Demonic Knight (5e Class)
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A group of church knights surrounds a lone Drow, fully clad in jet-black plate mail. Demanding his surrender, the group attempts to arrest the solitary figure, unaware of his martial and magical prowess. As they approach, the Drow unveils a terrifying weapon and begins his assault. He cuts the first knight down with several vicious swings of his greatsword. The Drow then decimates another two with a blast of dark magic, leaving a single knight standing. The final knight looks on in horror as the Drow raises one of his former companions as an undead and orders it to kill him. The Drow sheathes his weapon as his greatsword whispers to him: the angelic being he hunts is here.
A fey'ri walks up to his demonic master, a group of imps in tow. The demon demands to know why he is here, only to be cut short as the imps attack with bows and tridents. Assisting his minions against his former master will blasts of magic from a demonic staff, the fey'ri strikes down the demon lord and assumes command of his hellish legions
Warriors of Darkness
Demonic Knights are those who have accepted a greater form of demonic power, either through a contract, inheritance or some other method. Commonly seen as an "Anti-Paladin" by the masses due to their similar stature, Demonic Knights are heavily armored warriors that specialize in both weaponry and arcane magic. Wielding a semi-sentient magical weapon known as a Demonic Weapon, Demonic Knights inflict devastation upon their enemies who lie in their path. Their goals typically vary; most demonic knights serve more nefarious purposes, but on rare occasions a demonic knight can use their powers for good.
Creating a Demonic Knight
When creating a demonic knight, think about how you became one? Were you born in the lower depths of the infernal realm, born to serve a demon lord? Did you make a pact with a demon, promising your soul for greater power? Or perhaps your dark powers came from an unknown source, lying dormant in you until an unspecified time?
- Quick Build
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
You start with the following equipment, in addition to the equipment granted by your background:
- your Demonic Weapon
- (a) chain mail or (b) scale mail
- (a) a shield or (b) a longbow, and 20 arrows
- (a) a dungeoneer's pack or (b) an explorer's pack
|Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|2nd||+2||Unholy Resurrection, Spellcasting||2||4||2||—||—||—||—|
|4th||+2||Ability Score Improvement||2||6||3||—||—||—||—|
|7th||+3||Demonic Order Feature||3||9||4||3||—||—||—|
|8th||+3||Ability Score Improvement||3||10||4||3||—||—||—|
|9th||+4||Demonic Weapon Improvement||3||11||4||3||2||—||—|
|11th||+4||Demonic Order Feature||3||13||4||3||3||—||—|
|12th||+4||Ability Score Improvement||4||14||4||3||3||—||—|
|13th||+5||Demonic Weapon Improvement||4||15||4||3||3||1||—|
|15th||+5||Aura of Vengeance||4||17||4||3||3||2||—|
|16th||+5||Ability Score Improvement||4||18||4||3||3||2||—|
|17th||+6||Demonic Order Feature||5||19||4||3||3||3||1|
|18th||+6||Demonic Weapon Improvement||5||20||4||3||3||3||1|
|19th||+6||Ability Score Improvement||5||21||4||3||3||3||2|
|20th||+6||King of Darkness||5||22||4||3||3||3||2|
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 or ranged weapon (with the exception of firearms). The weapon has Intelligence, Wisdom, and Charisma scores of 10. It communicates by transmitting emotions to its user(joy-sadness, anger-fear, trust-distrust), can perceive up to 30 feet away, and only you can hear it; others merely hear ghostly whispers from the weapon.
The Demonic weapon gains a +1 bonus to attack and damage rolls, which increases by 1 at 9th level (+2), 13th level (+3), and again at 18th level (+4). Starting at 11th level, a Demonic Weapon deals extra necrotic damage equal to the weapon's damage die whenever you hit with it. You may also divide your demonic weapon into two smaller weapons (both must have the light property) that can be dual wielded, but their magic bonus is cut in half and the offhand weapon does not gain the extra damage dice (from levels 11 and 20).
Your Demonic Weapon can't be damaged while you are alive. In the event you somehow lose your demonic weapon, you can generate a new one over a long rest. If your Demonic Weapon ever leaves your hand, you may summon it back into your hand as a bonus action, and you can make it disappear as a free action. The Demonic Weapon does not count against your maximum attuned item count. The weapon's form can be changed during a long rest to that of another melee weapon.
Unholy Resurrection: When you slay a creature with your demonic weapon or with a spell, you may use your reaction to raise that creature as an undead version of itself. The creature changes in the following ways:
- The creature's hit point maximum is reduced by half.
- Gains vulnerability to radiant damage, and loses any resistances.
- Creature is incapable of rational conversation or thought, and it obeys your every order.
- During Combat, the undead under your control acts on your turn. You may use a bonus action to command them to attack or take an action. Otherwise they will remain still.
- Any weapons and Basic actions it knew how to use in its previous life it can still use (Flying, Swimming, Climbing, etc), but more biologically complex actions such as breath weapons are up to the DM's discretion.
You can raise up to three creatures, but their combined total CR cannot be greater then 1/2 your Demonic Knight level. You cannot raise constructs or re-raise undead. Note that this CR limit does not include undead raised by other sources, such as animate dead.
Beginning at 2nd level, you can augment your martial prowess with spells. You can cast spells from the Demonic Knight spell list. At 2nd level, you know two cantrips of your choice from the Demonic Knight 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. Your Demonic Weapon is considered your arcane focus.
Whenever you gain a level in this class, you can replace one of the Demonic Knight spells you know with another spell of your choice from the Demonic Knight spell list.
A Demonic Knight's aspirations often rise far higher then their current stature. Typically they follow an order that will ultimately lead to the destiny they desire most. At 3rd Level, choose one of the following Archetypes as your Demonic Order: Harbinger of Destruction, Lord of the Undead, or Dark Emperor. You gain features in this archetype at 3rd level, and again at 7th, 11th, and 17th 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 demonic rage inside you allows you to ignore certain debilitating effects. At 6th level you gain immunity to disease and the frightened condition.
Your Experience as a Demonic Knight has heightened your physical constitution and mental faculties. At 9th level you gain resistance to poison as well as gaining 60 feet of darkvision. Should you already have darkvision, you gain an 30 extra feet instead.
You have learned to use arcane magic to enhance your defenses. At 14th level you can use a bonus action to choose between cold, fire, lightning, necrotic, or radiant damage. You gain resistance to the chosen damage type. You may change the resistance type by using a bonus action on another turn.
Aura of Vengeance
Starting at 15th level, as an action, you may begin exuding an aura of malice. Creatures who enter or start their turn within 15 feet of you must make a Charisma saving throw versus your Spell Save DC. On a failure, they are marked until the start of their next turn. Your have advantage on attack rolls against marked opponents. This aura lasts for one minute, and after it ends, you must finish a long rest before you can use it again.
King of Darkness
You are feared throughout the land as the embodiment of darkness. At 20th level, dark Magic now pulses through your body as you gain the following benefits.
- You sprout a pair of massive wings. You gain a flying speed equal to your base movement speed.
- Your maximum amount of hit points increase by 20.
- Your demonic weapon now deals an extra die of damage, as necrotic.
Harbinger of Destruction
Demonic Knights who focus their dark energies into enhancing their physical abilities, Harbingers of Destruction spread havoc across the battlefield. Those who follow this order tend to work alone, decimating hordes with blows that hit multiple targets: friend and foe alike.
- Bringer of Chaos
Upon choosing this demonic order at 3rd level, your blows start wreaking havoc on the battlefield. When attacking a creature with your Demonic Weapon, as a bonus action you unleash dark energy from your weapon. Other creatures within 5 feet of you need to make a Dexterity saving throw against your spell modifier. On a failure, they take 1d8 necrotic damage, or half as much on a successful save(This damage becomes 1d4 for a ranged weapon attack). You may use this feature a number of times equal to your proficiency bonus, and you regain all uses of this feature at the end of a short or a long rest. The damage increases to 2d8 (2d4 for ranged weapons) at 14th level.
- Arsenal of Devastation
Your collection of demonic weaponry expands. At 7th level you may now spend 10 minutes instead of a long rest changing the form of your Demonic Weapon.
In addition, when making attacks with a demonic weapon that requires ammunition, you can magically create a new piece of ammunition that disappears at the start of your next turn. You can create up to twice your demonic knight level in pieces of ammunition, regaining half on a short rest, and all of them on a long rest.
- Overwhelming Power
Your blows decimate the defenses of your enemies, and you can more easily hit their weak points. At 11th level your Demonic Weapon now scores a critical hit on rolls of 19-20.
- Ultimate Annihilation
At 17th level the destruction of your enemies is now absolute. At 17th, when you reduce a creature to 0 hitpoints with your Demonic Weapon, you may use your reaction to cause them to explode in a burst of dark energy. Everyone(except you) within 15 feet of them must make a Dexterity saving throw against your spell modifier, or take 4d10 necrotic damage, or half as much on a success. You may do this once, regaining the use after either a short or long rest, or after landing a critical hit on a creature.
Lord of the Undead
- Unnatural Constitution
Upon choosing this Demonic Order at 3rd level, you are able to raise the undead in better condition. The undead you control now have their maximum hit points reduced by one-quarter as opposed to one-half.
- The Dead Shall Rise
At 7th Level your experiments with controlling the undead have allowed you increase the numbers of your horde. The number of undead you can control through "Unholy Resurrection" increases by two. In addition the undead you control regain any resistances they had while they were alive.
- Soul Inheritor
You believe the undead hordes should serve you and only you. At 11th level as an action you can attempt to take control of an Undead whose CR does not exceed your maximum total. That undead must make a Charisma saving throw against your Spell Save DC. If the undead is controlled by another creature, the target makes the saving throw with advantage. Should it succeed, it does not fall under your control and is immune to further attempts at controlling it. Otherwise the undead falls under your control for the next hour. You may use this ability a number of times equal to your proficiency bonus, regaining all uses on a long rest.
- Master of Souls
At 17th level your command of the undead reaches even greater heights as you are able to control even more powerful undead. The maximum CR of undead you may control is now equal to 3/4 of your Demonic Knight level.
- Acolyte of the Dark Arts
Your experience training in the dark arts has altered your fighting style. Upon choosing this demonic order your Demonic Weapon can now fire bolts of darkness. This attack action has a range of 30 feet, and deals 1d10 necrotic damage on a hit. This attack uses your Charisma modifier for hit and damage rolls. The damage increases to 2d10 at 14th level. When you would gain the ability to make more than one attack, like the Extra Attack feature, you can replace any number of these attacks with instead firing a bolt of darkness.
- Terrifying Fiend
You excel in terrifying the masses. At 7th level you gain proficiency in Intimidation. If you already have proficiency, you may double the bonus. In addition, demons summoned by spells are always loyal to you (summon lesser demons is an example of such a spell).
- Arcane Secrets
At 11th level your research into the arcane has revealed new knowledge. Choose three spells of 3rd level or lower, from any spell list. You add them to your spells known. In addition, after a long rest, you may choose one 1st or 2nd level spell that you know from this classes spell list. You can use your demonic weapon to cast this spell once.
- Supreme Demon
At 17th level your power commands the respect and loyalty of the creatures of darkness. You have gained the loyalty of two undead knights who will follow your every command. Them and their equipment disappears after they drop to 0 hitpoints, and after taking a long rest, you may cause both of them to reappear within 30 feet of you.
Demonic Knight Spell List
Blade ward, chill touch, control flames, create bonfire, fire bolt, frostbite, gust, light, mage hand, minor illusion, ray of frost, shape water, shocking grasp, thunderclap, toll the dead, true strike.
- 1st Level
Absorb elements, arms of hadar, burning hands, cause fear, comprehend languages, detect magic, earth tremor, false life, find familiar, frost fingers, ice knife, magic missile, protection from evil and good, shield, thunderwave, witch bolt.
- 2nd Level
- 3rd Level
- 4th Level
- 5th Level
Proficiencies. When you multiclass into the demonic knight class, you gain the following proficiencies: all armor, all shields, all simple and martial weapons