Demonic Death (5e Class)

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Demonic Death[edit]

A Demonic Death is no mere mortal warrior, nor a typical fiendish servant. These chosen souls are branded by the infernal flames to serve as agents of fiendish retribution, passing judgment on those whose sins have condemned them to an eternity in Hell. Their task is to enforce the law of the Nine Hells on those who live in defiance of its power—whether the wicked souls of mortals or the rebellious fiends of the infernal realms.

Branded by Hell and marked by flames, a Demonic Death is a living embodiment of infernal judgment. They ride through the world like a ghostly avenger, a fiery specter that bears the infernal brand of Hell’s justice. They wield fire and necrosis to deal judgment to those who have earned the ire of the devils, whether through mortal sins or fiendish disobedience.

When a Demonic Death is created, they are chosen—either as a mortal soul who made a pact with a devil or as a fiend who has been elevated to the rank of judicator. A Demonic Death could be the chosen instrument of a powerful devil patron, such as Zariel, the Archduchess of Avernus, or Mephistopheles, the Lord of Cania, whose infernal justice they carry into the mortal world. The marks of the Nine Hells are burned into their flesh, and they are bound to enact the will of their infernal patrons.

Prerequisites[edit]

In order to become a demonic death, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

  • Charisma 13. The infernal power granted to a Demonic Death is based on their force of will, and they must have the presence to command the flames of Hell. Charisma will serve as the primary stat for your abilities and powers tied to judgment.
  • Character level 5th This ensures that the character has a foundation of experience, both in combat and in dealing with the challenges of the world.
  • Fiendish Connection: The character must have made a pact with an infernal entity, or have been marked by Hell in some significant way (such as a previous brush with death or a deep spiritual connection with fiendish forces). This connection is often forged through direct interaction with powerful fiendish entities, such as the devils of the Nine Hells, or a significant event, like being branded or chosen by an archdevil patron.

Class Features[edit]

As a Demonic Death you gain the following class features.

Hit Points

Hit Dice: 1d10 per Demonic Death level
Hit Points per Level: 1d10 (or 6) + Constitution modifier per Demonic Death level

Proficiencies

Tools: None
Saving Throws: None
Skills: None

Level Proficiency
Bonus
Features
1st Reaper's Mark
2nd Soulbrand, Hell-Touched Arsenal
3rd Death's Bargain
4th Hellshade Form
5th Judgement of Souls
6th Demon Reaper

Hellbrand[edit]

At 1st level, your connection to the infernal forces manifests as a Hellbrand, marking you as a harbinger of judgment. You can choose the appearance and location of the brand. You gain the following benefits:

Infernal Powers. Some of your features require a saving throw to avoid its effects. Your Infernal Powers save DC equals 8 + your proficiency bonus + your Charisma modifier.
Fiendish Awareness: As an action, you can sense the presence of fiends (demons, devils, and other fiends) within 60 feet, as long as they are not behind total cover. You know if they are hostile or neutral toward you.
Evil Detection: You can sense the presence of non-good creatures (evil, chaotic evil, neutral evil) within 30 feet of you. This does not reveal their exact location but alerts you to their presence.

You can use each of these features a number of times equal to your Charisma modifier (minimum of once), regaining all uses after a long rest.

Reaper's Mark[edit]

At 1st level, as a Bonus Action, you can choose a creature you can see within 60 feet. For 1 minute, or until the creature dies, your attacks against it deal an extra 1d6 psychic damage. If the marked creature dies while under this effect, you can instantly use a reaction to mark another creature within range.

While marked, you can be deceived by the marked creature's illusions, and you always know its location as long as you are within 60 feet of it. You see that creature as if affected by truesight.

Additionally, while non-good aligned creature is marked, you can use your Bonus Action to impose judgment on them. The creature must make a Wisdom saving throw (DC = 8 + your proficiency modifier + your Charisma modifier). On a failed save, they are frightened of you for the duration of the mark.

On each subsequent turn, you can use this Bonus Action to force the frightened marked creature to make a save again, or suffer 2d6 psychic damage.

You can use this feature a number of times equal to your proficiency bonus, regaining uses after finishing a long rest.

Soulbrand[edit]

At 2nd level, you have been marked by death. You gain resistance to necrotic damage and have Advantage on saving throws against the frightened condition.

In addition, when you reduce a creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier plus your Demonic Death level.

Hell-Touched Arsenal[edit]

Also at 2nd level, weapons you wield can cause either necrotic or fire damage, instead of its normal damage. You make the choice for each attack.

Death's Bargain[edit]

At 3rd level, you can twist fate at a cost. As a reaction, when you or an ally within 30 feet fails a saving throw or drops to hit points, you can cause them to succeed instead, or drop to 1 hit point instead of 0.

The first time you use this feature no drawbacks are felt. Every time afterwards, you suffer 1 level of exhaustion. Once you use this feature, you must wait a short or long rest before using it again.

Hellshade Form[edit]

At 4th level, as a Bonus Action, you can become a deathly demonic specter for 1 minute. You shed a dimly lit reddish aura and you gain the following benefits for the duration:

  • You gain incorporeal movement (you can move through creatures and objects as if they were difficult terrain; take 1d10 force damage if ending your turn inside something)
  • You have advantage on attack rolls against frightened or bloodied (below half hit points) creatures.

Once you use this form, you can't do it again until you finish a short or a long rest.

Judgment of Souls[edit]

At 5th level, you can use a Bonus Action to pass judgement on a marked creature. A non-good aligned creature is overcome by overwhelming guilt, and is incapacitated, hollering and wailing on the ground for the duration of the mark.

The target can make a Wisdom saving throw to avoid the Judgement, and at the end of each turn to end the effect. A non-evil creature have Advantage on the save, while a fiend has Disadvantage. A judged creature reduced to 0 hit points is sent to hell.

When the judged creature succeed on the save against the judgement, the mark is dispelled.

Demon Reaper[edit]

At 6th level, you become an avatar of demonic death. Your weapon attacks ignore resistance to necrotic and fire damage, and whenever you kill a creature, its corpse cannot be raised unless you allow it.

In addition, you can cause a creature affected by your Reaper's Mark to make a Constitution saving throw upon hitting it with an attack. If the creature is a and has less than 10 hit points x Charisma modifier after you roll for damage, it dies instantly.

Otherwise, you roll a number of d10s equal to your Charisma modifier, causing necrotic damage equal to that amount. The damage of this feature is doubled against demons. Succeed or failing on this save will dispel the mark.

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