Demon Host (5e Class)

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Demon Host[edit]

A lot like a jelly doughnut, a demon host houses something fundamentally different than itself inside. Inside a demon host, however, is a demon and not jelly. Picture this: a man sauntering down the street. He looks pretty average, although he is wearing armor so he may be a mercenary or some sort of adventurer. Out of nowhere, a portal to a dark realm opens before him. All sorts of evil, eldritch creatures pour out. One creature rushes forward and bites into his shoulder with long, sharp teeth. Soon, you see his passive demeanor begin to change. His skin goes from a pasty brown to a flush pink to a barbie red to a blood crimson. He grows taller and taller. Massive claws erupt from his fingers. In one hand is a large blade attached to a thick, long chain. The creature who bit him, finding itself but an insect in comparison, realizes it's mistake and drops off, attempting to scurry away. The man, now more demon than man, steps forward, quashing the creature beneath his foot.


Creating a Demon Host[edit]

As you begin to create your demon host, consider how and why your character became the host body of a demon. Did you make a pact with a demon? Were you accidentally bound to a demon in a freak accident? Do you need the demon's power to get vengeance? To protect those that are dear to you? Does it just sound like fun? Try to determine how your previous life ties into becoming a demon host. Your demon is also an individual and may have it's own distinct personality. Is it agreeable? Do you get along with your demon? Are you at each other's throats? Work with your DM to determine the personality of your demon and the essence your character's relationship with it.

Quick Build

You can make a demon host quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the <!-background name-> background. Third, choose the spear, hide armor, and explorer's pack.

Class Features

As a Demon Host you gain the following class features.

Hit Points

Hit Dice: 1d6 per Demon Host level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Demon Host level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple
Tools: none
Saving Throws: Constitution, Wisdom
Skills: Choose 3: Arcana, Religion, Persuasion, Insight, Athletics

Equipment

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

  • (a) Spear or (b) Any Simple Melee Weapon
  • (a) Leather Armor or (b) Hide Armor
  • (a) Dungeoneer's Pack or (b) Explorer's Pack

Table: The Demon Host

Level Proficiency
Bonus
Features Traits —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 The Demon Within 1
2nd +2 Spell Casting 1 2
3rd +2 Demon Type 2 3
4th +2 Ability Score Improvement 2 3
5th +3 3 4 2
6th +3 3 4 2
7th +3 4 4 3
8th +3 Ability Score Improvement 4 4 3
9th +4 5 4 3 2
10th +4 5 4 3 2
11th +4 6 4 3 3
12th +4 Ability Score Improvement 6 4 3 3
13th +5 7 4 3 3 1
14th +5 7 4 3 3 1
15th +5 8 4 3 3 2
16th +5 Ability Score Improvement 8 4 3 3 2
17th +6 9 4 3 3 3 1
18th +6 9 4 3 3 3 1
19th +6 Ability Score Improvement 10 4 3 3 3 2
20th +6 12 4 3 3 3 2

The Demon Within[edit]

As I'm sure you've figured out by this point, you have a demon within you. It isn't inside you so much the case in the strictly physical sense, but the demon is in your mind with you and can manifest itself outwardly when it has more control. You may relinquish control or, depending on your relationship with your demon, it may even try to take control by force.

Demonic Manifestation

When your demon has control, you begin to manifest demonic properties. Whenever you are actively manifesting, you are considered a fiend in addition to whatever creature types you currently possess. In addition, you gain a slew of physical traits when you are manifesting. At first level, you gain a number of traits equal to 1 plus your constitution modifier. There are traits that can be chosen at the end of the class description. As you level up and your body can handle more demonic power, you have more traits equal to your traits as shown on the leveling table plus your constitution modifier.

Demonic Possession

In battle or elsewhere, you may allow the demon to partially take over. You may use a bonus action to enter your manifesting state. In addition you may be forced into manifesting if you take damage or your demon has a personal reason to try to take over (DM's discretion). In either of these cases, you may make a charisma save to try to resist.

Resistance DC = 12 + highest tier of traits you are currently manifesting

Manifesting typically lasts for one minute, but you may try to end it early with a resistance save using an action.

Demonic Destruction

While manifesting, you have difficulty controlling your destructive tendencies. During your turn, you will try to attack the closest creature if you are able to do so. You may attempt to resist this urge by making a resistance save.

Spell Casting[edit]

By 2nd level, you have learned to draw on your demon's inherent magic and use it to cast spells.

Preparing and Casting Spells

The demon host table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest

You prepare battle medic spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of battle medic spells equal to your Charisma modifier + your demon host level. The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of demon host spells requires time spent in meditation of your previous training. At least one minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your demon host spells. The power of your spells come from your connection to your demon. You use your Charisma modifier whenever a demon host spell refers to your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting
You can cast a spell that has the ritual tag as a normal spell, expending the appropriate spell slot.
Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your demon host spells.

Demon Type[edit]

At 3rd level, you choose a demon type. This is based in the type of demon you are hosting. Choose between the gluttonous, lustful, slothful, greedy, prideful, envious, and wrathful demons, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at levels 6, 10, and 14.

Ability Score Increase[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.

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Demonic Overcharge[edit]

Beginning at level 7, you feel comfortable enough with your demonic powers that you can afford to take a few risks. Now, when you start to manifest, you may choose to loosen up on your mental control of your demon. If you choose to do so, you will increase in size for the period of your manifestation. Your size is one larger than it normally is (small to medium, medium to large, large to huge, etc.). Along with this, you gain twice as many temporary hit points from the toughness trait, all trait damage dice increase by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12, d12 to 2d8), the reach of all of your attacks increases by 5 ft, and

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Manifesting Traits[edit]

You can choose traits at the levels indicated. If a trait has a lower tier, you must take the lower tier first. Once you have selected one of your traits, your choice cannot be changed later.

Trait Table
Level Requirement Claws Horns Resilience Toughness Tail Stinger Wings Elemental Res. Sight Speed Strength
LVL 1 1 1 - 1 1 - - - 1 1 1
LVL 3 2 - 1 2 2 2 - - - 2 -
LVL 5 3 - - 2+ - 3 1 1 2 3 2
LVL 9 4 3 2 3 3 - - 2 3 - -
LVL 11 - - - 3+ 4 - 3 3 - 4 3
LVL 15 - - 3 4 - 4 - 4 - - -
LVL 18 - - 4 4+ - - 4 - - - 4
Claws

You manifest a set of sharp claws on each hand.

  • Tier 1- You gain a set of claws on each hand that may be used as a melee weapon attack dealing 1d4 + your strength modifier slashing damage. If you attack with one hand using the attack action, you may use your bonus action to conduct an attack with your other hand.
  • Tier 2- Damage increases to 1d6. Your claw attacks are considered magical for the purpose of overcoming resistance.
  • Tier 3- Damage increases to 2d6.
  • Tier 4- Damage increases to 2d10.
Horns

You sprout sharp, imposing horns from your head.

  • Tier 1- You sprout sharp horns from your head that may be used as a melee weapon attack dealing 1d6 + your strength modifier piercing damage. If you attacked with one of your claws this turn, you may use a bonus action to conduct an attack with your horns.
  • Tier 3- Damage increases to 2d8. You may use an action to attempt to frighten nearby creatures. Creatures within 30 ft that can see you must make a wisdom saving throw against your spell save DC or be frightened for 1 minute. If a frightened creature ends its turn more than 30 ft away from you, it can attempt to make another wisdom save in order to end the effect early. You need to finish a short rest before you may use this feature again.
Resilience

You borrow the demon's unnatural ability to avoid harm.

  • Tier 1- Increase your AC by 1.
  • Tier 2- AC boost increases to 2. You gain resistance to non-magical slashing damage.
  • Tier 3- AC boost increases to 3. You gain resistance to non-magical piercing damage.
  • Tier 4- AC boost increases to 4. You gain resistance to non-magical bludgeoning damage.
Toughness

You manifest the physical toughness of the demon. Trait levels with a "+" still consume a trait to take but only count as the number of the trait for purposes of your resistance DC.

  • Tier 1- You gain temporary hit points equal to 3 times your level when you manifest. These go away when you are no longer actively manifesting.
  • Tier 2- Your temporary hit point multiplier increases to 4.
  • Tier 2+- Your temporary hit point multiplier increases to 5.
  • Tier 3- Your temporary hit point multiplier increases to 6.
  • Tier 3+- Your temporary hit point multiplier increases to 7.
  • Tier 4- Your temporary hit point multiplier increases to 8.
  • Tier 4+- Your temporary hit point multiplier increases to 9.
Tail

A long, dangerous tail emerges from your hindquarters.

  • Tier 1- You gain a long tail that may be used as a melee weapon attack that deals 1d6 plus your strength modifier bludgeoning damage.
  • Tier 2- Damage increases to 2d4. Your tail now has the reach (10 ft) property.
  • Tier 3- Damage increases to 2d6. When you hit a creature with your tail, it must make a strength saving throw where DC = 8 + proficiency + your strength modifier. If it fails, it gets knocked back 10 ft and falls prone.
  • Tier 4- Damage increases to 2d10. Additionally, your tail sprouts spikes, akin to those on a Stegadon's tail. Your tail attack deals an extra 2d4 piercing damage.
Stinger

A sharp, poisonous stinger forms on the end of your tail. Prerequisite: Tail Tier 1

  • Tier 2- When you make a tail attack, the target must make a DC 12 constitution saving throw, taking 1d8 poison damage on a failed save, or half as much on a successful one.
  • Tier 3- The poison save DC increases to 14. Damage increases to 1d12.
  • Tier 4- The poison save DC increases to 16. Damage increases to 2d8. If the target fails their constitution saving throw, they are poisoned for one minute. In addition, on a failure, they take 1d4 poison damage at the start of each of their turns until they are no longer poisoned.
Wings

Bat-like, demonic wings manifest from your back.

  • Tier 1- Although they are not large enough to allow you to fly, wings manifest, increasing your long jump distance by 15 ft and your high jump distance by 10 ft.
  • Tier 3- Your wings grow large enough to allow you to fly. You gain a fly speed of 30 ft.
  • Tier 4- Your fly speed doubles to 60 ft. You may use your action to release a gust of wind at your foes. Every creature within a 15 ft cone must make a strength saving throw where DC = 8 + proficiency + your strength modifier. If a creature fails, it is pushed back 20 ft and takes 3d6 bludgeoning damage.
Elemental Resistance

Your demonic manifestation affords you certain elemental resistances.

  • Tier 1- You gain resistance to fire damage.
  • Tier 2- You gain resistance to acid, lightning, or cold damage.
  • Tier 3- You gain resistance to another damage type not yet chosen from the tier 2 list.
  • Tier 4- You gain immunity to fire damage.
Sight

The demonic energies flowing through you enhance your sight.

  • Tier 1- You gain darksight if you do not already have it. If you already have it, your darksight range is doubled.
  • Tier 2- You can see through magical darkness.
  • Tier 3- You gain truesight (30 ft).
Speed

Your speed is enhanced by the manifestation.

  • Tier 1- Your speed increases by 10 ft.
  • Tier 2- Your speed bonus increases to 20 ft.
  • Tier 3- Your speed bonus increases to 25 ft. You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Tier 4- Your speed bonus increases to 30 ft. You may cast misty step without expending a spell slot twice, regaining all uses of this feature after finishing a short rest.
Strength

You manifest increased strength through your demon.

  • Tier 1- You gain +1 to all checks, saves, attack rolls, and damage that use your strength modifier.
  • Tier 2- Bonus increases to 2.
  • Tier 3- Bonus increases to 3.
  • Tier 4- Bonus increases to 4.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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