Demon Brawler (3.5e Class)

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This content deviates from revised 3rd edition standards; Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the revised 3rd edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
Straight upgrade to the monk designed to be about on par with the sorcerer/favored soul/psion.

Demon Brawler[edit]

A melee class empowered by unholy energies to amplify the effectiveness of their near suicidal brawling style. Their combat is based on psychotic pounding and unholy powers in tandem.

Making a Demon Brawler[edit]

Demon Brawlers are tanky, fast, and hit very hard and as such are extremely effective at close range, but they lack defensive options or magical capability and as such are vulnerable to long range attacks and disruptive strategies. they work well with both healers and long range specialists to complement the Demon Brawler's lack of these abilities

Abilities: Strength and Constitution are this class's bread and butter, Dexterity can help with reducing how often this class takes damage since they normally lack armor or wear very little.

Races: Humans and Orcs/Orc-blooded races are the most likely to use such dark powers for personal gain with little regard for consequences, non-good dwarves are occasionally enticed to massively increase their raw power but they are rare and are considered outcasts amongst their people most other races are usually too squeamish or are generally opposed to making deals with the dark.

Alignment: non-good.

Starting Gold: 2d6×10 gp (Average 70gp) .

Starting Age: Simple.

Table: The Demon Brawler

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Demonic Awakening
2nd +2 +3 +0 +0 bonus feat "Awareness"
3rd +3 +3 +1 +1 Hell Won't Take Me
4th +4 +4 +1 +1 Hellfire Blade
5th +5/0 +4 +1 +1 Demonic Aspect, Demonic Fortitude
6th +6/1 +5 +2 +2 Aspect Blade, +1 to Str or Con
7th +7/2 +5 +2 +2 Bone Armor Growth, Blade of Torment
8th +8/3 +6 +2 +2 Rage of Hell (Basic), Enhanced Blows 1
9th +9/4 +6 +3 +3 Demonic Regeneration, Devil's Deal
10th +10/5/0 +7 +3 +3 Aspect Wraith
11th +11/6/1 +7 +3 +3 Heaven Won't Have Me, Rage is Building
12th +12/7/2 +8 +4 +4 +1 to Str or Con,
13th +13/8/3 +8 +4 +4 Enhanced Blows 2
14th +14/9/4 +9 +4 +4 Rage of Hell (Advanced)
15th +15/10/5/0 +9 +5 +5 Demonic Twin
16th +16/11/6/1 +10 +5 +5 Enhanced Blows 3
17th +17/12/7/2 +10 +5 +5 Cloak Of Flames, Demonic Rampage
18th +18/13/8/3 +11 +6 +6 +1 to Str or Con,
19th +19/14/9/4 +11 +6 +6 Rage of Hell (True)
20th +20/15/10/5 +12 +6 +6 Verus Resurrectio/Redemption, Enhanced Blows 4

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff, Climb, Craft, Diplomacy, Intimidate, Jump, Knowledge (Religion, Planes), Listen, Profession, Spot, Survival, Tumble, Use Rope.

Class Features[edit]

More strength and evil power along with the ability to just keep taking hits until the job is done, this is the Demon Brawler in a nut shell. All of the following are class features of the Demon Brawler.

Weapon and Armor Proficiency: This class by default has proficiency with all simple and martial weapons but has no proficiency with any armor.

Demonic Awakening: Once a person breaks past the normal mortal limits of not being able to draw upon demonic power naturally they may choose to become a demon brawler and if they do here is what happens, First their size category goes up by 1 size (includes all benefits and drawbacks of doing so). secondly all unarmed attacks by them are counted as natural weapons (not subject to attacks of opportunity) and are always lethal, in addition their skin is hardened and now has a permanent 10% damage resistance (factored in before any damage reductions) to all incoming damage, Finally a demon brawler may use appropriately sized 2 handed weapons 1 handed without penalties

Hell Won't Take Me: A Demon Brawler vehemently refuses to enter the afterlife and as such cannot be disabled or knocked unconscious by having their hp drop below 0 they will continue to act normally (losing 1hp per action until healed) until the point of death they die once they reach -20 hp

Hellfire Blade: A Demon Brawler may choose to (as a standard action) release a blast of hellish flames at their opponent in a line (from the demon brawler's location), the flames deal their class level in d4's at point blank range and decreases by 1d4 per 5 foot away from their opponent (ex a level 7 demon brawler uses hellfire blade and has an effective range of 35 feet at point of impact it does 7d4 damage and every square(5ft) away from point of impact the damage decreases by 1d4 so 5ft away from strike range is 6d4, 10ft 5d4 etc.) this ability can be used 3/day freely and after that it takes 5 times the demon brawler's class level in hp per use until they recharge, once a demon brawler reaches level 10 they may turn the line to an area-of-effect ring around them that does not damage them but the damage is halved (range is the same)

Enhanced Blows: A Demon Brawler's weapon strengthens and their fists grow harder (add number at end of enhanced blows by attack dies for the demon brawler's melee attacks so a demon brawler whose attack does 1d6 instead now does 3d6 if they have enhanced blows 2)

Demonic Aspect: A spectral form of the demon/devil that provides the brawler with their power appears and attaches itself to the brawler this being takes the shape of an upper body demon/devil silhouette shadow that is visible only whenever it either attacks or uses any magic (it draws from its own spell list and has its own stats independent of the brawler) it will attempt to assist/hinder the player whenever it feels like it (d100 roll to decide attitude) (it is under gm control and draws it's spells from an appropriately leveled demon/devil)

Demonic Fortitude: A Demon Brawler can 2/day, whenever they have to make a save, choose to use their fortitude save instead of the required save (cannot be used if helpless or unconscious). also reduces need for food, water, and sleep by half

Aspect Blade: A Demon Brawler selects a weapon of their choice and immediately creates a demonic energy that consumes the weapon and warps it into a new and twisted form (effectively the weapon acts the same as it's basic counterpart and can be upgraded and enchanted the only difference is it's damage is 20% more powerful, the brawler counts as a master with it (1 free point of specialization and focus), and the weapon has all enchantment effectiveness raised by 25% but they cost 4 times as much to apply future ones

Bone Armor Growth: A Demon Brawler's body sprouts a twisted and gnarled exoskeleton of hardened bones that cover their whole body like a hard shell this armor adds +2 to the Demon Brawler's ac, also it gives the wearer +2 points of damage resistance (plus 1/4 the brawler's con modifier caps at brawler's class level) and has 4 points of hp per level of the Demon Brawler this armor takes damage in the place of the brawler until it shatters and loses the ac bonus but not the damage resistance until it repairs itself. If the armor is not broken it regenerates 1 hp/5 class levels per turn until fully healed and if broken it regenerates to full automatically after 8 turns. this ability removes the ability for the Demon Brawler to wear normal armor unless specially made(costs 10 times as much) and even then at best only light armor if the class gains proficiency with it

Blade Of Torment: A Demon Brawler may choose to (as a free action) ignite their weapon in unholy flames for 3 turns (can be deactivated at any time) this adds an extra 25% more damage (non-elemental) to the weapon (as well as any weapon based attack said weapon does) they may extend this effect longer if they choose to but each turn it will begin doing 3d10 damage to them as it draws on their life to extend its own power. they may also choose to double the effect of this but since the flames begin to burn the wielder's hand it deals 25% of their remaining hp per turn to it's wielder

Rage Of Hell: The Demon Brawler gains a toggle-able transformation where they overload their own body with massive levels of energy granting the following effects. (activation is movement action deactivation is a free action) Basic: gains flight and wings (average mobility unless you have better flight already in which case flight speed is increased by 50%) and gain +3 to all saves and plus 3 to all attributes (primary stats str, con, int, etc) and gains fire breath that deals 4d6 damage in a line (50ft) can use for up to 3 rounds/day freely, if this form is maintained for longer than this limit the demon brawler takes 5d6hp damage per turn with regeneration and damage resistance disabled

Advanced: same as basic but gains horns that allow access to fixed damage demon spells and a negative energy laser attack that does 6d8 damage but is only usable once per day saves are now +4 and attributes are plus 4 fire breath now counts as a pure evil attack doing 8d10 damage can only use for 4 rounds/day if this form is maintained for longer than this limit the demon brawler takes 8d6hp damage per turn and risk being damaged by corruption no regeneration allowed and damage resistance disabled

True: same as advanced but gains a much more demonic and rage based appearance and can use more powerful fixed damage spells and now can use negative energy laser at double damage once per day or at base damage 3 times per day saves are now +6 and attributes are also plus 6 evil breath now can be converted into a fireball for aoe (50ft) damage for up to 10d12 damage

can only use for up to 4 rounds/day if this form is maintained for longer than this limit the demon brawler takes 12d12hp damage per turn with high corruption chance no regeneration allowed and damage resistance disabled

(all spells are exact copies of level appropriate demons subject to dm's approval)

Demonic Regeneration: A Demon Brawler gains regeneration 1 and this regeneration is doubled should they currently be near any "great evil"(subject to dm approval) Also, 1/day this ability grants the demon brawler a full self heal (full round action)

Devil's Deal: A Demon Brawler may share power with a willing ally and in exchange gain some power, this is a 1 hour ritual that gives the person of choice some extra defense (dm choice but default is 5% damage resistance) in exchange the demon brawler may choose to gain stats off of the person (+1 to a stat of the brawler's choice) (max number of linked people is brawler's level halved) this effect is revoked from both sides if either side is no longer willing to share. (this is considered an evil action for all parties involved)

Aspect Wraith: This is the upgraded version of Demonic Aspect giving the form an extra set of abilities (based off of the form the dm chooses) a 10% stat and damage upgrade and increased autonomy also the form has a 50% chance of listening to the commands of the brawler. (Brawler also gains permanent dark vision 60ft) In addition the Demon Brawler cannot lose more than 50% of their hp per round to any enemy that does not out-level them by at least 6 levels

Heaven Won't Have Me: Once per week the Demon Brawler may roll a dc30 fortitude save to survive 1 attack that would kill them normally (if they pass the save)instead the attack will heal them for the amount of damage it would have done to them (brawler is now immune to instant death effects from non demon-slaying magic)

Rage is Building: Whenever the Demon Brawler takes damage during a battle they store it away and as long as they stay in the same battle they may choose to add half of the damage received to an attack of their choice (after use damage taken is considered as 0 and must be recharged however the hit points are still missing) after battle all energy charged is released harmlessly if not used

Demonic Twin: This is the upgraded version of Aspect Wraith giving the form an extra set of abilities (based off of the form the dm chooses) a 15% stat and damage upgrade and increased autonomy also the Demon Shadow will obey the wielder's commands to the best of it's abilities (form is still dm's choice)

Cloak Of Flames: The Demon Brawler is now wreathed in a cloak of flames that can be disabled as a free action and enabled as a movement this cloak raises their ac by 4 points and these flames do 3d4 evil fire damage to any enemy that melee attacks them this damage is also dealt whenever they attack specifically with claws or fists if rendered helpless this ability automatically deactivates

Demonic Rampage: The Demon brawler may 1/day activate a rampage ability doubling their damage and allowing them to make 2 full round actions per turn activating this form is a standard action (deactivating is a free action) and removes all damage mitigation/resistance and removes all regeneration they have while the effect is active the effect can be used for 1 turn without cost but after that the demon brawler takes 10d12 damage per turn that cannot be healed by any means until the form is exited. (after level 23 the amount of turns this ability can be used without cost is raised to 2)

Verus Resurrectio/Redemption: The Demon Brawler gains the ability to make a choice as soon as they unlock this ability they either fuse with their aspect and become a true demon/devil of the appropriate level/power and any of their stats that were lower than their aspects is replaced by the aspect's higher ones and any of their stats that were higher than the aspects are raised by 2 points also any penalties from abilities in this class are halved. or they may choose to separate from their aspect being reborn in the process losing all their levels in this class permanently but gaining their aspect as a permanent demon/devil follower of appropriate power (dm's discretion) and gaining 20 levels to distribute to any class/classes of their choice (damage mitigation is upgraded to 25%) (default gain is +6 to all stats and saves, also gain any and all default abilities of a high level demon/devil of the dm's choice, doubled hp (as in 2x hit dice), and any stat that is below 15 is raised to such, and gain flight (perfect) at 1.5x movement speed also, grow a tail which can act as an additional arm at the cost of a plus 5 level adjustment)

Ex-Demon Brawler[edit]

If a demon brawler gains a good alignment they lose all powers and gain a curse that will kill them in 14 days until either atoning (see atonement spell) or regaining a non-good alignment (atoning will set alignment to non-good) to regain both their powers andremove the curse with a 100% chance of success.

Epic Demon Brawler[edit]

Table: The Epic Demon Brawler

Hit Die: d12 + 4

Level Special
21st +1 to Str or Con
22nd Bonus Feat
23rd 1/per 3 years limited wish
24th +1 to Str or Con
25th Bonus Feat
26th 1/per 15 years wish as 20th level caster
27th +1 to Str or Con
28th Bonus Feat
29th 1/per 75 years epic tier wish
30th +1 to Str or Con

6 + Int modifier skill points per level.

Campaign Information[edit]

Playing a Demon Brawler[edit]

Religion: The class is likely to either worship a high ranking demon or devil or is unlikely to worship anything due to intentions of usurping any being in power.

Other Classes: This class can get along with most other classes that are willing to accept how it has gained it's power however most good classes and basically all paladins are considered mortal enemies and as such cannot even stand to be around this abomination

Combat: This class is unlikely to attempt anything but headlong charges into enemy front lines with no real strategy they are ideal for dealing with/holding off larger threats until the threat either falls or they receive aid and are loathe to retreat most times due to the fact they lose basically all effectiveness unless directly resting upon an enemy's location

Advancement: This class has both amazing and terrible advancement options amazing as in once it reaches 20 it can put 20 levels wherever it wishes class wise at the cost of permanently losing all ability with this class and never being able to level this class up again and acting as if it had never gained a single level in this class or terrible as in only barbarian, monk, or fighter help this class improve further due to it's total lack of magical capability

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