Demon (Demon Slayer Supplement)

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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]

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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.

Table: The Demon

Level Proficiency
Bonus
Demonic Weapon Demon Speed Features Demonic Regeneration Blood Points
1st +2 1d8 10 ft. Demonic Flesh, Regeneration, Gifts of the Demon King, Fallen Slayer (optional) - 2 + Con
2nd +2 1d8 10 ft. Demonic Aura, Demonic Path, Fighting Style - 4 + Con
3rd +2 1d8 10 ft. Blood Demon Art 3d6 6 + Con
4th +2 1d8 15 ft. Ability Score Improvement 4d6 8 + Con
5th +3 1d10 15 ft. Demonic Path Upgrade 5d6 10 + Con
6th +3 1d10 15 ft. Finer Gifts of the Demon King 6d6 12 + Con
7th +3 1d10 20 ft. Blood Demon Art Upgrade 7d6 14 + Con
8th +3 1d10 20 ft. Ability Score Improvement 8d6 16 + Con
9th +4 1d10 20 ft. Demonic Path Upgrade 9d6 18 + Con
10th +4 1d12 25 ft. Lavish Gifts of the Demon King 10d6 20 + Con
11th +4 1d12 25 ft. Blood Demon Art Upgrade 11d6 22 + Con
12th +4 1d12 25 ft. Ability Score Improvement 12d6 24 + Con
13th +5 1d12 30 ft. Demonic Path Upgrade 13d6 26 + Con
14th +5 1d12 30 ft. Indestructable Flesh 14d6 28 + Con
15th +5 2d8 30 ft. Blood Demon Art Upgrade 15d6 30 + Con
16th +5 2d8 35 ft. Ability Score Improvement 16d6 32 + Con
17th +6 2d8 35 ft. Demonic Path Upgrade 17d6 34 + Con
18th +6 2d8 35 ft. Greatest Gifts of the Demon King 18d6 36 + Con
19th +6 2d8 40 ft. Ability Score Improvement 19d6 38 + Con
20th +6 2d10 40 ft. Blood Demon Art Upgrade 20d6 40 + Con

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. You cannot regenerate if you took radiant damage on your previous 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.

Finer Gifts:

  • Unholy Speed (10 points): Your movement speed increases by 20 feet.
  • Resilient Soul (8 points): Gain resistance to necrotic damage.

Demonic Aura[edit]

Demonic Aura 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.

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.

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 an effect that allows a saving throw to 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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Demon Paths[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.

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]

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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...

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]

Numa.Oni.600.2852901.jpg
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 beating his drums, [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.

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]

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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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