Demon Wielder, Variant (5e Class)

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REDOING THIS WORK[edit]

Demon Wielder[edit]

Demon Wielders Make A Pact With A Demon Spirit So They Can Fight. Their Offering Is Part Of Their Body, May It Be Some Skin Or Their Whole Arm. It Depends On The Power Of The Spell.

Pacts[edit]

Pacts Made With Demon Spirits Are Used To Fight And Cast Spells.

Creating a Demon Wielder[edit]

Think About How You Want To Fight, This Will Determine Your Patron.

Quick Build

You can make a Demon Weilder quickly by following these suggestions. First, Strength Or Charisma should be your highest ability score, followed by Dexterity Or Constitution. This Will Depend On What Stats Your Patron Is Used With, Physical Patrons Are Used With Strength And Constitution, And Spell Patrons Are Used With Charisma And Dexterity.

Class Features

As a Demon Wielder you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light And Chest Plate
Weapons: Daggers
Tools: None
Saving Throws: Strength And Charisma
Skills:

Equipment

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

  • (a) Dagger or (b) Dagger or (c) Padded Armor
  • (a) Dagger or (b) Quarter Staff or (c) Padded Armor
  • (a) Chest Plate or (b) Dagger or (c) 30GP
  • If you are using starting wealth, you have 3d12x8 in funds.

Table: The Demon Wielder

Level Proficiency
Bonus
Body Points Features
1st +2 3 Pact Style Fighting Style
2nd +2 6 Body Sacrifice Specialist
3rd +2 9 Devils Wrath Permanent Use
4th +2 12 Ability Score Improvement, Side Devil
5th +3 15 All Of Me
6th +3 18 Contracting
7th +3 21 Target
8th +3 24 Ability Score Improvement, Hell And Back
9th +4 27 [[#Custom Feat Custom Feat

]]

10th +4 30
11th +4 33
12th +4 36 Ability Score Improvement
13th +5 39
14th +5 42
15th +5 45
16th +5 48 Ability Score Improvement
17th +6 51
18th +6 54
19th +6 57 Ability Score Improvement
20th +6 60

<!-Class Feature->[edit]

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<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


Burning Fox Spirit[edit]

A Burning Rage Is Inside You In The Form Of A Fox. Your Spell Proficiency Stat is With Charisma

Flame Fox

User Fires A Puff Of Fire Out Of Their Hands Which Runs To The Target. It Latches On And Deals 1d8 Fire Damage Costs 3 Body Points

Burning Field

You Create A Ring Of Fire Around You Which Has A Diameter Of Five Tiles. Enemies In It Take 1d12 Fire Damage Per Turn And Your Spells Get +2 To Damage. Costs 5 Body Points

Flame Kick

User Teleports To An Enemy Within 20ft And Kicks Them With A Leg Covered In Flames Dealing 2d10 Fire Damage. Costs 5 Body Points

Fox Fireball

You Summon Your Patron As A Fireball To Hurl At Your Enemies Dealing 2d12 Fire Damage. Costs 6 Body Points

Speed Of The Fox

You Can Move Fast Enough To Dodge Even The Fastest Of Attacks, You Can Dodge One Attack Per Long Rest And Your AC Modifier Is With Dexterity Not Consitution.

Quick Witted

You Can Use A Bonus Action To Put Fear In The Hearts Of Your Enemies. If They Target You, It Is With Disadvantage. Usable Once Per Long Rest, Lasts 1 Minute.

Flame Running

User Can Run Up To 20 Extra Feet Per Turn At The Cost Of 1 Body Point A Turn

Burning Fox Spirit Smash

Your Patron Controls You For 6 Seconds. You Leap Onto Your Enemies Smashing All Of Them. Dealing 4d12 Fire Damage To Each Enemy(Same Rolls For All Enemies). Costing 4 Body Points Per Enemy. A Random Effect From This List Is Chosen By A D6 Roll 1: Your Burning Rage Goes Uncontrolled, Stunning You For 2 Rounds And Dealing 2d12 Psychic Damage 2: You Attack A Friend Dealing 3d12 Fire Damage 3: You Burn Yourself In The Rage Dealing 2d12 Fire Damage 4: Your First Target Is Burned To A Crisp, Instantly Killing It But All Other Enemies Take Half Damage 5: Your Patron Is Disappointed In Your Strength For Resorting To This In Turn, You Cant Use Your Power For A Long Rest Which You Get Nothing From. 6: You Go Beserk Taking All But One Of Your HP But Killing All Your Enemies

Ice Shard Goat[edit]

A Cold Heart Is What You Were Given By This Goat Spirit. Your Proficiency Stat Is With Charisma

Ice Shard

You Summon An Ice Shard To Stab Your Enemies Dealing 1d8 Cold Damage. Costs 2 Body Points

Ice Pillar

Creates A Pillar Of Ice Used For Scaling High Cliffs. Costs 1 Body Point Per 20ft

Snow Field

You Fill A 50ft By 50ft Area With Snow Clouds. All Enemies In Area Take 1d8 Cold Damage Per Turn. Costs 3 Body Points Every 2 Turns.

Ice Flick

All Ranged Attacks Which Deal Cold Damage Can Be Flicked Back To The Caster For 2 Body Points

Hypothermia

Freeze One Enemy In Place Dealing 2d12 Cold Damage Per Turn Until They Die. If Attacked During This, The Spell Cancels The Stun And Does Only 1d12 Cold Damage Per Turn To The Enemy. Until Hit With Fire Damage Or Near A Heat Source For 15 Minutes During Which They Don't Take The Damage. Costs 20 Body Points

Sharp Aura

You Create Ice Spikes Surrounding You, Dealing 1d12 To All Enemies Who Attack You For The Next 5 Minutes. Costs 5 Body Points. If You Deactivate This Spell As A Bonus Action, 10 Ice Spikes Target An Enemy Of Your Choice, They Mutilate Your Enemy Dealing 5d12 Cold Damage. Deactivating Costs 10 Body Points

Freezing Fronteir

Ice Covers An Area Which You Can Bend To Your Will, You Can Manipulate The Ice With Your Mind, All Creatures In Contact Take 1d12 Cold Damage Per Turn. You Can Do Anything You Want With This Ice Such As 1. Trapping Enemies 2. Turning Ice Into Snow Or Water 3. Create Ice Sculptures 4. Freeze Oceans To Walk On 5. Stab Enemies With Spikes (1d12 Cold Damage Per Spike (3 Spikes Per Action 1 Per Bonus Action))

Ice Skate

User Slides On A Path Of Ice. Costs 1 Body Point For Every 50ft Of Movement, You Travel At 3x Your Walk Speed

Chainsaw Massacre[edit]

You Can Transform Into A Chainsaw Devil, You Need Your Transformation Active To Use The Moves

Transformation

User Transforms Into A Chainsaw Devil. You Sprout Chainsaws On Your Forehead And Hands. They Deal 2d12 Slashing Damage Per Hit. Costs 4 Body Points. Lasts 10 Turns

Raging Sawblades

User Throws Their Arm Saws Like A Boomerang Hitting One Enemy Each In A 15ft Range Dealing 3d12 Slashing Damage. Costs 5 Body Points

Saw Spin

User Spins In A Circle To Send Them Flying 1d12x10ft Towards An Enemy. Costs 2 Body Points

Saw Shredding

User Charges An Enemy Shredding Them With All Of Their Saw Blades Dealing 5d12 Slashing Damage. Costs 6 Body Points

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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