Demon (Demon Slayer Supplement)

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Demon[edit]

Of Night and Blood[edit]

Several men in an alley way surround a small, sickly boy. They laugh and jeer at him, telling him to give them his money. The boy looks up at them with a smile, before two copies of him step out of the ground, launching themselves at the men as they and the boy devour them screaming. Women are at the feet of a flamboyantly dressed man, waving a paper fan at his face. He waves the people in the room away, as he pulls one of the woman besides him before she can leave. He takes a bite out of her neck, before eating her whole. A couple are walking through a haunted forest, the woman clutching the man's arm as he laughs off any danger. They stumble into a small pale boy, who smiles at them before raising his hands, slicing them into ribbons with the strings attached to them.

A Demon is a unnatural creature of night and blood. Born from the blood of "That Man", they are now his eternal servants, culling the masses of humanity in his name using the gifts he has bestowed upon them.

Creating a Demon[edit]

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All of the Upper Moons behind the King of demons Muzan Kibtsuji, [1]

How did you get the attention of "That Man"? Did you do something to draw the ire of his underlings? Maybe you found him yourself, wanting to forsake your humanity and accept his dark power? Or maybe this state was forced on you, a accident from a near-death experience and pity from an unwanted source. Regardless, you now find yourself in the possession of "That Man". How will your character act with this information?

Quick Build

You can make a Demon quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Haunted One Background. Third, a gift from "That Man", a dagger, and an explorers pack.

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: None
Weapons: Simple Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: You can choose two of the following: Acrobatics, Athletics, Perception, Nature, Survival, Intimidation

Equipment

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

  • (a) A trinket from your past life or (b) A gift from "That Man"
  • (a) A dagger or (b) A simple weapon of your choice
  • (a) A explorers pack or (b) A adventurers pack
  • If you are using starting wealth, you have If you are using starting wealth, you have 5d4 gp in funds.

Table: The Demon

Level Proficiency
Bonus
Demonic Weapon Demon Speed Features Demonic Regeneration Blood Points
1st +2 1d8 - Demonic Body, Demonic Weapon, Human Feasting, Demon Kind - -
2nd +2 1d8 10 ft. Unpenetrable Armor, Demon Speed - -
3rd +2 1d8 10 ft. Demonic Regeneration, Smell Of The Prey 3d6 -
4th +2 1d8 15 ft. Ability Score Improvement 4d6 -
5th +3 1d10 15 ft. Extra Attack, Demon Kind feature 5d6 -
6th +3 1d10 15 ft. Demon Resilience, Blood Demon Art 6d6 12 + Con
7th +3 1d10 20 ft. Undead Stamina 7d6 14 + Con
8th +3 1d10 20 ft. Ability Score Improvement 8d6 16 + Con
9th +4 1d10 20 ft. Blood Demon Art(2) 9d6 18 + Con
10th +4 1d12 25 ft. Lower Moon, Sufocating Presence, Become a Demon! 10d6 20 + Con
11th +4 1d12 25 ft. Demon Kind feature 11d6 22 + Con
12th +4 1d12 25 ft. Ability Score Improvement 12d6 24 + Con
13th +5 1d12 30 ft. Blood Demon Art(3) 13d6 26 + Con
14th +5 1d12 30 ft. Demon Kind feature 14d6 28 + Con
15th +5 2d8 30 ft. Extra Attack(2) 15d6 30 + Con
16th +5 2d8 35 ft. Ability Score Improvement 16d6 32 + Con
17th +6 2d8 35 ft. Blood Demon Art(4) 17d6 34 + Con
18th +6 2d8 35 ft. King's Blessing 18d6 36 + Con
19th +6 2d8 40 ft. Ability Score Improvement 19d6 38 + Con
20th +6 2d10 40 ft. Upper Moon, Extra Attack(3) 20d6 40 + Con

Demonic Body[edit]

Starting at 1st level, you have gained the blood of "That man" and now have become a demon. You will gain the following benefits and weakness:

Benefits

Eternal Life. You do not age and cannot be aged magically, basically becoming an immortal monster.
Beyond Human. Due to your new demonic nature, you do not need to eat, sleep, breathe or drink, and you are not affected by diseases. You will gain the benefits that a human would gain in a long rest on a short rest.
Creature of The Night. You will gain 60ft. of darkvision, and your creature type will now change to both Fiend and Undead.

Weaknesses

Afraid of The Sun. You may have gained immense power, and become superior to humans, but you are now forbbiden from going into the sun. Whenever you are in contact in direct sunlight you will take 200 damage at the beggining of your turns, if you are reduced to 0 hit points by this damage is as if you were hit by the disintegrate spell. This damage is reduced by 5 for each level you gain in this class, but cannot be reduced in any other way beyond that.
Unholy Creature. You have become an abomination to nature, therefore going against the laws of god itself. You will become vulnerable to Radiant damage.
Unsatiable Hunger. You may not need to eat, sleep or drink, but you have an unsatiable hunger towards human flesh. You must eat at least 1 adult human body per month to keep you satiated, or else you will start to starve. If you're under starvation, whenever there is a human being in your sight range, you must make a DC 20 Wisdom saving throw or be under the bloodlust condition against that creature. This DC is decreased by 1 for each level you gain in this class.

Demonic Weapon[edit]

At 1nd level, You will grow sharp claws and sharp teeth. You gain the following benefits while unarmed:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and natural weapons attacks.
  • You can roll a d8 in place of the normal damage of your unarmed strike. This die changes as you gain Demon levels, as shown in the Demonic Weapon column of the Demon table.
  • Additionally, you get claws and fangs, which are considered natural weapons, they deal slashing and piercing damage, respectively. They dealing the same damage as your unarmed attacks.
  • When you use the Attack action on your turn, you can make one unarmed strike, natural weapons attacks or attack with a one handed weapon as a bonus action.

At 6th level, your Unarmed Strikes are considered magical for the sake of overcoming resistance.

Human Feasting[edit]

Also at 1st level, your new diet consists of feasting on humanoid flesh, making you grow stronger whenever you eat them. You cannot digest food, throwing it back up if you eat it. When you are within reach of a humanoid corpse, you can spend an action to eat them and regain xd8 hit points, with the X being the CR of the Humanjid (Minimum 1). For each 40 humanoids you devour this way, one of the following ability scores will increase by 1 and so does their maximum: Strength, Dexterity or Constitution.

Humans have different values, with some being more benefitial for you to eat. You can see their value down bellow:

Humanoid Type Value
Male Child 1 People
Adult Male/Female Child 2 People
Female Humans 3 People
Basic Marechi Humans 20 People
Above Avarage Marechi Humans 40 People
Pinnacle Marechi Humans 60 People

Demon Kind[edit]

Also at 1st level, there exists multiple types of demons, with varying shapes and forms, with you being one of them. Choose between Demon Bound, Monstrous Demon or Fallen Slayer.

Unpenetrable Armor[edit]

Starting at 2nd level, your unnatural body is a natural armor against attacks. Your AC is 10 + your Strength or Dexterity modifier (whichever is higher) + your Constitution modifier.

Hardened Skin. Your skin has been hardened, you will gain resistance to one of these damage types: Slashing, Bludgeoning or Piercing. On a 5th level you can choose another resistance, and another at 10th level. In addition, due to your Undead nature you will gain resistance to necrotic damage.

Demon Speed[edit]

Starting at 2nd level, your speed is completely absurd, leaving a trail of devastation where you go. While not wearing an armor or wielding a shield, you will gain +10 to your movement speed. Your movement speed bonus increases as you gain levels as a demon.

Demonic Regeneration[edit]

At 3rd level, your new body is aways regenerating and regrowing, turning you into a almost immortal beast. As an action, you can regain 3d6 hit points unless if you are in sunlight. The amount of hit points you gain per turn increases by 1d6 every time you gain a level in the Demon class.

You also don't have to make death saving throws anymore. You consider yourself automatically stabilized. However, you can still make a save throw to try to throw away a critical success.

At 10th level, this becomes a bonus action.

At 20th level, you will start regaining hit points at the beggining of your turns.

Smell Of The Prey[edit]

Starting at 3rd level, you have been hunting down humans for a while now, and you know where to hunt. When you smell the blood of a creature, you can roll Wisdom (Perception) and Intelligence (Investigation) checks to find said creature with advantage for one hour.

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 30 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]

Starting at 6th level, you have grown strong enough to utilize the hidden powers behind "That Man's" blood, learning a blood demon art. You must choose one of the Blood Demon Arts all detailed at the end of the class description. Your choice grants you features at 6th and again at 9th, 13th, 17th, 21th, 24th, 27th, 30th.

Blood Points

"His" blood runs through your veins, which is what allows you to use your supernatural abilities. You have a number of blood points equal to twice your level + your Constitution modifier. Once used, a blood point is spent and cannot be recovered unless you take a long rest. Some Blood Demon Arts force your opponent to make a saving throw, which is calculated as it follows:

Blood Demon Art DC= 8 + Your Constitution modifier + Your proficiency bonus.
Blood Demon Art Attack roll= Your Constitution modifier + your proficiency bonus.

All blood demon art attacks count as magical.

Demon Resilience[edit]

Starting at 6th level, your strength as a demon has allowed you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:

Brawn - Strength

Evasion - Dexterity

Endurance - Constitution

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. If you go above 20, you can choose another ability score from above.

Undead Stamina[edit]

Starting at 7th level, due to your demonic nature you can keep running and jumping around for longs periods of time without breaking a sweat. The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled, as is your maximum age.

In addition, you will gain proficiency in Dexterity saving throws.

Lower Moon[edit]

Starting at 10th level, you have eaten lots of human flesh, growing stronger with time. Now you are worthy to join the Twelve Kizuki, and gain the title of a lower moon. Your power increases by ridiculous amounts, making you gain a +1 to your Strength, Dexterity and Constitution scores, and their maximuns will increase as well.

At 12th level, you will gain +1 to those scores again, and again at 14th, 16th, 18th and 19th level.

Suffocating Presence[edit]

Starting at 10th level, your very presence is frightening for mortals and non mortals alike. As an action, you can exhalate an aura in a 50ft. circle around you causing every creature who's CR or level is lower than your Demon level to make a Wisdom saving throw against your blood demon art DC. On a failure, they will be frightened of you, will have their movespeed reduced by half, and they will have disadvantage in Wisdom saving throws. On a sucess, they won't get frightened, they don't get disadvantage in their Wisdom saving throws but their movespeed will still be halfed. These effects last for 1 minute, or 30 seconds if the creature is immune to being frightened.

Whenever you gain a level in this class, the range of this feature increases in 5ft.

Become a Demon![edit]

Starting at 10th level, "That Man's blood has been flowing through your veins for a while now, but as "That Man" once did to you, you can now grant his blood to others. As an action, you can target a grappled, restrained, incapacitated or stunned unwilling creature within your claw range to inject your blood. The creature must make a Constitution saving throw against your Blood Demon Art DC, on a sucess they can resist your blood. On a failure, they will be forced to roll another Constitution saving throws, taking one of the following effects on a sucess:

Blood Demon Points DC Effect
10 15 They will gain 1 level in the Demon class + one level of exhaustion
20 20 They will gain 3 levels in the demon class + two levels of exhaustion
30 25 They will gain 6 levels in the demon class + three levels of exhaustion
40 30 They will gain 9 levels in the demon class + four levels of exhaustion
50 35 They will gain 12 levels in the Demon class + five levels of exhaustion

On a failure of the second Constitution saving throw, they will instantly die due to not handling your blood.

If you target a willing creature with this feature, they must make only the second saving throw.

King's Blessing[edit]

At 18th level, the king of demons has taken a notice of you, and has willingly landed a bit more of it's blood to you, causing a painful mutation on your body that increases your capabilities. You will gain one of the following benefits:

Tougher Body. Your body has grown harder and tougher, making you gain a damage negation to all damage types excluding psychic and radiant equal to your Constitution modifier.

Godly Regeneration. Your regeneration die becomes a d8.

Monstrous Strikes. Your claw and bite attacks now deal one additional damage dice.

Head Removal. As an reaction to someone reducing your neck to 0 hit points, you can cause it to fall to 1 instead by dropping your head off on the ground. This reaction cannot be used if the damage type was radiant.

Flesh Weapon. You can create hard weapons out of your flesh. As an action for 1 blood point you can create a simple or martial weapon out of your flesh. This weapon deals one damage tier above it's normal damage die.

Infinite Blood. Your regenerative prowess is so impressive you managed to have pratically infinite blood to work with. 1/4th of all the hit points you gain from the regeneration feature will be converted into blood points.

Blood Power. The damage die of your blood demon art is increased by two dices.

Blood Accuracy. The attack rolls of your blood demon arts will receive a +2 bonus.

You may choose another one of these features at 25th and 28th level.

Upper Moon[edit]

Finally at 20th level, you have become a notorious demon, a demon so feared that even the lower moons tremble in front of you. "That Man" has noticed your progress, and has promoted you to an upper moon. You had an enormous increase in power, and you will increase your Strength, Dexterity and Constitution scores by 2, and their maximums as well.

You start out as Upper Moon 6, but you will rise in the ranks as you grow stronger. At 22th level, you will gain +2 to your Strength, Dexterity and Constitution scores again, and again at 24th, 26th, 28th and 29th level. For each one of these levels your rank increases by one.

(Ex: level 22 upper mooon 5, level 24 upper moon 4.)

Demon Kinds[edit]

Demon Bound[edit]

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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:

This form can be deactivated at any time by the protector using a bonus action. In addition, you and your companion can now only be killed if you both are reduced to 0 hit points at the same time.

Monstrous Demon[edit]

You are the embodiment of what a demon is, a true monstrosity of nature.

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Fallen Slayer[edit]

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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...

Breathing Style

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, and can use total concentration breathing. 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 you are proficient with all Martial Weapons.

Total Concentration Breathing:Constant

At 6th level, your extra years of experience made it easier for you to evolve your breathing style. You gain the Total Concentration Breathing:Constant feature.

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]

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The Swamp Demon attacking with it's clones, [4]

Blood Bewitchment[edit]

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Tamayo letting her blood out, [5]

Koketsu Arrow[edit]

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Yahaba controlling his arrows, [6]

Temari Balls[edit]

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Susamaru getting ready to throw her balls, [7]

Blindfold[edit]

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Yushiro getting his blindfold ready, [8]

Drum Spells[edit]

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Kyogai battling against a demon slayer in his drum lair, [9]

Thread Puppetry[edit]

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Spider Mother manipulating her threads, [10]

Spider-Converting Poison[edit]

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The Spider Brother hanging in it's web, [11]

Silk Cocoon[edit]

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The Spider Sister trapping a target in her web, [12]

Thread Manipulation[edit]

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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.

Combustible Blood[edit]

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Nezuko Kamado using her explosive blood, [14]

Infinity Castle Manipulation[edit]

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Nakime controlling the infinity castle, [15]

Sleep Manipulation[edit]

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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.

Destructive Death[edit]

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Akaza the upper moon 3 on his battle stance, [17]

The destructive death blood demon art focuses on empowering your strikes while creating shockwaves.

Sash Manipulation[edit]

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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.

Blood Manipulation[edit]

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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]

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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]

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Karaku using holding it's leaf, [21]

Electricity Generation[edit]

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Sekido holding it's staff ready to launch lightning, [22]

Sonic Scream[edit]

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Urogi getting ready to launch a sonic scream, [23]

Spear Projection[edit]

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Aizetsu holding it's spear, [24]

Wood Manipulation[edit]

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Zouhakuten using it's drums to manipulate wood, [25]

Porcelain Vase Spells[edit]

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Cryokinesis[edit]

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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.

Crescent Moon Blades[edit]

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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.

You also gain the Flesh Weapon king's blessing.

The slashing damage increases to 8d6 at 9th level, to 8d8 at 13th level, and to 8d10 at 17th level.

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 18th 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]

Kibutsuji.Muzan.full.3197097.jpg
Muzan Kibutsuji the king of all demons manipulating his own body, [28]

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:

5.00
(one vote)

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