Demon's Embodiment (5e Class)

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Demon's Embodyment[edit]

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 on May 23, 1987 to his passing on August 24, 2023, being only 36 years old. Rest In peace, Windham Lawrence Rotunda.

FOLLOW THE BUZZARDS[edit]

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 Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 He's standing there, menacingly!, The Demons Lanturn, Demon's movement 0
2nd +2 Demon's process 1
3rd +2 Brothers in arms (1), Spellcasting 1 2
4th +2 Ability Score Improvement 1 3
5th +3 Brothers in arms (2), Extra Attack (1) 1 3
6th +3 Demon's process, True blood 1 3
7th +3 The Funhouse 2 4 2
8th +3 Ability Score Improvement 2 4 2
9th +4 Childrens calling 2 4 2
10th +4 flight of the fireflies 2 4 3
11th +4 Demon's process 3 4 3
12th +4 Ability Score Improvement 3 4 3
13th +5 Brothers in arms (3) 3 4 3 2
14th +5 Pitch black 3 4 3 2
15th +5 Brothers in arms (4), Demon's process 4 4 3 2
16th +5 Ability Score Improvement 4 4 3 3
17th +6 Unholy Fortitude 4 4 3 3
18th +6 LET ME IN, Extra Attack (2) 5 4 3 3
19th +6 Ability Score Improvement 5 4 3 3 1
20th +6 He's got the whole world in his hands, Brothers in arms (5) 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.

Spellcasting[edit]

You have learned to untangle and reshape the fabric of reality with your wishes for pain.

Cantrips

You know two cantrips of your choice from the Demon's Embodiment spell list. You learn additional Demon's Embodiment cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Demon's Embodiment table.

Spell Slots

The demon's embodiment uses Demon's Embodiment spells. see the Demon's Embodiment table to see how to cast spells


Spellcasting Ability

Wisdom is your spellcasting ability for your Demon's Embodiment spells. Your magic comes from the heart and soul and all your hatred. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

  • Spell save DC = 10 + your proficiency bonus + your Constitution modifier
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus

Your spellcasting focus is your lantern, and you use it for your spells.

Brothers In Arms[edit]

As an action the Demon's Embodiment can summon a fiend within 30 feet of him. This fiend is friendly to you and your companions, and does any action you mentally or verbally tell it to make. if not told what to do, it goes of the whim and the DM decides what it does. the fiend persists until you use a bonus action to make it go back to where it came from and disappear or if it drops to 0 hit points. the fiend is always loyal to you and follows you inside or outside of combat. at certain levels, you can summon different fiends. you can only have 1 kind of fiend under you command, and can use this ability once every long rest, and regain the ability to use again after.

  • (0) Raven can be summoned whenever, and can summon 1 extra when this ability upgrades
  • (1/2) Poison Pixie can be summoned starting at level 5, and can summon 1 extra when this ability upgrades
  • (3) Sister abigail can be summoned starting at level 13, and can summon 1 extra when this ability upgrades
  • (5) Lambacore can be summoned starting at level 15, and can summon 1 extra when this ability upgrades
  • (10) The Fiend can be summoned starting at level 20

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.

True Blood[edit]

Starting at 6th level, you become the demon that you portray. your creature type now is fiend (demon),and all fiends who see's you treats you as an Allie or a fiend. celestials now are aggressive in your presence, and will attack you if you provoke them.

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. as your action, you can detect the fireflies to either protect or attack. they disappear after your next turn. you can use this ability equal to your proficiency modifier.

Protect: The fireflies swarm around you, so you're hidden. when someone tries to hit you with an attack, it proves disadvantage.

Attack: The fireflies charge at one target of your choice within 60 ft of you. the target must make a dexterity saving throw or take 3d10 necrotic damage, and half on a success.

Pitch-Black[edit]

starting at 14th level, you can use your action to create a magical darkness of a 20 foot sphere centering within 30 feet of you. you and all fiends can see through this darkness, and all creatures inside the darkness must succeed on a wisdom saving throw or be under the confusion spell, celestials have disadvantage. you also deal an additional 10 necrotic damage to any melee weapon attacks you make. this darkness lasts entail either you dispel it as your bonus action, a dispel evil and good spell or similar magic is cast on the darkness, or a minute has passed. you can use this trait once every long rest, and regain its use after.

Unholy Fortitude[edit]

starting at 17th level, you gain the following features,

  • Devils Sight
You can see 60 feet into magical darkness.
  • Unholy Fortitude
Whenever damage reduces you to 0 hp, you must make a constitution saving throw with a DC of 5 + the damage taken, unless the damage was radiant damage or from a critical hit. on a success, you drop to 1 hit point instead. this trait can be used equal to your proficiency bonus and regain its uses after a long rest.

LET ME IN[edit]

starting at 18th level, you can use your bonus action to summon the door from the funhouse within 60 ft of you, and disappears after the end of your next turn. anyone who is 10 ft of the door must make a wisdom saving throw against your DC, or willingly walk into the door. you regain the use after a long rest.

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

You now have mastered the demons you control. your constitution increases by 2 (to a maximum of 22) and now you can enter the funhouse whenever you like, and can use LET ME IN equil to your proficiency modifier.


HURT[edit]

Demon's embodiment that goes through this path causes PAIN above all else.

Mandible claw

When you choose this subclass at 2nd level, you can use your action to apply the mandible claw. you then try to physically try to rip the targets jaws of its hinges. you make a grapple check against a creature. if they fail, they take d4 necrotic damage equal to your proficiency bonus when they fail this check at the start of their turn this grapple is effective or they die from it.

Devils mind

Starting at 6th level, you can cast the command spell equal to your proficiency modifier and regain its uses at the end of a long rest.

Nightmare's wrath

Starting at 11th level, when you deal necrotic damage to a humanoid, they make a constitution saving throw, or become incapacitated in fear. you can do this once every long rest.

Soul swipe

Starting at 15th level, whenever you use the door inside the funhouse, the creature instantly dies if they start their turn within the void. you heal equal to the HP they had before they died, and they transfer to temporary HP if your HP is full. you can use this Ability once every long rest

HEAL[edit]

The demon's embodiment who likes to make seduced friends to aid him, and HEALing wounds

Demon's compromise

When you choose this subclass at 2nd level, you gain a saving throw inside charisma, and get the persuasion skill.

White rabbit

As your action starting at 6th level, you can summon a white rabbit ghost. this rabbit does not attack, but it will charge at one random person within 30 ft of it. when it touches the target, they must make a wisdom saving throw, or their mind is now open for you to read and talk telepathically with. if the target is hit with a spell, this connection is broken. only you can read their mind, and the creature can only hear you when you speak to them directly in your mind.

Belt Of Power

Starting at 11th level, you obtain a belt with the appearance of your lantern's face. This belt gives a +1 to The creature who holds it, and 10 temporary hit points. This belt cannot be more than 120 ft away from you, and it teleports to you in an unoccupied space within 10 ft of you.

Uncle Howdy

Starting at 15th level, you can turn a humanoid creature into a fiend known as Uncle Howdy. you must conduct a 5 hour long ritual with Material components (one drop of fiends blood, a mask of your choice, a demonic symbol) to convert the humanoid. an unwilling humanoid must succeed on a wisdom saving throw against your DC or the ritual fails. you must also keep concentration (as if concentrating on a spell) in order to continue the ritual.if the ritual fails, you cannot retry on that humanoid until 24 hours have passed. if the ritual is a success, the humanoid now believes he\she is Uncle\Auntie Howdy. the Uncle Howdy has 114 (12d8+60) hit points, Strength 16 (+3), Dexterity 14 (+2), and Constitution 20 (+5) scores, the abyssal language, lawful evil alignment, the fiend type, your spell slots and spells known, and gains your unholy Fortitude feature when you do. they retain their size, racial traits, Wisdom, Charisma, and Intelligence scores, and their body structure. Uncle Howdy wear the mask and cloths you choose, and is now under your command. they take any action you mentally or verbally tell them to make, no action required, or defends themselves if not commanded. a creature can attempt to cure the Uncle Howdy with a dispel evil or good spell or similar magic cast against your DC, curing them if they beat your DC.

Demon's Embodiment spell list[edit]

Cantrips[edit]

1st level[edit]

2nd level[edit]

3rd level[edit]

4th level[edit]

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Demon's embodiment class, you must meet these prerequisites:

Constitution 13, Evil alignments

Proficiencies. When you multiclass into the Demon's embodiment class, you gain the following proficiencies:

deception, athletics, disguise kit, constitution, material weapons

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