Demon's Spearmen 1st variant (5e Class)
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- 1 Demon's Spearmen
- 1.1 Creating a Demon's Spearmen
- 1.2 Class Features
- 1.2.1 Table: The Demon's Spearmen
- 1.2.2 Demonic Armor
- 1.2.3 Spearman Training
- 1.2.4 Fighting Style
- 1.2.5 Abyssal Backlash
- 1.2.6 Cursed Path
- 1.2.7 Frightful Presence
- 1.2.8 Ability Score Improvement
- 1.2.9 Extra Attack
- 1.2.10 Abyssal Resistance
- 1.2.11 Improved Critical
- 1.2.12 Unwavering Mind
- 1.2.13 Abyssal Gift
- 1.2.14 Abyssal Hate
- 1.2.15 Demon Lord's Champion
- 1.3 Cursed Path
- 1.4 Multiclassing
The Demon's Spearmen is an adventurer who led a life of excitement, during an event of their prior life they were abducted and taken to the abyss and made a slave of a demon prince. Through sheer determination and grit, they escaped their imprisonment and made it to the mortal realm again. However, their time in the abyss changed them and they were cursed. They are often bestowed with abilities that let them survive longer during combat. They are also however warped in the mind and seek combat wherever they can. (the player may choose to take this as a flaw and act with it, or RP the effects to have been mentally overcome) their time during enslavement has also crushed their internal magic, no matter the ability they might have had before their abduction they can no longer cast spells of any level. When the adventurer was cursed they were bestowed with the knowledge of how to wield polearms as if they were masters of the weapons. They often vanish into the wilds after their escape and become more primal in their actions. (this to could be taken as a trait, or played off with a backstory that balances out the primal actions, or ignored if the player wishes.)
Creating a Demon's Spearmen
First, Dexterity should be your highest ability score, followed by Constitution or Charisma. Second, choose the outlander background.
As a Demon's Spearmen you gain the following class features.
- Hit Points
Armor: All armor, shields.
Weapons: Simple weapons
Tools: smithing tools.
Saving Throws: Dexterity, Charisma.
Skills: Pick two from Athletics, Deception, Intimidation, Perception, Religion, Stealth, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- One of the following: a spear; a pike; a lance; a glaive; a halberd; a trident; or a javelin.
- 5 javelins.
- (a) leather armor or (b) chain mail or (c) scale mail.
- (a) An explorer’s Pack or (b) a dungeoneer’s Pack.
|1st||+2||Armored, Spearman's Training|
|2nd||+2||Fighting Style, Abyssal Backlash|
|3rd||+2||Cursed Path, Frightful Presence|
|4th||+2||Ability Score Improvement|
|6th||+3||Ability Score Improvement|
|7th||+3||Cursed Path Feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Ability Score Improvement, Improved Armored|
|12th||+4||Ability Score Improvement|
|14th||+5||Cursed Path Feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Cursed Path Feature, Abyssal Hate|
|19th||+6||Ability Score Improvement|
|20th||+6||Demon Lord's Champion|
At 1st 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 Dexterity modifier. By 10th level, it hardens and your armor class equals 15 + your Dexterity modifier, and at 18th you may also, as an action, form an fiendish shield.
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Whenever a friendly creature within 5 feet is attacked with a melee weapon, You may use your reaction to impose disadvantage on that attack, using your weapon to knock it aside if it misses. If your weapon has the reach property, the range of this feature is extended to 10 feet.
- Spear Weapon Fighting
Starting at 2nd 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.
At 3rd level, you choose a Cursed Path. Whichever path you choose, you gain features at 3rd level, and again at 7th, 14th, and 18th levels. You may choose the Path of Blood, Path of the Beast, or the Path of the Shadow.
Starting at 3rd 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.
Ability Score Improvement
When you reach the 4th level, and again at 6th, 8th, 10th, 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level.
Starting at 6th, 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.
Starting at 13th level, when you make an attack roll using your spearman's weapons, you score a critical hit on a roll of 19 or 20 on the d20.
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.
At 17th level, once in each of your turns, you can add a bonus equal to your proficiency bonus to one of your attacks made with your spearman's weapons.
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:
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 twice, being unable to use it again until you finish a long rest.
Demon Lord's Champion
When you reach the 20th level, you are at the peak of a spearman's power, and you are branded with a mark of a demon prince. Pick one mark, and receive benefits accordingly.
Once in each of your turns, when you hit a creature with an attack made with one spearman's weapon, you can choose to inflict a rotting curse. When you do so, you deal an additional 1d6 damage with the attack, and 1d6 additional damage on the start of each of the creature's turns, for 1 minute. The damage is necrotic. In each of its turns, the creature can make a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Charisma modifier to end the rotting effect.
When you hit a creature already afflicted with the rot, you can choose to deal additional 2d6 damage on a successful attack.
The undead heed your call. As an action, you can summon one undead creature with a CR of 4, to serve you. The undead will upear on an unoccupied space within 5 feet of you, and obey your commands, as if you had created it with the create undead spell, and remains at your service for 8 hours or until it is reduced to 0 hit points. Once you use this feature, you can't do it again until you finish a short or a long rest.
You gain the demonic cunning and charm of this demon prince. Your Charisma score increase by 4. Your maximum for this score is now 24. In addition, if your total for a Charisma check is less than your Charisma score, you can use that score in place of the total.
With a mighty roar the beasts of the world respond. As an action, roll a d4, and you summon the related creatures, as follows:
1. three minotaurs
2. four ogres
Those creatures are loyal to you, and will obey your orders as if they have been summoned by summon greater demon knowing their true name, for 1 hour. You can use this feature once, being unable to do it again until you finish a long rest.
In addition, you cannot be knocked prone by nonmagical means.
The mists of illusion are yours to command. Chose two illusion spells from any spell list, from 3rd-level or lower. You can cast each of these spells once, being unable to do it again until you finish a short or a long rest. Charisma is your spellcasting ability for those spells.
Curse of the Blooded
- Blessing of Sanguinolence
When you choose this curse at 3rd level, you can steal your opponents vitality with each strike. When you hit an opponent with a melee weapon attack, you gain a number of temporary hit points equal to half the number dealt, that lasts until the beginning of your next turn.
In addition, whenever you hit a creature with an attack, you can roll a sanguinolence die, which is a d4. You can add its result to the damage of an attack you make. You lose the same amount of hit points as the damage dealt. This hit point loss can't be prevented by any means. You can roll 2d4 at 5th level, 3d4 at 11th level and 4d4 at 17th levels.
Starting at 7th level, whenever a creature has less than his total hit points, you have advantage in all checks made to track it or sense its position.
In addition, as long as you are able to smell, you can sense a creature's position without relying on sight, up to a range of 60 feet, if the creature has less than its total of hit points.
Starting at 14th level, when you hit a creature with an melee weapon attack, you can regain a number of hit points equal to the damage dealt, as the blood of the creature flows through your body. When you do, the creature must make a Constitution saving throw, or you also regain a number of hit die equal to half of the creature's hit die, up to your proficiency bonus in number of dices on a failed save, while the creature loose them.
Once you do this, you can't do it again until you finish a long rest.
- Blooded evolution 4
The guiding feeling is back, however, this time it fills your body and empowers you completely. Your attacks deal an additional 2d10 damage, all damage dealt is returned to the player and the healing may heal you to full HP. Your attacks also cause a mental shift in the target. upon a successful hit, the target rolls a Charisma save against your spell save DC(8+ proficiency+ charisma mod.) should they fail they are afflicted with one mind-altering effect of your choice until they succeed the roll. This transformation is taken as a bonus action and lasts for one encounter. The ability refreshes after TWO long rests.
Curse of the Beast
- Beastial Strength
Starting at 3rd level, your body start to mutate, becoming more brutish and feral. Your unarmed strike die becomes a d6, and whenever you make an unarmed strike or an attack with one of your weapons from your spearmen's training, you can make one additional attack with the claws as a bonus action.
- Insatiable Hunter
At 3rd level, you can mark and track your preys. Whenever you roll initiative, choose one creature you can see within 60 feet to mark. Until that creature is reduced to 0 hit points, for the next 24 hours, until you attack another creature or until you mark another creature, you gain a bonus equal to your Charisma modifier whenever you hit that creature with an attack.
- Beast evolution 2
You feel strength suffuse your body, your attacks now deal an additional d12 of damage if the target is not at full HP(this overrules the d6 of evolution one.) In addition, you feel a slight animalistic side of you, once per long rest you take a quarter-animal form. (the animal and description is up to the player) In this form, you may increase either Strength, Constitution or Dexterity to 20.This form lasts for a single world encounter.
(this can be a combat encounter or a world encounter. IE: you investigate a home, should the investigation continue outside the home the quarter-animal form ends once you are done inside the home) (should Constitution be increased the player gains 45 temporary HP. This acts as the HP they would have should their constitution be 20 in regards to HP per level. This temporary HP wears off once the shift comes to an end.)
- Beast evolution 3
You no longer feel at home in the cities, whenever you are in the wilds you have double advantage on Survival, Perception, and Nature checks. Whenever you are in a city you have a single disadvantage on these checks. You have also felt a more permanent change in your features, the senses of the beast are now yours and your passive perception is 20.
- Beast evolution 4
The power of your chosen beast now fills your form. As a bonus action, you may choose to transform into a half-animal form that is suffused with power. Both your scores for dexterity and Strength increase to 20. Should one stat already be at 20 you gain double proficiency in checks made by that stat. In this form, your attacks deal an additional 2d20 damage and have +10 to hit on attack rolls. This form lasts for the duration of one world encounter(same as second evolution) and may be taken once per long rest. (this form replaces the quarter form, the quarter form can no longer be taken.)
Curse of the Shadow
- Mantle of Shadows
Starting when you choose this curse at 3rd level, when you finish a long rest, your body is covered by shadows. These shadows have an ammount of hit points equal to your level in this class. The shadows are resistant to any type of damage, except radiant.
While covered in shadows, you can cause any damage you take other than psychic is reduced from the shadows hit point as a reaction. When the shadows are reduced to 0 hit points, you must complete a long rest before invoking them again.
Starting at 7th level, you learn the minor illusion cantrip. In addition, you can cast the spell arms of hadar, and regain the ability to do so when you finish a short or long rest, and the spell darkness once, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
In addition, you can see through common and magical darkness, up to a range of 120 feet.
- Shadows evolution 3
You may avoid up to 60 points of damage, you also gain the ability to perfectly mimic a shadow in the pitch black. Whenever you make a stealth check at night, or in a pitch dark location such as a cellar or cave you automatically succeed. The location MUST be dark enough that darkvision is needed to see.
- Shadows evolution 4
You are now one with the shadows. once per encounter, you may fade into wisps of darkness and avoid all damage from an attack. This is a Reaction. You now have double advantage on stealth checks. The bonus from evolution three is still in effect. You may also avoid up to 100 damage per long rest. HOWEVER, should you choose to fade to darkness the damage you may avoid for the day decreases by 50.
Proficiencies. When you multiclass into the class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons.