Demon Wielder (5e Class)

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Demon Wielder[edit]

Demon wielders use corporeal versions of demons ranging from rifles to a katana to help them in any battle. These people are part of an elite force of fighters known as the Imperial Demon Company. Most of the people who wield these weapons were child experiments, in an attempt to create a superior race of humanoid.

The Fall[edit]

In the year 1996 a young man was born to a rich family, we will call him Guren. Guren was from a clan full of people who had deserted from the main clan in an attempt to overthrow the main Clan. Guren was inducted into a school ran by the main clan, there he made friends with some people from the lower clans and they became a combat squad. Until they all were murdered in an attempt to stop the apocalypse. Stricken by grief Guren delved into a forbidden magic called the Seraph of the End. Not realizing the consequences Guren went through with this program, reviving his fallen teammates and creating the apocalypse they tried so hard to stop. However with perfect timing the main clan forgave the deserters and let some of them in on a new program they had created, the Black Demon Weapons. These are the weapons that the New Imperial Demon Company wield and will eventually take back their world with.


You saw what the world was like after the apocalypse and using one of the only remaining time machines traveled back in time to (Wherever your campaign takes place)

Creating a Demon Wielder[edit]

Ever wanted to embrace your dark side and use it to fight? Maybe use whatever weapons fit the situation? Demon Wielders do both, using their own dark demons to fight in any situation.

Quick Build

You can make a Demon Wielder quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma or Dexterity. Second, choose the Solider background. Third, choose be a Lawful/Neutral character.(That applies to all characters)

Class Features

As a Demon Wielder you gain the following class features.

Hit Points

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


Armor: Light, Medium, Heavy
Weapons: All
Saving Throws: Dexterity, Strength
Skills: Pick any 3


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

  • Leather Armour
  • Demon Weapon (See Below)
  • (a) 2 daggers or (b) 2 handcrossbows and 30 bolts or (c) a greatsword
  • If you are using starting wealth, you have 100gp in funds.

Table: The Demon Wielder

Level Proficiency
1st +2 Demon Weapon,Weaponized Demon
2nd +2 Fighting Style
3rd +2 Archetype
4th +2 Ability Score Improvement
5th +3 Chaos Pulse,Archetype Feature, Extra Attack
6th +3 Demon's Linked
7th +3 Twisted Soul, Demon Pill
8th +3 Ability Score Improvement, Archetype Feature
9th +4 Battle Mind, Battle Inspiration
10th +4 Bodily Demon
11th +4 Archetype Feature
12th +4 Ability Score Improvement
13th +5 Demi Bomb
14th +5 Group Vitality
15th +5 Archetype Feature
16th +5 Ability Score Improvement
17th +6 Demon's Speed
18th +6 Archetype Feature
19th +6 Ability Score Improvement
20th +6 Demon's Bond

Demon Weapon[edit]

At 1st level you can spend 1 hour ritual to summon and seal a Demon with a CR equal to your proficiency bonus. The Demon in said jewel or crystal can form to the shape of any martial or simple weapon. At 15th level, you can seal any Demon that you have the final blow on, in exchange for the demon weapon you currently have. The damage for the Demon weapon is based on the weapon that it forms.

Weaponized Demon[edit]

At 1st level Based on the Demons CR the weapon gains a 1d4 Necrotic Damage and goes up by 1d4 for every CR above 2. You treat all weapons you create with the demon as if you were proficient with them. The weapons you create count as magical.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

  • 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, even if the new roll is a 1 or a 2. 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.


At 3rd level, After spending some time with sealing demons and using them as weapons, you learn to ether be destructive with the Black demon Archetype or those who focus on casting magic with the Demonic Magic archetype.

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.

Chaos Pulse[edit]

At 5th level, you can unleash a devastating blast of chaotic energy in a 30 ft line. All creatures in the line of 40ft must make a Dexterity saving throw (DC 10 + Charisma modifier + proficiency bonus) on fail the creature takes 4d8 + Charisma modifier in necrotic damage. On a success the creature takes half of the damage.) This ability can be used 2 times per day and you regain all uses of this ability after long rest. The uses go up to 4 uses at 8th lvl, 6 at 12th lvl, 8 at 16th lvl and 10 at 20th lvl.

Extra Attack[edit]

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

Demon's Linked[edit]

At 6th level you become more in-tune with demons. Each demon has certain aspects about them. Roll 1d6, this will determine what your extra ability modifier is. 1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma. when holding the demon weapon you gain the +1 of the demons ability modifier.

Twisted Soul[edit]

At 7th level You realize something, Being with a demon for most of your life is going to be... Interesting to say the least. when reduced to 0 HP you can sacrifice one demon weapon crystal to recover 1/4 of your max HP ( rounded down )

Demon Pill[edit]

At 7th level as a bonus action you can swallow a demon weapon jewel/crystal gain the following for 1d4 rounds.

  • +5 to all modifiers
  • Double movement speed
  • Advantage on attack rolls

When this ability runs out you have to make a Constitution saving throw (DC 17) or take 10d12 force damage, on a pass take half the damage.

This damage can't be resisted, if you use this again with in a day you'll fall unconscious instead of gaining anything.

Battle Mind[edit]

At 9th level you gain what the company calls battle experience. You have a clear mind while fighting and gain advantage against being charmed and being magically put to sleep. You also gain resistance to psychic damage.

At 18th level you gain immunity to psychic damage.

Battle Inspiration[edit]

At 9th level When you target an ally creature they gain one Battle Die which is a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it has rolled before deciding to use the Battle Die, but must decide before the DM says whether the roll succeeds or fails. You regain this die after a short or long rest.

The battle die increases to a d8 at 12th level, d10 at 16th level and d12 at 20th level.

Bodily Demon[edit]

At 10th level crush a demon weapon jewel/crystal to gain temporary ability increase in ether the legs which doubles your current walking speed, arms which gives you an additional +2 to attack rolls, lungs which allows you to go without the need to breath or mind which gives you advantage on Intelligence, Wisdom and Charisma saving throws or skill checks. This ability only last 1 minute and you can only have 1 of these active at a time. If the you try use this while another is active you take 1d6 force damage and the original effect ends.

Demi Bomb[edit]

At 13th level you found an interesting way of using demons, a little extreme but it works, you can now turn the jewel/crystals into bombs.

  • Range: 60/100 with a radius of 20 feet
  • Damage: 8d6 (Fire, cold, necrotic or lightning.)
  • Save: Dexterity (DC 14 to take half of the damage)

Group Vitality[edit]

When you reach level 14 you find that you are extremely good at keeping people alive. You and every ally within 20 feet of you gain temporary hit points equal to your Charisma modifier. This activates at the start of battle and gain more on the start of your next turn to a max of 20 temporary hit points. This ends when combat is finished. Any remaining temporary hit points at the end of combat do not carry over to the next.

Demon's Speed[edit]

When you reach level 17 your power seems to be increasing thanks to being around demons most of the time. your movement speed has doubled ( and is doubled again if using Bodily Demon ) you are now so fast that any creatures trying to hit you when you are moving has disadvantage.

Demon's Bond[edit]

When you reach level 20 your demon and you officially become one. Whichever ability you got as your Demon's Linked ability score you now gain advantage on. You also add another damage die to your damage rolls, and gain advantage on anything holy, or celestial. Also your Demon can now do one of the following power moves once. You regain it use whenever you roll for the initiative.

Lock Away;

Roll a d20 (Add Demon's Linked ability score modifier); make your opponent roll a Dexterity saving throw. If they fail your demon has immobilized them for 1d4+1 turns. Lose a quarter of your health.


You block the next attack. Roll a d20 (Add Demon's Linked ability score modifier) if its above a 15 you negate all damage. If its 14 or below you take half damage.


Roll a d20 (Add Demon's Linked ability score); if its above a 15 you now know, the language your opponent speaks, its current hp, and any special features it has.


Roll a d20 (Add Demon's Linked ability score); make your opponent roll a Dexterity saving throw. If they fail you gain 3 attacks against them with advantage. Lose a quarter of your health.


While using a ranged weapon, you can Roll a d20 (Add Demon's Linked ability score) you gain double damage and you gain an extra attack on that turn. Lose a quarter of your health.

Black Demon[edit]

Black Demon Possession

At level 3, you learn that your demon is a Black Demon. These demons are extremely powerful and can possess their users and give them more strength and Dexterity. You can allow your demon to possess you, dealing +2 extra damage and advantage on all rolls, but You don't get to choose who/what you attack. You randomly attack and you don't choose when you return. the possession ends in 2d6 turns. At the end of the possession you take 3d10 force damage.

Desperate Curse

At level 5, you realize you can push the curse that holds your demon back when you are in danger. When below one-quarter of your max health you deal one extra damage die when in danger.

Slash and Dash

At level 8 You gain the ability to quickly slash your opponent while they aren't focused on you. Once per round, after you hit an enemy with your Demon Weapon, you can move 10 feet away from them without provoking attacks of opportunity.

Mind Intrusion

At level 11, your demon tells you it can reach into someones mind and distract them. Choose an enemy that you can see within 30 feet must make a Wisdom saving throw (DC= 8+ proficiency bonus + Charisma modifier). If they fail the save, you and your allies get advantage to attack rolls till the start of the targets next turn. You can use this once per short or long rest.

Demons Element

At level 15, you enhance the secret of your demon weapon. Pick acid, cold, lightning or fire. Your weapon now deals an extra 1d10 damage of that damage type.

Controlled Possesion

At level 18, you learn to control your demon when they possess you. You no longer randomly attack, however you cannot speak and still cannot end the possession at a time of your choosing

Demonic Magic[edit]

Demonic Casting

At level 3 you can now channel your demons energy to create minor magical effects. You learn 2 cantrips of your choice from the sorcerer Spells list.

Power Casting

At level 5 Your demon allows you to cast spells equal to a spell slot of level 3. You know any 2 3rd level spells. You may only cast 3 3rd level spells before requiring a short or long rest. If a fourth is attempted, the demon pendant will break.

Great Power Casting

At level 8 Your demon allows you to cast spells equal to a spell slot of level 4. You know any 4 4th level spells if you try to use any more then 3 total 4th level spells before requiring a short or long rest. If a fourth is attempted, the demon pendant will break.

Magnificent Power Casting

At level 11 Your demon allows you to cast spells equal to a spell slot of level 5. You know any 4 5th level spells if you try to use any more then 3 total 5th level spells before requiring a short or long rest. If a fourth is attempted, the demon pendant will break.

Ultra Power Casting

At level 15 You demon allows you to cast spells equal to a spell slot of level 7. You know any 4 7th level spells if you try to use any more then 3 total 7th level spells before requiring a short or long rest. If a fourth is attempted, the demon pendant will break.

Ultimate Power Casting

At level 18 You demon allows you to cast spells equal to a spell slot of level 9. You know any 2 9th level spells if you try to use any more then 1 total 9th level spells before requiring a short or long rest. If a fourth is attempted, the demon pendant will break.


Prerequisites. To qualify for multiclassing into the Demon Wielder class, you must meet these prerequisites: 14 str and 14 cha

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