Demonic Knight, Variant (5e Class)

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Demonic Knight[edit]

Demonic knights 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.

Death and destruction[edit]

Sold into service to serve an Arch-Demon at birth, the Demonic Knight are trained living weapon. The embodiment of terror and might, combined with their ability to fight in any environment, Demonic Knights are the bastions of which the Abyss bends to. Demonic Knights 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...

Creating a Demonic Knight[edit]

Quick Build

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

Class Features

As a Demonic Knight you gain the following class features.

Hit Points

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


Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Torture tools
Saving Throws: Constitution, Charisma
Skills: Choose three from

Athletics, Deception, History, Insight, Intimidation, Perception, and Religion

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

  • your chaotic weapon
  • (a) chain mail or (b) scale mail
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a priest's pack or (b) an explorer's pack

Table: The Demonic Knight

Level Proficiency
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Demonic Weapon (+1) 2
2nd +2 Armor Mastery, Fiendish Wings 3
3rd +2 Doom 4 2
4th +2 Ability Score Improvement, Weapon of Horror (1) 4 3
5th +3 Demonic Weapon (+2), Extra Attack, Full spell casting 3 6 4 3 2
6th +3 Armor Mastery improvement 3 8 4 3 3
7th +3 Doom Feature 3 9 4 3 3 1
8th +3 Ability Score Improvement 4 10 4 3 3 2
9th +4 Weapon of Horror improvement 4 11 4 3 3 3 1
10th +4 Possessed Strength, Armor Mastery improvement 4 12 4 3 3 3 2
11th +4 5 13 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 14 4 3 3 3 2 1
13th +5 Weapon of Horror improvement 5 15 4 3 3 3 2 1 1
14th +5 Armor Mastery (4) 6 16 4 3 3 3 2 1 1
15th +5 Doom Feature 6 17 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Weapon of Horror improvement 6 18 4 3 3 3 2 1 1 1
17th +6 Demonic Weapon (+3) 7 19 4 3 3 3 2 1 1 1 1
18th +6 Armor Mastery (5) 7 20 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 7 21 4 3 3 3 3 2 1 1 1
20th +6 Doom Feature 8 22 4 3 3 3 3 2 2 1 1

Demonic Weapon[edit]

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 11th level (+2), and again at 17th 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[edit]

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 version of creature/humanoid that is permanently under your command, following your verbal/telepathic orders to the best of its ability. You can only animate and control one undead creature at a time. When you hit a creature with this magic weapon you deal an additional 1d4 necro damage. This later increases at 4th level (1d6), 9th level (1d8), 13th level (1d10), and 16th level (1d12). You gain temporary hit points equal to the necrotic damage you dealt the temporary hit points you gain cannot exceed the maximum you can roll

Armor Mastery[edit]

Starting at 2nd level, as long as you are wearing armor you take 2 less points of damage from all sources. The amount of damage you may ignore increases at 6th level to 3 less points, 10th level to 4 less points, 14th level to 5 less points, and 18th level to 7 less points.

Fiendish Wings[edit]

Beginning at 2nd level, black, shadowy, spectral or real leathery, boney, with shields on the 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. The Demonic Knight is able to fly in heavy armor and you have a flight speed of 60ft.


Beginning at 5th level, you can augment your martial prowess with spells. You can cast spells from the Warlock,Wizard spell lists. At 2nd level, you know three cantrips of your choice from the Warlock spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Demonic Knight table. Charisma is your spellcasting ability for your spells.


At 3rd level, you choose a path which you follow to spread death and destruction. Your choice of doom grants you features at 3rd level and again at 7th, 15th, and 20th level.

Ability Score Increase[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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Chaos Unleashed[edit]

Your Chaotic Weapon has gained strength from your battles. Starting at 10th level, your weapon deals an extra damage die.

War-Brood Titan[edit]

Starting at 20th level, you have advantage against all magic saves. You no longer need to eat, sleep, breathe, and you don’t age.


The Harbinger's doom is focused on spreading fear.

Terrifying Presence[edit]

Beginning when you choose this Doom at 3rd level, you gain a +5 bonus to Charisma (Intimidate and Persuasion) checks. At 17th level, the bonus to Charisma (Intimidate and Persuasion) checks increases to +10.

Fear Aura[edit]

Starting at 7th level, you can use your action to frighten enemies with your presence. Each creature you choose within 60 feet of you must succeed on a Wisdom saving throw (DC equal to 10 + your proficiency bonus + your Charisma modifier) or be frightened of you for 2 turns. On subsequent turns, you can use your bonus action to extend the duration of this effect on the frightened creatures until the end of your next turn. This effect ends if the creature ends its turn out of line of sight (behind full cover) or more than 45 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Destruction Aura[edit]

At 20th level, you become a perfect engine of destruction, emanating an aura of chaos in a 60-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw (DC equal to 10 + your proficiency bonus + your Charisma modifier) or for 1 minute take double damage from your attacks and spells and not be able to reduce or ignore damage from your attacks and spells, including by otherwise applicable resistances and immunities. Anyone within a 5 foot radius also makes a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier), on a failed save anyone affected goes into a state of paralysis. Can be used 2 times per long rest.


The Ravager's doom is focused on reckless, savage damage-dealing.

Revel in Carnage[edit]

Beginning when you choose this Doom at 3rd level, you gain 10 temporary hit points at the start of combat and you are immune to the Fear condition.

Brutal Critical[edit]

Once you reach 11th level, your critical hits are more powerful. When you score a critical hit, roll all the attack's damage dice three times rather than twice.Starting at 18th level, when you score a critical hit, roll all of the attack’s damage dice four times instead of three.

Improved Critical[edit]

Starting at 15th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Undying Champion[edit]

Beginning at 15th level, when you are reduced to 0 hp, you can instead choose to use your reaction, and stabilize with 1 hp. This feature can be used up to the number of your Constitution modifier+ proficiency bonus per day. You must complete a long rest to regain uses of this feature.


Prerequisites. To qualify for multiclassing into the demonic knight class, you must meet these prerequisites: Strength 15, Charisma 13

Proficiencies. When you multiclass into the demonic knight class, you gain the following proficiencies: all armor, all shields, All weapons

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