Demon Knight, Variant (3.5e Class)
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By sacrificing their being, and even in some cases their very soul, these Demon Knights are called so by how they exemplify the powers of a demon, then using them for valorous deeds. This of course, is subject to their alignment, see that some of the more evil would see it be noble to slaughter villages in the name of their lords, while others, whom were forsaken by good deities, have taken in darker powers to prove themselves right and carry on whatever views of goodness they held.
Making a Demon Knight
Strong in melee, tanking isn't out of the question, but generally is not focused on.
Abilities: Primary: Strength and Charisma (For damage and class based features) Secondary: Constitution
Alignment: Any Evil
Starting Gold: 3d10x10
|1st||+1||+2||+0||+2||The Ritual, Effigy Weapon, Demonic Tongues|
|4th||+4||+4||+1||+4||Effigy Weapon +1|
|5th||+5||+4||+1||+4||The Ritual (Attribute Bonuses)|
|7th||+7/+2||+5||+2||+5||Demonic Empowerment +1|
|8th||+8/+3||+6||+2||+6||Demonic Strike (Bypass Concealment), See in Darkness, Effigy Weapon +2|
|10th||+10/+5||+7||+3||+7||The Pact, Demonic Empowerment +2|
|11th||+11/+6/+1||+7||+3||+7||Demonic Strike (1d6 Bleed)|
|12th||+12/+7/+2||+8||+4||+8||Effigy Weapon +3|
|13th||+13/+8/+3||+8||+4||+8||Demonic Empowerment +3|
|14th||+14/+9/+4||+9||+4||+9||Demonic Strike (Reduced Penalty)|
|16th||+16/+11/+6/+1||+10||+5||+10||Effigy Weapon +4, Demonic Empowerment +4|
|17th||+17/+12/+7/+2||+10||+5||+10||Demonic Strike (Touch Attack)|
|19th||+19/+14/+9/+4||+11||+6||+11||Demonic Empowerment +5|
|20th||+20/+15/+10/+5||+12||+6||+12||Demonic Strikes (Better Bleed), Demonic Apotheosis|
Class Skills (2 + Int modifier per level)
All of the following are class features of the Demon Knight.
Weapon and Armor Proficiency: Demon Knights are proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields).
The Ritual (Ex): Beginning at first level, the Demon Knight selects a demon whom they will begin taking their powers and abilities from. This takes the form of making a designated weapon of their choice their 'Effigy Weapon', where they must spend time working on it, engraving it with runes and letters unique to each Demon Knight, granting only them powers and skills as listed below specifically for that Demon Knight. Natural Weapons may be used only if they are tail, wings, claws, or fists. If another tries to lift the weapon they are immediately encumbered and for each round must roll a fortitude save (DC equal to the Demon Knight's level + his charisma modifier + 10). For each round failed they are nauseated, and after each minute they spend like this they take one negative level stacking until 24 hours of rest has been obtained to heal this.
This ability grants the Demon Knight a set of claws, allowing them to make claw attacks with damage appropriate for their size as well as darkvision 30ft
Spell-like abilities, supernatural abilities, and extraordinary abilities gained in this manner may only be used a number of times per day equal to 1/2 the Demon Knight's levels plus her charisma modifier, and all spell-like abilities are casted using their Effigy Weapon (See Effigy Weapon class feature). Use your Demon Knight levels to determine Saving Throws, duration, ect. If a Attribute is required to determine DCs, use your charisma modifier. Physical traits gained are considered Extraordinary, and if new limbs are granted they grow where deemed appropriate for the base creature. All flight maneuverability is considered average. Resistances (including spell resistances and damage reductions) gained give resistance to whats listed equal to 1/2 the character's Demon Knight levels. Attribute Bonuses are only gained when you have reached level 5,10,15 and so forth it's all dependent upon how many ability scores are available for their Demon but you are required to take the smaller bonus first and progress in that manner. Fast Healing is equal to 1/2 your Demon Knight levels to a minimum of 1.
Bonus Skills from this are treated as Class Skills, meaning whatever Bonus Skills are listed, add them to your list and are treated as such. In addition, you gain a +4 racial bonus to these skills. If you have 10 or more ranks in the skill (without synergy), the bonus becomes +8. Intelligence gained from this does not effect your total amount of skill points.
Should you lose this weapon, you are fatigued and do not have any of the abilities granted on the table below until you reclaim it, or spend 8 hours making a new one. To make a new weapon you simply need a weapon of your choice (be it made or bought) and 8 hours of inscribing time.
|Special Qualities||Attribute Bonuses||Spell-Like Ability||Bonus Speed||Bonus Skills|
|Babau||Acid Resistance||+4 Str, +2 Con||Darkness||—||Stealth, Perception|
|Balor||Fire Resistance, Spell Resistance||+8 Str, +8 Con||Dispel Magic||60ft Fly||Perception|
|Bebilith||Damage Reduction/Opposing Alignment||+4 Str, +6 Con||Web||20ft Climb||Stealth , Climb, Acrobatics|
|Dretch||Electricity Resistance||+4 Cha, +2 Con||Scare||—||Stealth, Survival|
|Glabrezu||Poison Immunity||+4 Cha, +2 Con, +4 Dex||Confusion||+10ft to All||Perception|
|Hezrou||Stench, Cold Resistance||+2 Str, +6 Con||Gaseous Form||—||Perception, Spellcraft|
|Marilith||Fire Resistance, Telepathy (100ft)||+2 Str, +4 Dex, +4 Cha||Project Image||+10ft Land||Perception, Bluff, Diplomacy|
|Nalfeshnee||Damage Reduction/Opposing Alignment||+4 Str, +2 Con, +2 Int +2 Cha||Call Lightning||40ft Fly||Perception, Sense Motive, Knowledge (Arcana)|
|Quasit||Fast Healing||+6 Dex, +2 Cha||Alter Self||50ft Fly||Disguise, Diplomacy, Bluff, Knowledge (Any)|
|Retriever||Breath Weapon (Fire, 1d6/level), Telepathy (100ft)||+6 Str, +2 Con||Scrying||50ft Fly||Spellcraft , Intimidate, Perception, Knowledge (Any)|
|Succubus||Telepathy (100ft), Tongues (Constant)||+8 Cha||Suggestion||50ft Fly||Stealth, Disguise, Diplomacy, Bluff|
|Vrock||Immunity to Electricity||+2 Str, +2 Con, +2 Int, +2 Wis||Heroism||50ft Fly||Perception, Knowledge (Any), Spellcraft|
Effigy Weapon (Su): In addition to granting the abilities of demons but the Demon Knight is always considered proficient with said weapon,aswell as the weapon also later comes to serve as a vessel. When the weapon is chosen and made, it is considered masterwork, and is treated as if constantly under the effects of the spell Align Weapon, the alignment matching your own. Additionally, at 4th level and for every four levels you posses beyond that as a Demon Knight, your weapon grants a +1 Enhancement Bonus (+2 at 8th, +3 at 12 and so on). This weapon may not be used for crafting.
Demonic Tongues: At 1st level, the Demon Knight learns to speak and understand the additional languages of Celestial, Abyssal, Draconic, and Infernal.
Demonic Strike (Su): Starting at 2nd level, as a standard action, the Demon Knight can a number of times per day equal to their level, make a Demonic Strike. This is considered a melee attack and may be used in place of a normal attack. If you have a high enough BAB to make multiple attacks. Demonic Strike may only be used by the Effigy Weapon.
- At 2nd level, the Demon Knight making a Demonic Strike adds her Charisma bonus to attack rolls. At 5th level, the malefactor can add her Charisma bonus to both her attack and damage rolls.
- At 8th level, the Demon Knight automatically bypasses concealment with her Demonic Strikes (targets with total concealment are treated as if they only had concealment).
- At 11th level, a Demon Knight's Demonic Strikes deal 1d6 bleed damage. Bleeding lasts until healed with a heal check or magic. DC for a heal check is equal to 10 + 1/2 the Demon Knight's levels + their charisma modifier.
- At 14th level, the Demon Knight may make a second Demonic Strike, nullifies penalty of the attack roll by 2.
- At 17th level a Demon Knight's Demonic Strikes are made as touch attacks.
- At 20th level Demonic Strikes deal 2d6 bleed damage, and the DC of the Heal check made to stop the bleed effect rises to 10 + the Demon Knight's level + her Charisma bonus. Magical healing only stops this bleed damage with a successful caster level check against the same DC.
Evasion (Ex): At 3nd level and higher, a Demon Knight can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless Demon Knight does not gain the benefit of evasion.
Demonic Empowerment (Ex): At 7th level, the Demon Knight gains the ability to draw and inscribe runes on their flesh or armor. Both take the same amount of time, but having the runes drawn into your flesh doubles the duration. These runes cannot be erased, but are still subject to anti-magic fields. Inscribing into the flesh deals 1d4 points of lethal damage to yourself per level of Demon Knight. This ability grants the wearer (or bearer) a +1 Enhancement Bonus. For every 3 levels beyond 7th, this bonus increase by 1 (to a maximum of +5 at 19th level). The Demon Knight can use this ability a number of times per day equal to his Demon Knight level. This duration must be used in 1-minute increments, but they don't need to be consecutive. Using this ability does not erase the marks. Only the Demon Knight may erase the runes inscribed, and like the Effigy Weapon, only the Demon Knight may benefit from this.
These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The Demon Knight can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamoured, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. For this purpose, glamoured counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.
The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the Demon Knight is wearing the armor (and his flesh hasn't been sufficiently removed), and end immediately if the armor is removed or leaves the Demon Knight's possession, likewise for his skin. This ability can be ended as a free action at the start of the Demon Knight's turn. This ability cannot be applied to a shield.
As a benefit to this demonic mastery, you now qualify for Monster Feats as long as you meet all the appropriate requirements.
See in Darkness (Su): Starting at 8th level, the Demon Knight gains the ability to see in darkness of any kind, even that created by Deeper Darkness.
Plane Portal (Su): Starting at 9th level a Demon Knight gains the ability to open a portal to any plane they are aware of as a move action which can be closed as Swift Action. They are able to use this ability equal to their level of times per day.Along with any creature leaving the Plane they currently reside in they are immediately warned of this disturbance in the Plane they reside in and know the location and Plane said Disturbance has gone to as if being warned by Alarm (Mental Alarm).
The Pact (Su): At 10th level, the Demon Knight undergoes a ritual. This ritual is to summon a demon (specifically the one they have the effigy of) and then bind it insider their weapon, even if that is their body.
- Step 1: The Demon Knight creates an altar for their demon with a successful Knowledge (Religion) check with a DC 20. Upon this alter, only the Demon Knight who made it can use the spell Commune at will to contact a demon that they have the effigy for. The Demon Knight must them make some form of significant offering to this demon (usually a living sacrifice) to summon them. (GM Discretion)
- Step 2: Upon summoning the demon, the Demon Knight can either defeat the demon or make a contract with them to bind the demon's essence to their weapon. If the contract is made, the demon is bound and comes to exist within the Effigy Weapon. If not, and a fight ensues, as long as the demon is 'killed' within 300ft of where the offering was made, the demon's soul becomes forcibly fused with the Demon Knight's weapon. If either of these methods fail, and the Demon Knight is still somehow alive, they may retry three weeks later for the same demon.
The weapon from this point on is considered unbreakable (for purposes of destroying it), and has the ability to instantly return to the Demon Knight if willed to do so. The weapon now deals additional damage on damage rolls equal to the 1/2 Demon Knight's level. The Critical range of the weapon is increased by one step, the critical damage multiplier is now x3 (unless the existing is better), and on a successful critical hit is considered a vicious weapon.
Demonic Apotheosis (Ex): At 20th level, the Demon Knight has attained as much power as he can by himself, and has resolved to undergo a ritual to fuse the demon whom he previously enslaved in his Effigy Weapon with his own being completely. In doing so he he sacrifices a part of his being and soul in exchange for great power to accomplish what he sets out to do. The process takes 3d10 days of uninterrupted meditation, during this time the Demon Knight does not need to eat, breath, or sleep. For each day, roll 1d100. Depending on the roll certain consequences may incur. If nothing happens that day, you are safe until the next day. If you suffer a bad outcome (such as insanity) you need not roll for any further days, but you must still finish the allotted time of meditation, finishing the process.Some precautions can be upheld but once used they may not be used again during the current ritual session.
|1-95||Nothing Bad Results|
|96-99||You are afflicted by Insanity as per the spell (CL 20)|
|100||You are instead possessed by the demon you sought to fuse with. (See Below)|
Possession- The demon that has control over you forces your body to do its bidding as it desires until you reclaim your will as your own. The check for this is opposed will saves, their will rolled against yours, once per day until you succeed. The DM may alternatively choose what the DC is. This otherwise functions as if the creature had cast Magic Jar or Possession on you.
Regardless of the outcome, after the ritual has been completed the character gains the Half-Fiend Template, the powers and other abilities able to combine with the abilities granted by The Ritual, with a few modifications that are as follows:
- -With Special Qualities, you do not gain both if one has the option to be greater. For instance, you do not gain Fire Resistance if you have immunity to fire. You instead have just Fire Immunity as well as immunity to disease and poison
- -Smite Good becomes Smite Evil if you are good aligned.
- -Natural AC is +4 instead of +1.
- -Although your type changes to outsider because of this, you are still able to be resurrected as if you were a creature of your previous type.
- -Spell-Like abilities granted for HD 11-12 and lower may be cast a number of times per day equal to your 1/2 Charisma modifier instead of once per day.
Playing a Demon Knight
Religion: Demon Knights are not blind and ignorant to the ways of a single religion, but see that there are many in the events of things. They may still strongly beleive in one religion they follow, but they cannot deny that others exist, given how they may cross demons from other faiths in their travels with their own.
Other Classes: Paladins, Clerics, and other divine based classes will of course view Demon Knights as traitors, heretics, or beings of evil. Those not particularly caring would commend the Demon Knight for their sacrifice.
Combat: Melee, Tank, or Supportive are often the roles filled by the Demon Knight.
Advancement: Fighter, Barbarian, and Paladin are good multi-class options, with some work reaching over to Black Guard. Ruler of Souls is a good combination for seeking power.
Demon Knight in the World
|“||A betrayer...That's what they called me. But now, I hold the power that accepts all, and is all supreme. I shall wield it against those who made it, the demons and their legion shall fall to me!||”|
|—Sebastion, Elf Demon Knight|
Notables: Sebastian- The First and most powerful. Known for being the first to enslave all the different demons as his own and harness their power to destroy hundreds of demons and devils.
Organizations: No formal organizations.
NPC Reactions: Most will shun Demon Knights if they are found out. This is likely due to either lack of understanding, or the fact they carry a very real form of evil and suffering with them that could spread to others.
Demon Knight Lore
Characters with ranks in Knowledge (Religion) or Knowledge (Arcana) can research Demon Knights to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|15||A class known for enslaving demons and taking their power as their own.|
|20||Information on Sebastian (Notable Figures)|
|25||Some have becomes strong enough and close enough to the powers that they command, the lines between themselves and the demon's beings have become blurred.|
|30||Information available by selection.|
Demon Knights in the Game
Adaptation: A possible alternative to this class is being called a "Angelic Warrior", having all the abilities be the same, but the source coming instead from enslaved angels. The same template equivalent is available as well for this at level 20.