Demon's Spearmen (5e Subclass)

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Demon's Spearman[edit]

Fighter Archetype

Demon's spearman are creatures who have been tainted by the corrupt power of the infernal and abyssal planes, becoming akin to devils or demons. They have been granted the power to become soldiers in the blood war, a power that is symbolized by a powerful weapon - the abyssal spear. This power transform your body and mind, and grants you horrendous and powerful abilities, since you become a vessel for the planar power of the lower planes.

Some demon's spearman embrace the corruption, and focus in learning how to control and increase their powers even more. Others, however, try with all their determination to destroy fiends to distance themselves from the corruption coursing trough their veins.

Demonic Armor

At 3rd level, you can summon an armor made of abyssal materials, forming a type carapace around your body. While you are unarmored, your armor class equals 13 + your Charisma modifier. By 10th level, it hardens and your armor class equals 15 + your Charisma modifier, and you may also, as an action, form an fiendish shield, that grants you the benefits of a regular shield.

Abyssal Spear

Finally, at 3rd level, you are granted an abyssal spear, as a symbol of your bond with the demonic forces. The abyssal spear can be summoned or shunned back to the abyss as a bonus action. When you summon the spear, or as a bonus action at each subsequent turn, you can choose one of the following forms for it: spear, pike, lance, glaive, halberd, trident, javelin. In addition, you can never be disarmed from this weapon.

You can transform one magic weapon into your abyssal spear by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. When you do so, your abyssal spear gain the magical properties of that magical weapon, regardless of the form chosen. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your abyssal spear if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the abyssal plane when the bond breaks.

Abyssal Backlash

Starting at 3rd level, when you are harmed in combat, you can unleash a wave of rage, materialized in demonic flames. You can cast hellish rebuke a number of times equal to your Charisma modifier (minimum once). Charisma is your spellcasting ability for this spell.

When you cast this spell using this feature, it is cast at a level equal to half your fighter level.

Magical Spear

At 7th level, attacks with the abyssal spear are considered magical, for the purposes of overcoming resistances and immunities to non-magical damage.

Frightful Presence

Starting at 7th level, you gain a frightful aura. As an action, a creature of your choice within 20 feet must make a Wisdom saving throw against a DC = 8 + your proficiency + your Charisma modifier or become frightened of you for one minute. You have two uses of this feature, which you regain upon finishing a long rest.

Abyssal Resistance

Starting at 10th, when you finish a short or a long rest, you can tap on your demonic training to gain resistance to one of the following damage types: cold, fire, necrotic or poison damage. You can change the chosen damage type at the end of each rest.

Unwavering Mind

Starting at 15th level, you have a advantage on Intelligence, Wisdom and Charisma saving throws against any effects that would cause you the following conditions: charmed, frightened, paralyzed, or stunned.

Abyssal Hate

At 18th level, you gain the ability to release your hatred in a wave of power. When you hit a creature with a spearman's weapon, you can choose to deal additional damage equal to 6d10. Due to the chaotic nature of the abyssal energy channeled by you, roll a d6 to determine the damage type:

1. acid

2. cold

3. fire

4. necrotic

5. poison

6. psychic

In addition, you become immune to the damage type rolled until the end of the combat, as the residual abyssal energy from the attack course through your body.

You can use this feature once, being unable to use it again until you finish a short or a long rest.

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