Daemon Eater Variant (5e Class)

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Daemon Eater[edit]

As the night progresses, the bandits flee from their camp, their tents set ablaze to try and kill their assailant. As they run, a blackened arm comes out of the darkness to grab the bandit leader by the head, popping it like a grape.

The village of Tross was once fairly prosperous, but now it lies destroyed and desolated, its inhabitants wiped out by a mysterious wanderer who was passing through. The man never attacked, but he never needed to.

An army prepares their final assault on a keep, only to be stopped by a single woman. The survivors describe how she morphed before their eyes, taking the shape of a terrifying demon that cleaved through their ranks.

These are all the work of a daemon eater; deadly warriors who have been corrupted with the cruel disease known as the Daemonblight. This disease corrupts their body and mind, but only those strong enough can overcome the mind-warping insanity that the Daemonblight induces. These individuals become daemon eaters.

Deadly Warriors[edit]

demon_by_manzanedo-db70mxw.jpg
The corruption has spread, my body has hardened, come. Give me a hug. By[Manzanedo]

No one knows for sure how the Daemonblight came to be. Most people know of the disease and what it does to people, however its origins are up for debate by scholars. Some believe it was a curse by a dark mage to plague the land, while others believe it came from another plane of existence to infect the denizens of this world. What everyone can agree on is that anyone infected with the Daemonblight is a danger to everyone around them. Even daemon eaters, who can have complete control over themselves, are still looked upon with contempt. This is not without reason however. Blighted creatures are typically bloodthirsty and simply want to kill anything that crosses their path. Daemon eaters have been able to keep control of themselves despite the disease and have come out of the experience stronger than ever before. They possess a great amount of strength and can easily overpower most opponents in combat. Depending on the extent of the corruption, a daemon eater can either become a font of infection or an even more powerful combatant. Most creatures are afraid to approach a daemon eater because of their appearance alone, but any creature is a fool if they want to make a daemon eater their enemy.

Creating a Daemon Eater[edit]

When creating a daemon eater, first consider how it is that your character contracted the disease. Were you infected by another creature afflicted with the disease? Did you come across a source of the disease and became infected unknowingly? Work with your DM to work out your origin to fit with the theme and setting of the campaign.

Quick Build

You can make a daemon eater quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma or Dexterity. Second, choose the Soldier background. Third, choose a longsword and shortbow.

Class Features

As a Daemon Eater you gain the following class features.

Hit Points

Hit Dice: 1d10 per Daemon Eater level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Daemon Eater level after 1st

Proficiencies

Armor: None
Weapons: Simple and martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Deception, Intimidation, Performance and Persuasion

Equipment

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

  • (a) one martial melee weapon or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a shortbow and a quiver with 20 arrows

Table: The Daemon Eater

Level Proficiency
Bonus
Features Corrupted Limb Damage
1st +2 Malevolence, Corruption 1d6
2nd +2 Devour 1d6
3rd +2 Corrupted Path, Daemonic Arts 1d6
4th +2 Ability Score Improvement, Corruption Improvement 1d6
5th +3 Extra Attack, Daemonic Breath 1d8
6th +3 Corrupted Path Feature 1d8
7th +3 Daemonic Strength, Corruption Improvement 1d8
8th +3 Ability Score Improvement 1d8
9th +4 Corrupted Path Feature 1d10
10th +4 Corruption Improvement 1d10
11th +4 Daemonic Breath Improvement 1d10
12th +4 Ability Score Improvement 1d10
13th +5 Daemon Soul 1d12
14th +5 Corrupted Path Feature 1d12
15th +5 Daemonic Breath Improvement 1d12
16th +5 Ability Score Improvement 1d12
17th +6 Daemonic Leap 2d8
18th +6 Daemon Soul Improvement 2d8
19th +6 Ability Score Improvement 2d8
20th +6 Daemon Lord 2d8

Malevolence[edit]

Beginning at 1st level, your malefic aura manifests to protect you. While you wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. Beasts that have a Wisdom score below 10 are automatically Intimidated by you.

Corruption[edit]

When you contracted the Daemonblight, a part of your body took the brunt of the infection, resulting in it becoming corrupted. At 1st level, choose one of the Corruption options below:

Arm

One of your arms becomes blackened and the hand becomes clawed. It allows for stronger strikes, making your unarmed strike deal the corrupted limb damage (as shown in the table above) as slashing damage. When you successfully hit a creature with this Attack, you can use a bonus action to attempt to grapple the target.

Starting at 4th level, while grappling a creature with your corrupted arm, you can use your Attack action to crush the target, you do not need to make an attack roll, dealing the corrupted limb damage as bludgeoning damage.

Starting at 7th level, while grappling a creature, you may use a bonus action or an action to throw the target a distance away equal to 5 feet times your Strength modifier. The target takes the corrupted limb damage + 1d6 bludgeoning damage per 10 ft. thrown.

Starting at 10th level, both of your arms become corrupted, allowing you to block with them. Your AC increases by 2 while not grappling a creature. Additionally you can make an unarmed strike as a bonus action.

Leg

One of your legs becomes blackened and the foot becomes clawed. This limb allows you to make an unarmed strike that deals the corrupted limb damage (as shown in the table above) as either slashing or piercing damage. This limb has the finesse property. When you successfully hit a creature with this Attack, you can use a bonus action to attempt to kick the target back, that creature must succeed a DC Strength saving throw (DC = 8 + Your Proficiency Bonus + Your Strength or Dexterity modifier (your choice)), or be pushed back 30ft.

Starting at 4th level, your speed increases by an additional 10 feet.

Starting at 7th level, your speed increases by an additional 10 feet and you ignore difficult terrain.

Starting at 10th level, both of your legs become corrupted and you can anchor yourself to surfaces, allowing you to climb walls and ceilings with just your legs. Your climb speed becomes equal to your movement speed, your speed increases by an additional 10 feet. Additionaly you can make an unarmed strike as a bonus action.

Eye

One of your eyes becomes blackened with a red iris. You gain darkvision for 120 ft. If you already possess darkvision, its range is increased by 60 ft.

Starting at 4th level, your sight becomes stronger and you gain advantage on Wisdom (perception) checks that rely on sight, and on attack rolls.

Starting at 7th level, you do not suffer disadvantage with ranged weapons against targets beyond the normal range.

Starting at 10th level, your attacks score a critical hit on a roll of 18 or 20. Your sight is also strong enough that heavily obscured areas count as lightly obscured areas for you.

Heart

You show no outward corruption to the Daemonblight, however your blood is now black. You manipulate your blood to make it harden like steel, giving you resistance to piercing, slashing, and bludgeoning damage from non-magical attacks.

Starting at 4th level, you gain resistance to poison damage and are immune to the poisoned condition.

Starting at 7th level, your blood emits a strange aura that gives you resistance to fire and cold damage.

Starting at 10th level, you can use your reaction to extend your aura to gain advantage on a saving throw against a spell you have been targeted with.

Devour[edit]

Starting at 2nd level, as a free action, you can make a bite attack against a target you have grappled. You deal 2d6 piercing damage plus the corrupted limb damage as necrotic damage. You recover hit points equal to the necrotic damage dealt. If you use this feature while you have all of your hit points, you gain half of the necrotic damage dealt as temporary hit points

Corrupted Path[edit]

At 3rd level, your corruption can manifest in one of two ways. Choose either Bodily Corruption or Diseased Corruption, both detailed at the end of the class description. The path you choose grants you features at 6th, 9th and 14th level.

Daemonic Arts[edit]

As you gain more control over your corruption, you can manifest your malefic aura in other unique ways. Starting at 3rd level, you can use an Art based on your Corruption a number of times equal to your Proficiency modifier + Charisma modifier.

Arm (Malevolent Wave)

You sweep your arm, sending out a wave of malevolence in a 30 ft. cone. All creatures in the area must make a DC Dexterity saving throw (8 + your Charisma modifier + your proficiency), taking double the corrupted limb damage die as necrotic damage on a failure or half as much damage on a success. After you uses this ability you need to have a short or long rest to use it again.

Leg (Malevolent Storm)

You sweep your legs around, creating a cyclone of malevolence in a 15 ft. radius, 40 ft. tall cylinder. All creatures in the area must make a DC Dexterity saving throw (8 + your Charisma modifier + your proficiency bonus), taking double the corrupted limb damage die as necrotic damage on a failure or half as much damage on a success. After you uses this ability you need to have a short or long rest to use it again.

Eye (Balor's Eye)

Your malevolence forces fate to bend to your will. When another creature that you can see within 60 ft. makes an attack roll or saving throw, you can use your reaction to roll a d4 and apply the roll as a bonus or penalty to the creature's roll.The dice that it applied increase to a d6 at level 10 and to a d8 at level 18. After you uses this ability you need to have a short or long rest to use it again.

Heart (Daemonic Weapon)

You manipulate your blood to form a martial melee weapon. As a bonus action, you take 1d10 damage to manifest your blood into a weapon that possesses the same statistics as the weapon it mimics. When you successfully hit a creature with this weapon, they take an additional 1d6 necrotic damage.You can also create ammo with this ability, you take 1d4 instead and create a number on ammo equal to the damage taken.You can also with the same action reload a weapon. This weapon lasts until you dispel it with another bonus action.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice instead of once, whenever you take the Attack action on your turn.

Daemonic Breath[edit]

At 5th level, You can use your malevolence to exhale a 5 ft. wide, 30 ft. long line of deathly energy. Each creature in the area must make a DC Dexterity saving throw (8 + your Constitution modifier + your proficiency modifier), taking 4d10 necrotic damage on a failure or half as much on a success. This damage increases by 1d10 and its range increases by 15 ft. at 11th and 15th level. After using this feature, you can't use it again until you finish a long rest. At 17th level you can use this ability twice before you must complete a long rest.

Daemonic Strength[edit]

At 7th level, your malefic aura continues to grow in strength, making your melee weapon attacks and unarmed strikes magical for the purpose of overcoming resistances. You also calculate your carrying capacity differently. Your carrying capacity becomes equal to your Strength score multiplied by 20.

Daemon Soul[edit]

Starting at 13th level, your malevolence wraps around your melee weapon attacks and unarmed strikes gain a bonus +2 to attack and damage rolls.

Daemonic Leap[edit]

At 17th level, your strength grows to the point where you are always considered to be under the effects of the jump spell. You also become proficient in Acrobatics and Athletics. If you are already proficient in these skills, double your proficiency bonus.

Daemon Lord[edit]

At 20th level, your body succumbs completely to the Daemonblight making you a much more frightening creature, you have advantage on Intimidation checks and are immune to being charmed and frightened. Additionally you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. You can also allow the Daemonblight to transform you into a true Daemon, while transformed you gain the following benefits. You can cast hellish rebuke as a 5th level spell up to 3 times before the end of the transformation, the spell deals necrotic damage. Charisma is your spellcasting modifier for the spell. Additionally you can add your Charisma modifier to your damage rolls for your unarmed strikes. While in this form you regain hit points equal to 1 + your Constitution modifier at the start of each of your turns if you are below half of your hit point maximum. You can only revert form after 1 hour has passed or if you drop to 0 hit points. After taking this form, you must complete a long rest before you can use it again.

Bodily Corruption[edit]

While not always a choice, a Daemon Eater may allow the Daemonblight to corrupt their body further and grant them even more strength.

Spreading Corruption

Starting at 3rd level, you choose one additional limbs other then the one you began with, and it becomes a Corrupted Limb and you gain the feature of Corrupted Limb. You can choose an additional limb you didn't choose at level 9 and the last limb you didn't choose at level 14.

The following restrictions apply:

Hidden Daemon

Beginning at 6th level, you can cast the alter self spell at will and the invisibility spell once. You regain use of this feature after you finish a long rest.

Daemonic Wings

Beginning at 9th level, you can use a bonus action to sprout blackened wings from your back until you dismiss them with another bonus action on your turn. You gain a flight speed equal to your current speed.

Half Daemon

Beginning at 14th level, you can use a action to temporarily let the Daemonblight take full control of your body for 1 minute. You gain advantage on Attack Rolls you make during the duration of this transformation. However, you have disadvantage on Dexterity Saving throws. You regain use of this feature after you finish a short or long rest.

Diseased Corruption[edit]

You have managed to suppress the Daemonblight to the point where your body still possesses the Corruption, but it no longer shows. However, you can now use the disease in new ways.

Walking Plague

Starting when you choose this path at 3rd level, you become immune to disease and can infect others now. You can use a bonus action to infect a creature that you can see within 10 ft. with a degenerative form of the Daemonblight. That creature must succeed on a DC Constitution saving throw (8 + your Charisma modifier + your proficiency bonus) or become Infected for 1 minute. While Infected, the target takes 1d4 necrotic damage at the start of each of their turns, reducing the creature's maximum hit points by the amount of necrotic damage taken. If this damage would reduce the target to 0 hit points, they die. The damage per turn increases to 1d6 at 9th level.

Toxic Soul

Beginning at 6th level, your malevolence can infect others. Whenever you take or deal slashing or piercing damage against a creature that you can see within 10 feet of you, you can use your reaction to make that creature make a DC Constitution saving throw (8 + your Constitution modifier + your proficiency bonus), taking 1d8 poison damage on a failure and half as much on a success. This damage increases to 1d12 at 9th level.

Diseased Devour

Beginning at 9th level, your Devour feature is replaced by this feature. As an action, you bite a creature that you are grappling, dealing 1d4 piercing damage. The target must also make a DC Constitution saving throw (8 + your Constitution modifier + your proficiency bonus), taking 2d10 poison damage and becoming poisoned for 1 minute on a failure or taking half as much damage on a success. You can then use a bonus action to drain the poison from the creature's body to recover hit points equal to the poison damage dealt. Using this bonus action removes the poisoned condition from the creature.

Scourge

Beginning at 14th level, your Daemonblight can reanimate the dead. If a humanoid that you can see within 20 ft. has died while infected or was killed by poison damage, you can use an action to reanimate up to 4 eligible creatures as zombies under your control. A creature must have died no more than 1 minute ago to be eligible for reanimation. The zombies act immediately after you in the initiative count and last for 1 minute or until dismissed with a bonus action. Zombies that have died can't be reanimated again. After using this feature, you can't use it again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the daemon eater class, you must meet these prerequisites: you must be humanoid and corrupted by the Daemonblight.

Proficiencies. When you multiclass into the daemon eater class, you gain the following proficiencies: simple and martial weapons.



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