Demon King (5e Class)

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Demon King

The Demon King, what once was a lowly imp rose above the devilish ranks in spite of all odds crawled out from the underworld with a new breath and new purpose, with innate magical prowess Demon Kings set off on their own to live a life they never could have had.

Demon King Lore

After I escaped my prison only a few came to look for me cornered and with an imp closing in I reach for my dagger and strike the imps torso, my blade shatters upon impact out of fear I try and strike with my fist to my surprise my fist opens revealing sharp claws with no time to think I sink my claws into the eyes of the fiendish imp with a howl and a screech it covers its eyes giving me a small time to escape I run and run until I can only crawl finding a small cave I rest, dreaming I find myself longing for power to not be tied down by fear anymore. Years have passed with decades of experience I enter into the nine hells once more but this time I feel home.

A Demon King is one who successfully escaped the underworld in pursuit for a new life but with demonic powers. Most return to the underworld and join the war on devils to be one of hells nine rulers using summoned fiends and contracts they have made with foolish mortals they believe they can make a once absurd dream reality.

Creating a Demon King

When creating a Demon King, keep these things in mind. How did you come to know your powers, do any churches want you to kill you for being a demon, or where you branded a heretic for having demonic powers, and do you have revenge in your heart from these people.

Quick Build

You can make a Demon King quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Hellborn background.

Class Features

As a Demon King you gain the following class features.

Hit Points

Hit Dice: 1d10 per Demon King level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Demon King level after 1st

Proficiencies

Armor: Light armor, Medium armor, Heavy Armour, Shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Constitution, Charisma
Skills: choose any two from Deception, Insight, Intimidation, Investigation, Perception, Performance and Persuasion.

Equipment

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

  • (a) Long sword or (b) whip
  • (a) whip or (b) dagger or (c) adventure pack
  • (a) longbow and a 30 arrow quiver or (b) whip
  • (a) longsword or (b) chain whip or (c) dungeon pack
  • (a) leather armor or (b) hide armor
  • If you are using starting wealth, you have 3d4x5 gp in funds.

Table: The Demon King

Level Proficiency
Bonus
Features Cantrips Known Demons summoned Demonic Claw damage die —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Demonic Claws 0 0 1d4
2nd +2 Demonic Life, Spellcasting 2 0 1d4 2
3rd +2 Demon King Archetype 2 0 1d4 3
4th +2 Ability Score Improvement 2 0 1d4 3
5th +3 Demon Summoning, Dark Contract 2 1 + Charisma Modifier 1d6 4 2
6th +3 Ability Score Improvement, Demon Wings 3 1 + Charisma Modifier 1d6 4 2
7th +3 Demon King Archetype Feature 3 1 + Charisma Modifier 1d6 4 3
8th +3 Ability Score Improvement 3 1 + Charisma Modifier 1d6 4 3
9th +4 Patron's Blessing 3 2 + Charisma Modifier 1d6 4 3 2
10th +4 Minion Mastery 3 2 + Charisma Modifier 1d8 4 3 2
11th +4 Demon Wings Improvement 3 2 + Charisma Modifier 1d8 4 3 3
12th +4 Ability Score Improvement 3 2 + Charisma Modifier 1d8 4 3 3
13th +5 Demonic Seduction 3 3 + Charisma Modifier 1d8 4 3 3 1
14th +5 Summon Greater Fiend 3 3 + Charisma Modifier 1d8 4 3 3 1
15th +5 Demon Blessed Weapon, Demon King Archetype Feature 4 3 + Charisma Modifier 1d10 4 3 3 2
16th +5 Ability Score Improvement 4 4 + Charisma Modifier 1d10 4 3 3 2
17th +6 Archetype Feature 4 4 + Charisma Modifier 1d10 4 3 3 3 1
18th +6 Summon Infernal Fiend 4 4 + Charisma Modifier 1d10 4 3 3 3 1
19th +6 Ability Score Improvement 4 5 + Charisma Modifier 1d12 4 3 3 3 2
20th +6 Archetype Feature 5 5 + Charisma Modifier 1d12 4 3 3 3 2

Demonic Claws

What makes a Demon King demonic is his influence, the number of servants he has depends on the amount of strength in his claws strong enough to tear flesh to the bone.

At 1st level you have the signature weapon of being a demon- your claws. They deal necrotic damage equal to your current level on the table above. You are proficient with them and can make two claw attacks when you take the attack action on your turn.

Demonic Immortality

At 2nd level, your body undergoes a small change your heart beats slower and your skin looks younger, you stop aging but you can still be magically aged. You can also physically change your body to suit your needs. You also no longer need to eat, drink, breathe or sleep.

Spellcasting

By 2nd Level, you have learned to draw your hellish magic similar to the ways a warlock does but your powers come from you granted by your distance bloodline.

Preparing and Casting Spells

The Demon King table shows how many Spell Slots you have to cast your Spells. To cast one of your Demon King Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Short Rest.

You prepare the list of Demon King Spells that are available for you to cast, choosing from the Warlock and Sorcerer spell list. When you do so, choose a number of Spells equal to your Charisma modifier + half your Demon King level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 5th-level Demon King, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Unseen Servent, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Short Rest. Preparing a new list of Demon King Spells requires time spent in focusing your magic and harnessing it: at least 1 minute per Spell Level for each spell on your list.

Demon King Archetype

At 3rd level, you chose a Demonic path Choose between The Demon of Deception and The Demon of Destruction both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, 17th and 20th level.

Ability Score Increase

When you reach 4th level, and again at 6th, 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.

Demon Summoning

For normal summoners summoning a demon was dangerous but not for you for you have learned and mastered the forbidden and dark art. At 5th level you can perform a 10-minute ritual to summon one fiend creature with a CR equal to 1 or lower, once you use this feature you can't use it again until you complete a short or long rest the summoned fiend does whatever you tell it and has its own initiative, it lasts until you or your fiend dies. The CR of the fiend available to be summoned increases to 4 or lower when you reach 8th level, 6 or lower when you reach 10th level, and 8 or lower when you reach 12th level. The table above shows you how many Demons you can have summoned at one time. Summoned demons can be used as components for spells it takes 4 CR 1 fiends to use a single 3rd level or lower spell from any spell caster's list. You gain the ability to telepathically talk with any summoned fiends or any Lesser demons.

Dark Contract

It is said to never strike a deal with a devil but what if you are the one making the deals. At 5th level you can strike deals with the creatures of this land, the creature must be a humanoid creature whose size is medium or smaller; if the target is willing and able you can then make a Charisma persuasion check. On a success they become a Lesser Demon under your complete control. At anytime you can, as an action, summon one of your Lesser Demons to your side. They must be on the same plane of existence as you. You can only have two lesser Demons in your service at a time and the summoned demons gain two cantrips from the warlock spell list and its hitpoints equal half of yours. The soul of Lesser Demons become yours if they were to die in any means. You can summon them back as 10 minute ritual. If they were to die again they are released from your service.

Demon Wings

At 6th level, you gain a pair of black or red wings (your choice). They are a part of you, and give you a flying speed of 30 ft. You can fly in heavy armor but your speed is halved. At 11th level, your wings grow stronger and you gain an additional pair of wings which give you a fly speed of 60 ft and wearing heavy armor does not impede your fly speed. You are granted a third pair of wings at 15th level, that grant a flying speed of 90ft. Also, whenever a creature attacks you, you can use your reaction to cover yourself with your wings granting you a +3 to your AC until the start of your next turn. If you are a race that already has wings, then you will have a flying speed of 60ft with two pairs of wings, a flying speed of 90ft with three pairs of wings, and a flying speed of 120ft with four pairs of wings. With four pairs of wings you are granted a +4 to AC when choosing to guard with your wings as a reaction.

Patron's Blessing

As a Demon King, you give gifts to those who pledge their service to you. At 9th level, demons and Lesser Demons gain two 1st level spells and one 2nd level spell from the warlock or sorcerer spell list, and can cast them each once after which they must complete a short or long rest to do so again.

Minion Mastery

At 10th level, you may now summon creatures with a challenge rating one level higher than before. Your summoned creatures gain +5 to their initiative rolls and can use a bonus action to use the Help action.

Demonic Seduction

As a Demon King, you have learned to make your Dark Contracts seem more appealing, at 13th level, whenever you are making a Dark Contract with someone you have advantage on the cha persuasion check to recruit Lesser Demons.

Summon Greater Fiend

At 14th level, you have learned to summon more powerful fiends from hell. As an action you can perform a 30-minute ritual to summon a more powerful fiend whose CR is 13 or lower, unlike other fiends their power is too strong; summoned fiends with a CR of 11 or higher return from where they came. The Demons of CR 11+ summoned stay for only 1 day, then return to the abyss.

Demon Blessed Weapon

At 15th level you learn to bless weapons with dark energy, By taking one full day you can bless a weapon it gain one of the following properties.

  • The Blessed weapon does an additional die of necrotic damage.
  • The Blessed weapon can float at the wielders side and can attack as a bonus action.
  • The Blessed Weapon can as an action spray a black sludge 10ft cone a creature in the area must succeed a {5a|dex} saving throw or have there speed reduced to zero, the wielder can only use this feature a number of times equal to its charisma modifier after which they need to take a short rest.
  • The Blessed Weapon when it hits a creature the creature must succeed a constitution saving through or fall unconscious, the wielder can use this feature 2x after which needing to take a short rest.

After blessing a weapon you can’t cast spells until you take a short rest. In addition, demons you summon become proficient with these weapons.

Summon Infernal Fiend

Sometimes a fiend is so powerful that you need to use some of your own life to summon it but it is not wasted. At 18th level, you can perform a 1-hour ritual to summon a fiend whose CR 14 or lower. After you perform the ritual, you take 4d10 psychic damage. The summoned fiend is now forever attached to you and is loyal to only you. The summoned fiend last until it dies. Whenever you take damage above 40, you must make a DC 20 Charisma saving throw, or you lose control of one demon of your choice.

Demonic Archetype

Demon of Deception

Demonic Spellcasting

At 3rd level, you gain access to some spells; you choose one 1st level spell from the Sorcerer spell list and can cast it at its lowest level once per day. When you reach the 7th level you choose one 2nd level spell. At 15th level, you choose one 3rd level spell, and 20th level you choose one 4th level spell.

Silver Tounge

At 7th level, you gain an advantage on Charisma checks and magically learn 3 new languages.

Sacrifice for Power

At 15th level you know the secrets of being more powerful than ever. As an action you can sacrifice a Fiend that you summoned to gain a one time use of the spell mass suggestion.

Abyss Tosser

At 17th level, you can cause a creature to experience absolute darkness. As an action you can choose a creature to make a Wisdom saving throw; on a fail they take 6d10 psychic damage or half on a success.

Beguiling Presence

At 20th level, you can charm creature with simple actions. As a bonus action, you can choose one creature from any race. It must succeed on Charisma save DC 18 or fall under your charm. It will stay charmed to you until someone casts a wish spell or till the target has taken damage. You can have up to five charming creatures this way and they are loyal to a fault, never questioning you.

Demon of Destruction

Chaotic Flame

At 3rd level, you can use your action to summon a ball of flame that is fired in a 30 foot line. Creatures in that line must make a dexterity saving throw or take 2d6 fire damage. At 7th level, the damage is 4d8, at 15th level the damage is 6d8, at 17th level creatures that are not immune to fire damage have disadvantage on the roll, and at 20th level the damage die is 6d10. You can use this feature a number of times equal to your Charisma modifier after which you must finish a short or long rest to do so again.

Demonic Resonance

At 7th level all your attacks count as magical for the purpose of overcoming resistance and immunity.

Hellish Beckoning

At 12th level, you can empower yourself to bring forth a Demon without conducting a ritual. As an action, you summon a CR 5 or lower fiend. It gains hit points equal to half of yours and its attacks deal an extra 2d6 fire damage, once you use this feature you cannot do so again until you finish a long rest.

Demonic Takeover

At 17th level, you can take control over the fiends alike. As an action, you can choose up to 3 evil creatures plus your Charisma modifier (maximum +3) those creatures make a charisma saving throw Dc 20 or for two days they fall under your control.

Infernal Obliteration

At 20th level, you channel a power in your being so intense it can erase a creature from existence. You learn the Pulverize spell and can cast it once per day. When you cast it, fiend and celestial creatures have disadvantage on the saving throw. When you cast this spell you cannot do so again until you finish a long rest.

Multiclassing

Prerequisites. To qualify for multiclassing into the Demon King class, you must meet these prerequisites: 16 charisma or 16 strength

Proficiencies. When you multiclass into the Demon King class, you gain the following proficiencies: Demonic Claws



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