Demon Whisperer (5e Class)

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Demon Whisperer (UNDER CONSTRUCTION)[edit]

Were you born with this curse or have you seeked this out for your own personal gain? Or maybe you consumed the soul after vanquishing its last host? Did this entity have a past life or can it not be remembered. Either way you now have these abilities to use however you want.

Quick Build

You can make a Demon Whisperer quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Haunted One[1] background.

Class Features

As a Demon Whisperer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Demon Whisperer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Demon Whisperer level after 1st


Armor: Light Armor
Weapons: simple weapons and martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose 2 from Acrobatics, Deception, Stealth, Survival


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

Table: The Demon Whisperer

Level Proficiency
Features Demon Whisperer Damage Favored Weapon Damage
1st +2 Demonic Shift / Keen Senses +2 --------------------
2nd +2 Favored Weapon +2 1d8
3rd +2 Archetype Feature +2 1d8
4th +2 Ability Score Improvement +2 1d8
5th +3 Bonus Action Dash +2 2d8
6th +3 Enhanced Weapon +2 2d8
7th +3 -------------------- +3 2d8
8th +3 Ability Score Improvement +3 3d8
9th +4 Horrify +3 3d8
10th +4 Archetype Feature +3 3d8
11th +4 Call from the Beyond +3 3d8
12th +4 Ability Score Improvement +3 3d8
13th +5 Upgraded Weapon +3 3d8
14th +5 Archetype Feature +3 4d8
15th +5 -------------------- +4 4d8
16th +5 Ability Score Improvement +4 4d8
17th +6 Phase +4 5d8
18th +6 Archetype Feature +4 5d8
19th +6 Ability Score Improvement +5 6d8
20th +6 Damnation +5 7d8

your soul has been connected to that of a fallen demon that whispers in your ear. As an action, you can allow the demon within you to take control over your body.

Demon Shift[edit]

When in combat, you are able to gain a As an action, you can enter your demon form. In this state you gain the following benefits: When you make any attack while in this state, you gain a +2 bonus to your damage roll. This will increase as your Demon Whisperer level increases (see level table).

Staying in this form for too long will automatically give you a point of exhaustion as this is too much for your mortal body however this time may increase as the DM sees fit. Taking a long rest will reduce a point of exhaustion. If you fall unconscious in this demon form, you revert back to your mortal body but still unconscious. Once becoming conscious you are not able to use this ability again until after a long rest.

Know Your Prey[edit]

At 1st level, you have spend many years studying and gaining significant knowledge on fiends and fiend-like creatures. You have advantage on Wisdom (Survival) checks to track such fiends, as well as on Intelligence checks to recall information about them.

Favored Weapon[edit]

At 2nd level, you know what you are capable of with any weapon of your choice. You choose 1 type of weapon (crossbow, club, shortsword, etc.) And add an addition 1d6 necrotic or radiant damage. This increases as your levels progress (see level table). This ability can be used once per short rest, however when reaching level 13 you may use this ability three times per short rest as the damage increases.

Specialty Feature[edit]

At 3rd level, you choose an archetype. Choose between Hunter, Witch Doctor or Arcane Entity, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 10th, 14th and 18th level.

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.


At 5th Level, you may use this ability to dash ad a bonus action.

Enhanced Weapon[edit]

At 6th level, you have expanded your range of weapons. You can now pick another weapon to add your Favored Weapon bonus to. You may use this ability once for each weapon.


At 9th level, because your soul is entangled with a demon, you can use them for more simple uses. You gain proficiency in intimidation checks as your form breaks through your mortal self.

Call from the Beyond[edit]

At 11th level, you can make an enemy 30 feet from you make a Dexterity Saving Throw (DC 8 + Wisdom Modifier + Prof). If they fail, then multiple ghost-like arms sprout out from under them and keep them in place. The enemy is now classed as restrained and may only make a Dexterity Saving Throw at the end of their turn to escape the grasp. As a bonus action, you can move the grasp onto another enemy that fails a Dexterity Save within 30 feet.


At 17th level, when an attack hits you, you may use a reaction to reduce the damage done to you. When used, roll 1d10 + prof + your Demon Hunter level. If your roll equals or is more than the damage taken you successfully take 0 damage. You may use this ability 3 times per long rest. You regain 1 use every short rest and all 3 uses after a long rest. This ability cannot be used against area of effect damage.

Damnation [edit]

At 20th level you are fully in touch with whatever possesses you. You can take an action to touch a creature. As you do, the spirit that your are used to being inside you, takes possession of the enemy. If the creature fails 3 Wisdom Saving Throws (DC 8 + Wisdom Modifier + Proficiency) on the end of their turn then the spirit sends the creature to the 9 hells to be destroyed. Because you are not linked to the entity at this moment, you cannot access your demon form. If the creature succeeds, nothing happens and the spirit conjoins with you once again. However this ability can only be used every 3 days

Speciality: Hunter[edit]


Starting at 3rd level, you may use your action to curse a creature within 30 feet. The creature impacted must make a Constitution Saving Throw of 8 + Wisdom Modifier + Proficiency Bonus. If the creature fails you may add additional 1d4 necrotic damage to the creature.

Fatal Protection[edit]

At 10th level, you gain resistance to necrotic damage ad it hardly affects you at this point.


By 14th level, you may as a reaction to evade an attack. This gives the enemy disadvantage on an attack against you.


At 18th level, you exceed in defeating your enemies compared to those around you, you can use 1 action surge to make another action. This can only be used once per long rest.

Speciality: Witch Doctor[edit]


Starting at 3rd level. When you make an attack, you can choose to replenish half of the damage you inflict on an enemy as your own health. You may use this ability once per round.


At 10th level, you may still use your consume ability. However if there is an ally within 5 feet of you, you may use this ability on them instead of yourself.

Phantom Passage[edit]

At 14th level, you can teleport up to 10 ft as a bonus action. Anything you pass through whilst using this ability, must make a Wisdom Saving Throw (DC=8 + Wisdom Modifier + Proficiency). If they fail, you become frightened of you instantly as you appear.

Last Chance[edit]

At 18th level, if you reach 0 hp, you automatically regain 1 hp and get back into the fight. This may be used once per rest

Speciality: Arcane Entity[edit]

Arcane Strike[edit]

Beginning at 3rd Level, at the start of you day, roll 1d10. Each number refers to a type of damage below. At any point in the day, you may deal 1d6 of that specific damage against a creature. You may only use this ability once per short rest.

1 = Fire 6 = Thunder 2 = Acid 7 = Radiant 3 = Cold 8 = Poison 4 = Necrotic 9 = Force 5 = Lightning 10 = Psychic


At 10th level, you may use an action to cast parry on yourself. This raises your AC by 2 for 10 mins. You may use this ability once per short rest.


At 14th level, when you kill an enemy in your demon form, you can choose to reanimate that enemy to fight along side you. The creature's Hit Points would be equal to you level + your proficiency. This ability can be used once per long rest. Once the fight is over the entity perishes where it stands.

Rune of Agony[edit]

At 18th level, as an action you may trace a rune into ground. Once it is complete it starts to shine. All enemies within a 15 feet diameter make Wisdom Saving Throw of a Dc equal to 8 + Wisdom Modifier + proficiency. If a creature fails, they take 4d8 necrotic damage. If they succeed, they do not take any damage. However, if they end their turn in the area they must make save again or take the damage.

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