Demon (Demon Slayer Supplement)
Work In Progress |
Demon[edit]
Shadows of the Night[edit]
The demons are the servants of the Demon King, hunters of men and devourers of the innocent. They stalk the shadows and hide from the sun to grow stronger across vast amounts of time. Demons are fueled by a hatred of humanity, and the gifts of their King. While they cannot touch sunlight for fear of death, they revel in the night and enjoy incredible strength, speed, and durability. Atop their already superior forms, many demons can attain what is known as a Blood demon art, an ability powered by their own blood to devestate the foe and slaughter the innocent.
The demons are the fated enemies of the demon slayers, and gleefully kill them when given the chance. They gain Strength from consuming people, and hide amongst society as reclusive individuals
Creating a Demon[edit]
All of the Upper Moons behind the King of demons Muzan Kibtsuji, [1] |
Think about what drives your demon character to consume, survive, and fight. Were you once human, turned against your will by the Demon King or a powerful demon? Do you crave vengeance, power, or simply the thrill of hunting? Do you revel in your monstrous transformation, or is there a shred of your former humanity that haunts you? Your purpose fuels your every action as a creature of the night.
- Quick Build
To create a demon, prioritize Strength or Dexterity as your highest ability score, followed by Constitution to withstand and endure battles. Your dark powers are fueled by this innate resilience and raw physical prowess.
Class Features
As a Demon you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Demon level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Demon level after 1st
- Proficiencies
Armor: Natural Armor
Weapons: Natural Weapons, Simple Melee Weapons
Tools: None
Saving Throws: Constitution, and Strength or Dexterity
Skills: Choose two: Athletics, Acrobatics, Deception, Insight, Intimidation, Perception, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A relic from your human life (such as an amulet or a weapon) or (b) A trophy from a slain demon or slayer or (c) A gift from "That Man"
- (a) Adventurer’s Pack or (b) Traveler’s Pack
- If you are using starting wealth, you have If you are using starting wealth, you have 3d4 gp in funds.
Demonic Flesh[edit]
Your body is infused with the Demon King’s unholy essence, granting you unparalleled toughness and regenerative capabilities. This makes you a terrifyingly durable foe.
Unkillable Resilience: Starting at 1st level, your hit points cannot be reduced below 1 except by:
- Damage from Nichirin weapons
- Radiant damage
- Damage inflicted by Blood Demon Arts
- Damage Resistance: Choose one of the following damage types: nonmagical piercing, slashing, or bludgeoning damage. You gain resistance to the chosen damage type. You may choose a second resistance at 10th level.
Sunlight Vulnerability: If exposed to direct sunlight, you take radiant damage equal to your level in d6s at the start of each turn. Covering your body with suitable protection can reduce this damage at the DM’s discretion (e.g., heavy cloaks or magical shielding).
Regeneration[edit]
Demons are notoriously hard to kill, and your regenerative capabilities ensure you rise again and again.
Baseline Regeneration: At the start of each of your turns, you regain hit points equal to your Constitution modifier plus any additional bonuses from abilities, items, or Gifts of the Demon King.
Enhanced Regeneration:
- As a bonus action, you can increase your regeneration by an amount equal to your character level until the start of your next turn.
- As a full action, you can double the hit points regained during regeneration for one turn.
Limbs and Vitality: Severed limbs or damaged organs can regenerate at the cost of 3 hit points per limb hit point restored. If you receive radiant damage, you will not be able to regenerate until the end of your next turn.
Gifts of the Demon King[edit]
Through acts of consumption and allegiance to the Demon King, you gain "boon points" to unlock powerful upgrades.
Boon Points You earn boon points by consuming humans:
- When you kill a human, you may spend an action to absorb their flesh, gaining boon points equal to their Constitution modifier.
- Consuming a female human grants you an additional boon point.
Gifts Boon points are spent during a long rest to gain permanent upgrades. Gifts are divided into tiers:
- Basic Gifts: Available at 1st level.
- Finer Gifts: Unlocked at 6th level.
- Lavish Gifts: Unlocked at 10th level.
- Greatest Gifts: Unlocked at 18th level.
Example Gifts:
Basic Gifts:
- Demonic Strength (5 points): Gain +2 to Strength.
- Heightened Senses (4 points): Gain advantage on Perception checks.
Finer Gifts:
- Unholy Speed (10 points): Your movement speed increases by 20 feet.
- Resilient Soul (8 points): Gain resistance to necrotic damage.
Lavish Gifts:
- Aura Mastery (15 points): Increase the radius of your Demonic Aura to 30 feet.
- Enhanced Regeneration (12 points): Regain additional hit points equal to your proficiency bonus during regeneration.
Greatest Gifts:
- Immortal Flesh (20 points): Once per long rest, reduce damage from a single attack to 0.
- Demonic Dominion (25 points): Gain the ability to command lesser demons.
- Demonic Strength (5 points): Gain +2 to Strength.
- Heightened Senses (4 points): Gain advantage on Perception checks.
Demonic Aura[edit]
Your malevolent presence causes fear and weakens your enemies.
Aura of Fear: As a bonus action, activate your aura for 1 minute. Creatures within 10 feet must make a Wisdom saving throw (DC = 8 + proficiency bonus + Charisma modifier) or become frightened.
Aura of Weakness: While active, your aura imposes a -1 penalty to damage rolls made by creatures within its radius.
Upgrades:
At 6th level, increase the radius to 20 feet.
At 10th level, frightened creatures also have disadvantage on saving throws.
Demonic Path[edit]
Your connection to the Demon King’s blood grants you access to a powerful demonic path that defines your abilities. At 3rd level, you choose a Demonic Path, gaining unique abilities and shaping your growth. You gain the benefits listed for your chosen path at 3rd level and unlock additional upgrades as you level up. Refer to the Demonic Path table for the available paths and their effects.
Fighting Style[edit]
Your experience as a demon has honed your combat techniques. Starting at 2nd level, you can choose one of the following Fighting Styles:
Unarmed Fighting: Your unarmed strikes deal 1d6 bludgeoning damage, which increases to 1d8 at 6th level.
Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting: When you engage in two-weapon fighting, you add your ability modifier to the damage of your second attack.
Claws of the Beast[edit]
Your hands transform into razor-sharp claws, embodying the primal ferocity of a demon. Your unarmed strikes deal slashing damage equal to 1d8 + your Strength modifier. This damage increases as your Demonic Weapon die improves (per the class table).
Additionally, your claws are considered magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage.
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]
Beggining at your 5th level, when you take the attack action you may attack twice instead of once. The numbers of attacks increase to three at 15th level, and to four at 20th level.
If you go above 20, you can give five attacks at 23th level, and six at 30th level.
Blood Demon Art[edit]
At 3rd level, you unlock a Blood Demon Art tied to your demonic lineage. This art grants you a powerful ability, but using it costs your own vitality. You may choose from a variety of arts, each offering a unique effect (consult the Blood Demon Art table for available options).
Blood Points
- Blood points = 2 × level + Constitution modifier
- Costs vary based on the art used.
- Example Blood Demon Arts
- Crimson Slash: Create a deadly arc of blood that deals 2d10 slashing damage to all creatures in a 15-foot cone. Costs 3 blood points.
- Sanguine Shield: Form a protective barrier, gaining temporary hit points equal to your level. Costs 2 blood points.
Relentless Endurance[edit]
Your demonic nature grants you unparalleled resilience and regeneration. When you take damage that reduces you to 0 hit points, you can drop to 1 hit point instead. You can use this feature once per long rest.
Additionally, you can regrow minor body parts (such as fingers, ears, or a nose) after 1 minute, or larger limbs (like an arm) after 10 minutes.
Predatory Instincts[edit]
Your heightened senses make you a relentless hunter. You gain advantage on Wisdom (Perception) and Wisdom (Survival) checks made to track creatures, detect danger, or locate hidden objects.
Additionally, you can sense the presence of living creatures within 30 feet if they are not behind total cover.
Demonic Path Upgrade[edit]
At 5th level, your connection to your Demonic Path strengthens. You gain an additional ability or upgrade based on your chosen path.
Evasion Mastery: When subjected to any effect that allows any saving throw to deal halve damage, you take no damage on a success and only half damage on a failure.
Ability Growth: If an ability score exceeds 20, choose another score from the list to improve.
Aura of Dread[edit]
Your mere presence instills terror in those around you. As a bonus action, you can exude an aura of fear for 1 minute. Creatures of your choice within 10 feet must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or be frightened until the end of their next turn.
A creature that succeeds on this saving throw is immune to your aura for 24 hours. You can use this ability once per short rest.
Finer Gifts of the Demon King[edit]
At 6th level, you unlock the Finer Gifts of the Demon King, granting access to advanced Gifts that require more boon points.
Refer to the Gifts of the Demon King Table for available Finer Gifts.
Unyielding Flesh[edit]
Your body becomes unnaturally durable, shrugging off injuries that would incapacitate others. When you take non-magical damage, you can reduce the damage by an amount equal to your Constitution modifier (minimum 1).
Additionally, you gain resistance to slashing, piercing, and bludgeoning damage from non-magical weapons.
Blood Demon Art Upgrade[edit]
Your Blood Demon Art evolves at 7th level, gaining enhancements such as reduced hit point costs, increased effectiveness, or additional features.
Refer to the Blood Demon Art Upgrade Table for details.
Predator's Pounce[edit]
Your demonic power enhances your mobility and lethality in combat. As a bonus action, you can leap up to 30 feet to an unoccupied space you can see, provided the space is within 5 feet of a creature. This leap does not provoke opportunity attacks.
If you make a melee attack against a creature immediately after landing, you can deal additional damage equal to your Strength modifier. If the target is Large or smaller, it must succeed on a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be knocked prone.
This ability does not affect creatures whose Passive Perception exceeds your Dexterity (Acrobatics) or Strength (Athletics) check (your choice) when you leap. Such creatures anticipate your attack and evade it.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1), regaining all uses after a long rest.
Unstoppable Mobility[edit]
Your demonic agility allows you to defy conventional movement limitations.
You gain the following benefits:
- You can cling to walls and ceilings, gaining a climbing speed equal to your walking speed.
- When you move on your turn, you can make high or long jumps without needing a running start, and the distance is doubled.
- Once per turn, when you move at least 20 feet in a straight line, you can add your Strength modifier to the damage of your next melee attack.
Demonic Path Upgrade[edit]
At 9th level, your bond with your chosen Demonic Path deepens, unlocking additional abilities or enhancements.
Refer to the Demonic Path Upgrade Table for options.
Devour Essence[edit]
The life force of your enemies fuels your demonic vitality. When you reduce a creature to 0 hit points, you can use your reaction to devour its essence, regaining hit points equal to half your level + your Constitution modifier.
This feature does not work on constructs or undead.
Lavish Gifts of the Demon King[edit]
At 10th level, you gain access to Lavish Gifts of the Demon King, rare and powerful abilities requiring significant boon points.
Refer to the Gifts of the Demon King Table for available Lavish Gifts.
Obliteration Claws[edit]
Your claws grow more deadly, capable of tearing through even the toughest defenses. Once per short rest, you can choose to add an additional Demonic Weapon damage die to the damage roll of an attack made with your claws.
If the attack is a critical hit, the extra die is also doubled.
Blood Demon Art Upgrade[edit]
At 11th level, your Blood Demon Art evolves again, granting another feature or enhancement to its power.
Refer to the Blood Demon Art Upgrade Table for specific improvements.
Devastating Strikes[edit]
Your attacks leave ruin in their wake. When you score a critical hit, roll an additional Demonic Weapon die for the damage.
Additionally, creatures you critically hit must succeed on a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be knocked prone.
Demon King's Command[edit]
Your voice carries the undeniable authority of the Demon King. Once per long rest, you can issue a verbal command to a creature within 60 feet that can hear you. The creature must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or be compelled to follow your command for 1 minute.
Commands cannot cause the target to directly harm itself.
Demonic Path Upgrade[edit]
Your connection to your Demonic Path strengthens further at 13th level, unlocking new abilities or enhancing existing ones.
Refer to the Demonic Path Upgrade Table for options.
Unshakable Resolve[edit]
Your mind becomes an impenetrable fortress. You gain immunity to being charmed or frightened.
Additionally, if you are subjected to an effect that would force you to act against your will, you can use your reaction to end the effect.
Indestructible Flesh[edit]
At 14th level, your form becomes nearly impervious to harm. You gain the following benefits:
Damage Immunity: Immunity to all nonmagical damage except radiant damage, damage from Nichirin weapons, or damage inflicted by demons.
Rapid Recovery: As an action, expend 5 hit points to heal an amount equal to your character level. This can be used once per long rest.
Enhanced Senses[edit]
Your senses evolve to supernatural levels. You gain blindsight out to 30 feet and have advantage on saving throws against illusions.
Additionally, you can detect invisible creatures or objects within your blindsight range.
Blood Demon Art Upgrade[edit]
Your Blood Demon Art is further empowered at 15th level, granting significant new features or boosts to its capabilities.
Refer to the Blood Demon Art Upgrade Table for details.
Piercing Howl[edit]
Unleashing your inner fury, you emit a scream that shatters the will of those nearby. As an action, you can force all creatures of your choice within 30 feet to make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, a creature takes 3d10 + your level thunder damage and is deafened for 1 minute. On a success, it takes half damage and is not deafened.
You can use this feature once per long rest.
Infernal Resilience[edit]
Your body evolves to overcome even the most extreme challenges, embodying your demonic heritage. You gain the following benefits:
Elemental Resistance: Choose one damage type from fire, cold, or lightning. You gain resistance to the chosen damage type. You can change this choice after finishing a long rest.
Immunity to Poison and Disease: You are immune to the poisoned condition and all diseases, both magical and non-magical.
Environmental Adaptation: You can survive in any environment, including extreme heat, cold, or high altitudes, without penalties. Additionally, you no longer require air to breathe.
Demonic Path Upgrade[edit]
At 17th level, your connection to your Demonic Path reaches its peak, unlocking the most powerful abilities available to your chosen path.
Refer to the Demonic Path Upgrade Table for options.
Terror Incarnate[edit]
You are the embodiment of fear. Creatures frightened of you have disadvantage on attack rolls and saving throws while within 30 feet of you.
Additionally, a creature affected by your Aura of Dread cannot remove the frightened condition unless it spends it makes a full round action to "steel" itself. When doing so, the creature makes a Wisdom saving throw (DC = 10 + your Charisma modifier + your proficiency bonus). On a success, the frightened condition ends.
Greatest Gifts of the Demon King[edit]
At 18th level, you unlock the Greatest Gifts of the Demon King, the most potent abilities requiring the highest number of boon points.
Refer to the Gifts of the Demon King Table for available options.
Nocturnal Supremacy[edit]
The shadows are your domain. While in dim light or darkness, you gain advantage on all attack rolls, saving throws, and ability checks.
Additionally, creatures you attack in dim light or darkness cannot benefit from cover.
Regenerative Mastery[edit]
Your regenerative abilities reach their peak. At the start of each of your turns, you regain 10 hit points unless you are in sunlight or have been decapitated. If you lose a limb or organ, it regrows fully after 1 minute unless exposed to sunlight or is attacked by a weapon benefiting from the Bright Red Blade buff.
Blood Demon Art Upgrade[edit]
At 20th level, your Blood Demon Art achieves its perfected form, gaining ultimate enhancements such as reduced costs, amplified power, or new effects.
Refer to the Blood Demon Art Upgrade Table for ultimate enhancements.
Apex Predator[edit]
You unleash your full demonic power, becoming an unstoppable force of nature. Once per long rest, as a bonus action, you transform for 1 minute: Gain resistance to all damage. Double your movement speed. Add your proficiency bonus to all damage rolls. Your attacks score a critical hit on a roll of 19 or 20.
When the transformation ends, you gain two levels of exhaustion.
Demon Paths[edit]
Demon Bound[edit]
Two demons genetically bounded, [2] |
When you turned into a demon, you were turned along with someone who was extremely special to you, making you two create a demon bound. Demon bounds is when two demons can live together in the same body, with one usually acting as the protector of the other.
- Demon Companion
Starting at 1st level, you and another demon have an unseparable bound. You must choose another party member or a companion npc to be your "companion", it needs to be a demon as well. You two must choose who is the protector and who is the protected. Both will receive different features described down bellow:
Protector. You can as a bonus action while within reach of the protected enter it's body. While inside, you cannot be targetted by attacks or saving throws, and cannot receive any kind of damage or conditions. You may leave the protected's body as a reaction. If you do this midbattle, you will be above your protected in initiative.
Protected. You cannot be reduced to 0 hit points while your protector is inside of you, unless it's radiant damage or damage caused by the sunlight.
- Shared Biology
At 5th level, you and your companion share such a deep bound even your biology has become a single thing. Whenever you or your companion eats humans, regains hit points, or receives any kind of benefit, it will be shared with the other.
- Celular Connection
At 11th level, you and your companion have come a long way together, and have promised to stay together forever. As an action, the protector shares one of it's eyes with the protected, giving it the following benefits:
- The protected's movement speed is increased by the protector's movement speed.
- The protected's Strength, Dexterity and Constitution score are increased by the protector's proficiency bonus.
- The protected's gain a bonus to it's attack rolls equal to the protector's proficiency bonus.
This process is very taxing on the protector's side, it will receive the following detriments:
- It's movement speed is decreased by 10ft.
- It's Strength, Dexterity and Constitution scores are reduced by 2.
- It will have it's AC reduced by 2.
This form can be deactivated at any time by the protector using a bonus action.
- Two as One
At 14th level, you and your companion are so close that you are both practically one in both body and soul, this makes both of you nearly unkillable. Neither you or your companion can killed unless you both are reduced to 0 hit points within the same round. In addition, you or your companion can spend a reaction to use their Demonic Regeneration feature to have the other regain hit points equal to the amount rolled when they are dropped to 0 hit points.
Monstrous Demon[edit]
You are the embodiment of what a demon is, a true monstrosity of nature.
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Fallen Slayer[edit]
A slayer who has become a demon, [3] |
You were once a demon slayer, searching to destroy all demons. However, something happened along your journey, and now you became the thing you swore to destroy...
- Former hunter
Starting at 1st level, despite no longer carrying the name of a slayer on your back, you never forgot your roots and still has your old fighting style. You will gain one Breathing Style of your choice, and may gain it's features the same level a demon slayer would. You have a number of breathing points equal to your demon level + your Constitution modifier. All breathing points come back after a long rest.
If you take Sun Breath style, You don't have to make a Constitution saving throw when you use one of your Sun Breathing forms.
You will also gain one Nichirin Weapon necessary for your breathing style, and Fighting Style. You gain proficiency with all Martial Weapons.
- Total Concentration Breathing:Constant
At 5th level, your extra years of experience made it easier for you to evolve your breathing style. You gain the Total Concentration Breathing:Constant feature. You also improve this ability at 8th, 14th, 19th levels.
- Slayer Mark
At 11th level, so much time has passed that you have reached the human limit, a slayer mark. It would be the end for most slayers, but not for you. You gain the Slayer Mark feature.
- Transparent World
At 14th level, you have mastered your slayer mark, making you achieve the transparent world. You gain the Transparent World feature.
Blood Demon Arts[edit]
Swamp Domain[edit]
The Swamp Demon attacking with it's clones, [4] |
- Mud Dive
When you choose this Blood Demon Art, as an action for 1 blood point you may submerge yourself into solid ground within reach, falling beneath the surface and appearing in an infinite pool of murky water, going a number of feet down equal to your demon level times 10. For the remainder of the round, a creature may move over your last position before diving to enter your pool. If you leave your pool you may use a bonus action to re-enter, but if you leave your pool for more than 1 round then you must use a blood point and an action to submerge.
Any Items left within your pool stay there until you die, at which they will appear where you were killed.
You gain a swimming speed equal to your walking speed and can breathe and see underwater with no difficulties.
- Sculptor of Mud
Starting at 8th level, While within your pool, you may expend 5 blood points to create a clone of yourself. This clone has a number of hit points equal to half your maximum, and all class and race features (excluding this feature).
The clone will turn into mud if reduced to 0 hit points or if it goes farther than xft. away from you (x = 10 times your blood demon art attack modifier ).
This clone appears almost identical to you in every way, but with slight alterations to your physical appearance such as a slight change in skin tone or hair color. This allows creatures to identify the clone from you by succeeding a Perception check against your Blood Demon Art saving throw DC.
You may only have a number of clones active at once equal to half your Proficiency Bonus.
- Drag to the Depths
Upon reaching level 12, While in your pool, as part of an attack you may expend 10 blood points to pull a creature of any size huge or smaller to the bottom of your pool. The creature must succeed on a Strength saving throw or be instantly sent to the bottom of your swamp.
While a creature is further down than half the total depth within your pool, they must make a Constitution saving throw at the beginning of their turns or take 5d8 bludgeoning damage from the depth pressure. Additionally, if a creature fails this saving throw, their movement speed is reduced by half.
At level 16 this damage increases to 8d8, and 10d8 at level 19.
- Swamp Bond
Starting at level 16, while a creature within sight range is standing in or on a source of water such as a puddle or washtub, you may expend a number of blood points equal to your Constitution modifier to turn said water into a portal leading into your domain.
Per blood point spent, the targetable water source size increases by 5ft.
An unwilling creature may attempt to avoid the portal if solid ground is within 10ft. of them by succeeding a Dexterity Saving throw.
Once a creature falls into your pool, they will sink a number of feet equal to the number of blood points spent times 5.
The entry portal lasts on both ends for a number of rounds equal to your Constitution modifier reduced by the number of blood points spent at the highest point of your pool. While in your pool a creature may use its action to move through this portal.
- Mud Master
When you reach level 20, As an action for a number of blood points equal to your demon level, you may make all solid ground within Xft. of you into sinking mud, forcing all creatures and unfastened objects into your pool (X = 10 times the number of blood points expended). This effect lasts for a number of rounds equal to your Blood Art Saving Throw DC.
While this skill is in effect you gain the following benefits:
- Your swimming speed doubles.
- While in your pool you gain an additional action and reaction.
- You have advantage on attacks against creatures without a swimming speed.
- Once per turn, when you hit a creature with an attack you regain a number of blood points equal to 10 subtracted by the creature’s Constitution modifier.
Design Note: This subclass is outdated and is expected to have issues until updated
Blood Bewitchment[edit]
Tamayo letting her blood out, [5] |
Unfinished.
Koketsu Arrow[edit]
Yahaba controlling his arrows, [6] |
Unfinished.
Temari Balls[edit]
Susamaru getting ready to throw her balls, [7] |
Unfinished.
Blindfold[edit]
Yushiro getting his blindfold ready, [8] |
- Demonic Invisibility
Starting at level 4, as an action for a number of blood points up to your constitution modifier, you may put a concealing talismen on a creature within reach, making them invisible from all creatures excluding yourself.
If placed on a creature these talismans last for a number of rounds equal to the blood points spent in their creation.
A target of the talismen may use a free action to break the spell of the talisman by rolling a intelligence saving throw against your blood demon art DC, on success they’re aware of the talismen and can use their action to remove it. If a talisman is removed from its intended target, it will instantly disintegrate.
You may have a number of talismans active at once equal to your demon level.
- Demonic Visions
Upom level 8, after learning more into your Blood Demon Art, you’ve learnt how to make two new types of Talismans.
You gain the following talismans:
Demonic Blindness. As an action for a number of blood points equal to your constitution modifier, you may attempt to put a Blinding Talisman on a creature within your reach. You must make a blood demon art attack roll on the target, on a hit you put the talisman over their eyes, manipulating their vision. While a creature has one of your talismans over their eyes, you may manipulate the way they perceive the world around them. Per blood point used in the talismen’s creation, you may choose to conceal a creature from the target, making said creature invisible from the target’s perspective.
Demonic Sight. As a bonus action on your turn for a number of blood points equal to half your constitution modifier you may create a Revealing Talisman, granting an allied creature within reach truesight, with a sight range of 10nft. per blood point spent. This talisman can be removed by any creature with sight, and can be removed with a successful athletics check against your blood demon art DC. These talismans last for a number of rounds equal to your wisdom modifier.
- Secret Garden
At level 12, for a full turn action, you may spend a number of blood points up to your constitution modifier, you may conceal an area, naturally deterring unwanted people from that region.
Creatures that are not within the initial area upon creation must make a wisdom saving throw against your blood demon art DC + the amount of blood points spent in the initial creation. Once a creature passes the saving throw, they’re immune to the effects of that instance of “hidden garden”.
Per blood point spent in the initial creation, the maximum size of the area increases by 10ft, at the beginning of every day you must spend the same amount of blood points to keep the effect active.
After a year of the effect constantly being active, the cost is reduced to one blood point.
- Lasting Talisman
Whenever you create a talisman, you may spend additional blood points equal to your Proficiency bonus. This allows the talisman to last for an additional hour, you may repay this cost at the end of the hour to keep the effects of the talismen active.
This may only affect a number of Talismans equal to your proficiency bonus at once.
- Talisman-ian Devil
Whenever you create a talisman, the action cost is reduced by 1 (Full action -> Action -> Bonus Action -> Free action).
Additionally, you may create an Invisibility Talisman or Blinding Talisman as a reaction to an enemy targeting you to an attack or saving throw.
Design Note: This subclass is outdated and is expected to have issues until updated
Drum Spells[edit]
Kyogai beating his drums, [9] |
Unfinished.
Thread Puppetry[edit]
Spider Mother manipulating her threads, [10] |
Unfinished.
Spider-Converting Poison[edit]
The Spider Brother hanging in it's web, [11] |
Unfinished.
Silk Cocoon[edit]
The Spider Sister trapping a target in her web, [12] |
Unfinished.
Thread Manipulation[edit]
Rui the Lower Moon 5 using his strings, [13] |
The thread manipulation blood demon art is focused on manipulating strings to slice off other creatures.
Unfinished.
Combustible Blood[edit]
Nezuko Kamado using her explosive blood, [14] |
A blood demon art specialized in combating fellow demons. You gain the ability to ignite your blood into pink-colored flames at will. This burning blood can be particularly harmful to demons, while posing no threat to humans
- Status Effect: Fractured Regeneration
Demons who take damage from this blood demon art find it extremely difficult to regenerate compared to normal injuries. Fractured regeneration can have a maximum of 5 stacks. A demon removes one of these stacks each time their regeneration feature is used. If they use a bonus action to strengthen their regeneration, they instead remove 2 stacks. If they use a full turn action they instead remove 3 stacks. The effect of fractured regeneration are as follows:
- 1 Stack: The amount regenerated by the demon is reduced by your proficiency bonus.
- 2 Stacks: The amount regenerated by the demon is reduced by 1/4th.
- 3 Stacks: The amount regenerated by the demon is reduced by half
- 4 Stacks: The amount regenerated by the demon is reduced by half + your proficiency bonus
- 5 Stacks: The amount regenerated by the demon is reduced to 1/4th of it’s usual potency.
- Speedy Recovery
At 4th level your blood regenerates extremely quickly as a result of how much is used up for this blood demon art. The amount of blood points you can spend per turn now adds your proficiency bonus a second time. Additionally you can regenerate blood points as a bonus action instead of an action.
- Anti-Demon Flame
At 4th level you learn how to utilize the blood you lose during combat to your advantage. Whenever you take slashing or piercing damage you can spend 2 blood demon points to force creatures in range to roll a Dexterity saving throw. Creatures unaware of your blood demon art roll this save at disadvantage. On a failed save your blood covers the creature which you can then ignite as a bonus action for 1 blood demon point. Creatures with blood covering them must succeed a constitution saving throw. Taking xd8+Dexterity Modifier (X = Proficiency Bonus) in fire damage and receiving 1 stack of Fractured Regeneration. Taking half damage and no further effects on a successful save.
- Fiery Slash
At 12th level as an action for 6 blood demon points you can release an X-Shaped Slash which engulfs targets in a spiraling flurry of pink flames. Choose a point within 30 feet of you, all creatures within 15 feet of the chosen spot must succeed a Dexterity saving throw. Taking your unarmed damage + an amount of d6s equal to your proficiency bonus times 2 in fire damage and receiving 2 ranks of fractured regeneration a failed save. Or half as much and no additional effects on a success.
- Crazy Scratching
At 16th level as an action for 4 blood demon points you can perform a rampage of slashes with claws covered in pink flames before finishing with an overlapping X-Shaped Slash with both hands. Perform 2 melee attack rolls. The first one dealing your unarmed damage +1d8 Fire Damage, and the second dealing your unarmed damage added twice + 2d8 Fire Damage. Each attack landed gives the target a stack of fractured regeneration. You may spend an additional 2 blood demon points to add another attack which does the first strike’s damage. You may spend a maximum amount of additional blood demon points equal to your half your proficiency bonus rounded down.
- Exploding Blood: Rupture
At 20th level as an action for 12 blood demon points you can unleash a devastating kick, dragging them across the floor and performing a flurry of slashes and finishing off with an axe kick. Make a melee attack roll against a creature dealing your unarmed damage + an amount of d8s equal to your proficiency bonus in fire damage, giving them a stack of fractured regeneration. Following this you force them to make a Strength Saving throw. If you initial attack lands the creature makes this save at disadvantage. On a failed save you roll your unarmed damage an amount of times equal to your proficiency bonus, dealing that damage to the target and giving them 2 stacks of fractured regeneration This damage adds your ability modifier once. Finally, you make one final attack roll against the target. If the target has failed the strength save you roll this attack with advantage.
Design Note: This subclass is outdated and is expected to have issues until updated
Infinity Castle Manipulation[edit]
Nakime controlling the infinity castle, [15] |
Unfinished.
Acceleration[edit]
The speed demon using his Acceleration Blood Demon Art. |
Unfinished.
Sleep Manipulation[edit]
Enmu the lower moon 1 getting ready to control dreams, [16] |
The sleep manipulation blood demon art allows you to put creatures in perfect dreams.
Unfinished.
Destructive Death[edit]
Akaza the upper moon 3 on his battle stance, [17] |
The destructive death blood demon art focuses on empowering your strikes while creating shockwaves.
Unfinished.
Sash Manipulation[edit]
Daki the Upper Moon 6 manipulating the Sash around her, [18] |
Sash Manipulation is a blood demon art focused on using a sash to trap or slice through your enemies.
Unfinished.
Blood Manipulation[edit]
Gyutaro the Upper Moon 6 using manipulating his own blood, [19] |
Blood Manipulation is a blood demon art that uses it's user own blood to poison it's enemies.
- Flying Blood Sickles
At 6th level, your blood demon art is incredibly powerful in both potency and versability, one hit from it could end your opponent. When you take the attack action with a melee weapon or an unarmed strike, you may replace one or more of your attacks with a flying blood sickle for 1 blood point each. The range of the attack becomes 60ft., on a hit it will deal it's normal damage in slashing damage + 4d8 poison damage.
You can spend blood points up to your Constitution modifier when giving a blood slash, with each adding a d8 to the poison damage and increasing the normal slashing damage by one dice.
Any poison damage caused by your blood demon art bypasses resistaces and immunities. Every time a creature is hit by your blood demon art or fails a saving throw must make a Constitution saving throw. On a failure, they receive the poisoned and envenomed conditions. You deal twice as much damage with the envenomed condition.
In addition, you gain the infinite blood king's blessing.
- Rampant Arc Rampage
9th level, you've learned how to defend yourself from incoming attacks while attacking at the same time. As an action or reaction for 10 blood points, you will create a massive amount of slashes in a 10ft. circle around you. Every creature within that range must make a Dexterity saving throw, on a failure they take 10d10 slashing damage + 10d8 poison damage. On a success they take half as much damage. If used as an reaction, you reduce all incoming damage but psychic and thunder by the slashing damage dealt.
You may spend additional blood points up to your Constitution modifieir to add a d10 to the slashing damage and a d8 to the poison damage.
- Rotating Circular Slashes: Flying Blood Sickles
At 13th level, you start rotating your slashes around you to greatly increase your range and damage. As an action for 12 blood points, you choose two lines of direction. Your arms release blood slashes in quick section in a 30ft. cone in the two lines you have chosen, making every creature in those cones make a Dexterity saving throw. On a failure, they take 12d10 slashing damage + 12d8 poison damage and are knocked prone On a failure, they take half as much damage and are not knocked prone.
You can spend additional blood points up to your Constitution modifieir to add a d10 to the slashing damage and a d8 to the poison damage.
- Rotating Circular Slashes:Maximized
At 17th level, you have expanded your blood demon art to it's maximum. As an action or reaction for 20 blood points, you release a uncountable slashes around you, forcing every creature in a 3000fts. circle centered on yourself to make a Dexterity saving throw. On a failure, they take 20d12 slashing damage + 20d10 poison damage. On a success they take half as much damage.
You can spend additional blood points up to your Constitution modifieir to add a d12 to the slashing damage and a d10 to the poison damage.
This blood demon art deals twice as much damage to objects and structures.
Emotion Manifestation[edit]
Hantengu the Upper Moon 4 with it's emotions manifested, [20] |
The emotion manifestation Blood Demon Art focuses on creating clones of your deepest emotions.
- Unstable Emotions
At 6th level, you have deleveloped a deep fear of combat, making you pretty much easy prey in most fights. Killing you however, is one of the worst mistakes one can make. Choose two emotions, with one of them being your "main" emotion. Your hit die will be reduced to a d4. Whenever you are reduced to 0 hit points, two clones who look like younger versions of you with different clothes are created within 5ft. of you.
These clones have the same class and racial features as you, however each clone has a different Blood Demon Art, consuming blood points from your own pool. They all act on their own initiative, being controlled by you. Their hit points are 6 + your Constitution modifier times 6. They have the same ability scores as you, however their Strength, Dexterity and Constitution scores are increased by 2.
Once you create these clones, you will instantly regain hit points up to your maximum. Your size is decreased to tiny, and your Strength, Dexterity, Constitution scores are decreased by 4.
Neither you or the clones can be reduced to bellow 1 hit point unless if you're all reduced to 0 hit points in the same round. These clones last until the next long or short rest.
- More Emotions
At 9th level, the more time passes, more emotions start coming along. Now whenever both of your emotion clones are reduced to 0 hit points but not yourself, they will come back at full hit points and will create 2 new clones. All clones will still have the same properties, however now their hit points are 8 + your Constitution modifier times your demon level.
In addition, when there are 4 clones your Strength, Dexterity and Constitution scores are now reduced by 6 instead of 4.
- Durable Clones
At 13th level, with time and experience, your clones have gotten very tough. When you are first reduced to 0 hit points your 2 first clones will have 8 + your Constitution modifier times your demon level, and your second clones will have 10 + your Constitution modifier times your demon level.
- The Strongest There Is
At 17th level, one of your clones has the power to absorp all 3 clones, becoming something entirely new. As an action while within reach of your others clones, your main emotion will absorb all three clones to become a new more powerful form. It's maximum hit points are now 12 + your Constitution modifier times your level, it gains a new Blood demon art and it will gain a +6 to it's Strength, Dexterity and Constitution scores.
You may only be killed if both you and the clone are reduced to 0 hit points at the same time or you be reduced to 0 hit points by radiant damage.
In addition, you have learned how to create a final emotion to protect you. As an action or reaction for 10 blood points, your size increases to large and you gain temporary hit points equal to your maximum hit points times two. You will still have Strength, Dexterity and Constitution scores reduced by 6. Once the temporary hit points end, you will shrink back to tiny.
Wind Blasts[edit]
Karaku using holding it's leaf, [21] |
Unfinished.
Electricity Generation[edit]
Sekido holding it's staff ready to launch lightning, [22] |
Unfinished.
Sonic Scream[edit]
Urogi getting ready to launch a sonic scream, [23] |
Unfinished.
Spear Projection[edit]
Aizetsu holding it's spear, [24] |
Unfinished.
Wood Manipulation[edit]
Zouhakuten using it's drums to manipulate wood, [25] |
Unfinished.
Porcelain Vase Spells[edit]
{{{3}}} |
- Status Effect: Fractured Regeneration
Demons who take damage from this blood demon art find it extremely difficult to regenerate compared to normal injuries. Fractured regeneration can have a maximum of 5 stacks. A demon removes one of these stacks each time their regeneration feature is used. If they use a bonus action to strengthen their regeneration, they instead remove 2 stacks. If they use a full turn action they instead remove 3 stacks. The effect of fractured regeneration are as follows:
- 1 Stack: The amount regenerated by the demon is reduced by your proficiency bonus.
- 2 Stacks: The amount regenerated by the demon is reduced by 1/4th.
- 3 Stacks: The amount regenerated by the demon is reduced by half
- 4 Stacks: The amount regenerated by the demon is reduced by half + your proficiency bonus
- 5 Stacks: The amount regenerated by the demon is reduced to 1/4th of it’s usual potency.
- Status Effect: Pin Cushion
You have been struck with a fish’s venomous pins. The pins must be removed from your skin or you suffer 2 poison damage, per pin, at the end of your turn and have Disadvantage on Constitution saving throws. They can be removed, 2 at a time with a bonus action, or 6 at a time with an action. Once removed, you will become resistant to the poison of this effect. This condition can not be removed by time, and must be done so manually. Each “Stack” of Pin Cushion equates to 1 Pin.
- Vase Teleport
Starting at 4th level, you’ve started developing your Blood Demon Art, allowing you to create Vases with your own flesh and blood. As a reaction to being targeted with an attack, or subjected to a save via an AOE effect, you may spend 1 blood point to teleport up to 30 feet away. All attacks and effects that would have happened, act as though they didn’t. You may use this a number of times equal to your Proficiency Bonus, afterwards you must complete a long rest to use it again.
- Thousand Needle Fish Kill
Starting at 8th level, you’ve developed a combat skill for your demon art. As an action, and for 4 blood points, summon 5 Demon Fish. These fish scale with your Proficiency bonus. Demon Fish have their own set of actions, and attacks. It costs a bonus action to command these demon fish. You will not need to expend any blood points to use their attacks, only to summon them. (NOTE: Commanding the fish is a one-time deal, you do not need to command them every turn.) (NOTE: Upcasting has diminishing returns, see list below for info
Cast | Blood Points | Additional Fish |
---|---|---|
Initial Cost | 4 Blood Points | +5 Fish |
First Upcast | +4 Blood Points | +3 Fish |
Second Upcast | +4 Blood Points | +2 Fish |
Third+ | +4 Blood Points | +1 Fish |
- Water Prison pot
Starting at 12th level, you’ve developed an ability capable of restraining your opponents, even possibly suffocating them. As an action, and for 6 blood points, force an opponent you can see within 30 feet to make a Dexterity Saving Throw. On a fail, the creature is Paralyzed for 3 turns, being swallowed by the Prison Pot. On a success, nothing happens. Once caught, at the beginning of its turn, the creature may roll a Strength saving throw to force its way out of the vase. On a success, it is freed. On a fail, it is not.
- Octopus Vase Hall
Starting at 16th level, you have developed yet another skill for your arsenal of fish. As an action, and for 6 blood points, you bury a 120 ft radius area (centered on the user) in octopus tentacles, originating from your vase. Upon activation, any creatures standing within the 120 ft radius must make a Strength Saving throw. On a fail, they take 8d8 bludgeoning damage and are pushed to the edge of the 120 ft radius. On a success, they take half damage and are not pushed back. This area counts as difficult terrain for all creatures except the user. This skill requires concentration.
- Killer Fish Scales
At 20th level, you have developed your ultimate technique. As an action, expending 8 blood points, select a target within 60 feet of you. You move up to the target and perform a flurry of slashes. Make 8 melee attack rolls, each dealing 1d6 slashing + 1d6 poison damage. Until the start of your next turn, your Armor Class is increased by 4. Movement used from this skill does not provoke opportunity attacks.
Design Note: This subclass is outdated and is expected to have issues until updated
Cryokinesis[edit]
Doma the Upper Moon 2 preparing ice attacks, [26] |
The Cryokinesis blood demon art can manipulate ice at the user's will, being able to create giant ice structures in seconds.
Unfinished.
Crescent Moon Blades[edit]
Kokushibo using his moon blades to enhance his breathing style, [27] |
The crescent moon blade blood demon art allows it's user to enhance their attacks.
- Moon Blades
At 6th level, you have learned the basics of your blood demon art, being able to send high speed slashes with great precision. When you take the attack action with a melee weapon or an demonic weapon, you may replace one or more of your attacks with your moon blades for 1 blood point each. The range of the attack becomes 60ft., on a hit it will deal it's normal damage in slashing damage + 4d12 slashing damage. You may also use your blood demon art attack roll.
You can spend additional blood points up to your Constitution modifier when giving a moon slash, granting the following benefits per additional points spent:
- You add a d12 to the slashing damage.
- You add +10 to the total range.
- The attack roll has a +1 bonus.
The slashing damage increases to 8d6 at 9th level, to 8d8 at 13th level, and to 8d10 at 17th level.
You also gain the Flesh Weapon king's blessing. When you use this weapon, it is considered magical and you get +1 to attack and damage rolls with it. This bonus increases to +2 on the 11th and to +3 on the 17th.
- Crescent Blades
At 9th level, your mastery with your blood demon art has increased, allowing you to change their shape. When turning attacks into moon blades, you may turn them into crescent moon blades by spending additional 4 blood points. The crescent moon blades increase in size, forcing every creature within a 10ft. circle of the targetted creature(including the creature) to make a Dexterity saving throw. On a failure, they take the full damage of the moon blades. On a success, they take half as much damage.
You can spend additional blood points up to your Constitution modifier when giving a crescent moon slash, increasing the range by 5ft. per point spent.
The range increases to 15ft. at 13th level, and to 30ft. at 17th level.
- Enhanced Moves
At 13th level, your attacks will be passively be enhanced by your blood demon art. When rolling a melee weapon damage roll or a Breathing Style, you add additional slashing damage equal to the amount of damage dice the attack or form had. It also increases the range by 5ft. per 5ft. the melee weapon attack or breathing style had.
- Impredictable Pattern
At 17th level, your moons now have an impredictable pattern, making fights against you extremely hard. When you take the attack action must make a Perception check against your blood demon art dc. On a failure, they make the saving throws against you with disadvantage and your attack rolls are made with advantage until the beggining of your turns. On a success, they do not receive any detriments and can make the saves normally and your attack rolls won't be with advantage against the creatures.
Biokinesis[edit]
Muzan Kibutsuji the king of all demons manipulating his own body, [28] |
The biokinesis blood demon art allows its users to completely manipulate their own flesh at will.
- Self-Transmutation
At 6th level, you have began to learn how to shape your own form in many different ways. You have 6 body slots. As a bonus action for X blood point, you gain the ability to shape your body parts into different shape and forms. You may choose to gain one of the following:
Body Slots |
---|
Head |
Torso |
Left Arm |
Right Arm |
Left Leg |
Right Leg |
Transformation Type | Transformation Type Description | Blood Point Cost Per Slot |
---|---|---|
Weapon | You can transform your own body into weapons. Your body part counts as if it was a weapon created from Flesh Weapon king's blessing. This weapon deals one additional damage tier above it's normal damage die if you have the Flesh Weapon king's blessing. | 1 |
Poison | You learn how to infuse the poisonous blood of “him” inside you into your attacks. All of your unarmed strikes and weapons you form with your body parts deal additional poison damage equal to the normal weapon damage + your Constitution modifier. | 2 |
Sharpen | You can increase the sharpness of your limbs. For every time this transformation is used on the same slot, your unarmed strikes deal 1 extra damage die tier and weapons created by you deal an extra 1 damage die for every size tier to a maximum of 3 times. | 2 |
Shape | You can distort your body's shape without fully transforming. You can increase your range by 5ft. for every 1 additional Blood Point spent and additionally, you're able to shape your body into mundane objects, such as a wooden or metal key. | 1+ |
Partial Mimic | You can partially transform your body parts to mimic a creature without fully transforming into them, each form provides a different benefit. This grants a feature or an attack from a undead or fiend type creature with a CR up to a maximum of your proficiency bonus. | 4 |
Size | You can increase or decrease your body's size. For every 1 size tier above medium, your unarmed strikes deal 1 extra damage die tier to a maximum of huge and weapons created by you deal an extra 1 damage die to a maximum of huge. You also gain your Constitution modifier times your level to both your limb and total hit point maximum for every size tier above medium to a maximum of huge. | 3 |
Harden | You reinforce the flesh to make it harder to get through. You gain a damage negation to all damage types excluding psychic and radiant equal to your Constitution modifier. This stacks with any other form of damage negation that you have. | 2 |
You cannot activate the feature more than once per turn. Each form's benefits are removed at the end of battle or if you deactivate them as a bonus action.
You can only use 2 Transformation Types on one body slot. This increases to 3 types at 9th level, to 4 types at 13th level, and to 5 types at 17th level.
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Beyond 20th Level[edit]
The following table is adapted from Past Level 20 (5e Variant Rule) with its own respective class-based changes.
Level | Proficiency Bonus | Demon Speed | Demonic Regeneration | Features | Blood Points |
---|---|---|---|---|---|
21 | +7 | 45ft. | 21d6 | Demon Resilience(2), Blood Demon Art(5) | 42 + con |
22 | +7 | 45 ft. | 22d6 | Improved Ability Score | 44 + con |
23 | +7 | 45 ft. | 23d6 | Extra Attack(3) | 46 + con |
24 | +7 | 50 ft. | 24d6 | Blood Demon Art(6) | 48 + con |
25 | +8 | 50 ft. | 25d6 | King's Blessing(2) | 50 + con |
26 | +8 | 50 ft. | 26d6 | Improved Ability Score | 52 + con |
27 | +8 | 55 ft. | 27d6 | Blood Demon Art(7) | 54 + con |
28 | +8 | 55 ft. | 28d6 | King's Blessing(3) | 56 + con |
29 | +9 | 55 ft. | 29d6 | Improved Ability Score | 58 + con |
30 | +9 | 60 ft. | 30d6 | Blood Demon Art(8), Extra Attack(4) | 60 + con |
Improved Ability Score[edit]
Starting at 22th level, and again at 26th, 29th level, you can increase one ability score of your choice by 3, or you can increase three ability scores of your choice by 1. You can't increase an ability score above 40 using this feature.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Demon class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Demon class, you gain the following proficiencies:
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