Demonic Blade (5e Subclass)
Demonic Blade[edit]
Fighter Archetype
Demonic Blades are slaves of dark powers. They are bonded to a sentient weapon called a demonic weapon, which grants them magical powers and great prowess in combat. Sold into service to an Arch-Demon at birth, the Demonic Blades are trained living weapon. The embodiment of terror and might, combined with their ability to fight in any environment, Demonic Blades are the bastions of which the Abyss bends to. Demonic Blades lead the hordes of their Arch-Demon masters, laying waste to demons, devils, humanoids, and the like. Capable warriors and spellcasters, Demonic Knights are a formidable opponents for any enemy. Beware the Knights in black...
Yet in all this darkness and cruelty the rare Knight appears undamaged by the cruelty of training. Are they really kind or...
- Terrifying Presence
Starting at 3rd level, while wielding your Demonic Weapon, you can add its Charisma modifier as a bonus to your Charisma (Intimidation) checks. In addition, as a bonus action, you can make a contested Charisma (Intimidation) versus the target's Wisdom (Insight) on a success, that creature is frightened by you until the end of your next turn. You can't use this feature on the same creature again for the next 24 hours.
- Demonic Weapon
You have a unique sentient magical weapon called a Demonic Weapon bound to your soul. A Demonic Weapon can take the form of any melee weapon which does not have the light or finesse properties and it loses it's weight properties.
The weapon has Intelligence, Wisdom, and Charisma scores of 12, each score increasing by 2 at 5th level (14), 9th level (16), 13th level (18), and 17th level (20).
It communicates by transmitting emotions to its user (joy-sadness, anger-fear, trust-distrust) these must must be bonded with weekly to work correctly or it’s a level 1 stick, it has hearing and blindsight to a range of 120 feet, it has the same alignment as you do, and its special purpose is destruction.
You gain a +1 bonus to attack and damage rolls made with your Demonic Weapon. The bonus to attack and damage rolls increases by 1 at 15th level (+2), and again at 18th level (+3). If your Chaotic Weapon ever leaves your hand, you may summon it back into your hand as a bonus action.
- Weapon of Horror
Starting at 7th level, whenever you attack a creature and reduce it to 0 hit points, you may use your reaction to instantly slay the creature and raise it at the start of your next turn as an undead. You can only animate and control one undead creature at a time. The creature stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
- War-Brood Titan
At 10th level, your body starts to change, as you become the restless champion of the abyss. Your type changes to fiend (demon). You no longer age, and you don't need to eat, drink or breathe. In addition, you have advantage on all saving throws against magic.
- Fiendish Wings
Beginning at 15th level, black, shadowy, spectral or real leathery, bony wings can be summoned as a bonus action. You can summon and dismiss wings at will. The wings do not take on a physical form and don’t require specialized armor. These wings grant you a flying speed equal to your movement speed.
- Chaos Unleashed
At 18th level, you awaken the true power of your weapon. Once per turn, when you hit a creature with an attack from the Demonic Weapon, you cause additional 1d12 psychic damage. If the creature is frightened by you, you add 1d12 psychic damage to it.
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