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DXD Demon[edit]

Intro[edit]

From the verge of death to being a half-blood demon, this adventure you are about to embark started in tragedy but where will it take you? To grand new heights or the depths of hell, the future is endless with your new powers.

Disclaimer: Please Read[edit]

This page is about creating a character in the High School DXD anime universe and will be a based on being a demon. The basis of this page is to ask the question if you were reborn as a half demon/ half your personal race and were bestowed the powers of the different pieces in the anime what would happen in the DND world. If you don't understand where i'm pulling information for inspiration for this page from I highly recommend a quick search on the DXD wiki and/ or just watching a few choice episodes from the anime about the chess piece system. For reference the rating game episodes form the first and fourth seasons do a great job highlighting the differences between the different pieces.

Creating a High School DXD demon[edit]

The main cast in the DXD anime are comprised of chess pieces and as such their are five unique pieces you will be able to play as:

Pawn: Typically used as front line fighters, pawns are there to hold the enemy at bay while other pieces are behind them using their magic and healing. Pawns are bestowed additional defense, as well as a small boost to their senses and reflexes but typically lack magical aptitude when compared to queens and bishops.

Quick Build: Pawn You can make a Pawn quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Phlan Insurgent or Earthspur Miner background. Third, choose a simple weapon with light armor.

Rook: Assisting the pawns with precise strikes, rooks have extreme striking power and durability but due to this their aptitude for magic becomes solely on helping to amplify their striking power or defense.

Quick Build: Rook You can make a monk quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution . Second, choose the City Watch or Veteran Mercenary background.

Knight: Generally wielding their weapons with a certain grace they ruthlessly attack their enemies and ensure that no enemy breaks past them to attack the spell casters behind them. A true knight will never surrender and will never go down without a fight.

Quick Build: Knight You can make a knight quickly by following these suggestions. First make Dexterity your highest ability score, followed by Charisma. Second, choose the Gladiator or the Urban Bounty Hunter background.

Bishop: Aiding the battle behind the battle lines, bishops specialize in healing and utility magic, aiding their comrades by healing their wounds or impairing the enemy, bishops have relatively frail bodies compared to their counterparts but more than make up for that with unmatched arsenal of heals, temporary shields, and providing benefits for their teammates.

Quick Build: Bishop You can make a Bishop quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background.

Queen: Similar to their bishop counterparts, queens provide support to the battle from afar but with destructive magic as opposed to healing. Queen's vast knowledge of destructive spells ensures no one interrupts their comrades. While their bodies are comparative to bishops, their elemental magic ensures they are never without a fighting chance should an enemy get close.

Quick Build: Queen You can make a Queen quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma. Second, choose the Haunted One or Inquisitor background.

Pawn[edit]

Class Features

As a Pawn you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, Shields
Weapons: Simple and Martial
Tools: none
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Stealth, Slight of hand, Deception, Intimidation

Equipment

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

  • (a) chain mail or (b) leather and 20 arrows
  • (a) Explorer's pack or (b) Dungeon pack
  • (a) light crossbow and 20 bolts or (b) two handaxes
  • (a) a martial weapon and shield or (b) two martial weapons
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Pawn

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Demonic Rebirth, Fighting Style, Spell casting
2nd +2 Demonic Versatility
3rd +2 Piece of Power: Pawn, Second Wind 2
4th +2 Ability Score Improvement 3
5th +3 Extra Attack,Demonic Dash 3
6th +3 Demonic Taunt 3
7th +3 Piece of Power: Pawn 4 2
8th +3 Ability Score Improvement 4 2
9th +4 Unyielding 4 2
10th +4 Piece of Power: Pawn 4 3
11th +4 Demonic Flight 4 3
12th +4 Ability Score Improvement 4 3
13th +5 Call of Comarades 4 3 2
14th +5 Hit and Run 4 3 2
15th +5 Piece of Power: Pawn 4 3 2
16th +5 Ability Score Improvement 4 3 3
17th +6 On the frontlines 4 3 3
18th +6 All for One 4 3 3
19th +6 Ability Score Improvement 4 3 3 1
20th +6 Piece of Power: Pawn 4 3 3 1

The Pawn Class[edit]

Demonic Rebirth

As you were on the verge of death: make up a situation in which you had an experience because of your background/Profession: you are saved by the the head of a demon family. They see great potential in you and decide to save you and bestow upon you the powers of the Pawn.

Abilities of the Pawn[edit]

As a pawn you are granted the versatility and unique ability of promotion which no other piece has access to, this includes the following:

First Blood[edit]

No stranger to being the first one struck or the first to attack, you gain advantage on all initiative rolls unless impaired by magic.

fighting Style[edit]

Always adapting, you gain one of the following benefits:

Infiltrator
Any sneak attack and/or first attack at the start of battle has advantage.
Team Player
You inspire your team mates through your actions, gain advantage on any coordinated attack with your party.
Armor Master
While wearing armor you gain +1 AC in addition to the armor.
Lone Wolf
Always the outcast, even in a group, gain +2 to attack if at least 30ft from an ally.
The Blunt Warrior
You can use your bonus action after successfully hitting an opponent with a melee weapon to headbutt them for 1d6 force damage. (Once per enemy, twice per combat encounter).

Demonology[edit]

Now having demonic blood you are granted the following effects:

Dark vision up to 30 ft

You are able to sense other demonic and holy presences

You now take twice the damage from anything that is classified as a weapon/spell imbued with holy/radiant power and if brought to zero hit points from attack or spell with this nature you have disadvantage on the first saving throw.

In addition any damage taken from a radiant/divine source will only recover on long rests.

Spell casting[edit]

You start with 2 cantrips from the wizard spell list. At level 10 you gain a 3rd cantrip known.

Spell Slots[edit]

The Pawn table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known[edit]

You know three 1st level wizard spells of your choice, two must come from the evocation and abjuration spell schools. The third spell can be from any Wizard school of magic.

The Spells Known column of the Pawn table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

Spell casting ability[edit]

Intelligence is your spell casting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spell casting ability.

Spell save DC = 8 + proficiency bonus + Intelligence mod

Spell attack mod = proficiency bonus + Intelligence mod

Demonic Versatility[edit]

Starting at second level your demonic pawn blood now allows you to use any attack modifier on any melee weapon you wield turning any weapon into a finesse weapon. Due to this training you gain +1 to all weapon rolls, however this is only applied to the first attack in the case of extra attack.

Second Wind[edit]

At third level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your pawn level. Once you use this feature, you must finish a short or long rest before you can use it again.

Piece of Power: Pawn[edit]

At third level you are visited by the demon that made you and grants you the power that only pawns can possess: Promotion

This ability allows you to to temporarily access one of the other pieces of power: The weapon Prowess of the Knight, The fortitude of the Rook, The utility of the Bishop, The spell casting power of the Queen.

To activate this ability your character uses a free action but must say aloud: Promotion: followed by the piece they want the abilities from. EX. Promotion Knight.

At level three this ability can be used once per long rest.

At level seven this ability be used twice per long rest.

At level ten this ability can be used twice per long rest.

At level fifteen this ability can be used three times per long rest.

At level twenty this ability can be used five times per long rest.

Promotion Knight
Gain the prowess of the knight:

At level three you gain +1 to attack rolls for the next two turns.

At level seven you gain +2 to attack rolls for the next two turns.

At level ten you gain +2 to attack rolls for the next two turns in addition you may cast the spell Challenge: Use your bonus action to mark an enemy, that enemy has disadvantage on their next attack against you.

At level fifteen you are granted +3 to attack rolls for the next two turns, in addition you may cast the spell Challenge.

At level twenty you are granted +5 to attack rolls for the next three turns.

In addition you may cast the spell Challenge and use the ability Shiage Sutoraiku:

Manifest five spectral swords and make five attacks on an enemy, for every successful attack made deal damage with your melee weapon the spectral swords also strike. EX: Two successful attacks equal two damage rolls + two spectral sword damage. Spectral Sword Damage is 1d8 necrotic per sword.if all five hit the final sword deals 5d8 necrotic. Can only be used once per long rest.

Promotion Rook
Gain the powers of the Rook:

At level three you gain +1 AC for the next two turns.

At level seven you gain +2 AC for the next two turns.

At level ten you gain +2 AC for the next two turns in addition you can cast the spell Pawn-Fortify: Use your action to form a small barrier around your body. The next attack that would hit you breaks the shield instead of hitting your body. NOTE: Fortify for the pawn only blocks one attack at level ten while the rook's block two. This is because the pawn is merely borrowing the powers of the rook instead of permanently obtaining them.

At level fifteen you gain +2 AC for the next two turns and Fortify now blocks two attacks.

At level twenty you gain +3 AC for the next three turns and Fortify now blocks three attacks. IN addition you can now cast the spell Castle Crasher:

Use your action to attack the nearest enemy with your currently equipped melee weapon and make an attack roll. On a successful attack strike the enemy with enough force to completely crush part of their armor and knock them back. Target takes the normal amount of damage on the weapon roll but also takes 5d8 force damage and if the target is size lare or smaller is knocked back twenty five feet, Target also permanently loses three to their AC. On a fail attack the ground instead and the shock wave makes the creature take 2d8 force damage.

Promotion Bishop
Gain the utility of the Bishop:

At level three, last for two turns, you gain the ability to cast Quick Heal: Cast as an action: Touch an ally and heal them for 1d6 + INT modifier. Increases to 2d6 at level ten, 3d6 at level fifteen and 4d6 at level twenty.

At level seven, for two turns, you gain the ability Pawn-Empower: Cast as an action: Target one ally and grant them +1 to their next attack roll. Increases to +2 at level 10 and +3 at level 20.

At level ten, for three turns, you gain the ability Pawn-Helping Hand: Cast as an action: Empower an ally within fifteen feet so that their next attack deals additional necrotic damage. 1d8 at level ten, 1d8 at level fifteen, 3d8 at level twenty.

At level fifteen, for three turns, you gain the ability Return from death: Cast as an action, target an ally that is within sight of you and provide them with a protective effect that goes as follows: If that ally falls to zero hit points then they immediately heal for 2d8 + half your pawn level rounded down and immediately take an attack roll if within melee range of an enemy. When this effect triggers you must use your next turn to continue healing them and in addition they gain an extra 1d8.

At level twenty, for three turns, you gain the ability Stranglehold: Channel for two turns then target every enemy within a twenty foot radius, You summon ethereal, demonic hands circle them and attempt to force them to the ground and restrain them. The targets must make a Dex saving throw vs your Spell attack modifier, if they succeed no effect, if they fail they are considered restrained and prone for the next turn. In addition to break free they must make a STR check to break free but when the target succeeds they take 2d8 necrotic damage from the hands and lose half their movement speed on the turn they break free.

Promotion Queen
Gain the destructive spell casting of the Queen:



Extra Attack[edit]

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Demonic Dash[edit]

Starting at 5th level, you can use your action to dash and preform a running strike at an enemy, this attack requires a normal weapon roll then preform the following:

On success deal the normal amount of weapon damage plus 1d6 + your level force damage and the enemy is knocked back if the weapon is one handed or a shield bash, and is considered knocked down if the weapon is two handed.

On fail the target takes an attack of opportunity and if successful you are considered winded and lose half your movement speed next turn.

On critical fail, your weapon is impaled in the ground and you must use your bonus action next turn to pull your weapon out of the ground.

Can be preformed once per combat encounter, twice per long rest.

Demonic Taunt[edit]

Taunt every enemy within a 15 ft radius and on the first attack per enemy gain this ability: Reversal:

On the first attack per enemy, that was taunted by this effect, preform a weapon attack you, be it a hit or miss, after the enemy attack: Preform a normal weapon roll and if successful you may preform an intimidation check and if successful the enemy is shaken and has disadvantage on the next attack on you.

Unyielding[edit]

Versatility is now your main attribute as your powers continue to increase. Starting at 9th level when you are reduced to zero hit points from a melee attack you can make an attack of opportunity at advantage. Can be preformed once per long rest.

Demonic Flight[edit]

As your demonic power increases, your wings are now able to fly as bonus action and have a flying speed of 30ft.

Call of comrades[edit]

Starting at 13th level you can use your bonus action to call out to one of your comrades for assistance, if the creature you are attacking is within half their movement speed you can have them dash to you and both attack the enemy. You always attack first and if you land a successful attack your ally's attack gets advantage. Note: the ally can only attack once regardless of any extra abilities like extra attack and the ally must attack with a melee weapon. Can be used twice per long rest.

Hit and Run[edit]

Starting at 14th level you may use your action to dash to up to four enemies, if they are within your movement speed and make up to two attacks per enemy. You do not take attacks of opportunity on the first two but you do take them on the third and fourth. Can be used twice per long rest.

On the front lines[edit]

Your time at the front of battles has granted you a wealth of battlefield experience. At the start of every combat encounter gain two counterattacks:

When an enemy makes an attack on you within melee range, after the attack, be a hit or miss, make a normal weapon attack roll.

All for One[edit]

Your time fighting with your party has taught you that teamwork is essential for overcoming obstacles. Starting at 19th level you inspire your comrades to launch an all out assault on one target. Each party member that is in range to attack: EX. within movement speed, ranged attack, spell: attacks with you and you always attack last and have advantage on the first of your attacks. Can be used twice per long rest.


Rook Class[edit]

Class Features

As a Rook you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple Weapons, Shortswords
Tools: 1 Artisan's tool or one musical instrument
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth.

Equipment

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

  • (a) Shortsword or (b) any Simple Weapon
  • (a) Explorer's pack or (b) Dungeon pack
  • 10 darts and a dart board
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Rook

Level Proficiency
Bonus
Features Unarmored Movement
1st +2 Unarmored Defense, Demonic Rebirth, Demonic Fighting --
2nd +2 Inner Demonic Sense, Unarmored Movement +10
3rd +2 Piece Of Power: Rook, Slow Descent +10
4th +2 Ability Score Improvement +10
5th +3 Extra Attack, Tower Crasher +10
6th +3 Piece of Mind, Overflowing Energy +15
7th +3 Piece Of Power: Rook, Towering Wall +15
8th +3 Ability Score Improvement +15
9th +4 Demonic Body: Resistance +15
10th +4 Piece Of Power: Rook +20
11th +4 Demonic Flight +20
12th +4 Ability Score Improvement +20
13th +5 Demonic Armor +20
14th +5 Demonic Soul +25
15th +5 Piece Of Power: Rook +25
16th +5 Ability Score Improvement +25
17th +6 Demonic Body: Blood +25
18th +6 Demonic Shift +30
19th +6 Ability Score Improvement +30
20th +6 Piece of Power: Rook +30

The Rook Class[edit]

Demonic Rebirth

As you were on the verge of death: make up a situation in which you had an experience because of your background/Profession: you are saved by the the head of a demon family. They see great potential in you and decide to save you and bestow upon you the powers of the rook.

Abilities of the Rook[edit]

As a rook you are granted the strength and defense customary of the solitary towers that the piece is based on, this includes:

Fortitude[edit]

You gain a +1 to your AC and now your body takes twice as long to suffer from the effects of hunger/thirst and exhaustion.

You also learn the spell Fortify: Use your action to form a small barrier around your body. The next attack that would hit you breaks the shield instead of hitting your body. Increases to two attacks at level ten and three at level twenty.

Strike of the Tower[edit]

Your unarmed strikes and weapon attacks are now able to channel your demonic power to increase their potency, when attacking with a weapon, you can pour demonic energy into the weapon to make the weapon count as magical and while striking armor when unarmed, when you roll a 19 or 20, lower the target's AC by 1: can only occur once per opponent.

Demonology[edit]

Now having demonic blood you are granted the following effects:

Dark vision up to 30 ft

You are able to sense other demonic and holy presences

You now take twice the damage from anything that is classified as a weapon/spell imbued with holy/radiant power and if brought to zero hit points from attack or spell with this nature you have disadvantage on the first saving throw.

In addition any damage taken from a radiant/divine source will only recover on long rests.


Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Demonic Fighting[edit]

You gain the prowess of hand to hand combat whether with your bare hands or with weapons. You are able to wield two hand weapons easily even with one hand.

While wielding a two handed weapon you can opt to hold it with one hand assuming you have the STR requirement of the weapon plus 2. EX. Great-sword STR requirement of 14, can be one handed with STR of 16. Doing this grants a +1 to attack rolls and if you roll a 1 with the weapon you can preform a STR check and if your STR check is at or higher than the STR requirement of the weapon you can re-roll the 1 and attack again but you must use the new roll and can not attack any more times that turn. However you can not wiled a two handed weapon with a shield however you can wield two one handed weapons.

You can use your bonus action to make an unarmed strike and deal damage based on your level.

Unarmed Strike Damage: Level 1: 1d4 Level 5: 1d6 Level 11: 1d8 Level 15: 1d10

Inner Demonic Sense[edit]

You can now use your reaction to dodge/deflect offensive airborne targets such as offensive spells/ arrows. When you are hit by a ranged weapon/spell attack roll 1d10 + Strength + rook level. If you reduce the damage to zero you can throw the attack back if is a weapon or simply deflect it to another target if it is a spell. Can only be used on a spell once per long rest. Increases to two spells at 10th level and three spells at 18th level.

Unarmored Movement[edit]

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.

Slow Fall[edit]

Beginning at 2nd level, you can use your reaction when you fall to reduce any Falling damage you take by an amount equal to five times your rook level.

Piece of Power: Rook[edit]

At 3rd level you are now able to forge your own path of power: The path of Offense or the path of defense.

The Path of Offense

Choosing to augment your punches you now learn a new spell: Boost- This allows you to temporarily increase your striking power to crush your enemy.

Level 3- Boost allows you to have advantage on your next attack, once per short rest.

Level 7- Boost- you are now able to gain advantage on your next two attacks. Once per short rest.

Level 10- Boost - you are now able to gain advantage on your next three attacks and these count as magical. Twice per short Rest.

Level 15- Boost- you are now able to gain advantage on your next four attacks, they count as magical and for each successful hit you are now able to add 2d6 necrotic damage to your attack. Twice per long rest.

Level 20- Boost- you are now able to gain advantage on attacks for the rest of the combat encounter and all attacks from you count as magical in addition you can add 1d8 necrotic to all attacks.

Level 20- Blood Rush- You dash towards the nearest enemy within 15 ft and attack five times, the last two having advantage and all attacks deal an additional 1d8 necrotic per successful hit. For the next two turns you are considered stunned and all attacks against you have advantage.

The Path of Defense

Knowing that the best offense is a great defense, the spell you learn is: Unbreakable: Use your bonus action to increase your AC based on your level. For question you still take the damage on anything that would hit. EX. at level 7 or above if your AC becomes 18 for the next two attacks an attack of 18 or higher would still damage you even though you still have the boost.

Level 3- When cast, your skin becomes better than armor, granting you +2 AC to the next attack would successfully hit. EX. AC 14 becomes AC 16, any attack 16 or higher triggers this effect. Once per short rest.

Level 7- Unbreakable now grants +3 AC until the next two attacks hit. Twice per short rest.

Level 10- Unbreakable now grants +4 AC until the next two attacks hit, in addition once the second attack hits if there is an enemy in melee range you can make an attack of opportunity. Three times per long rest.

Level 15- Unbreakable now grants +5 to AC to next three attacks hit, in addition you can now make two attacks of opportunity within 10 ft when the third attack hits.

Level 20- Unbreakable now grants +6 AC to the next four attacks hit, in addition when the fourth attack hits you can leap to an enemy within 15 feet and unleash a flurry of four attacks normally, if you succeed in killing/ incapacitating the target, intimidate every enemy within 10 ft of you.

Level 20- Barricade: When you activate this ability, you can not attack for the next two turns and take a defensive stance while taunting every enemy within 40 ft of you. You gain +10 to AC and can not be knocked down below 1 hit point the first time you would be dropped to zero. After the two turns are over you are considered stunned and your AC drops to 10 and any attack on you has advantage.

Extra Attack[edit]

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Tower Crasher[edit]

Starting at 5th level you can expend one hit point to empower your next attack and if it is successful, the target must make a strength saving throw or be knocked down and take 1d4 fall damage. They must expend half their movement next turn to stand up.

Overflowing Energy[edit]

Starting at 6th level your demonic energy is so strong that your punches are counted as magical for the purpose of overcoming Resistance and immunity to non magical attacks and damage.

Piece of Mind[edit]

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.

Towering Wall[edit]

Starting at 7th level you are able to temporarily increase your defense to reduce damage taken from area effects, EX: Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can instead make a strength saving throw to take no damage if you succeed on the saving throw, and only half damage if you fail. Can be used once per long rest. Increased to twice per long rest at level fifteen.

Demonic Body: Resistance[edit]

At 10th level your demonic blood makes you immune to disease and poison unless it specifically is made for demons or has holy/radiant damage power in it.

Demonic Flight[edit]

As your demonic power increases, your wings are now able to fly as bonus action and have a flying speed of 30ft.

Demonic Armor[edit]

Once per short rest you can coat your body in spectral demonic flames, last for three turns, doesn't count against unarmored bonuses. Any enemy that makes a successful melee hit against must make a DC 15 saving throw or be caught ablaze, targets on fire take 1d8 fire in damage per turn for three turns.

Demonic Soul[edit]

Beginning at 14th level, your demonic soul has total harmony with your body and now grants you proficiency in all Saving Throws.

Additionally, whenever you make a saving throw and fail, you can now re-roll it but you must take the new roll.

Demonic Body: Blood[edit]

The power of the rook now empowers your body so much that you will never be frail and can't be aged magically.

Demonic Shift[edit]

By channeling for once turn, you can cast this spell and shift your entire body into pure demonic energy, target one enemy within 50 ft and pierce the target, rolling a d20 to decide where you hit. Once per long rest.

1-4- Arms: 1d8 piercing damage

5-8- Legs: 2d8 piercing damage

9-17- Torso: 3d8 piercing damage: target must also make a DC saving throw of 8+ STR + Proficiency, if fail hit a major artery and the target takes 3d8 bleed damage, if succeed take 1d8 bleed damage

18-20- Head: 5d8 Piercing damage and target must make a DC saving throw of 8+ STR + Proficiency and if fail cause a hemorrhage and the target takes 5d10 bleed damage then knocked down and if succeed 2d10 bleed and is not knocked down.

After this attack return to original position and must take one turn reforming into original form.

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.


Knight[edit]

Class Features

As a Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, and shield
Weapons: Swords, martial melee weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose 3 from, Acrobatics, Athletics, Perception, Nature, History, Insight, Intimidation, Investigation, Persuasion

Equipment

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

  • (a) longsword or (b) shortsword
  • (a) Scimitar or (b) 2 Daggers
  • (a) Rapier or (b) whip
  • (a) explorer's pack or (b) dungeoneer's pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Knight

Level Proficiency
Bonus
Features Combat Die
1st +2 Demonic Rebirth, Combat Sense, fighting style --
2nd +2 Action Surge --
3rd +2 Piece of Power: Knight 4
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 4
6th +3 Ability Score Improvement 4
7th +3 Piece of Power: Knight 5
8th +3 Ability Score Improvement 5
9th +4 Stoic Defense 5
10th +4 Piece of Power: Knight 5
11th +4 Demonic Flight 5
12th +4 Ability Score Improvement 5
13th +5 Blink Strike 5
14th +5 Ability Score Improvement 5
15th +5 Piece of Power: Knight 5
16th +5 Ability Score Improvement 6
17th +6 Grace Under Pressure 6
18th +6 Demonic Critical 6
19th +6 Ability Score Improvement 6
20th +6 Piece of Power: Knight 6


The Knight Class[edit]

Demonic Rebirth

As you were on the verge of death: make up a situation in which you had an experience because of your background/Profession: you are saved by the the head of a demon family. They see great potential in you and decide to save you and bestow upon you the powers of the knight.

Abilities of the Knight[edit]

As a Knight you are granted the finesse and the prowess with a blade only matched by true masters. Your comrades rely on you to take control of the battle with your grace and technique:

Born for this[edit]

Every time you hold a blade you feel as though you've been destined for greatness and no one can take that from you. Every time you roll a one for an attack roll you can make a Dexterity saving throw and if it is fourteen or higher you can re-roll, ignore all one's for this roll, but you must take the new roll.

Fighting Style[edit]

Duelist

When wielding a one handed blade and nothing else in your other hand gain +2 to your attack rolls.

Defender

While wearing armor gain +1 to your AC

Blocker

If a creature attempts to run past you to hit an ally and is within ten feet of you, you can use your reaction to jump in between your ally and the enemy, must have a shield equipped.

Defensive Resolve

Once per combat encounter, when an enemy in melee range scores a critical on you, you can use your reaction to strengthen your resolve and take half damage.

Charming as always

Whenever you are talking to anyone in power, EX. leader of a large city, General of an army, leader of a faction, gain advantage when preforming a charisma check.

Combat sense[edit]

Due to your demonic blood your senses have been massively elevated and you now feel completely in control of any battle you are in, even in dire odds. When you are below half your maximum health, gain advantage on the next attack and any dexterity saving throws for the rest of the combat encounter.

In addition you gain Combat dice. You can expend them in combat to preform special techniques and gain certain advantages. You regain all combat dice on short and long rests.

Combat Dice

Level three: Four die d6

Level seven: Five dice d6

Level ten: Five dice d8

Level fifteen: Six dice d10

Level eighteen: Six dice d12

Action Surge[edit]

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Piece of Power: Knight[edit]

Starting at level three your finesse with a blade becomes so great you have unlocked the two legendary paths of the blade: The Combat Tactician and the Annihilator.

Path of the Combat Tactician

The art of combat comes with ease so much to you that your grace with your weapon shines even brighter:

At level three you learn the skill Rally Cry: Expend one combat die and select an ally that can see and hear you, they gain advantage on their next attack. You can expend additional dice and for each one select an additional ally to benefit from this effect.

At level seven you learn the skill Counter: Expend one combat die and use your reaction whenever an enemy attack within melee range makes a weapon attack, before knowing the result you can use Counter and dodge the attack and immediately make a weapon attack, you can expend any additional number of combat dice to increase the damage.

At level ten you learn the Skill Disarm: Expend two combat die to use: When you hit an enemy in melee range, you can use this ability to attempt to make the target drop it's weapon, in the case of an enemy wielding two weapons you decide which one, you can roll and add both combat dice to the damage inflicted. The target must make a Strength saving throw. On a failed save, it drops the object you chose. The object lands at its feet.


At level fifteen you learn the Skill: Elevate Senses: Expend three combat dice to use: You hone in on your training and for the next three turns you gain +3 to combat rolls in addition you gain the condition: Heightened Senses: For the next three turns when an enemy makes an attack roll at you make an attack roll as well, if you roll higher than the enemy dodge the attack and attack the enemy back. Can only occur once per turn.

At level twenty your grace and mastery of the battlefield knows no limits. On every one of your turns you may use your bonus action to regain a combat die. You also learn the skill Above the Rest: Expend six combat dice and channel for one turn. After channeling, move to an enemy within your movement speed and make an attack roll, if you hit the enemy this attack now counts as a guaranteed critical, they are now frightened of you and bleed for 1d6 for the next three turns.

The Annihilator

For every bright light there is an even darker shadow. This is easily exemplified in these techniques as they are meant to drive fear and terror into the hearts of your enemies.

At level three you learn the skill Dark Strike: Expend one combat die to use: Channel necrotic energy to your weapon and on your next attack add 1d6 necrotic damage to it. You an expend additional combat dice to increase the necrotic damage by 1d4, increases to 1d6 at level 10 and 1d8 at level 20.

At level seven you learn the skill Slicing Dash: Expend two combat dice to use: Dash to an enemy and make an attack roll with this skill, if your roll is a hit preform the following: In addition to your attack roll preform and additional 2d6 slashing damage that ignores resistance.

At level ten you learn the skill Blood Edge: Expend three combat dice to use: Make an attack roll on an enemy within melee range, if it is successful apply this effect. In addition to your normal damage. Deal an additional 2d6 slashing damage and the target bleeds for 1d6 for three turns.

At level fifteen you learn the skill Blood Rush: Expend four combat dice to use: Stab your self with your own weapon and take 1d8 damage. Make every enemy within twenty five feet that can see and hear you make a charisma saving throw or be frightened of you for one minute. The nearest enemy that is within movement speed range you run to and attack and you have advantage on the attack. If you reduce the target to zero hit points you can use your bonus action to eviscerate the target and any enemy that can see and hear you within twenty feet must make a charisma saving throw at disadvantage and if they fail gain the debuff terrified for five turns. Terrified: A terrified enemy is so afraid of its source it can not move and will only defend.

At level twenty your knowledge of destruction and torment on the battlefield allows you to draw upon your resolve to use skill after skill in order to annihilate your enemies. On every one of your turns you may use your bonus action to regain a combat die. You also learn the skill: Saisho no akuma: Expend six combat dice and channel for one turn. During this channeling your body transforms into that of the original demon lord, Rushifā, After the channeling your transformation is complete, you gain a flying speed of sixty feet and can not take attacks of opportunity. Target the nearest enemy and force them to make a charisma saving throw against being frightened. Make five attacks against the target, or select up to three targets and make up to two attacks per target. Your attacks gain +6 to hit with and after your turn your form begins to shift back to your original form. During this you can not be harmed by physical means. After you are formed back to your original form, take 4d8 damage from the massive strain you underwent. Can not be reduced in any way as this is tied directly to your life force.

Extra Attack[edit]

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Stoic Defense[edit]

At 9th level your resolve is so strong you gain the following benefits.

You gain advantage on saving throws against being frightened.

At 15th level you are immune to being frightened.

Blink Strike[edit]

You have trained with blades so much that your weapon has become an extension of yourself allowing for this action. Target an enemy within your movement speed, charge at target so quickly that you ignore attacks of opportunity from any enemy you pass. You have advantage on this attack and if successful that target must succeed on a strength saving throw or be knocked prone and take 2d6 force damage. Once per long rest. Increases to twice per long rest at level eighteen.

Grace Under Pressure[edit]

Always cool under stress, even in times of great peril, you inspire your allies to push through hardship even in the toughest of situations whether through your prowess in combat or your personality. When an ally falls below half health, as a bonus action you can rally your comrades to give them all advantage on their next attack and advantage on their next saving throw. Once per combat encounter.

Demonic Critical[edit]

At 19th level your demonic blood is now at harmony with your body which gives you the following benefits.

Your weapon attacks score a critical hit when you roll a 19 or 20.

When you score a critical you deal three times the damage instead of twice.

Ability Score Improvement[edit]

W hen you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Bishop[edit]

Class Features

As a Bishop you gain the following class features.

Hit Points

Hit Dice: 1d8 per Bishop level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Bishop level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

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

  • (a) a mace or (b) a warhammer(If proficient)
  • (a) Scale mail or (b) Leather armor or (c) chain mail(if proficient)
  • (a) priest's pack or (b) explorer's pack
  • a shield and a holy symbol
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Bishop

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Demonic Rebirth, Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity, Divine Domain Feature 3 3
3rd +2 Piece of Power: Bishop 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Destroy Undead 4 4 3 2
6th +3 Channel Divinity, Divine domain feature 4 4 3 3
7th +3 Piece of Power: Bishop 4 4 3 3 1
8th +3 Ability Score Improvement, Destroy Undead, Divine Domain feature 4 4 3 3 2
9th +4 Helping Hand 4 4 3 3 3 1
10th +4 Piece of Power: Bishop, Divine Intervention 5 4 3 3 3 2
11th +4 Demonic Flight, Destroy Undead 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Miracle Healing 5 4 3 3 3 2 1 1
14th +5 Destroy Undead 5 4 3 3 3 2 1 1
15th +5 Piece of Power: Bishop 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Destroy Undead, Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Piece of Power: Bishop, Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

The Bishop Class[edit]

Demonic Rebirth

As you were on the verge of death: make up a situation in which you had an experience because of your background/Profession: you are saved by the the head of a demon family. They see great potential in you and decide to save you and bestow upon you the powers of the bishop.

Abilities of the Bishop[edit]

As a bishop you are granted the skill and knowledge of healing and are able to help control the flow of battle with amps for your allies along with your utility magic:

Second Nature[edit]

Already gifted with the knowledge to heal others, your demonic senses now elevate your healing abilities: Based on your level you can add additional die for healing. Can use this ability once per long rest. Twice per long rest starting at level 15.

Level 1- 1d4 Level 3- 1d6 Level 7- 2d4 Level 10- 1d10 Level 15- 2d6 Level 20- 3d6

Mind over Matter[edit]

Always sharpening your mind with knowledge of all kinds, gain advantage when making history and religion checks.

Demonology[edit]

Now having demonic blood you are granted the following effects:

Dark vision up to 30 ft

You are able to sense other demonic and holy presences

You now take twice the damage from anything that is classified as a weapon/spell imbued with holy/radiant power and if brought to zero hit points from attack or spell with this nature you have disadvantage on the first saving throw.

In addition any damage taken from a radiant/divine source will only recover on long rests.

Spell casting[edit]

As a conduit for divine power, you can cast bishop Spells.

Cantrips

At 1st level, you know three Cantrips of your choice from the bishop spell list. You learn additional bishop Cantrips of your choice at higher levels.

The bishop table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

Spell casting Ability[edit]

Wisdom is your Spell casting ability for your bishop Spells. The power of your Spells comes from your devotion to your deity. You use your Wisdom whenever a bishop spell refers to your Spell casting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a bishop spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting[edit]

You can cast a bishop spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spell casting Focus[edit]

You can use a holy Symbol (see "Equipment") as a Spell casting focus for your bishop Spells.

Divine Domain paradigm shift[edit]

Due to being reborn as a demon you must roll three religion checks, at normal due to outlying circumstances, to test so see if your deity will allow you to continue serving them as a demon. If you succeed the checks you convince your deity to let you continue drawing on their power to serve them. If you fail the checks your powers from your deity are revoked and you must choose a new deity to serve. However, you can opt to skip the checks and abandon your god to choose to serve a different one instead.

Being reborn as demon you are able to select additional Deities:

Sir Zex the Demon lord

The current leader of the underworld he is a relatively progressive leader after the last bid for the throne ended in a demonic civil war. He advocates for peace among demons, both internally and externally. He is currently in the making of treaties with other demi-mortals but make no mistake he does not tolerate defiance and has no remorse when it comes to destroying his enemies.

Alignment: Lawful Neutral

Domains: Knowledge, War

Divine Rank: Greater Deity

Azazel the scapegoat

Once serving in the afterlife as one of the highest archangels, a civil war took place and Azazel literally took the fall straight down from the heavens to to the mortal plane. Now harboring a millennia long grudge against the other deities who betrayed him. Azazel seeks nothing but their destruction and actively looks for new recruits.

Alignment: Chaotic Neutral

Domains: War, Trickery, Tempest

Divine Rank: Greater Deity

Micheal the archangel

One of the most powerful deities in existence this powerful warrior is now in charge while the supreme deity rests due to the last holy war. His progressive policy of salvation through works has sparked controversy as he has begun to except all forms of demi-monsters including demons into the angelic afterlife should they repent and serve him. No stranger to conflict however he has advocated for piece even among the heavens most storied enemies.

Alignment: Lawful Good

Domains: Life, Protection, Divine

Divine Rank: Greater Deity

The twin dragons of Destruction and Vanishing

Two of the most powerful beings in existence are these pair of dragons. Once powerful enough to draw attention from all of the other deities due to their ferocious battles they eventually made amends with each other only to then share part of their power with mortals to continue the endless clash of their two personalities. As long as no one interrupts them they are content to sit back as they find the wars between the various factions pointless and amusing.

Alignment: True Neutral

Domains: Nature, Dragon

Divine Rank: Greater Deity

Hades Ruler of the Graveyard

One of the three ancient gods, along with Zeus and Poseidon, Hades controls the Graveyard, the resting place of spirits, and has immense power over the line between life and death. Seeing the constant wars of mortals amuses him and plays an important part in keeping the number of souls fueling his power at a steady rate and as such is always seeking servants to help incite wars and violence.

Alignment: Chaotic Neutral

Domains: Grave, War

Divine Rank: Greater Deity

Choose one domain related to your deity, such as Knowledge, Life, ETC. The Domains are detailed at the end of the class description, and provides examples of gods associated with it. Your choice grants you domain Spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. However if you choose a Demonic deity you can not choose the light domain.

Each domain has a list of spells-its domain spells-that you gain at the bishop levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of Spells you can prepare each day.

Channel Divinity[edit]

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or Long Rest to use your Channel Divinity again.

Some Channel Divinity effects require Saving Throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or Long Rest, you regain your expended uses.


Piece of Power: Bishop[edit]

At third level your true spell casting power manifests and you are now able to develop it fully into one of two paths. The Amplifier or the Controller:

The Amplifier

Knowing that your teammates have different strengths and weaknesses you choose to augment their strengths by empowering them with combat magic.

At level three you learn the spell Protect: Cast as an action: Target one of your allies and increase their AC by 1 for the next turn. Increases to +2 at level ten and +3 at level 20. Can be cast once per long rest at level three. Twice per long rest at level ten and three times per long rest at level fifteen.

At level seven you learn the spell Empower: Cast as an action: Target one ally and grant them +1 to their next attack roll. Increases to +2 at level 10 and +3 at level 20. Can be cast once per long rest at level seven. Twice per long rest at level ten and three times per long rest at level fifteen.

At level ten you learn the spell Multiple: Channel for one turn: If the next spell you cast is one your Piece of Power spells you can select two targets instead of one. Can be cast twice per long rest at level ten and three times per long rest at level fifteen. Note: Does not work with Demonic Bōkun or Miracle Healing.

At level fifteen you learn the spell Radiate: Channel for one turn: The next healing spell you cast is also cast on everyone in a fifteen foot radius. Can be cast twice per long rest and increases to three at level 20.

At level twenty your magical abilities are fully developed and you learn the spell Demonic Bōkun: Channel for two turns: Choose three appropriate targets and preform the following: Demonic energy erupts from you body and flows into your targets: Grant them +3 to their six base stats, STR, DEX, CON, INT, WIS, CHR, for the next three turns. After casting you gain the debuff Check of Power: Lasts until your next long rest, can not cast a spell from 6th spell slot or higher. Can be cast once per long rest.

The Controller

Realizing the importance of the ebb and flow of battle you focus your new powers on disabling and stalling the opponent to aid your comrades in battle.

At level three you learn the spell Deception: Cast as an action: select a target within twenty feet of you, cast a small torrent of demonic energy at their mind and the target must make a Wisdom saving throw equal to your spell save DC: 8 + your proficiency bonus + your Wisdom modifier: If the target fails select one of your allies: that ally is now this target's greatest fear and has disadvantage when attacking the ally. Can be cast once per long rest. Twice per long rest at level ten and three times per long rest at level 20.

At level seven you learn the spell Guard Break: Cast as an action: Select a target within twenty five feet of you, demonic spectral hands appear from the earth and attack themselves to the target's feet. The target must make a STR save throw vs your spell save DC. On target fail, the target is considered restrained and can make a STR saving throw at the beginning of each of its turns to break free from the effects of the spell. On target success of the saving throw the target is not restrained. Once per long rest. Twice per long rest at level ten and three times per long rest at level 20.

At level ten you learn the spell Rebellion: Cast as an action: Select an enemy and force that target to make a Wisdom Saving Throw, if the target rolls below your spell save DC you can force the target to attack one of their allies if it is within their movement speed.

At level fifteen you learn the spell Chain Strike: Cast as an action: Select a target within thirty feet of you, hurl demonic energy at them and that target must make a DEX saving throw to dodge the spell. If the target dodges successfully no effect. If the target fails the saving throw they take 2d8 necrotic damage and lose half their movement speed during their next turn. You can chain this up to four additional enemies if the new target is within twenty feet of the previous target. Twice per long rest at level ten and three times per long rest at level 20.

At level twenty you learn the spell Akuma no kyōki: Channel for two turns: Every enemy within fifty feet of you must make a wisdom saving throw against your spell save DC or suffer the following effects. After channeling for two turns your form shifts to that of a Satanic Lord and you preform the following: With radiating demonic energy invade the minds of all enemies and trap them in a recurring world of madness and insanity for two turns. During this state enemies can not make any action and are considered incapacitated. After two turns the targets must make and succeed a Wisdom saving throw at the beginning of their turn or be trapped in madness for that turn. When they succeed a Wisdom saving throw they are cleared from insanity but gain a level of exhaustion. After you cast this spell your appearance returns to normal but you must take one turn recuperating and are given the debuff Check of Power: Lasts until your next long rest, can not cast a spell from 6th spell slot or higher. Can be cast once per long rest.

Channel Divinity: Turn Undead[edit]

As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Destroy Undead[edit]

Starting at 5th level, when an Undead of CR 1/2 or lower fails its saving throw against Your Turn Undead feature, the creature is instantly destroyed. Increases with your bishop level:

5th 1/2 or lower 8th 1 or lower 11th 2 or lower 14th 3 or lower 17th 4 or lower

Divine Intervention[edit]

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the Nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Helping Hand[edit]

Starting at 9th level you can use your action to empower an ally within fifteen feet so that their next attack deals additional necrotic damage. Twice per long rest. Increases to three times per long rest at level fifteen.

Level 9- 1d8 Necrotic damage

Level 12- 2d8 Necrotic damage

Level 15- 3d8 Necrotic damage

Level 18- 4d8 Necrotic damage


Demonic Flight[edit]

As your demonic power increases, your wings are now able to fly as bonus action and have a flying speed of 30ft.

Miracle Healing[edit]

At thirteenth level your knowledge is so proficient you are now able to preform this once per long rest, Miracle Healing:

When healing an ally that is at zero hit points, you can channel for one turn to add half your level rounded down to the hit points they would gain from your healing spell.

Divine Domain

Here is a list of Divine domains that aren't listed in the D&D player's handbook, the rest can be found there.

Dragon Domain[edit]

Draconic Knowledge

At 1st level you can speak, read, and write Draconic. You become proficient in two of the following skills: History, Deception, Intimidation or Persuasion. You also become proficient in Constitution saving throws.

Channel Divinity
Dragon Visage

At 2nd level, you can call upon the appearance of a dragon god to make yourself fearsome. When you make a Deception, Intimidation, or Persuasion check, you can use your Channel Divinity to gain +10 to the roll. You make this choice after you see the roll, but before the DM says whether your check was successful or not.

Channel Divinity
Dragon Breath

At 2nd level, you can call upon the power of your dragon god When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your dragon. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.

Elemental Scale

At 6th level, whenever you take Acid, Cold, Fire, Lightning, or Poison damage, you gain Resistance to that damage type (after the initial damage has been applied). This resistance lasts until your next long rest, and you can only be resistant to one damage type from this ability at a time.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Master of the Skies

At 17th level, you gain a flying speed equal to your current walking speed whenever you are not underground or indoors.

Grave Domain[edit]

Grave Domain Spells

Bishop Level Spells 1st bane, false life

3rd gentle repose, ray of enfeeblement

5th revivify, vampiric touch

7th blight, death ward

9th antilife shell, raise dead

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell’s healing as having rolled their maximum result. In addition, if you have the spare the dying cantrip, you can cast it as a bonus action.

Eyes of the Grave

Starting at 1st level, you gain an innate sense of creatures whose existence is an insult to the natural cycle of life. If you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area. This detection extends up to 1 mile in all directions. You learn the number of undead and their distance and direction from you. In addition, you learn the creature type of the undead in that area that has the highest challenge rating. Once you use this feature, you can’t use it again until you finish a long rest.

Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination. As an action, you touch a creature. The next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attack’s damage. If the source of damage has multiple damage types, the creature is vulnerable to all of them. The vulnerability applies only to the first time that source inflicts damage, and then ends. If the creature has resistance or is immune to the damage, it instead loses its resistance or immunity against that spell or attack when it first applies damage.

Sentinel at Death’s Door

Starting at 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. Once you use this feature, you can’t use it again until you finish a short or long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.

Keeper of Souls

At 17th level, you gain the ability to manipulate the boundary between life and death. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature as long as you aren’t incapacitated, but no more than once per round.

Protection Domain[edit]

Protection Domain Spells
Bishop Level Spells

1st compelled duel, protection from evil and good

3rd aid, protection from poison

5th protection from energy, slow

7th guardian of faith, Otiluke’s resilient sphere

9th antilife shell, wall of force

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Shield of the Faithful

Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

Channel Divinity
Radiant Defense

Starting at 2nd level, you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 1d8 + your cleric level. Increased to 1d10 at tenth level and 2d8 at fifteenth level.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others can heal you as well. When you cast a spell with a spell slot and it restores hit points to any creature other than you this turn, you regain hit points equal to 2 + the spell’s level.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Indomitable Defense

At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.

Queen[edit]

Class Features

As a Queen you gain the following class features.

Hit Points

Hit Dice: 1d6 per Queen level
Hit Points at 1st Level: 1d6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Queen level after 1st

Proficiencies

Armor: None
Weapons: Daggers,Darts,Slings,Quarterstaffs, Light crossbows
Tools: none
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana,Deception,Insight,Intimidation,Persuasion and Religion

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) Component Pouch or (b) Arcane focus
  • (a) Dungeoner’s pack or (b) explorer's pack
  • Two Daggers
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Queen

Level Proficiency
Bonus
Features Cantrips Known Sorcery Points —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Demonic Rebirth, Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity, Divine Domain Feature 3 2 3
3rd +2 Piece of Power: Bishop 3 3 4 2
4th +2 Ability Score Improvement 4 4 4 3
5th +3 Destroy Undead 4 5 4 3 2
6th +3 Channel Divinity, Divine domain feature 4 6 4 3 3
7th +3 Piece of Power: Bishop 4 7 4 3 3 1
8th +3 Ability Score Improvement, Destroy Undead, Divine Domain feature 4 8 4 3 3 2
9th +4 Helping Hand 4 9 4 3 3 3 1
10th +4 Piece of Power: Bishop, Divine Intervention 5 10 4 3 3 3 2
11th +4 Demonic Flight, Destroy Undead 5 11 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1
13th +5 Miracle Healing 5 13 4 3 3 3 2 1 1
14th +5 Destroy Undead 5 14 4 3 3 3 2 1 1
15th +5 Piece of Power: Bishop 5 15 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 16 4 3 3 3 2 1 1 1
17th +6 Destroy Undead, Divine Domain feature 5 17 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity 5 18 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 19 4 3 3 3 3 2 1 1 1
20th +6 Piece of Power: Bishop, Divine Intervention Improvement 5 20 4 3 3 3 3 2 2 1 1




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