Demon's Embodiment (5e Class)

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This Class is a tribute to the wrestler Windham Rotunda, or known as "Bray Wyatt". This is all his ideas from his career in WWE put into a class from his birth of May 23, 1987 to his passing on August 24, 2023, being only 36 years old. Rest In peace, Windham Lawrence Rotunda.

Demon's Embodyment[edit]

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The Demon's Embodiment is a being who uses their insanity and demonic powers to either HURT or HEAL. they start cults with a brotherhood that is not ever able to shatter. they like to corrupt the world with evil, or use evil's will to do good.

Creating a Demon's Embodiment[edit]


Quick Build

You can make a Demon's Embodiment quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the urchin background. Third, choose The greataxe, the longbow, and explorers pack. the lantern color doesn't matter

Class Features

As a Demon's Embodiment you gain the following class features.

Hit Points

Hit Dice: 1d12 per Demon's Embodiment level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Demon's Embodiment level after 1st

Proficiencies

Armor: light armor
Weapons: material weapons
Tools: disguise kit, poisoners kit
Saving Throws: constitution, strength
Skills: deception, athletics, and any three of your choice

Equipment

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

  • (a) A Great axe or (b) 2 Battleaxe's
  • (a) Long bow with 20 bolts or (b) hand crossbow with 20 bolts
  • (a) dungeoneer's pack or (b) explorers pack
  • (a) The demons Lantern with a black light or (b) The demons Lantern with a red light
  • If you are using starting wealth, you have 1d4 x 10 in funds.

Table: The Demon's Embodiment

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 He's standing there, menacingly!, The Demons Lanturn, Demon's movement
2nd +2 Demon's process
3rd +2 Monster's calling (1), Spellcasting 2
4th +2 Ability Score Improvement 3
5th +3 Monster's calling (2), Extra Attack (1) 3
6th +3 Demon's process 3
7th +3 The Funhouse 4 2
8th +3 Ability Score Improvement 4 2
9th +4 Childrens calling 4 2
10th +4 flight of the fireflies 4 3
11th +4 Demon's process 4 3
12th +4 Ability Score Improvement 4 3
13th +5 Monster's calling (3) 4 3 2
14th +5 Eternal darkness 4 3 2
15th +5 Monster's calling (4), Demon's process 4 3 2
16th +5 Ability Score Improvement 4 3 3
17th +6 Hell's fury 4 3 3
18th +6 LET ME IN, Extra Attack (2) 4 3 3
19th +6 Ability Score Improvement 4 3 3 1
20th +6 He's got the whole world in his hands, Monster's calling (5) 4 3 3 1

He's Standing there, Menacingly![edit]

at level 1, When you do nothing for your turn (evan moving), your next turn gains advantage on all rolls you make, and a successful hit on an attack deals the maximum damage possible. you regain this ability after a long rest

The demon's lantern[edit]

At the 1st Level, you carry a lantern that is made out of a humanoid head. when you use an action to show any creature the face of this lantern, they need to make a constitution saving throw against your DC. If they fail, they take 2d4 necrotic damage. the damage die increases by 2 every time your proficiency modifier goes up.

Demon's Movement[edit]

At the 1st level, you can channel demonic power's through you. when you decide to use your walking speed, you can use you bonus action to appear to teleport. decide one location at a distance of your walking speed, then you appear there. If you use an attack action, the attack has advantage. you can use this equil to your proficiency modifier.

Demon's Process[edit]

At 2nd level, you chose a path. Choose between HURT or HEAL, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 11th, and 15th level.

Monster's Calling[edit]

As an action, the Demon's Embodiment can summon a fiend within 30 ft of him. he can only summon one at a time, and the creature persistes until he tells it to disappear or when it hits 0 hp. the fiend does whatever he tells it to, if given no commands, it stays there and defends itself. at certain levels, you can summon different fiends. you can summon one once every long rest.

Ability Score Improvement[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.

The Funhouse[edit]

At the 7th level, you can teleport yourself and one other creature in a dimension called "the funhouse". This dimension takes the shape of a child's room, fit with toys and the like. There also persists a door that has a sign saying "abandon all hope here". Anyone who passes through this door enters a nightmare void, where any creature who starts their turn inside takes d6 necrotic damage equal to your level. you can only persist within the funhouse for one hour, when the time ends, you appear where you where before you entered. you can enter once every long rest.

Childrens calling[edit]

Starting at 9th level, you can use your bonus action to frighten. choose one creature 60 ft from you. they can hear child's screams and cries, and must make a wisdom saving throw against your DC. If they fail, they become paralysed in fear. you can do this a number of times equal to your proficiency modifier, and regain its uses at the end of a long rest.

Flight of the fireflies[edit]

Starting at 10th level, you can summon a swarm of Fireflies.

Eternal Darkness[edit]

Hell's Fury[edit]

LET ME IN[edit]

He's got the whole world in his hands[edit]

HURT[edit]

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HEAL[edit]

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Demon's Embodyment Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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