do this the fish will shoot poisonous needles at that person after this the person the fish are shooting at has to make 4 Dexterity saving throws for every time they succeed they dodge the needle and every time they fail they take 1d6 piercing damage and have to make a Constitution saving throw if they succeed nothing happens and if they fail they are paralyzed for two rounds. After your fish attack, they can not attack for 2 rounds.

Hell's Tentacles

At 7th level, if you have one of your magical pots you can spend 9 BDP to summon giant tentacles out of your pot after that you can use a bonus action to order the tentacles to attack someone within 80ft if they are in range they must make a Dexterity saving throw, if they succeed they get grappled if they fail they take 4d8 bludgeoning damage.

Water Prison

At 10th level, you can spend 10 BDP to incase a creature in water that is within your sight when you choose a creature within you sight they have to make a Dexterity saving throw if they succeed nothing happens, if they fail they are paralyzed for 5 round.

Slime Fish Barrage

At 14th level, you can spend 40 BDP to summon Thousands of poisonous fish at someone when you do this anyone within a 90ft radius has to make a Dexterity saving throw if they succeed they are poisoned, if they fail the take 6d8 Acid damage and are poisoned.

Fish Transformation

At 17th level, you can spend 80 BDP when you activate this ability whenever you land a hit on a creature they must make a Constitution saving throw if they succeed they just take the damage from the hit, if they fail you cast true polymorph on them and they will turn into a quipper but when you have this ability active you can not use any of your abilities in your Blood Demon Art and you have disadvantage on all attack using this ability this last for 6 rounds after that you can't you this ability before taking a long rest.

Blizzard Fan[edit]

Fan Shards

At 3rd level, you can spend 2 BDP to wave your fan to create an ice shard when you do this make a ranged attack if you hit the shard does 1d8 cold damage+your proficiency modifier the range of the ice shard is 40ft. You can shoot one more ice shard for every 2 BDP you shoot an extra Ice Shard.

Fan's Freezing Wind

At 5th level, you can spend 7 BDP to wave your fan and create freezing temperature wind because of that anyone within 60ft of you has to make a Constitution saving throw if they succeed they 2d6 cold damage if they fail they take 2d6 cold damage and they are also frozen.

Ice Whip

At 7th level you can spend 10 BDP to create a whip made out of ice this whip does 2d8 cold damage and has a range of 30ft. you can spend 3 more BDP so the next time you land a hit on a creature they have to make a Constitution saving throw if they succeed their speed is halved for 4 rounds, if they fail they are frozen for 2 rounds.

Ice Royalty

At 10th level, you can spend 15 BDP to summon human-sized ice-shaped like a princess these ice princesses can use the ability Fan's Freezing Wind 4 times (you can order when they do their attacks) after they use their ability 4 times they break down and disappear. You can only summon two at a time.

Ice Children

At 14th level, you can spend 10 BDP to summon a mini ice version of yourself these can use any of your ability 2 times but these ice clones only do half damage and they can not use your final ability after using up its two abilities it breaks down and disappears.

Giant Ice Golem

At 17th level, you can spend 65 BDP to create a gigantic ice statue you can order this giant statue to move as you please this statue unarmed strikes do 2d10 damage +4 on damage and attack it can also attack 3 times per round (while this Statue is created you can not attack) its speed it 15ft this ice statue only last for 6 rounds and you can't use this ability until you take a long rest.

Demon King[edit]

Flesh Armor

At 3rd level, you can spend 5 BDP to harden your flesh to add 2+ to your AC for 1 hour. At 7th level, you will be able to spend 10 BDP to add +3 instead of +2.

Sharped Finger

At 3rd level, you can spend 3 BDP to harden and sharpen your fingers because of this your unarmed strike now do d10s (example: 2d6 = 2d10) slashing damage you can also spend an extra 2 BDP to make your unarmed strikes bypass resistances. At 7th level, you can spend 7 BDP to make your unarmed strikes to do d12s slashing damage.

Flesh Wires

At 5th level, you can spend 7 BDP to manipulate your flesh to transform your hand into whip that are a sharp as barbed wire the range of these is 60ft and your unarmed strikes now do 1d12 piercing damage.

Screaming Shockwave

At 7th level, you can spend 15 BDP to scream and create a gigantic shockwave causing anyone within a 80ft radius to make a Constitution saving throw if they succeed they will be defended and take 1d12 force damage if they fail they are defended also they take 3d8 force damage and they are paralyzed for 3 rounds

Spiky Skin

At 10th level, you can spend 17 BDP to morph your flesh into spikes all around your body causing so whenever someone hits you they will take 1d8 piercing damage this lasts for 2 minutes. At 14th level, your spikes 1d10 piercing damage instead of 1d8.

Demon Blood

At 14th level, you can spend 50 BDP to give a creature some of your blood to make them into a demon and the difficulty depends on how much their willingness is to turn in a demon. If the creature has protection from evil and good you Demon Blood will not work

1. If the creature is willing to become a demon they must make a Constitution saving throw if they roll 1-8 they die because the blood was too much for the person to handle and they will melt into a puddle of flesh 9-12 They are knocked unconscious and they body rejected your blood causing them not to be a demon but they don't die so you can try again when they wake up 13-20 There body absorbs your blood causing them to turn into a demon causing them to gain the Muzan Demon Class starting at level 1 if they already have a class this will automatically make them to multiclass. If they're not willing there Constitution saving.
2. If the creature is not willing to become a demon they must make a Constitution saving throw if they roll 1-9 they die because the blood was to much for the person to handle and they will melt into a puddle of flesh 10-14 They are knocked unconscious and they body rejected your blood causing them not to be a demon but they don't die so you can try again when they wake up 15-19 There body absorbs your blood causing them to turn into a demon causing them to gain the Muzan Demon Class starting at level 1 if they already have a class this will automatically make them to multiclass if they get 20 or above they get to choose whether they want to reject the blood or become a demon.
King’s Curse

At 14th level, you can spend 50 BDP to place a curse on a demon that you have created when you do this if the demon that you've created that has the curse says your name they will have to make a Constitution saving throw if they succeed they will fall unconscious and lose all their demon powers and are no longer part of the Muzan Demon class, if they fail they automatically die.

Master Demon

At 14th level, you gain a expertise in your demon abilities and causing you to be able to choice 3 of the abilities in Muzan’s Blood feature that you already choose and being able to upgrade that ability to unlock it true power.

1. If you choose Perceptive Noses it will evolve into Demon Nose when this happens you can spend 5 BDP to use detect thoughts, but only on two creature of your choosing (this will overlap on the creature are able to detect) if you succeed in using detect thoughts on a creature you gain advantage on all attacks against that creature.

2. If you choose Blood Sucking Claws it will evolve into Hand Absorption this always you to spend 50 BDP to absorb a dead creature to collect one of its attacks or abilities the number of abilities you can have is equal to your Constitution modifier and if you go over the limit you have to lose another ability to replace it.

3. If you choose Demon Reactions it will evolve into Combat Mastery this always you to spend 10 BDP to do one of three things, the first thing is Boulder Breaker this always you to focus all your power in your fists causing your unarmed strikes to do double the damage for 5 rounds, Second Lightning Reactions this alway you to enter a state of complete defense making all attacks against you have a disadvantage (While you are using this ability you can not use any other abilities except Regeneration) for 5 rounds, third Resistant Body this alway you to focus of your body making sure it is the strongest it can be making all non-magical damage you are resistant to and you can no longer able to be affected by any status conditions.

4. If you choose Demon Bloodlust it evolves into Demon Anger this always spends 20 BDP to contain your anger and only uses it in concentrated strikes always you to do 1d20 for your unarmed strike for 5 turns.

5. If you choose Demonic Pets it evolves into Demon Army this always you to wherever you kill a creature this includes humans and other intelligent creatures you can spend 50 BDP to make a ritual that lasts 5 minutes one you are done you can spend BDP to summon that creature you killed (if the creature isn’t already a devil or demon of some sort when you summon the creature you summon it but in a demonic form), the amount of BDP to depends on the challenge rating for every one challenge rating it cost 5 BDP and if the challenge rating is higher than your max amount of BDP you just can’t summon it(if the creature doesn’t have a challenge rating ask your DM about it).

6. If you choose Body Manipulation it evolves into Shape-Shifting this always spend 15 BDP to shapeshift into a creature that you have touched (you can only shapeshifter into a creature that has a challenge rating half your level or less).

King Of The Demons

At 17th level, you can spend 100 BDP to enhance everything about yourself. This will last for 2 minutes (every minute is 10 rounds) after your time is up you will fall unconscious for 1 hour.

  • Unlimited Regeneration. Your Regeneration now does 2d20+Your Constitution modifier and you can spend 2 BDP to make it a bonus action instead of an action
  • Unlimited Strength. Your Unarmed Strikes now do 1d12+Your Constitution modifier+Your Strength modifier.
  • Unlimited Speed. You speed it double and you get a +3 to your AC.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Muzan’s Demon class, you must meet these prerequisites: 15 Constitution, 15 Strength

Proficiencies. When you multiclass into the Muzan’s Demon class, you gain the following proficiencies: Finesse Weapons


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