Demonic Knight, Variant (5e Class)
From D&D Wiki
- 1 Demonic Knight
- 1.1 Death and destruction
- 1.2 Creating a Demonic Knight
- 1.3 Class Features
- 1.4 Harbinger
- 1.5 Ravager
- 1.6 Multiclassing
Demonic knights are servants of dark powers. They are bonded to a sentient weapon called a demonic weapon, which grants them magical powers and great prowess in combat.
Death and destruction
Pressed into service for an Arch-Demon, the Demonic Knight is a living weapon. The embodiment of terror and might, combined with their ability to fight in any environment, Demonic Knights are the bastions of which the Abyss bends to. Demonic Knights lead the hordes of their Arch-Demon masters, laying waste to demons, devils, humanoids, and the like. Capable warriors and spellcasters, Demonic Knights are a formidable opponents for any enemy. Beware the Knights in black...
Creating a Demonic Knight
- Quick Build
You can make a demonic knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Soldier background.
As a Demonic Knight you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Torture tools
Saving Throws: Constitution, Charisma
Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Perception, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- your chaotic weapon
- (a) chain mail or (b) scale mail
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a priest's pack or (b) an explorer's pack
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Demonic Weapon (+1), Weapon of Horror (1)||—||—||2||—||—||—||—||—||—||—||—|
|2nd||+2||Armor Mastery (1), Spellcasting||2||4||3||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement, Weapon of Horror (2)||2||6||4||3||—||—||—||—||—||—||—|
|5th||+3||Demonic Weapon (+2), Extra Attack||3||7||4||3||2||—||—||—||—||—||—|
|6th||+3||Armor Mastery (2)||3||8||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||10||4||3||3||2||—||—||—||—||—|
|9th||+4||Weapon of Horror (3)||4||11||4||3||3||3||1||—||—||—||—|
|10th||+4||Armor Mastery (3)||4||12||4||3||3||3||2||—||—||—||—|
|11th||+4||Demonic Weapon (+3), Extra Attack (2)||5||13||4||3||3||3||2||1||—||—||—|
|12th||+4||Ability Score Improvement||5||14||4||3||3||3||2||1||—||—||—|
|13th||+5||Weapon of Horror (4)||5||15||4||3||3||3||2||1||1||—||—|
|14th||+5||Armor Mastery (4)||6||16||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement, Weapon of Horror (5)||6||18||4||3||3||3||2||1||1||1||—|
|17th||+6||Demonic Weapon (+4)||7||19||4||3||3||3||2||1||1||1||1|
|18th||+6||Armor Mastery (5)||7||20||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||7||21||4||3||3||3||3||2||1||1||1|
You have a unique sentient magical weapon called a Demonic Weapon bound to your soul. A Demonic Weapon can take the form of any melee weapon which does not have the light or finesse properties and it loses it's weight properties. The weapon has Intelligence, Wisdom, and Charisma scores of 12, each score increasing by 2 at 5th level (14), 9th level (16), 13th level (18), and 17th level (20). It communicates by transmitting emotions to its user(joy-sadness, anger-fear, trust-distrust), it has hearing and darkvision to a range of 120 feet, it has the same alignment as you do, and its special purpose is destruction. You gain a +1 bonus to attack and damage rolls made with your Demonic Weapon. The bonus to attack and damage rolls increases by 1 at 5th level (+2), 11th level (+3), and again at 17th level (+4). Starting at 10th level, a Demonic Weapon deals extra damage of the weapon's type equal to the weapon's damage die whenever you hit with it. Your Chaotic Weapon can't be damaged while you are alive. If your Chaotic Weapon ever leaves your hand, you may summon it back into your hand as a bonus action.
Weapon of Horror
Whenever you attack a creature and reduce it to 0 hit points, you may use your reaction to instantly slay the creature and raise it at the start of your next turn as an undead version of creature/humanoid that is permanently under your command, following your verbal/telepathic orders to the best of its ability. You can animate and control up to ten undead creatures. When you hit a creature with this magic weapon you deal an additional 1d6 necro damage. This later increases at 4th level (1d8), 9th level (1d10), 13th level (1d12), and 16th level (1d20). You gain temporary hit points equal to the necrotic damage you dealt. Temporary hit points dissipate within 2 turns of not hitting anyone or being hit.
Starting at 2nd level, as long as you are wearing armor you take 2 less points of damage from bludgeoning, piercing, and slashing damage. The amount of damage you may ignore increases at 6th level (+2 points), 10th level (+2 points), 14th level (+3 points), and 18th level (+3 points).
Beginning at 2nd level, you can augment your martial prowess with spells. You can cast spells from the Warlock,Wizard spell lists. At 2nd level, you know three cantrips of your choice from the Warlock spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Demonic Knight table. Charisma is your spellcasting ability for your spells.
Starting at 2nd level, you have been infused with such chaotic energies during your countless centuries fighting in the Abyss, choose an equal number of Eldritch Invocations based off the Demonic Knight table per character level. At higher levels, you gain access to more Invocations to augment your martial prowess and spell abilities. 2nd level (2 invocations), 5th (3 invocations), 10th level (4 invocations). You have access to all invocations available and can switch 1 invocation out with every level attained.
At 3rd level, you choose a path which you follow to spread death and destruction. Your choice of doom grants you features at 3rd level and again at 7th, 15th, and 20th level.
Ability Score Increase
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.
Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level.Beginning at 16th level, the number of attacks increases to four.
Beginning at 12th level, black, shadowy, spectral wings can be summoned as a free action. You can summon and dismiss wings at will. The wings do not take on a physical form and don’t require specialized armor. The Demonic Knight is able to fly in heavy armor and you have a flight speed of 60ft.
Starting at 15th level, you have advantage vs all magic saves. You no longer need to eat, sleep, breathe, and you don’t age.
The Harbinger's doom is focused on spreading fear.
Beginning when you choose this Doom at 3rd level, you gain a +5 bonus to Charisma (Intimidate and Persuasion) checks. At 15th level, the bonus to Charisma (Intimidate and Persuasion) checks increases to +10.
Starting at 7th level, you can use your action to frighten enemies with your presence. Each creature you choose within 60 feet of you must succeed on a Wisdom saving throw (DC equal to 10 + your proficiency bonus + your Charisma modifier) or be frightened of you for 2 turns. On subsequent turns, you can use your bonus action to extend the duration of this effect on the frightened creatures until the end of your next turn. This effect ends if the creature ends its turn out of line of sight (behind full cover) or more than 45 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
At 20th level, you become a perfect engine of destruction, emanating an aura of chaos in a 60-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw (DC equal to 10 + your proficiency bonus + your Charisma modifier) or for 1 minute take double damage from your attacks and spells and not be able to reduce or ignore damage from your attacks and spells, including by otherwise applicable resistances and immunities. Anyone within a 5 foot radius also makes a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier), on a failed save anyone affected goes into a state of paralysis. Can be used 2 times per long rest.
The Ravager's doom is focused on reckless, savage damage-dealing.
Revel in Carnage
Beginning when you choose this Doom at 3rd level, you gain 10 temporary hit points whenever you hit a creature with a melee attack and you are immune to the Fear condition.
Beginning at 5th level, when you are reduced to 0 hp, you can instead choose to use your reaction, and stabilize with 1 hp. This feature can be used up to the number of your Constitution modifier+ proficiency bonus per day. You must complete a long rest to regain uses of this feature.
Once you reach 7th level, your critical hits are more powerful. When you score a critical hit, roll all the attack's damage dice three times rather than twice.Starting at 18th level, when you score a critical hit, roll all of the attack’s damage dice four times instead of three.
Starting at 15th level, your weapon attacks score a critical hit on a roll of 19-20.
At 20th level, you become the ultimate bringer of death and destruction. You can now take the Attack action as a bonus action. Additionally every spell that requires an action to use you can now use as a bonus action.
Prerequisites. To qualify for multiclassing into the demonic knight class, you must meet these prerequisites: Strength 15, Charisma 13, chaotic-evil Alignment
Proficiencies. When you multiclass into the demonic knight class, you gain the following proficiencies: all armor, all shields, All weapons