Demon (Demon Slayer) (5e Class)

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Demon (Demon Slayer)[edit]

The demon is a composite character. You do not select a separate race and class combination. You begin play with one level of the demon class, which also includes all your racial features. You cannot multiclass: when your level increases, you must take a level of the demon class. This is because your character progression includes your growth and your development as a monster rather than a professional career path.

Creating a Demon (Demon Slayer)[edit]

Demons are a mostly carnivorous, vampire-like species whose primary diet is humans, consuming their flesh and mostly the blood. Sunlight is deadly to them and will burn them to ash, so they strictly operate at night. Demons have an abnormally powerful physical constitution and regenerative ability which makes them immune to normal weaponry and grants them the ability to regenerate from any wound with ease, even re-growing their head. Only the Nichirin Swords, special weapons made from special ore with sunlight absorption properties, can inflict life-threatening wounds. Of course, even with a Nichirin Sword, the only method guaranteed to kill a demon is by chopping its head off. Demons are also known to hate Wisteria flowers, which are poisonous to them and whose smell is repudiated by them.

Quick Build

You can make a Demon (Demon Slayer) quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Amnesiac or Outlander background.

Class Features

As a Demon (Demon Slayer) you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple Weapons, Longswords
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Acrobatics, Intimidation, Stealth, or Survival.

Equipment

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

  • (a) any martial weapon or (b) two simple weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 10 gp in funds.

Table: The Demon (Demon Slayer)

Level Proficiency
Bonus
Features
1st +2 Demon Racial Traits
2nd +2 Minor Invulnerability, Reckless Attack
3rd +2 Unnatural Defenses
4th +2 Ability Score Improvement
5th +3 Extra Attack, Demonic Growth
6th +3 Natural Weapons
7th +3 Minor Invulnerability Improvement
8th +3 Ability Score Improvement
9th +4 Natural Armor
10th +4 Natural Weapons Improvement
11th +4 Demonic Growth Improvement
12th +4 Ability Score Improvement
13th +5 Natural Armour Inprovement
14th +5 Minor Invulnerability Improvement
15th +5 Natural Weapons Improvement
16th +5 Ability Score Improvement
17th +6 Demonic Growth Improvement
18th +6 Survivor
19th +6 Ability Score Improvement
20th +6 Demon Lord's Presence

Demon Racial Traits:[edit]

Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.

Age. Demons never stop growing and have not been known to die of old age. Demons average 12-80 years of age when they are first transformed from being human.

Alignment. Disorderly and violent by nature, demons have strong tendencies towards chaotic alignments and mild tendencies towards evil.

Size. Demons average 4-6 feet in height, their weight ranging from 90-220 pounds in weight. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Sleepless. As a demon, you no longer require sleep to function normally and only need to spend four hours doing light activity to gain the benefits of a long rest.

Darkvision. You can see in dim light and darkness within 60 feet of you as if it were bright light. You can't discern color in darkness, only shades of gray.

Natural Weaponry. You roll 1d6 for the damage of your unarmed strikes, which can inflict slashing damage if you claw or piercing damage if you bite.

Regeneration. As a bonus action, you can regenerate, healing yourself for a number of hit points equal to 1d12 + your Constitution modifier. If a severed limb is held to the stump, the limb will instantaneously knit back onto the stump. Once you have used this feature, you can't use it again until you finish a short or long rest.

Demon Toughness. Your hit point maximum increases by 2, and it increases by 2 whenever you gain a level.

Sunlight Hypersensitivity. You sear and burn in the light of the sun, your flesh immolating. If you end your turn in direct sunlight, you take 5 radiant damage. You also have disadvantage on any attack rolls and ability checks when in direct sunlight.

Languages. You can speak and understand Common and Undercommon.

Minor Invulnerability[edit]

Starting at 2nd level, your ability to instantly regenerate damage from minor wounds and the durability of your tough skin affords you a limited measure of invulnerability. You reduce the damage you take from nonmagical bludgeoning, piercing, and slashing damage by 3. The damage reduced increases to 5 at 14th level.

Reckless Attack[edit]

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Unnatural Defenses[edit]

Beginning at 3rd level, your skin has thickened, while you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit. In addition, you are immune to all diseases and have advantage on saving throws against being poisoned.

Ability Score Increase[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, rather than once, whenever you take the Attack action on your turn.

Demonic Growth[edit]

Your strength grows as you gain levels:

At 5th level, your Strength and Constitution scores increase by 1, and your maximum for those scores increases to 21. You can now roll 1d8 for the damage of your unarmed strikes. Your speed also increases by 5 feet. Your carrying capacity, along with the amount of weight you can push, lift, or drag, doubles.

At 11th level, your Strength and Constitution scores increase by 1, and your maximum for those scores increases to 22. You can now roll 1d10 for the damage of your unarmed strikes. Your speed also increases by 5 feet. Your carrying capacity, along with the amount of weight you can push, lift, or drag, doubles. A demon of this power is referred to as a "Lower Rank" or "Lower Moon".

At 17th level, your Strength and Constitution scores increase by 1, and your maximum for those scores increases to 23. You can now roll 1d12 for the damage of your unarmed strikes. Your speed also increases by 5 feet. Your carrying capacity, along with the amount of weight you can push, lift, or drag, doubles. A demon of this power is referred to as an "Upper Rank", or "Upper Moon".

Natural Weapons[edit]

Starting at 6th level, your natural weapons and unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You gain a +1 bonus on weapon attack rolls and damage rolls with natural weapons. The bonus to attack and damage rolls improves to +2 at 10th level, and to +3 at 15th level.

Regeneration Improvement[edit]

Beginning at 7th level, and again at 13th level, the number of times you may regenerate before you must finish a short or long rest increases to two (7th) or three (13th).

Natural Armor[edit]

Your tough, durable flesh becomes thicker. Beginning at 9th level, you gain a +1 bonus to your AC while you are not wearing armor. The bonus to your AC increases by 1 at 13th level (+2), and 18th level (+3).

Minor Invulnerability Improvement[edit]

Once you reach 14th level, your Minor Invulnerability applies to all damage except for radiant damage and magical weapon damage.

Survivor[edit]

At 18th level, you obtain the regenerative properties you are so well known for. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. This feature restores any of your lost limbs if you go for 2 uninterrupted minutes without taking damage. You don't gain this benefit if you have taken fire or radiant damage or damage from a magical weapon since your last turn.

Demon Lord's Presence[edit]

Once you reach 20th level, as a bonus action, you can manifest your frightful presence. Each creature of your choice that is within 120 feet of you and aware of you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. A creature that fails becomes frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this ability a number of times equal to your proficiency bonus, you can't use it again until you finish a long rest.

Suggestion: Add Demon Arts Instead Of Making This A Martial Class. I Suggest This Should Be A Half Caster (or third) If Demon Arts Are Given. A Few Demon Arts Would Be Shockwave Ice Muzans Moonbreathing Hantengu Kaigaku

Also Make Demon Kings Presence Knock Them Prone As It Is Similar To Conquers Haki From One Piece

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Demon (Demon Slayer) class, you must somehow be exposed to another demons blood, be it by ingesting it or having it be injected into the bloodstream.

Proficiencies. When you multiclass into the Demon (Demon Slayer) class, you gain the following proficiencies:


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