Demonic Knight (5e Class)

From D&D Wiki

Jump to: navigation, search

Demonic Knight

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

A lone knight stands before a burning village, having killed every man, woman and child in the village alone. Demonic knights are the epitome of death, sparing no one from their fate and bringing nothing but death and destruction to all in their path.

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.

Class Features

As a Demonic Knight you gain the following class features.

Hit Points

Hit Dice: 1d12 per Demonic Knight level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Demonic Knight level after 1st

Proficiencies

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

Equipment

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

Table: The Demonic Knight

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Demonic Weapon (+1), Weapon of Horror (1)
2nd +2 Armor Mastery (1), Spellcasting 2 4 2
3rd +2 Doom 2 5 3
4th +2 Ability Score Improvement, Weapon of Horror (2) 2 6 3
5th +3 Demonic Weapon (+2), Extra Attack 3 7 4 2
6th +3 Armor Mastery (2) 3 8 4 2
7th +3 Doom Feature 3 9 4 3
8th +3 Ability Score Improvement 4 10 4 3
9th +4 Weapon of Horror (3) 4 11 4 3 2
10th +4 Armor Mastery (3) 4 12 4 3 2
11th +4 Demonic Weapon (+3), Extra Attack (2) 5 13 4 3 3
12th +4 Ability Score Improvement 5 14 4 3 3
13th +5 Weapon of Horror (4) 5 15 4 3 3 1
14th +5 Armor Mastery (4) 6 16 4 3 3 1
15th +5 Doom Feature 6 17 4 3 3 2
16th +5 Ability Score Improvement, Weapon of Horror (5) 6 18 4 3 3 2
17th +6 Demonic Weapon (+4) 7 19 4 3 3 3 1
18th +6 Armor Mastery (5) 7 20 4 3 3 3 1
19th +6 Ability Score Improvement 7 21 4 3 3 3 2
20th +6 Doom Feature 8 22 4 3 3 3 2

Demonic Weapon

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 that is permanently under your command, following your verbal orders to the best of its ability. You can animate and control up to four undead creatures. When you hit a creature with this magic weapon you deal an additional 1d6 fel 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.

Armor Mastery

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).

Spellcasting

Beginning at 2nd level, you can augment your martial prowess with spells. You can cast spells from the Warlock spell list. 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.

Doom

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.

Extra Attack

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.


Harbinger

The Harbinger's doom is focused on spreading fear.

Terrible Presence

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.

Fear Aura

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.

Destruction Aura

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.

Ravager

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.

Brutal Critical

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.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Unstoppable Destruction

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.

Multiclassing

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



Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors