Demon Host (5e Class)

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Demon Host[edit]

"Volcanic Half-Demon" by Hans Lim

A lot like a jelly doughnut, a demon host houses something fundamentally different than itself inside. Inside a demon host, however, is a demon and not jelly. Picture this: a man sauntering down the street. He looks pretty average, although he is wearing armor so he may be a mercenary or some sort of adventurer. Out of nowhere, a portal to a dark realm opens before him. All sorts of evil, eldritch creatures pour out. One creature rushes forward and bites into his shoulder with long, sharp teeth. Soon, you see his passive demeanor begin to change. His skin goes from a pasty brown to a flush pink to a barbie red to a blood crimson. He grows taller and taller. Massive claws erupt from his fingers. In one hand is a large blade attached to a thick, long chain. The creature who bit him, finding itself now but an insect in comparison, realizes its mistake and attempts to scurry away. The man, now more demon than man, steps forward, quashing the creature beneath his foot.

Creating a Demon Host[edit]

As you begin to create your demon host, consider how and why your character became the host body of a demon. Did you make a pact with a demon? Were you accidentally bound to a demon in a freak accident? Do you need the demon's power to get vengeance? To protect those that are dear to you? Does it just sound like fun? Try to determine how your previous life ties into becoming a demon host. Your demon is also an individual and may have its own distinct personality. Is it agreeable? Do you get along with your demon? Are you at each other's throats? Work with your DM to determine the personality of your demon and the essence of your character's relationship with it.

Quick Build

You can make a demon host quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength or Constitution. Second, choose the spear, hide armor, and explorer's pack.

Class Features

As a Demon Host you gain the following class features.

Hit Points

Hit Dice: 1d8 per Demon Host level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Demon Host level after 1st


Armor: Light, Medium
Weapons: Simple Weapons
Tools: none
Saving Throws: Constitution, Charisma
Skills: Choose 3: Arcana, Religion, Persuasion, Insight, Athletics, Intimidation


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

  • (a) Spear or (b) Any Simple Melee Weapon
  • (a) Leather Armor or (b) Hide Armor
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • Arcane Focus

Table: The Demon Host

Level Proficiency
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 The Demon Within
2nd +2 Spell Casting, Feels Like Hell 2
3rd +2 Demonic Weapon, Trait Level Increase 3
4th +2 Ability Score Improvement 3
5th +3 Trait Level Increase 4 2
6th +3 Weapon Feature 4 2
7th +3 Demonic Overcharge 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Trait Level Increase 4 3 2
10th +4 Weapon Feature 4 3 2
11th +4 Magical Enhancement, Trait Level Increase 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Into the Abyss 4 3 3 1
14th +5 Weapon Feature 4 3 3 1
15th +5 Trait Level Increase 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 It's in my Head 4 3 3 3 1
18th +6 Trait Level Increase 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Infernal Unity 4 3 3 3 2

The Demon Within[edit]

As I'm sure you've figured out by this point, you have a demon within you. It isn't inside you so much in the strictly physical sense, but the demon is in your mind with you and can manifest itself outwardly when it has more control. You may relinquish control or, depending on your relationship with your demon, it may even try to take control by force.

Demonic Energies

When you touch others, they can, to some degree, feel the dark, infernal energies pulsing through you. You have advantage on Intimidation checks made when you are physically touching someone.

Demonic Manifestation

When your demon has control, you begin to manifest demonic properties. Whenever you are actively manifesting, you are considered a fiend in addition to whatever creature types you currently possess. In addition, you gain a slew of physical traits when you are manifesting. You have trait points equal to your level plus your constitution modifier. You may manifest traits with total added point cost equal to or less than your trait points. Possible traits to manifest along with their demon host level requirements and point costs can be found in the Manifesting Traits section.

Demonic Possession

In battle or elsewhere, you may allow the demon to partially take over. You may use an action to enter your manifesting state. You choose which traits to manifest at this time. These traits remain until the end of the possession. You may be forced into manifesting if you take damage or your demon has a personal reason to try to take over (DM's discretion). In either of these cases, you may make a charisma save to try to resist.

Resistance DC = 10 + highest tier of traits you are currently manifesting

Manifesting typically lasts for one minute, but you may try to end it early with a resistance save using an action.

Demonic Destruction

While manifesting, you have difficulty controlling your destructive tendencies. During your turn, you will try to attack the closest creature if you are able to do so. You may attempt to resist this urge by making a resistance save.

Spell Casting[edit]

By 2nd level, you have learned to draw on your demon's inherent magic and use it to cast spells.

Preparing and Casting Spells

The demon host table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest

You prepare demon host spells that are available for you to cast, choosing from the warlock spell list and the additional Spell List at the end of the class description. When you do so, choose a number of demon host spells equal to your Charisma modifier + half of your demon host level. The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of demon host spells requires time spent in meditation with your demon for at least one minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your demon host spells. The power of your spells come from your connection to your demon. You use your Charisma modifier whenever a demon host spell refers to your spellcasting ability.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting
You can cast a spell that has the ritual tag as a normal spell, expending the appropriate spell slot.
Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your demon host spells.

Feels Like Hell[edit]

Beginning at level 2, you have become accustomed enough to the infernal energies of your demon that you are able to sense similar presences and energies nearby. If there are any fiends or those who have made pacts with fiends (including some Warlocks) within 60 ft., you are able to feel their presence and know their direction in relation to yourself.

Demonic Weapon[edit]

At the 3rd level, you gain access to the physical manifestation of your demon's sin. This comes in the form of a weapon and is based on the type of demon you are hosting. Choose between gluttonous and wrathful demons, both detailed at the end of the class description. Your choice grants you additional features at levels 6, 10, and 14. This weapon comes in two forms, mortal and possession. Possession form is typically more powerful but is only available when you are currently manifesting demonic traits through demonic possession. Both forms are summoned to your hand using a bonus action and can be dismissed with another bonus action. If you are unwillingly disarmed, the weapon will be dismissed automatically. You are proficient in this weapon. It is considered magical for the purpose of overcoming resistance and can serve as your arcane focus for spell casting.

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.

Demonic Overcharge[edit]

Beginning at level 7, you feel comfortable enough with your demonic powers that you can afford to take a few risks. Now, when you start to manifest, you may choose to loosen up on your mental control of your demon. If you choose to do so, you will increase in size for the period of your manifestation. Your size is one larger than it normally is (small to medium, medium to large, large to huge, etc.). Along with this, you gain twice as many temporary hit points from the toughness trait, all trait and demonic weapon damage dice increase by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12, d12 to 2d8, 2d8 to 2d10, 2d10 to 2d12, 2d12 to 4d8, etc.), the reach of all of your attacks increase by 5 ft, and your strength modifier increases by 4. During demonic overcharge, your Resistance DC is 2 higher than it is normally. At the beginning of every one of your turns you spend in this form, roll a d6. If you roll a 5 or 6, you gain one level of exhaustion. If exhaustion received from this feature would kill you, you instead fall unconscious for 2d6 hours. Once you exit the enlarged form, you may not enter it again until you have completed a long rest.

Magical Enhancement[edit]

At level 11, you realize that it is possible to boost your demonic power through the use of magic. When you begin manifesting, you may expend any number of spell slots in order to gain additional traits. Each level of expended spell slot enables you to manifest an additional level of manifesting trait (of which you are an eligible level to cast). These additional traits remain until the end of your current possession.

Into the Abyss[edit]

When you reach the 13th level, your connection with your demon has grown such that you may temporarily visit its home plane. You may perform an hour-long ritual in order to summon a portal to Abyss (or whichever plane upon which your demon's home resides as determined by your DM). This portal is a circular opening between 5 and 20 feet in diameter. It remains open for one minute. It leads to the area of Abyss that your demon was most familiar with. When the portal closes after you have traveled through, you will have 48 hours. At the end of the 48 hours, you, and whatever/whoever came through the portal with you, will be transported back to the location you were at when you entered the portal. Items obtained in the other plane that are on your person when this happens will be transported back with you as well. At this point, you will gain 2 levels of exhaustion. You regain the use of this feature after 10 days. If you die before returning, your body will return as it would if you were alive.

It's in my Head[edit]

By level 17, you have such control over your demon that you may leave wisps of it in others when you are not manifesting. You may use an action when you are physically touching a sentient creature to allow a small portion of your demon to run rampant within their mind and soul. The creature must make a Wisdom save against your spell save DC. Upon failure, they will be tormented and wracked with anguish, causing them to fall prone and be unable to move or take any actions. The creature may attempt to end this effect early by making additional Wisdom saves at the end of each of their turns. If they fail any of these intermediate saves, however, they will take 2d6 psychic damage. This effect lasts one minute or until the effect is ended early either by you or a successful save. If the creature fails to break out of the effect within the minute, they will take 20d6 psychic damage. If this damage kills them, you gain an additional 5 temporary hit points each time you manifest until you take a long rest. You cannot use this feature again until you finish a short rest.

Infernal Unity[edit]

When you reach level 20, you have gained near-perfect control over your demonic manifestations. As such, you no longer need to make resistance saves to control your destructive impulses while manifesting your infernal power. In addition, you may change which traits you are manifesting in the midst of manifesting using a bonus action.

Manifesting Traits[edit]

You can choose traits from below when you begin manifesting. Once you have selected one of your traits, your choice cannot be changed until the manifest ends. Player must meet the minimum Demon Host level requirement to choose a trait as soon in the table below. Traits only cost points at the highest point cost of that trait you have chosen (e.g. Claws 4 costs four points instead of 10 (1+2+3+4)).

Trait Table
Demon Host Level Requirement Claws Horns Resilience Toughness Tail Stinger Wings Elemental Res. Sight Speed Strength
LVL 1 1 1 - 1 1 - - - 1 1 1
LVL 3 2 - 1 2 2 2 - - - 2 -
LVL 5 3 - - 2+(3) - 3 1 1 2 3 2
LVL 9 4 3 2 3(4) 3 - - 2 3 - -
LVL 11 - - - 3+(5) 4 - 3 3 - 4 3
LVL 15 - - 3 4(6) - 4 - 4 - - -
LVL 18 - - 4 4+(7) - - 4 - - - 4

You manifest a set of sharp claws on each hand.

  • Tier 1- You gain a set of claws on each hand that may be used as a melee weapon attack dealing 1d4 + your strength modifier slashing damage. If you attack with one hand using the attack action, you may use your bonus action to conduct an attack with your other hand.
  • Tier 2- Damage increases to 1d6. Your claw attacks are considered magical for the purpose of overcoming resistance.
  • Tier 3- Damage increases to 2d6.
  • Tier 4- Damage increases to 2d10.

You sprout sharp, imposing horns from your head.

  • Tier 1- You sprout sharp horns from your head that may be used as a melee weapon attack dealing 1d6 + your strength modifier piercing damage. If you attacked with one of your claws this turn, you may use a bonus action to attack with your horns.
  • Tier 3- Damage increases to 2d8. You may use an action to attempt to frighten nearby creatures. Creatures within 30 ft that can see you must make a wisdom saving throw against your spell save DC or be frightened for 1 minute. If a frightened creature ends its turn more than 30 ft away from you, it can attempt to make another wisdom save in order to end the effect early. You need to finish a short rest before you may use this feature again.

You borrow the demon's unnatural ability to avoid harm.

  • Tier 1- Increase your AC by 1.
  • Tier 2- AC boost increases to 2. You gain resistance to non-magical slashing damage.
  • Tier 3- AC boost increases to 3. You gain resistance to non-magical piercing damage.
  • Tier 4- AC boost increases to 4. You gain resistance to non-magical bludgeoning damage.

You manifest the physical toughness of the demon. Trait levels with a "+" still consume a trait level to take but only count as the number of the trait for purposes of your resistance DC.

  • Tier 1- You gain temporary hit points equal to 3 times your level when you manifest. These go away when you are no longer actively manifesting.
  • Tier 2- Your temporary hit points gained increases to 4.
  • Tier 2+- Your temporary hit points gained increases to 5.
  • Tier 3- Your temporary hit points gained increases to 6.
  • Tier 3+- Your temporary hit points gained increases to 7.
  • Tier 4- Your temporary hit points gained increases to 8.
  • Tier 4+- Your temporary hit points gained increases to 9.

A long, dangerous tail emerges from your hindquarters.

  • Tier 1- You gain a long tail that may be used as a melee weapon attack that deals 1d6 plus your strength modifier bludgeoning damage.
  • Tier 2- Damage increases to 2d4. Your tail now has the reach (10 ft) property.
  • Tier 3- Damage increases to 2d6. When you hit a creature with your tail, it must make a strength saving throw where DC = 8 + proficiency + your strength modifier. If it fails, it gets knocked back 10 ft and falls prone.
  • Tier 4- Damage increases to 2d10. Additionally, your tail sprouts spikes, akin to those on a Stegadon's tail. Your tail attack deals an extra 2d4 piercing damage.

A sharp, poisonous stinger forms on the end of your tail. Prerequisite: Tail Tier 1

  • Tier 2- When you make a tail attack, the target must make a DC 12 constitution saving throw, taking 1d8 poison damage on a failed save, or half as much on a successful one.
  • Tier 3- The poison save DC increases to 14. Damage increases to 1d12.
  • Tier 4- The poison save DC increases to 16. Damage increases to 2d8. If the target fails their constitution saving throw, they are poisoned for one minute. In addition, on a failure, they take 1d4 poison damage at the start of each of their turns until they are no longer poisoned.

Bat-like, demonic wings manifest from your back.

  • Tier 1- Although they are not large enough to allow you to fly, wings manifest, increasing your long jump distance by 15 ft and your high jump distance by 10 ft.
  • Tier 3- Your wings grow large enough to allow you to fly. You gain a fly speed of 30 ft.
  • Tier 4- Your fly speed doubles to 60 ft. You may use your action to release a gust of wind at your foes. Every creature within a 15 ft cone must make a strength saving throw where DC = 8 + proficiency + your strength modifier. If a creature fails, it is pushed back 20 ft and takes 3d6 bludgeoning damage.
Elemental Resistance

Your demonic manifestation affords you certain elemental resistances.

  • Tier 1- You gain resistance to fire damage.
  • Tier 2- You gain resistance to acid, lightning, or cold damage.
  • Tier 3- You gain resistance to another damage type not yet chosen from the tier 2 list.
  • Tier 4- You gain immunity to fire damage.

The demonic energies flowing through you enhance your sight.

  • Tier 1- You gain darkvision out to 60 ft if you do not already have it. If you already have it, your darkvision range is doubled.
  • Tier 2- You can see through magical darkness.
  • Tier 3- You gain truesight (30 ft).

Your speed is enhanced by the manifestation.

  • Tier 1- Your speed increases by 5 ft.
  • Tier 2- Your speed bonus increases to 10 ft. When you use your action to make a melee weapon attack using your demonic weapon, you may use your bonus action to use a natural attack gained from one of your other traits.
  • Tier 3- Your speed bonus increases to 15 ft. You can attack twice, instead of once, whenever you take the Attack action on your turn. These two attacks cannot be both tail attacks.
  • Tier 4- Your speed bonus increases to 20 ft. You may cast misty step without expending a spell slot twice, regaining all uses of this feature after finishing a short rest.

You manifest increased strength through your demon.

  • Tier 1- You gain +1 to all checks, saves, attack rolls, and damage that use your strength modifier.
  • Tier 2- Bonus increases to 2.
  • Tier 3- Bonus increases to 3.
  • Tier 4- Bonus increases to 4.

Gluttonous Demon[edit]

For a gluttonous demon, every day is a feast.

Gluttonous Demonic Weapon

As you are hosting a gluttonous demon, your demonic weapon is a Blood Scourge. The Blood Scourge is a whip-like weapon with 4 long cords with small, sharp pieces of metal embedded into it. It shares the gluttonous desire to consume with its owner. In its mortal form, it deals 2d4 slashing damage, weighs 5 lb., and has a reach of 10 feet. In its possession form, it deals 2d6 slashing damage, weighs 7 lb., and has a reach of 10 feet. In both forms, the scourge deals an additional 1d4 necrotic damage, but in possession form, you gain temporary hit points for all necrotic damage dealt this way (keep in mind the temporary hit point rules). Scourge necrotic damage increases by an additional 1d4 at levels 6, 10, and 14.

Just a Snack

Sometimes you have a hard time resisting the urge to take a little bite. From level 6 onward, you may make a resistance save when you kill during possession. If you fail or choose not to make the save, you feel the irresistible desire to gorge yourself on the flesh of your victim. On your next turn, you must move to the corpse and consume its flesh. You gain temporary hit points equal to half of the maximum hit points of the consumed creature. After doing so, you may not move or take any actions until the start of your next turn. Any creature that sees this must make a Wisdom saving throw against your spell save DC or be frightened for 1 minute. Upon a successful gorging, the overwhelming desires involved are pushed back until you complete a long rest.

Shaggy Syndrome

As of level 10, you become an expert at consuming food. Your stomach can now hold an unlimited amount of food. It is digested at a normal rate, but excess food is temporarily placed in a pocket dimension. In addition, you are now immune to ingested poison.

Endless Feast

Beginning at level 14, you come to understand the power of gorging oneself upon a feast of heroic proportions and can begin to comprehend the true meaning of gluttony. You may cast Heroes' Feast without a spell slot or any material components. You regain the use of this feature after a long rest.

Wrathful Demon[edit]

"And wrath has left its scar -- that fire of hell has left its frightful scar upon my very soul." -William Cullen Bryant

Wrathful Demonic Weapon

As you are hosting a wrathful demon, your demonic weapon is a Chain Blade. The Chain Blade is a large, curved blade attached to a long, thick chain. It shares the burning anger and hatred with its owner. In its mortal form, it deals 1d8 slashing damage, weighs 4 lb., and has a reach of 5 feet. In its possession form, it deals 1d12 slashing damage, weighs 9 lb., and has a reach of 5 feet. In both forms, it may be thrown (20/60). Using a bonus action, you may use the chain to pull it back to your hand. In possession form, you may use an action to throw it an attempt to hook into a creature. Make a throwing melee attack. On a hit, your blade latches into the flesh of the target dealing an additional 1d8 piercing damage. You may then attempt to pull a creature that is no more than two sizes larger than yourself 20 feet towards you by succeeding an athletics contest against them. At level 6, throwing distance in possession form increases to (30/90), and the pull distance increases to 30 ft. At level 10, (45/135) and 45 ft. At level 14, (60/180) and 60 ft.


At level 6, your fury burns all on the receiving end of your wrath. When you hit with your demonic weapon or deal fire damage with a spell or feature, the target must make a Constitution save against your spell save DC or catch on fire. A target on fire takes 1d4 fire damage now and at the start of each of its turns for one minute or until it is doused with holy water. This damage increases by 1d4 at levels 10 and 14.

Hot Bod

As your anger runs rampant, your body physically heats up as a result. From the 10th level, you gain resistance to cold damage. By touching ice, you can melt 10 cubic feet of it per minute. In addition, when you bathe, it heats up the water to hot spring-like temperatures. This relaxes the muscles of those you bathe with. If they spend at least 20 minutes bathing with you, they gain 2d4 temporary hit points in addition to the effects of a short rest. You, however, do not reap this reward.

Flames of Fury

Beginning at level 14, the flames of your rage begin to burn deep within your soul, enabling you to harness them in a burst of fiery power. You may cast Investiture of Flame (EE) without consuming a spell slot. You regain the use of this feature after a long rest.

Spell List[edit]

You know all of the spells on the warlock spell list in addition to the spells listed here.

1st Level

Bane, Burning Hands, Cause Fear (XGtE), Searing Smite (Player Handbook), Hex (Player Handbook)

2nd Level

Calm Emotions, Flame Blade, Flaming Sphere, Scorching Ray, See Invisibility

3rd Level

Enemies Abound (XGtE), Fireball, Fear, Summon Lesser Demons (XGtE), Bestow Curse, Clairvoyance

4th Level

Summon Greater Demon (XGtE), Stoneskin, Fire Shield, Wall of Fire, Elemental Bane (EE)

5th Level

Dominate Person, Immolation (EE), Infernal Calling (XGtE), Banishing Smite (Player Handbook), Antilife Shell


Prerequisites. To qualify for multiclassing into the demon host class, you must meet these prerequisites: 13 Charisma, A demon inside of you

Proficiencies. When you multiclass into the demon host class, you gain proficiency in one of the demon host skills.

(one vote)

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