Demon King (5e Class)

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Demon King

The Demon King, what once was a lowly imp rose above the devilish ranks in spite of all odds crawled out from the underworld with a new breath and new purpose, with innate magical prowess Demon Kings set off on their own to live a life they never could have had.

Demon King Lore

After I escaped my prison only a few came to look for me cornered and with an imp closing in I reach for my dagger and strike the imps torso, my blade shatters upon impact out of fear I try and strike with my fist to my surprise my fist opens revealing sharp claws with no time to think I sink my claws into the eyes of the fiendish imp with a howl and a screech it covers its eyes giving me a small time to escape I run and run until I can only crawl finding a small cave I rest, dreaming I find myself longing for power to not be tied down by fear anymore. Years have passed with decades of experience I enter into the nine hells once more but this time I feel home.

A Demon King one who successfully escaped the underworld in pursuit for a new life but with demonic powers most return to the underworld and join the war on devils to be one of hells nine rulers using summoned fiends and contracts they have made with foolish mortals they believe they can make a once absurd dream reality.

Creating a Demon King

When creating a Demon King, keep these things in mind. How did you come to know your powers, do any churches want you to kill you for being a demon, or where you branded a heretic for having demonic powers, and do you have revenge in your heart from these people.

Quick Build

You can make a Demon King quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Hellborn background.

Class Features

As a Demon King you gain the following class features.

Hit Points

Hit Dice: 1d10 per Demon King level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Demon King level after 1st

Proficiencies

Armor: Light, Medium, Heavy Armour
Weapons: all simple and Martial melee and ranged weapons.
Tools:
Saving Throws: Strength and Charisma
Skills: choose any two from Deception, Insight, Intimidation, Investigation, Perception, Performance and Persuasion.

Equipment

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

  • (a) Long sword or (b) whip
  • (a) whip or (b) dagger or (c) adventure pack
  • (a) longbow and a 30 arrow quiver or (b) whip
  • (a) longsword or (b) chain whip or (c) dungeon pack
  • (a) leather armor or (b) hide armor
  • If you are using starting wealth, you have 3d4x5 in funds.

Table: The Demon King

Level Proficiency
Bonus
Features Cantrips Known Demons summoned Demonic Claw damage die
1st +2 Demonic Claws 0 0 1d4
2nd +2 Demonic Life,Limited Spellcasting 2 0 1d4
3rd +2 Demon King Archetype 2 0 1d4
4th +2 Ability Score Improvement 2 0 1d4
5th +3 Fiend Summoning,Dark Contract 2 1 + Charisma Modifier 1d6
6th +3 Demon Wings 3 1 + Charisma Modifier 1d6
7th +3 Demon King Archetype Feature 3 1 + Charisma Modifier 1d6
8th +3 Ability Score Improvement 3 1 + Charisma Modifier 1d6
9th +4 Patrons Blessing 3 2 + Charisma Modifier 1d6
10th +4 Minion Mastery 3 2 + Charisma Modifier 1d8
11th +4 Demon Wings Improvement 3 2 + Charisma Modifier 1d8
12th +4 Ability Score Improvement 3 2 + Charisma Modifier 1d8
13th +5 Warlock Whispers 3 3 + Charisma Modifier 1d8
14th +5 Demons Greater Gifts 3 3 + Charisma Modifier 1d8
15th +5 Summon Greater Fiend,Demon King Archetype Feature 4 3 + Charisma Modifier 1d10
16th +5 Ability Score Improvement 4 4 + Charisma Modifier 1d10
17th +6 Archetype Feature 4 4 + Charisma Modifier 1d10
18th +6 Summon Infernal Fiend 4 4 + Charisma Modifier 1d10
19th +6 Ability Score Improvement 4 5 + Charisma Modifier 1d12
20th +6 Archetype Feature 5 5 + Charisma Modifier 1d12

Demonic Claws

What makes a Demon King demonic is his influence, the number of servants he has depends on the amount of strength in his claws strong enough to tear flesh to the bone.

At 1st level you have the signature weapon of being a demon- your claws. They deal necrotic damage equal to your current level on the table above. You are proficient with them and can make two claw attacks when you take the attack action on your turn.

Demonic Immortality

At 2nd level, your body undergoes a small change your heart beats slower and your skin looks younger, you stop aging but you can still be magically aged. You can also physically change your body to suit your needs. You also no longer need to eat drink breathe or sleep.

Limited Spellcasting

The true glimmerings of your power still lay dormant but the small power you wield today will one day become strong. At 2nd level, you learn two cantrips of your choice from the Warlock or the Sorcerer spell list. You learn more cantrips as you grow higher in this class. Consult the table above.

Demon King Archetype

At 3rd level, you chose a Demonic path Choose between The Demon of Deception and The Demon of Destruction both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, 17th and 20th level.

Ability Score Increase

When you reach 4th level, and again at 6th, 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 Sense

When you reach 4th level you gain the ability to sense fellow fiends in a 60ft radius around you and are able to telepathically speak to any willing fiends. You also gain 20ft of truesight.

Demon Summoning

For normal summoners summoning a demon was dangerous but not for you for you have learned and mastered the forbidden and dark art. At 5th level you can perform a 10-minute ritual to summon one fiend creature with a CR equal to 1 or lower, once you use this feature you can't use it again until you complete a short or long rest the summoned fiend does whatever you tell it and has its own initiative, it lasts until you or your fiend dies. The CR of the fiend available to be summoned increases to 4 or lower when you reach 8th level. The table above shows you how many Demons you can have summoned at one time. Summoned demons can be used as components for spells it takes 4 CR 1 fiends to use a single 3rd level or lower spell from any spell caster's list. You gain the ability to telepathically talk with any summoned fiends or any Lesser demons.

Dark Contract

It is said to never strike a deal with a devil but what if you are the one making the deals. At 5th level you can strike deals with the mortal creatures of this land, the creature must be a humanoid creature whose size is medium or smaller if the target is willing and able you can then make a Charisma check on a success they become a Lesser Demon under your control at anytime you can as an action summon one of your Lesser Demons to your side they must be on the same plane of existence as you. You can only have two lesser Demons in your service at a time and the summoned demons gain two cantrips from the warlock spell list and its hitpoints equal half of yours.

Demonic Conjuration

At 5th level you gain the ability to summon small household items that cannot be used in combat. For example a small blanket or a hat.

Demon Wings

At 6th level, you gain a pair of black or red wings (your choice). They are a part of you and give you a flying speed of 30 ft you can fly in heavy armor but your speed is halved. At 11th level, your wings grow stronger and you gain an additional pair of wings which gives you a fly speed of 60 ft and wearing heavy armor does not impede your fly speed also whenever a creature attacks you, you can use your reaction to cover yourself with your wings granting you a +3 to your AC until the start of your next turn, if you are a race that already has wings, then you will have a flying speed of 90ft.

Patrons Blessing

As a Demon King, you give gifts to those who pledge their service to you. At 9th level, you and demons gain four of your combination 1st or 2nd level spells from the warlock or sorcerer spell list and can cast them each once. You can cast them again but after you finish a short or long rest.

Minion Mastery

At 10th level, you may now summon creatures with a challenge rating one level higher than before. Your summoned creatures gain +5 to their initiative rolls and can use a bonus action to Hide or use the Help action.

Demonic Seduction

As a Demon King, you keep close track of your assets. at 13th level, you can now sacrifice fiends for up to 6th level spells from any class.

Summon Greater Fiend

At 14th level, you have learned to summon more powerful fiends from hell. As an action you can perform a 30-minute ritual to summon a more powerful fiend whose CR is 12 or lower, unlike other fiends their power is too strong summoned fiends with a CR of 10 or higher return from where they came. The Demons summoned stay for only 1 day, then return to the abyss.

Demon Blessed Weapon

At 15th level you learn to bless weapons with dark energy, By taking one full day you can bless a weapon it gain one of the following properties.

  • The Blessed weapon does an additional die of necrotic damage.
  • The Blessed weapon can float at the wielders side and can attack as a bonus action.
  • The Blessed Weapon can as an action spray a black sludge 10ft cone a creature in the area must succeed a {5a|dex} saving throw or have there speed reduced to zero, the weilder can only use this feature a number of times equal to its charisma modifier after which they need to take a short rest.
  • The Blessed Weapon when it hits a creature the creature must succeed a constitution saving through or fall unconscious, the weilder can use this feature 2x after which needing to take a short rest.

After blessing a weapon you can’t cast spells until you take a short rest in addition demons you summon become proficient with these weapons.

Summon Infernal Fiend

Sometimes a fiend is so powerful that you need to use some of your own life to summon it but it is not wasted. At 18th level, you can perform a 1-hour ritual to summon a fiend whose CR 14 or lower. After you perform the ritual, you take 4d10 psychic damage. The summoned fiend is now forever attached to you and is loyal to only you. the summoned fiend last until it dies. Whenever you take damage above 40, you must make a DC 20 Charisma saving throw, or you lose control of one demon of your choice.

Demonic Archetype

Demon of Deception

Demonic Spellcasting

At 3rd level, you gain access to some spells you choose 1 1st level spell from the Sorcerer spell list and can cast it at its lowest level once per day.when you reach the 7th level you choose 1 2nd level spell. At 15th level, you choose a 3rd level spell and 20th you choose a 4th level spell.

Silver Tounge

At 7th level, you gain an advantage on Charisma checks and magically learn 3 new languages.

Sacrifice for Power

At 15th level You know the secrets of being more powerful than ever as an action you can sacrifice a Fiend that you summoned to gain a one time use of the spell mass suggestion.

Abyss Tosser

At 17th level, you can cause a creature to experience absolute darkness. As an action you can choose a creature to make a Wisdom saving throw on a fail they take 6d10 psychic damage or half on a success.

Beguiling Presence

At 20th level, you can charm creature with simple actions. As a bonus action, you can choose one creature from any race. It must succeed on Charisma save DC 18 or fall under your charm, it will stay charmed to you until someone casts a wish spell or till the target has taken damage. You can have up to five charming creatures this way and they are loyal to a fault, never questioning you.

Demon of Destruction

Chaotic Flame

At 3rd level, you can use your action to summon a ball of flame it goes in a 30 feet line. Creatures in that line must make a dexterity saving throw or take 2d6 fire damage. At 7th level, the damage is 4d8 at 15th level the damage is 6d8, at 17th level creatures that are not immune to fire damage have disadvantage on the roll, and at 20th level the damage die is 6d10. You can use this feature a number of times equal to your Charisma modifier after which you must finish a short or long rest to do so again.

Demonic Resonance

At 7th level all your attacks count as magical for the purpose of overcoming resistance and immunity.

Hellish Beckoning

At 12th level, you can empower yourself to bring forth a Demon without conducting a ritual. As an action, you summon a CR 5 or lower fiend it gains hit points equal to half of yours and its attacks deal an extra 2d6 fire damage, once you use this feature you cannot do so again until you finish a long rest.

Demonic Takeover

At 17th level, you can take control over the fiends alike. As an action, you can choose up to 3 evil creatures plus your Charisma modifier (maximum +3) those creatures make a charisma saving throw Dc 20 or for two days they fall under your control.

Infernal Obliteration

At 20th level, you channel a power in your being so intense it can erase a creature from existence. You learn the Hand of Oblivion spell and can cast it once when you cast it fiend and celestial creatures has disadvantage on the saving throw when you cast this spell you cannot do so again until you finish a long rest.

Multiclassing

Prerequisites. To qualify for multiclassing into the Demon King class, you must meet these prerequisites: 16 charisma or 16 strength

Proficiencies. When you multiclass into the Demon King class, you gain the following proficiencies: Demonic Claws



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