Demon Weapon (5e Class)

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Demon Weapon[edit]

The first Demon Weapons were created 8000 years ago, a powerful Witch named Arachne following instructions found within the Book of Eibon, a powerful tome with knowledge that out matches even the gods. To create a Demon Weapon she murdered a fellow Witch to use as a sacrifice. Using the Witch's soul, which has the power of transformation, Arachne joined together an inanimate weapon and a human soul to create a Demon Weapon which had the ability to transform from Human to Weapon form. This act of killing a witch made every Witch want to kill Arachne and demon weapons alike. The Demon Weapons, despite their unplanned creation, were accepted into the world, at least somewhat after many years.

Creating a Demon Weapon[edit]

Artwork by Atsushi Ōkubo

While all Demon weapons were born to fight, each does it in their own way. How did you find out about your powers? How did you grow up? Who was your first wielder if you had one?

Quick Build

You can make a Demon Weapon quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength (If your Demon Weapon Form instead uses dexterity such as bows and other ranged weapons, or weapons with the finesse property, consider making Dexterity your second highest ability score). Second, choose the soldier background.

Class Features

As a Demon Weapon you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple weapons and their demon weapon.
Tools: One Set of Artisan Tools
Saving Throws: Constitution, Wisdom
Skills: Choose three from Athletics, Acrobatics, Insight, Intimidation, and Perception

Equipment

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

  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • (a) One Martial Weapon or (b) Two Simple Weapons
  • Padded Armor
  • One Set of Artisan Tools
  • If you are using starting wealth, you have 3d4 x 10 Gp in funds.

Table: The Demon Weapon

Level Proficiency
Bonus
Demon Weapon Bonus Soul Techniques Known Features
1st +2 1d4 - Demon Weapon Form, Soul Eater
2nd +2 1d4 2 Soul Techniques
3rd +2 1d4 3 Ressonance, Enhance Meister
4th +2 1d4 4 Ability Score Improvement
5th +3 1d4 5 Soul Attack
6th +3 1d4+1 6
7th +3 1d4+1 7 Resonance feature
8th +3 1d4+2 8 Ability Score Improvement
9th +4 1d4+2 9
10th +4 1d4+2 10 Resonance feature
11th +4 1d4+2 11
12th +4 1d4+2 12 Ability Score Improvement
13th +5 1d4+3 13
14th +5 1d4+3 14
15th +5 1d4+3 15 Resonance feature
16th +5 1d4+3 16 Ability Score Improvement
17th +6 1d4+3 17
18th +6 2d4+3 18 Resonance feature
19th +6 2d4+3 19 Ability Score Improvement
20th +6 2d4+3 20 Death Scythe

Demon Weapon Form[edit]

Starting at 1st level, as a Demon Weapon you can transform your body into your namesake, a Demon Weapon. Choose any kind of weapon (you cannot change this later). As an Action, you can transform your entire body into that weapon. Your equipment merges into your Weapon Form and has no effect until you transform back.

Your Demon Weapon form is statistically identical to the weapon you chose, and the following rules apply while you are in Weapon Form:

  • Nontraditional weapons work as improvised weapons or use the weapon statistics of the weapon they are most similar to.
  • Ranged weapons do not require ammunition, but can still use any if provided.
  • A creature must attune to you to wield you, becoming your "Meister". When attuned to you, your Meister becomes proficient with you.
  • While in Demon Weapon form you have resistance to non magical bludgeoning, piercing, and slashing damage.

Whatever form you take, you are a cut above ordinary and mundane weapons, even at your lowest levels, and will gain the following benefits while transformed:

  • A Demon Weapon counts as a magical weapon
  • A creature wielding a Demon Weapon gains an additional bonus to attack and damage rolls equal to the die listed in the Demon Weapon Bonus column of the Demon Weapon table. The bonus starts out as 1d4, and may increase as you level in this class.

While in this form you can only take actions, bonus actions, and reactions that are specified in this class. In addition your speed is reduced to 0, and cannot be increased.

Typically Demon Weapons are simple or martial weapons, however, a Demon Weapon can transform into any number of items, from spears to shields, and past that covering everything from the tiniest of daggers to entire guillotines. A Demon Weapon could be something else, such as a Poisoner's Kit to a set of Full Plate. Consult with your DM ahead of time to determine what is considered appropriate in the setting.

Soul Eater[edit]

At 1st level, you have started to feast on creatures souls in search to become a death scythe. Defeated enemies leave behind souls, which you can consume as a bonus action to regain 1d10 + your demon weapon level hit points, as well as increasing the total number of souls you have collected.

While most enemies drop one soul upon death, your DM may choose to have a stronger enemy leave behind a 'strong' soul, equivalent to multiple souls.

Soul Techniques[edit]

At 2nd level you can use your spiritual energy to perform special techniques between weapon and meister. Each technique has an associated soul requirement, meaning that you must have a number of souls equal or greater to the requirement to use the technique.

You may use these soul techniques as much as your Constitution modifier + your proficiency bonus.

These techniques are all in Soul Techniques List.

Resonance[edit]

At 3rd level all Demon Weapons have their own unique style, you must choose between Black Blood, Madness, Solo one of the following subclasses, which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th levels.

Enhance Meister[edit]

While wielding you as a weapon, your meister will gain a great power increase due to your bond together, granting them the following bonuses at their respective levels:

Enhanced Skill

At 3rd level, while wielding you, your meister can choose one of the fighting styles below:

Archery Your Meister gains a +2 bonus to attack rolls they make with ranged weapons.

Defense While wearing armor, your Meister gain a +1 bonus to AC.

Dueling When your Meister is wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting When your Meister rolls a 1 or 2 on a damage die for an attack they made with a melee weapon that they are wielding with two hands, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for them to gain this benefit.

Protection When a creature your Meister sees attacks a target other than you that is within 5 feet of him, your Meister can use your Demon Weapon reaction to impose disadvantage on the attack roll. They must be wielding a shield.

Two-Weapon Fighting When your Meister engages in two-weapon fighting, they can add their ability modifier to the damage of the second attack.

Enhanced Rolls

At 6th level, your meister can reroll a saving throw that they fail. If they do so, they must use the new roll and can use this feature a number of times equal to your proficiency bonus, until they need to finish a long rest.

Enhanced Speed

At 8th level, your meister gains movement speed equal to 30ft

Enhanced Attack

At 12th level, your meister can make a single additional attack whenever they take the Attack action on their turn.

Enhanced Hearing

At 14th level, if your meister is able to hear, they are aware of the location of any hidden or invisible creature within 10 feet of you.

Enhanced Speciality

At 16th level, you double your meister's proficiency bonus while wielding you.

Enhanced Body and Mind

At 18th level, You allow your meister to exceed their limits; while wielding you, your meister's ability scores can go above 20.

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.

Soul Attack[edit]

At 5th level, while being attuned to a Meister you grant them incredible phisical capabilities, making them able to attack one additional time with you.

Death Scythe[edit]

At 20th level, when you have collected 100 kishin souls and one witch soul, you have become the pinnacle of Demon Weapons.

  • Triples the hit die of your Death Weapon Form.
  • When you take 1/2 damage due to resistances, you take 1/4 of the damage instead.

Soul Techniques List[edit]

Here is the list of all soul techniques you can learn, with the limit shown at the Soul Techniques Known table.

Soul Synchronization
  • Required Souls: 1

As an action you and your Meister both roll your demon weapon bonus, and can add the result to your next saving throw, attack or damage roll.


Witch Hunter
  • Required Souls: 30

Make a single weapon attack, adding your Demon Weapon Form bonuses. On a hit, you deal your Demon Weapon Form's damage die, you and your meister regain hit points for half of the damage dealt. You may only use this once per turn.


Genie Hunter
  • Required Souls: 70

Make a single weapon attack, adding your Demon Weapon Form bonuses. On a hit, you deal your Weapon Form's damage, and the target cannot be regain Hit Points by any means until the end of your next turn. You may only use this once per turn.


Keshin Hunter
  • Required Souls: 100

Make a single weapon attack, adding your Demon Weapon Form bonuses. On a hit, you will double the total damage dealt. If your target has less than half of their maximum hit points remaining, the attack will be considered a critical.

Resonances[edit]

Black Blood[edit]

Your bond with your Meister is sanguine, as you infect their blood with your own black blood.

Harden Blood

Beginning at 3rd level, whenever your meister is hit with an attack, as a reaction you may give your meister 5 times your constitution of temporary hit points that are lost upon negating damage from an attack. This can a number of times equal to your constitution modifier.

Bloody Needles

At 7th level whenever you or your meister take damage, a pool of black blood is left at your feet. This pool lasts for 3 turns, then disappears.

As an bonus action you can use black blood to create needles to pierce an enemy within 5ft of you dealing 1d8 + your constitution in piercing damage. You may also use this ability if an enemy is within 5ft of pool of black blood.

Infectious Blood

At 10th level, whenever you deal damage to a creature, you release a portion of black blood into its body. As a bonus action you may choose a creature infected by your black blood, the creature makes a constitution save, equal to 8 plus your constitution modifier, plus your proficiency, or take 1d10 + your constitution modifier necrotic damage. The creature takes half damage on a successful save. This effect ends after 1 minute.

Bloody Armor

Beginning at 15th level as an action you can use your black blood to create armor for your meister, giving them a bonus to their armor class equal to half of your constitution modifier(rounded down), for up to 1 hour this can be used a number of times equal to your constitution every long rest.

My blood is black

Beginning at 18th level you can use your action to cause your black blood to rapidly regenerate the wounds of you and your meister. At the beginning of your turn you heal 1D10 + your constitution. This effect lasts for one minute.

Madness[edit]

Madness

Starting at 3rd level when you choose this subclass, as an action, you may choose to thrust yourself and your meister into and sickening madness, in which your meister gains the following effects.

  • You have disadvantage on Wisdom and Intelligence checks as well as Wisdom and Intelligence saving throws.
  • When you or your meister takes the attack action, they may make an additional attack.
  • You and your meister also takes psychic damage equal to 1d4 plus your Demon Weapon level at the end of their turn (this damage cannot be reduced or negated in any way). Your meister may choose to end Sickening Madness on their turn as a bonus action.
  • If you or your meister are able to cast spells, neither of you can't cast them or concentrate on them while under the effects of Sickening Madness.
Relentless

Starting at 7th level you can force your meister to attack, on your turn while being wielded by your meister, you may take the attack action, using your own stats for attack and damage rolls. Sickening Madness now grants 2 additional attacks.

Untethered Madness

At 10th level, you can throw aside all concern for defense to attack with fierce desperation. When your meister makes their attack using you, they can decide to attack recklessly. Doing so gives them advantage on attack rolls during this turn, but attack rolls against you have advantage until your next turn. Sickening Madness now grants 3 additional attacks.

Brutal Madness

At 18th level, While under the effects of Sickening Madness, weapon attacks made using your Demon Weapon Form score a critical hit on a roll of 18, 19, or 20.

Solo[edit]

Some Demon Weapons forgo the need for a meister, preferring to fight alone.

Improved Demon Weapon Form

At 3rd level when you choose this subclass, you may transform a limb (eg. Arm, leg, pseudopod) into your chosen weapon form, and can be used to make attacks. If your chosen weapon is a light weapon, you may transform two limbs into your Demon Weapon Form.

In addition, any feature that requires a meister can now be performed on or by yourself. However, you do not gain the resistances granted by the Demon Weapon Form

Extra Attack

Beginning at 5th level, When a body part is transformed into your Demon Weapon, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this subclass.

Additional Fighting Style

at 7th level your ability to work alone has left you with a greater understanding of yourself, granting you an additional fighting style from the fighter class.


Multiclassing[edit]

Multiclassing into Demon Weapon is, naturally, impossible. You either are a Demon Weapon from birth or can never become one naturally. There are arcane rituals to become one, such as the rituals used on the first Demon Weapons, but they were lost to time. Talk to your DM if you wish to multiclass into this class so you can arrange the circumstances your character needs.

As a general guideline, but not a fast rule, a character must have either a Constitution or Wisdom Score above 14 to survive the rituals and become a Demon Weapon.

You gain no proficiencies upon multiclassing into Demon Weapon.

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