Demon Heir (5e Class)
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A Demon Heir is a character that has been chosen to carry on the will of a powerful Demon God. It is often forced upon characters, and can have strong effects on personality and physical traits. Many Demon Heirs are ‘vessels’ for the will of the god that made them. Thus, this class increases base power instead of increasing skill.
Creating a Demon Heir
- Quick Build
You can make a Demon Heir quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Charisma. Second, choose b, b, b for equipment.
As a Demon Heir you gain the following class features.
- Hit Points
Armor: light armor
Weapons: simple weapons, martial weapons, expertise weapons
Tools: thieves' tools
Saving Throws: Choose 2 from: Strength, Dexterity, Charisma
Skills: Deception, and your choice of two from: Sleight of Hand, Acrobatics, Arcana, Athletics, Stealth, or Intimidation.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a katana or (b) a great sword
- (a) a short bow and 20 arrows or (b) a longsword and shield
- (a) Burglar's pack or (b) Diplomat pack
- thieves tools
- If you are using starting wealth, you have 6d4 x 10 gp in funds.
|Features||—Spell Slots per Spell Level—|
|2nd||+2||Spellcasting, Mental Focus||2||—||—||—||—|
|4th||+2||Ability Score Improvement||3||—||—||—||—|
|5th||+3||Focus Ability feature||4||2||—||—||—|
|7th||+3||Focus Ability Feature||4||3||—||—||—|
|8th||+3||Ability Score Improvement||4||3||—||—||—|
|10th||+4||Focus Ability feature||4||3||2||—||—|
|12th||+4||Ability Score Improvement||4||3||3||—||—|
|15th||+5||Focus Ability feature||4||3||3||2||—|
|16th||+5||Ability Score Improvement||4||3||3||2||—|
|19th||+6||Ability Score Improvement||4||3||3||3||2|
Ability Score Increase
When you reach Level 4, and again at Level 8, 12, 16 and 19, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above the max dictated by your Physical and Mental Focus (20 +/- 2).
At 1st level, choose a physical ability score (Strength, Dexterity or Constitution), increase the maximum of the chosen ability by 2, and increase the score by 1. In addition, reduce a corresponding mental ability score (Intelligence, Wisdom, Charisma) max by 2 and decrease its score by 2. Corresponding scores: Strength – Intelligence, Dexterity – Wisdom, Constitution – Charisma. Your eyes, if they are not already, are now red, and glow faintly. You gain Darkvision (120ft).
At 2nd level, choose a mental ability score (Intelligence, Wisdom, Charisma), increase the maximum of the chosen ability by 2, and increase the score by 1. In addition, reduce a corresponding physical ability score (Strength, Dexterity or Constitution) max by 2 and decrease its score by 2. Corresponding scores: Strength – Intelligence, Dexterity – Wisdom, Constitution – Charisma. You cannot choose the ability that was decreased by Physical Focus to be your Mental Focus. Now that the demon has granted you mental prowess, he whispers to you in your dreams, giving you information. If your alignment is neutral, you must make a charisma saving throw every time you level up at DC (level – 5) with a minimum of 1 DC. If you fail this, the demon successfully corrupts you and your alignment becomes evil. If your alignment is good, you must make a charisma saving throw every time you level up at DC (level + 5). If you fail this, your corruption begins and your alignment becomes neutral. If you critically fail this, you’re fully corrupted and your alignment changes to chaotic evil for one month; after the month passes, you may change back to either lawful or neutral if those were in your original alignment.
At 3rd level, you choose an ability focus for your power. This focus will further improve either your mental or physical powers. The focus you choose grants features at 3rd level, and again at 5th, 7th, 10th, 15th, and 18th level.
At the 20th level, your patron has set an ultimatum. You either give in to him, or he will force himself on you. If you give in to the demon, your physical focus has an increase of 2 to max and current ability score, but your mental focus reduction decreases max and current ability by 2. Additionally, your alignment is now the same as the Demon's (usually chaotic evil). You also now share a body with the demon.
If you decline, you must fight a powerful demon enemy at the DM's discretion, and the opposite of what was explained above happens (increase to mental ability score, decrease to the physical deficiency) after you defeat the demon. Additionally, if your alignment was changed due to the demon's influence, it will return to normal in a month. NOTE: Should you lose, you gain the bonuses from giving into the demon.
For example, if you chose Strength for physical and Charisma for mental, then resist and kill the Demon, your Charisma's max stat total will be 26, and Charisma will go up by 2. However, your intelligence's max will decrease by 2, and so will the stat total (stats can be at a minimum be 3).
You have chosen the path of strength. This focus further increases your physical aptitude.
- Physical Mastery
At 3rd level your Physical Focus doubles in potency. (+4 to max of chosen stat, +2 to current total; -4 to max of decrease stat, -4 to current total). You also gain proficiency or expertise in one skill of your choice that uses your chosen stat. You are now proficient in medium armor and expertise weapons.
Cantrips: Eldritch Blast, True Strike
- Extra Attack
At 5th level, you gain an extra attack. This bonus increase to 2 extra attacks at 10th level, and then to 3 extra attacks at 20th level.
- Demonic Influence
At 7th level, you now have advantage on persuasion rolls and are immune to magic that alters thoughts or attitude towards people.
- Demonic Possession
At 10th level, you gain (5 + Physical Focus Stat) fire damage on normal hits with melee weapons. When you score a critical hit, this becomes (10 + Physical Focus Stat) fire damage. If you’re unarmed, these bonuses are doubled.
- Demonic Body
At 15th level, you are now proficient in Constitution saving throws, and you can take an extra ability score improvement. Additionally, you have resistance to fire damage (if you already have resistance, you are now immune).
- Magic Embodiment
At 18th level, your Charisma modifier is now added to your AC. During combat, you can make an attack that adds all missing HP to damage, twice per long rest. You must declare this before making the roll, and if your attack misses, you lose the extra damage.
You have chosen the path of Mental. This focus further increases your mental aptitude.
- Mental Mastery
At 3rd level your Mental Focus doubles in potency. (+4 to max of chosen stat, +2 to current total; -4 to max of decrease stat, -4 to current total). You also gain proficiency or expertise in two skills of your choice that uses your chosen stat.
Cantrips: Eldritch Blast, Minor Illusion, Prestidigitation, Message
- Extra Spells
At 5th level, you gain 2 extra known spells. This bonus increases by 3 at 10th level, and then again by 4 at 20th level. (Total of 20 known spells at level 20).
- Irresistible Spell Casting
At 7th level, you now have advantage on spell attack rolls, and any creature attempting a saving throw against your spells have disadvantage.
At 10th level, you gain the Fireball spell, the Wall of Fire spell and the Fire Shield spell. These do not count towards your total known spells, and you must be able to cast the appropriate spell slot to use Wall of Fire and Fire Shield.
- Demon’s Whispers
At 15th level, you get expertise in arcana, nature and religion from your Demon God’s constant whispers of information into your mind. Additionally, you are now proficient in intelligence and wisdom saving throws.
- Magical Grant
At 18th level, you are granted the spells Disintegrate, Finger of Death, Power Word Stun and Gate. Each spell has 2 uses per long rest.
By the time you reach 2nd level, you have learned to cast arcane spells. Spell Slots The Demon Heir table shows how many spell slots you have for casting your spells of 1st level or higher. To cast one of these Demon Heir spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Demon Heir spell list. The Spells Known column of the Demon Heir table shows when you learn more Demon Heir spells of your choice. Each of these spells must be of a level for which you have spells slots. Additionally, when you gain a level in this class, you can choose one of the Demon Heir spells you know and replace it with another spell from the Demon Heir spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability Charisma is your spellcasting ability for your Demon Heir spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an Demon Heir spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Demon Heir Spell List
- 1st Level
bane, expeditious retreat, feather fall, shield, unseen servant, comprehend languages, charm person
- 2nd Level
blur, hold person, knock, levitate, ray of enfeeblement, misty step
- 3rd Level
fear, counterspell, dispel magic, fly, sending, haste, phantom steed, slow, bestow curse, vampiric touch
- 4th Level
arcane eye, banishment, dimension door, black tentacles, blight, phantasmal killer
- 5th Level
modify memory, passwall, geas, telepathic bond, contact other plane, telekinesis, scrying
Prerequisites. To qualify for multiclassing into the Demon Heir class, you must meet these prerequisites: 13 Charisma, 13 Dexterity
Proficiencies. When you multiclass into the Demon Heir class, you gain the following proficiencies: deception