Demon Infernal (5e Class)
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Demon Infernal[edit]
You are a Demon Infernal, a more powerful type of Infernal, characterized by your more powerful offense and more durable bodies that can only be damaged by extremely strong attacks. You are a being that has dark charcoal skin and you are perpetually on fire. You have horns on top of your head and a stronger heat signature compared to other infernals.
Creating a Demon Infernal[edit]
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A demon Infernal, source [1] |
When creating a Demon Infernal think about what turned you into an infernal and what will you do now that this drastic change happened to you. Are you a part of a group or do you just want to see the world burn?
- Quick Build
You can create a Demon Infernal quickly by following these suggestions. First Constitution should be your highest ability score followed by Intelligence. Second, choose the Outlander or Ruined background.
Class Features
As a Demon Infernal you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Demon Infernal level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Demon Infernal level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Constitution and Intelligence
Skills: Choose two from Acrobatics, Investigation, Intimidation, Stealth, Deception, and Athletics
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A dagger or (b) One Simple Weapon
- (a) A Dagger or (b) A shortsword
- If you are using starting wealth, you have 3d4x10 in funds.
Level | Proficiency Bonus |
Features | Flame Points | Unarmed Strike Die | Unarmored Movement |
---|---|---|---|---|---|
1st | +2 | Flame Body, Martial Arts, Insanity, Unarmored Defense | - | 1d6 | - |
2nd | +2 | Unarmored Movement, Intimidating Presence | - | 1d6 | +10ft |
3rd | +2 | Flame Claws, Flame Points, Durability | 6 + Con Mod | 1d8 | +15ft |
4th | +2 | Ability Score Improvement, Danger Sense | 8 + Con Mod | 1d8 | +15ft |
5th | +3 | Flame Weapon | 10 + Con Mod | 1d10 | +20ft |
6th | +3 | Demon Ability | 12 + Con Mod | 1d10 | +20ft |
7th | +3 | Extra Attack Durability | 14 + Con Mod | 1d12 | +25ft |
8th | +3 | Ability Score Improvement, Molten Body | 16 + Con Mod | 1d12 | +25ft |
9th | +4 | Reckless Battle Tactics | 18 + Con Mod | 1d12 | +30ft |
10th | +4 | Demonic Strength | 20 + Con Mod | 2d6 | +30ft |
11th | +4 | Durability Improvement | 22 + Con Mod | 2d6 | +35ft |
12th | +4 | Ability Score Improvement, True Demon | 24 + Con Mod | 2d6 | +35ft |
13th | +5 | Resistant | 26 + Con Mod | 2d8 | +40ft |
14th | +5 | Durability Improvement | 28 + Con Mod | 2d8 | +40ft |
15th | +5 | Second Demon Ability, Demonic Strength | 30 + Con Mod | 2d8 | +45ft |
16th | +5 | Ability Score Improvement | 32 + Con Mod | 2d10 | +45ft |
17th | +6 | Extra Attack (2) | 34 + Con Mod | 2d10 | +50ft |
18th | +6 | Durability Improvement, Demonic Strength | 36 + Con Mod | 2d10 | +50ft |
19th | +6 | Ability Score Improvement | 38 + Con Mod | 2d12 | +55ft |
20th | +6 | The Ultimate Demon, Resistant Improvement | 40 + Con Mod | 2d12 | +60ft |
Flame Body[edit]
At 1st level, since your body is made of fire, you have a natural resistance to it and your body burns those that aren’t forged by fire like you. You gain resistance to fire damage. Also, if someone without at least one level in the Pyrokinetic or Demon Infernal class hits you with a melee attack they take 1d8 fire damage.
Martial Arts[edit]
At 1st level, your fists are incredibly strong, making the need for weapons negligible. You gain the following benefits:
- You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes.
- You can use a d6 in place of the normal damage of your Unarmed Strikes, which increase as you gain Demon Infernal levels as shown in the Martial Arts Die column of the Demon Infernal table.
- When you take the Attack action with an Unarmed Strike on your turn, you can make an additional Unarmed Strike as a bonus action
Insanity[edit]
At 1st level, while, unlike normal mindless Infernals, Demon Infernals have intelligence, but not much sanity, causing them to often go on murderous rampages if they aren’t able to resist. You must make a 15 - your Demon Infernal class level Intelligence saving throw every 24 hours or get the berserk condition.
Pyrokinetic Weakness[edit]
At 1st level, you’re weak to flames from other beings forged by fire. If a creature with levels in the Pyrokinetic class attacks you, you do not get resistance to their fire damage.
Unarmoured Defense[edit]
At 1st level, your body is unusually sturdy, making hits less effective. You can’t wear armor and you have a natural Armor Class of 10 + your Constitution modifier + your Dexterity modifier.
Unarmoured Movement[edit]
At 2nd level, your body is unusually fast. While not wearing armor, your movement speed increases by 10ft. This bonus increases as shown on the table above.
Intimidating Presence[edit]
At 2nd level, as a bonus action, you may force a creature within 25 feet of you must succeed a DC 8 + your Intelligence modifier + your proficiency bonus Wisdom saving throw or become frightened
Flame Points[edit]
At 3rd level, you have learned how to harness your flames. You have a number of Flame Points equal to your Demon Infernal level added twice + your Constitution modifier. You regain all Flame Points at the end of a long rest and half of your maximum at the end of a short rest.
Ignition save DC = 8 + your proficiency bonus + your Constitution modifier
Ignition attack modifier = your proficiency bonus + your Constitution modifier
Flame Claws[edit]
At 3rd level, you are able to encase your hands in flames, making claws.As a bonus action for 2 Flame Points, you may increase your unarmed strike die by 1 and deal an additional 1d4 fire damage each attack. The damage dice for the additional fire damage is 1 die tier less than your current Unarmed Strike die before this feature is used. This lasts for 1 minute.
Durability[edit]
At 3rd level, as a Demon Infernal, your durability is nothing to scoff at. As a reaction to being hit by an attack that you can see for 4 Flame Points, you may reduce the damage taken by 1d6. This increases to 1d10 at 7th level, 2d6 at 11th level, 2d10 at 14th level, and finally 3d6 at 18th level.
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.
Danger Sense[edit]
At 4th level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Flame Weapon[edit]
At 5th level, you are able to conjure a weapon out of fire. As a bonus action for up to 5 Flame Points, you may create a weapon out of pure fire. This can be any weapon you wish that you have proficiency with and you can spend an additional point to increase the range to 15 feet. The weapon’s damage depends on the amount of Flame Points you spend, not including any additional Flame Points you spend. See the table below for the damage.
Flame Points Spent | Damage |
---|---|
1 | 1d10 + your Constitution modifier |
2 | 1d12 + your Constitution modifier |
3 | 2d6 + your Constitution modifier |
4 | 2d8 + your Constitution modifier |
5 | 2d10 + your Constitution modifier |
This weapon does fire damage but you can spend an additional Flame point to instead make it out of your body which deals the same amount of damage with the weapon’s original piercing, slashing, or bludgeoning. This lasts for 1 minute, but you may spend 2 Flame Points to keep it past its duration or 3 Flame Points within 1 minute after the duration to make the same weapon with the same damage output and other modifiers that you may have spent extra Flame Points to get.
Demon Ability[edit]
At 6th level, your body starts to morph and become stronger in some way. Choose one of the following features:
- Giant Infernal
You gain the following benefits:
- Giant: Your size increases by 2, but your speed decreases by 20. Your unarmed strike die also increases by 1.
- Stomp: As an action, if a creature is a smaller size than you, you may make a Flame Attack to stomp on them. This does 3d8 bludgeoning damage and the enemy must make a Strength saving throw or be knocked prone.
- Defensive Infernal
You gain the following benefits:
- Incredible Defense: Whenever taking damage you may reduce 3d8 damage from that attack (minimum 0). You may do this an amount of times equal to your proficiency bonus per long rest. Each time you do this you gain 1 level of exhaustion.
- Immovable: You gain advantage against getting grappled and gain immunity to being knocked prone.
- Scythe Infernal
You gain the following benefits:
- Scythe Summoning: When you use the flame weapon feature you may spend an additional 3 Flame Points to make a new Flame Scythe. This attack has a range of 10 feet and does 2d8 fire damage and 1d8 slashing damage.
- Double Weapon: As a bonus action for 5 flame points while you have a scythe or other weapon active you may make another one in your other hand with the same stats. This counts as dual wielding.
- Ranged Infernal
You gain the following benefits:
- Fire Blast: As an action for 3 Flames Points, you may make a ranged attack against a target. On hit this does 3d8 fire damage. This has a range of 30/60.
- Stay Far Away: You can use the Dash, Dodge, and Disengage actions as a bonus action.
Extra Attack[edit]
Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 17th level in this class.
Molten Body[edit]
At 8th level, your flaming body has gotten even hotter. Whenever anyone is attacking you with a melee attack they take 2d6 fire damage. You may also add another 1d8 (two unarmed strike die tiers less than your current) of fire damage to any attack for 1 Flame Point.
Reckless Battle Tactics[edit]
At 9th level, you rush into battles not thinking first. You may add your proficiency bonus to all initiative rolls.
Demonic Strength[edit]
At 10th level, you have incredible natural strength, speed, and durability as a Demon Infernal. You gain one of the following feats that you meet the requirements of:
- Natural Constitution/Enhanced Constitution
- I Work Out/Powerful Physique
- Immense Speed/Extreme Speed
You gain another feat at 15th level and again at 18th level.
True Demon[edit]
At 12th level, you’ve gotten used to resisting your murderous rampages. You no longer have to make the saving throw from the Insanity feature. You also gain a +2 to any one stat increasing its maximum as well.
Resistant[edit]
At 13th level, your strength as an Infernal allows 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
- Discernment - Intelligence
- Intuition - Wisdom
- Repulsion - Charisma
You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. 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. At 20th level, you can choose one additional saving throw. Also once per long rest you may spend 10 Flame Points to automatically succeed a saving throw.
Second Demon Ability[edit]
At 15th level, your body morphs again to gain a second power. You may choose one of the features from the Demon Ability or choose one from below:
- Speedy Infernal
You gain the following benefits:
- Fists of Speed: Your fists are so fast that they can move at unseen speeds. As a full turn action for 8 Flame Points, you make 5 different unarmed strikes against a target. This attack can not be reacted to. You can use this an amount of times equal to your proficiency bonus per short or long rest.
- Quick Reaction Time: Because of your ability to move very fast you also can react very fast. You gain another reaction.
- Intimidating Infernal
You gain the following benefits:
- Scary Look: You give your enemies a scary look to fill them with fear. When using Intimidating Presence feature you may add your proficiency bonus twice to the DC and you may use it as a free action.
- Big Claws: Your claws are now twice the size and even scarier looking. You gain + 5 feet to your unarmed strike. Your Flame claws are also always active but in return, you have 5 less flame points.
The Ultimate Demon[edit]
At 20th level, you have evolved to be the ultimate infernal, becoming stronger than any other infernal. You gain immunity to fire damage. This immunity counts as resistance when the fire damage is dealt by a creature with the Pyrokinetic class. You can also choose a new Demon Ability from any of the options already given that you haven’t already chosen. Finally, you gain a choice between another extra attack, a feat, or another saving throw option alongside the one you already get from reaching 20th level.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Demon Infernal class, you must meet these prerequisites: Constitution 14 and Intelligence 12
Proficiencies. When you multiclass into the Demon Infernal class, you gain the following proficiencies: Intimidation
Multiclassing Out. If you started with this class you cannot multiclass into another class.
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