Demon Paladin (5e Class)

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Demon Paladin[edit]

Champions of the abyss, demon paladins are chosen by the demon lords to carry out their bidding into the material plane. They have a single goal: to corrupt, which can be done in many ways. They deceive mortals, manipulating them into performing vile and degenerate acts, build cults to worship the gods of the abyss, spread chaos and destruction to orderly and peaceful places, and overall, spread the influence of their patrons and of the abyss itself.

Creating the Darkflame[edit]

Class Features

As a Dark Flame you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Thieves' tools
Saving Throws: Constitution, Charisma
Skills: Choose four from Acrobatics, Athletics, Deception, History, Intimidation, Investigation, Perception, Religion, Stealth, or Sleight of Hand

Equipment

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

Table: The Dark Flame

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Dark Blessing, Unholy Pact, Phantoms Weapon, Endurance
2nd +2 Expertise 2
3rd +2 Aura of Despair, Path of the Darkflame: Blood Thirst 3
4th +2 Ability Score Improvement 3
5th +3 Auxiliary Attacks 4 2
6th +3 Dark Minion 4 2
7th +3 Path of the Darkflame: Reckless Attack 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Expertise 4 3 2
10th +4 4 3 2
11th +4 Path of the Darkflame: Battle Roar, Auxiliary Attack 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Dark Minion 4 3 3 1
14th +5 Demonic Flight 4 3 3 1
15th +5 Path of the Darkflame: Counterstrike 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Auxiliary Attack 4 3 3 3 1
18th +6 Path of the Darkflame: Demonic Aura 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Demonic Resistance 4 3 3 3 2

Beguiler[edit]

Starting at 1st level, you gain the demonic charm of demons. You can force one humanoid able to see you within 60 feet to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, that humanoid is charmed by you for the next 1 minute. Using this ability during combat or against a hostile creature automatically fail.

You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain your uses of it after completing a long rest.

Soul Eater[edit]

At 1st level, you gain the ability to consume the soul of your fallen victims. Whenever you reduce a creature to 0 hit points, you consume a soul. You can consume a number of souls equal to your Constitution modifier (minimum of 1). On your turn, you can use a soul as an Action to gain temporary hit points equal to your Charisma modifier + your Demon Paladin level.

You also can use one soul as an Action (or without using an action if you are currently unable to take them) to end the paralyzed, stunned, poisoned or frightened conditions on you.

Fighting Style[edit]

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Pact Warrior

You learn two cantrips of your choice from the warlock spell list. They count as demon paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the warlock spell list.

Pact Magic[edit]

Also at 2nd level, your patron finally bestowed upon you the ability to use dark magic, channeling the power from your connection with the abyss.

Spell Slots

The Demon Paladin table shows how many spell slots you have to cast your spells of 1st level and higher. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your demon knight spells of 1st level or higher, you must expend a spell slot.

You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell hellish rebuke, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 2nd level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Demon Paladin table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 9th level, for example, you learn a new warlock spell, which can be of 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of your Demon Paladin spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Additional Spells

You learn additional spells as you gain levels in this class, depending on the chosen Demonic Patron, as you can see on the Patron Spells table under each patron description below.

Spellcasting Ability

Charisma is your spellcasting ability for your Demon Paladin spells, so you use your Charisma whenever a spell references your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Demon Paladin spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as your spellcasting focus for your Demon Paladin spells.

Path of Corruption[edit]

Starting at 3rd level, you can choose a path of corruption, which will define what direction you will take to bring darkness to the mortal souls. The available paths of corruption are show at the end of this class description.

Your Path grants you features at 3rd level, and again at 7th, 11th, 15th and 20th level.

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]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Leathery Wings[edit]

At 14th level, you can use your bonus action to cause wings to appear on your back. These wings grant you a flying speed equal to your movement speed. You can't sprout these wings if you are wearing armor not made to accommodate them.

Path of Corruption[edit]

Path of the Destroyer[edit]

Hulking Brute

Starting at 3rd level, your body bloats with powerful muscles, giving you an incredible strength. You are considered a Large creature. This doesn't affect your actual size.

Vile Adaptations

At 3rd level, your body starts to mutate, as you attain some of the more unsavory characteristics of demons. You grow horns, claws, fangs or any other demonic appendage of your choice. Regardless of appearance, you can use the appendage to make attacks as a Bonus Action, causing 1d6 + your Strength modifier damage on a hit. The damage type is either slashing, piercing or bludgeoning (your choice).

Destructive Blows

At 7th level, your attacks with your vile adaptations are considered magical, for the purposes of overcoming resistances and immunities to non-magical damage.

In addition, you have Advantage on Strength checks made to Shove creatures and to break objects, and your attacks deal double damage to objects and structures.

Path of the Deceiver[edit]

Charming Gaze

At 3rd level, your enthralling gaze can stop your enemies on their tracks. When you roll initiative, choose one creature you can see that is also able to see you. That creature have Disadvantage on its initiative roll.

In addition, on your first turn of combat, without using an Action, you can force one creature within 60 feet you are able to see that is also able to see you to make a Wisdom saving throw. On a failure, the creature is charmed until the end of your next turn. While charmed in this manner, the creature is incapacitated and has a speed of 0.

The effect ends for the creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Corrupting Tongue

At 3rd level, you gain proficiency in Persuasion and Deception, and add twice your proficiency bonus in checks with those skills if you were already proficient in it.

In addition, whenever you spend 1 minute or more in a conversation with a humanoid, you can use Beguiller towards it, without spending a use of the feature.

Beguiling Twist

Beginning at 7th level, the abyssal corruption protects your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Path of the Invoker[edit]

Fiendish Scout

Starting at 3rd level, you gain the services of an entity of the abyss. You learn the find familiar spell, which you can only use to conjure a quasit.

The quasit has 15 hit points, plus 5 for each level you gain on this class (instead of its usual amount). It has a bonus equal to your proficiency bonus to its AC, saving throws and damage rolls and Dexterity (Stealth) checks.

As a bonus action, you can command the quasit to make an attack or use its scare action. The attacks and save DC for the quasit abilities use your spell attack and spell save DC.

Abyssal Lord

At 7th level, lesser creatures in the abyss see you as a superior, and fear your power. You always know the true name of demons summoned by you, and summoned Demons with a CR 2 or lower are friendly to you and your companions.

In addition, you have Advantage on Charisma checks made towards fiends (demons).

Powerful Invocations

Also at 7th level, the natural attacks of your conjured demons are considered magical, for the purposes of overcoming resistances and immunity to damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Demon Paladin class, you must meet these prerequisites: Charisma score of 13 or higher, and a non-lawful, non-good alignment.

Proficiencies. When you multiclass into the Demon Paladin class, you gain proficiencies as shown in the "Class Features" section above.

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