Demon's Spearmen (5e Class)

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Demon's Spearman[edit]

Riding a dark horse, with an blazing halberd in his hand, an scarred half orc in black armor grins delighted with the terror of the peasants, slashing both soldiers ans civilians left and right, leaving only a path of destruction and flames behind.

As the battle is about to be lost, an elvish warrior wielding a broken spear in its hands, reluctantly decides to focus his energy on the profane magic given to him by his patron. As his opponent is about to charge in his direction, he mutters some words and ask for help, and a demon appears on the battlefield, fighting his enemy in his place.

Twisting a glaive on her hands, a tiefling warrior confidently face a pit lord on the battlefield, serving her master on the blood war.

Demon's Spearmen are servants of the abyss, the frontline soldiers of the demonic troops, humanoids corrupted by some monetary necessity or by the hunger for power. They submit their soul to demons, forging pacts in exchange for powers, and paying a huge price, being literally the tip of the spear on the war against fiends and celestials, and on raiding the material plane.

Submission to the Abyss[edit]

The demon's spearmen defining trait is his patron on the abyss. Each spearmen has bind himself to one of the most powerful entities on the cosmos, the demon lords. The relationship between the demon lord an his spearmen is usually that of a general and a soldier, but without the rigid structure, due to the chaotic nature of demons.

Usually the demon gave the power to the spearmen because, for some reason, that spearmen could further one of the demon's goal. So, some spearmen live their lives under a mission for their demon patrons. Sometimes, however, demons give power to an humanoid just to see him create chaos and destruction on his way, or even just to see the humanoid soul pathetically struggling to keep his humanity under the demonic influence.

Great Warriors[edit]

Demon spearmen are accepted by their master for many reasons, but there's a constant: all chosen to become spearmen were good fighters, possibly the greatest of them or the ones who have potential to achieve greatness, either because their are smart combatants, violent monsters or great leaders in battle.

Creating a Demon's Spearmen[edit]

As you create your demon's spearmen, think about why your patron have accepted you as a protegee in the first place, giving you your current powers. Why did you choose to serve a demon? Was an act of despair after suffering a crippling or deadly wound in battle? Have you been contacted by an emissary of your patron, impressed by your potential? Have you looked for him expecting a easier and faster way to achieve power? Or maybe you choose to damn your soul in exchange for power for a noble cause. Are you enjoying the new abilities you have access to, or you live afraid of day that your patron will demand a terrible deed from you.

Quick Build

First, Strength should be your highest ability score, followed by Charisma and then Constitution. Second, choose the outlander background.

Class Features

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

Hit Points

Hit Dice: 1d10 per Demon's Spearmen level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Demon's Spearmen level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons.
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Religion and Stealth.

Equipment

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

Table: The Demon's Spearmen

Level Proficiency
Bonus
Features Spells Known Spell Slots Slot Level
1st +2 Demonic Patron, Abyssal Energy, Demonic Spear - - -
2nd +2 Demonic Eyes, Pact Magic 2 2 1st
3rd +2 Demonic Fire, Corrupted Blood 3 2 1st
4th +2 Ability Score Improvement 3 2 1st
5th +3 Extra Attack 4 2 2nd
6th +3 Demonic Patron 4 2 2nd
7th +3 Demonic Armor 5 2 2nd
8th +3 Ability Score Improvement 5 2 2nd
9th +4 6 2 3rd
10th +4 Demonic Patron 6 2 3rd
11th +4 Augmented Abyssal Energy 7 3 3rd
12th +4 Ability Score Improvement 7 3 3rd
13th +5 8 3 4th
14th +5 Demonic Patron 8 3 4th
15th +5 Demonic Might 9 3 4th
16th +5 Ability Score Improvement 9 3 4th
17th +6 10 4 5th
18th +6 Corrupted Blood 10 4 5th
19th +6 Ability Score Improvement 10 4 5th
20th +6 Demonic Apotheosis 10 4 5th

Demonic Spear[edit]

At 1st level, you are gifted a special item, that simbolizes your bond with your patron: a demonic spear. The demonic spear can assume one of the following forms: a glaive, halberd, javelin, lance, pike, spear and trident.

You can use your bonus action to summon the demonic spear on your hand. The spear is considered a magical weapon, for the purposes of overcoming resistance to nonmagical attacks and damage.

Regardless of the form you choose for your spear, you can decide to either use your Strength or Dexterity modifier whenever you make attacks with it.

You can bond with any weapon on the list above you find, by concentrating on it during a long rest. When you finish the rest, you can summon the weapon as a bonus action.

Demonic Patron[edit]

You’ve forged a pact with a demon, gaining abyssal powers in exchange for eternal servitude. You choose one of the demonic patron options detailed at the end of the class description. Your choice of patron grants you features at 1st level, and again at 6th, 10th, and 14th level.

Abyssal Energy[edit]

You learn how to invoke your demonic power from the depths of the abyss, to infuse your attacks, using your hit die. When you take a short rest, you must choose between recovering your spent hit die or in using your hit die to recover hit points, but not both. You regain a number of hit die on a short rest equal to your Constitution modifier.

You can expend a hit die to add the result to the damage roll of your attack with a Demonic Spear. You can choose the damage type from the following options: fire, poison or necrotic, and this damage is considered magical for the purposes of overcoming resistance to nonmagical attacks and damage.

Demonic Eyes[edit]

Starting at 2nd level, you can see through normal and magical darkness up to a range of 60 feet.

In addition, your frightening gaze can be used to oppress or charm a creature. You can spend 1 hit die and add the result to a Charisma (Intimidation) or (Deception) check.

Pact Magic[edit]

Also at 2nd level, your patron finally bestowed upon you the ability to use dark magic, channeling the power from your connection with the abyss.

Spell Slots

The Demon Spearmen table shows how many spell slots you have to cast your spells of 1st level and higher. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your demon spearmen spells of 1st level or higher, you must expend a spell slot.

You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell hellish rebuke, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 2nd level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Demon Spearmen table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 9th level, for example, you learn a new warlock spell, which can be of 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of your demon spearmen spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Additional Spells

You learn additional spells as you gain levels in this class, depending on the chosen Demonic Patron, as you can see on the Patron Spells table under each patron description bellow.

Spellcasting Ability

Charisma is your spellcasting ability for your demon spearmen spells, so you use your Charisma whenever a spell references your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a demon spearmen spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use your demonic spear as your spellcasting focus for your demon's spearman spells.

Corrupted Blood[edit]

At 3rd level, your demonic pact started to corrupt your body, as you become more and more demonic. You have advantage on saving throws against poisoned, and you have resistance against poison damage. Also, you learn how to speak abyssal, if you don't already know.

Starting at 18th level, you also gain a bonus to your initiative rolls equal to your Charisma modifier. When you are in an abyssal environment or near within 60 feet of a fiend or celestial creature, you gain advantage on initiative checks.

Demonic Fire[edit]

At 3rd level, you learn how to control and manipulate the fire and profane essence of the abyss.

You learn the green-flame blade cantrip, but you can choose to deal either of the damage types from your abyssal energy feature. In addition, the range of the cantrip increases to 30 feet.

When a creature makes an attack roll against you, you can use your reaction and expend a power point to add your Charisma modifier as a bonus to your AC. On a miss, the attacking creature takes fire damage equal to twice your Charisma modifier.

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.

Extra Attack[edit]

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

Demonic Armor[edit]

At 7th level, as a reaction when you take damage from a melee weapon attack, you can create a thick barrier made from what looks like a uncanny mix between metal and crimson organic matter. You reduce the damage taken by an amount equal to your Charisma modifier.

Demonic Scout[edit]

Beginning at 10th level, you can learn how to cast the spell find familiar as a ritual, but you can only summon the following options: dretch or quasit.

You don't need to give any of the material components, but you need to spend one hit die to summon the demonic scout, since calling for the help of your fiend companion requires expenditure of your vital energy.

Augmented Abyssal Energy[edit]

Starting at 11th level, the abyssal energy flows easily through your body. Once on each of your turns when you deal damage to a creature with an attack from your demonic spear or with your green-flame blade, you can deal an extra 2d8 damage. The damage type is fire, poison or necrotic.

Demonic Might[edit]

Starting at 15th level, you can increase your natural capacities with dark energy. As a bonus action, you can spend three hit die to gain advantage in all ability checks and saving throws you make with one of your ability scores for 10 minutes.

Once you use this feature, you can’t do so again until you finish a long rest.

Demonic Apotheosis[edit]

At 20th level, you can use your action to open a temporary gate to the abyss in a 30-foot radius centered on you. Within this area, all terrain is affected by abyssan energy For 1 minute, you gain the following benefits:

  • While you are within this area, you regain one hit die in each of your turns.
  • You have resistance to nonmagical bludgeoning, piercing and slashing damage, fire, acid and necrotic damage. You have immunity to poison.
  • As an action, you can make a demonic horde quickly appear and disappear on the area. All creatures within the area must make a Dexterity saving throw against your spell save DC or take 1d8 slashing damage + your 3d8 of one of the following damage types of your choice: necrotic, poison or fire.

Once you use this feature, you can’t do so again until you finish a long rest.

Patrons[edit]

Baphomet[edit]

Patron Spells
Baphomet Spells
Demon Spearmen level Spells
3rd hunter's mark
5th beast sense
9th slow
13th locate creature
Unerring Tracker

At 1st level, you have learned how to track your prey. As an action, you can touch a creature or object you can see or as part of your action when cast hunter's mark, you can mark the scent of your target, being able to find it on every place it goes. An unwilling target can make a Wisdom saving throw against your demon's spearmen spell save DC. On a success, the target is unaffected by this feature and is immune to it for 24 hours. While marked, you always know the target's location, and it can't become hidden from you, as long as the two of you are on the same plane of existence. The mark remains until you use this feature again, or a remove curse spell is cast on the target.

Demogorgon[edit]

Patron Spells
Demogorgon Spells
Demon Spearmen level Spells
3rd charm person
5th enlarge/reduce
9th vampiric touch
13th confusion
Two Minds of Madness

When you reach the 14th level, as a reaction to a failure on a Intelligence, Wisdom or Charisma saving throws, you can spend one hit die to reroll the result. You add the number rolled on the die to the new result.

Graz'zt[edit]

Patron Spells
Graz'zt Spells
Demon Spearmen level Spells
3rd false life
5th hold person
9th fear
13th black tentacles
Joyful Pain

At 1st level, when your attack against a creature is a critical hit, you can impose the charmed condition on it. The condition lasts for 1 minute.

In addition, whenever you impose the charmed condition on a creature, it doesn't ends when you make attacks against your target.

Jubilex[edit]

Patron Spells
Jubilex Spells
Demon Spearmen level Spells
3rd grease
5th web
9th meld into stone
13th polymorph
Oozing Spearmen

At 1st level, you can move through a space as narrow as 1 inch wide without squeezing. In addition you no longer need food, dissolving and absorbing organic matter as you pass through it.

In addition, when you use your abyssal energy feature, you can also deal acid damage.

Indiscernible Anatomy

At 1st level, you take no extra damage from critical hits.

Pseudopods

At 6th level, you can make melee attacks up to a range of 10 feet.

In addition, whenever a creature hits you with a melee attack, it must make a Dexterity saving throw against your spell save DC or it is grappled, taking acid damage equal to your Charisma modifier.

Amorphous

At 10th level, you are resistant to acid damage, and have advantage on saving throws to avoid paralysis and the stunned condition.

In addition, whenever you take bludgeoning, piercing or slashing damage, you can spend one hit die to reduce the damage by the number rolled + your Charisma modifier.

Consume

At 14th level, you can use your action to try to grapple a creature. On a success, the creature is engulfed on your body and it is considered grappled for the duration. You don't need to have free hands to use this feature.

In addition, when you grapple a creature in that way, you can spend one hit die to absorb part of that creature. When you do so, you deal damage equal to the number rolled on your hit die + your Charisma modifier, and you regain the same amount of hit points.

Orcus[edit]

Patron Spells
Orcus Spells
Demon Spearmen level Spells
3rd false life
5th ray of enfeeblement
9th animate dead
13th blight
Spear of Orcus

Starting at 6th level, your Demonic Spear is infused with necromantic power. When you reduce an humanoid creature to 0 hit points with your demonic spear or using your demonic fire feature, you can cause its spirit to rise from its corpse as a ghoul. When the ghoul appears, it gains temporary hit points equal to half your demon's spearmen level. Roll initiative for the ghoul, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). Whenever you cast a spell with the touch range, you can choose to cast it from your ghouls position. Also, any feature that affects your demonic spear can affect the ghoul natural weapons instead.

Additionally, you can spend 4 hit die to raise a ghast instead

The ghoul remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you use this feature, you can't use the feature again until you finish a long rest.

Gift of Immortality

Beginning at 14th level, you have been granted immortality. You become an undead creature, and as such, you no longer need to eat food, drink water or breathe. You no longer age, and cannot die of old age.

Due to your lack of vital points to hit, you do not take any extra damage from critical hits, and you become resistant to necrotic damage.

If you die, your soul is absorbed by your demonic spear and you will resurrect automatically within the next 7 days. You reappear in the same place you died. This occurs even if your body is completely destroyed, such as by a disintegrate spell.

Yeenoghu[edit]

Patron Spells
Yeenoghu Spells
Demon Spearmen level Spells
3rd tasha's hideous laughter
5th crown of madness
9th fear
13th guardian of nature (primal beast form only)
Gnashing Jaws

At 1st level, you gain the following benefits:

  • You can make an attack with your jaws. When you do so, you roll a d4 in place of the normal damage of your unarmed strikes. The damage is piercing. This damage becomes a d6 at 5th level, a d8 at 11th level and a d10 at 17th level.
  • You can use Charisma instead of Strength for the attack and damage rolls of your jaws.
  • When you take the Attack action to make at least one attack with your jaws or with your demonic spear, you can make another attack with your jaws as a bonus action.
  • Your jaws are considered magical for the purpose of overcoming resistance to nonmagical attacks and damage.
Precise Power

Starting at 6th level, when you expend a hit die to deal extra damage to a creature with an attack with your jaws, you can roll the power die an extra time and add its result to the damage.

You can do this a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Rampage

Beginning at 10th level, your movement speed increase by 15 feet when both you are not wearing heavy armor or shield. When you are grappling a single creature, as long as it remains within reach, you do not need to use your hands to maintain the grapple, instead crushing it with the power of your teeth.

In addition, whenever you cast a spell or use an effect that affect weapons, you can affect your jaws.

Aura of Bloodthirst

Starting at 14th level, when you reduce a creature to 0 hit points with a melee attack on your turn, you can use your bonus action to move up to half your speed and make one attack with your jaws.

Additionally, when you hit a creature with an attack from your jaws, you can spend 1 hit die to make one additional attack with your jaws against each creature within 5 feet of you. You only add your ability modifier to the first attack.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the demon's spearmen class, you must meet these pre-requisites: Dexterity or Strength 13, Charisma 13. Proficiencies. When you multiclass into the demon's spearmen class, you gain the following proficiencies: Simple weapons, martial weapons, light armor, medium armor.


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