Demonserker (5e Class)

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Demonserker[edit]

As the half-orc smiles wickedly, his muscles begin to vibrate like fluid: his body size swells, and the bandits in front of him can only scream in sheer horror as the abomination’s form rends through them with sharp claws.

The towns nearby are set into horror when the disgustingly muscle bound creature walks through their city gates. Demonic aura radiating like a sun; eyes, flickering a crimson red; and a ghastly, unnerving presence that strikes fear into the gazers unfortunate enough to set their gaze upon the wicked display. It’s claws are stained in scarlet: a pattern indicative of a freshly earned slaughter.

The creature enters the local inn, much to the horror of its patrons. Clouds of murmuring and doubt float through the air, as the monster seems to clear a negative space as he treads through the atmosphere of the tavern. He takes a seat at the bar, staring intently at the quivering bartender. His jaw clacks repeatedly, shivering as the darkness seemed to stare into the deepest reaches of his soul, malcontentedly stalwart. “What do you want?” The squeamish half-elf bartender would ask of the demon before him. With a grin, it replies: “The same as anyone else. I’d like to buy a drink.”

Demonserkers are those who possess traces of a demonic bloodline, either by birthright or consumption of demonic flesh, who have initiated contracts using their own bodies as bargaining chips with demon lords that dwell deep beneath the realms in the planes of misery. These pacts grant their physical bodies great, unyielding power from the fractions of these great Kings’ dormant strength, at the cost of lacking the ability to fully control their demonic forms.

In spite of their brief bouts of madness, through great discipline, Demonserkers can learn to control their bodies and use them as invincible, ruthless weapons of destruction. The most skilled among these warrior fiends are able to push beyond the limits of this demonic form, and unleash cataclysm upon whoever is unfortunate enough to be in their way.

Untouchable Battlers[edit]

A Demonserker is defined by strength and strength alone. To become a Demonserker is to sacrifice your own state of physical mental well-being in exchange for unparalleled strength that even most demons cannot stand up to. Should they take on even small percentages of their wicked energy into their body, it will be made manifest, and they will be seen as monsters and are rejected from most modern societies above land. As a result, they most often find home in the Underdark, Infernal Planes, or for some few, total solitude. If a Demonserker is for any reason traveling with companions, most of his allies are wise to steer clear of the space around them in order to not be caught up in their fury.

It is for this reason that Demonserkers thrive in any combat situation. They are resilient, mobile, and powerful. While in their demon forms, they risk losing all control of their willpower and ability to hold back, which can prove extremely dangerous to any allies lacking the foresight or caution to give the Demonserker his place. With or without full rein on their force, Demonserkers are still brutal killing machines rarely equaled in their capacity for slaughter. A wise Demonserker knows their limits, wary not to overclock their immense power, and back away at just the right moment: or be immolated in the great destructive flames of their own causing, victims of their own brute strength.

Creating a Demonserker[edit]

A Demonserker chooses their way of life because they have a strong hunger for absolute power. Because a Demonserker is a rather unusual origin, you should discuss with your DM what your origin story might be, and how you may have completed your Body Pact. What may have happened in your life that caused you to seek the transcension to a higher form of being at the cost of your sanity and self-control? Are you a martial artist, seeking opponents? Did monsters destroy your home, and you seek strength for revenge? Perhaps you are a villainous being, seeking glory through dominance and destruction, and a pact is just the way to achieve it. Or, you made a foolish mistake in search of becoming strong enough to face a rival, and became a being beyond your own comprehension. Any way you are able to stretch it, the pursuit of power defines the Demonserker, and often are led along the paths of chaotic and evil alignments, with certain exceptions in regards to your background.

Quick Build

A Demonserker’s primary stat is their strength, which determines their output, followed by their constitution, which determines their fortitude. Subsequently, a high wisdom stat will be able to keep a Demonserker from enduring mind-breaks nearly as often. A Demonserker will often take Haunted One as their background, but your DM can grant exceptions depending on your backstory.

Class Features

As a Demonserkers you gain the following class features.

Hit Points

Hit Dice: 1d12 per Demonserkers level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Demonserkers level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Religion, Perception, Survival, Arcana

Equipment

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

Table: The Demonserkers

Level Proficiency
Bonus
Features Demonic Form Power
Points
Spells
Known
Max Spell
Level
1st +2 Demonic Form, Unarmored Defense, Fighting Style 2 - - 0
2nd +2 Demonic Power, Thirst for Danger, Spellcasting, Manifestations 2 4 2 1
3rd +2 Bloodline of Sin 3 4 3 1
4th +2 Ability Score Improvement 3 6 3 1
5th +3 20 Percent Power, Extra Attack 3 6 4 2
6th +3 Bloodline feature, Demonic Strikes 4 14 4 2
7th +3 Feral Instinct 4 14 5 2
8th +3 Ability Score Improvement 4 17 5 2
9th +4 Demonic Energy Blast 4 17 6 3
10th +4 Bloodline feature 4 27 6 3
11th +4 50 Percent Power 4 27 7 3
12th +4 Ability Score Improvement 5 32 7 3
13th +5 Immovable Presence 5 32 8 4
14th +5 Bloodline feature, 80 Percent Power 5 38 8 4
15th +5 Critical Master 5 38 9 4
16th +5 Ability Score Improvement 5 44 9 4
17th +6 6 44 10 5
18th +6 100 Percent Power 6 57 10 5
19th +6 Ability Score Improvement 6 57 11 5
20th +6 110 Percent Power Unlimited 64 11 5


Demonic Form[edit]

At 1st level, you are able to augment your body and change your form into that of a demonic entity upon which your pact is based as a bonus action. Your muscles swell significantly, increasing your current size class by one. If you are wearing non-magical heavy armor when ascending to your Demonic Form, it will break.

You gain the following benefits, if you aren't wearing heavy armor:

  • You have resistance to bludgeoning, piercing, and slashing damage from weapons that are not silvered or magical, and against fire and poison damage.
  • Your current size class increases by one as if under the enlarged spell effect, this may stack with the enlarge spell or other enlarging affects when considering extra damage.
  • Your can use your arms to bludgeon and slash your targets. You roll a d8, instead of the normal die for unarmed strikes when using one hand and a d10 when using two hands, if your unarmed is already a d8 then it is increased to a d10 with one hand and a d12 when using two hands. In addition, whenever you take the Attack action, you can make an unarmed strike as a bonus action.
  • You gain a bite attack as you grow sharp fang to tear through your enemies. Your bite counts as an unarmed attack for purposes of Demonic Form and other features. Your bite does the same damage as if using a one handed attack from demonic form. Whenever you take the Attack action, you can make an bite attack as a bonus action.
  • If you start your turn with less than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. Once you make the attack resolved, you regain control of yourself. If you are not able to reach a opponent and make the attack, you take 2d8 psychic damage.

Your Demonic Form lasts for 1 hour. It ends early if you are knocked unconscious. You can also end your Demonic Form on your turn as a bonus action.

Once you have entered in the demonic form the number of times shown for your demonserker level in the Demonic Form column of the Demonserker table, you must finish a long rest before you can enter in the demonic form again.

Unarmored Defense[edit]

While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Fighting Style[edit]

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Demonic Power[edit]

Starting at 2nd level, your demonic energy allows you to manifest magical effects. You can use your Demonic Power to fuel your demonic techniques. You start by knowing one technique, learning one additional one at 4th, 6th, 9th, 12th and 17th levels.

When you use your Demonic Power, you choose which technique to use. You must then finish a short or long rest to regain the use of your Demonic Power. You gain a second charge of Demonic Power at 14th level.

Some demonic technique effects require saving throws. When you use such an effect from this class, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Spellcasting[edit]

When you reach the 2nd level, your control over your demonic powers have granted you the ability to cast spells.

Manifestations

You are capable of expending power points to cast spells, the amount of power points per spell level are shown on the power point table.

Power Point Cost
Left Table
Spell Level Power Points Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Spells Known of 1st Level and Higher

You know two 1st level spells from the metaphysicalist's spell list. Additionally when you gain a level in this class you may choose one known spell and replace it with another spell you can cast.

Spellcasting ability

Constitution is your spellcasting ability for metaphysicalist powers:

Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier


Thirst for Danger[edit]

At 2nd level, your senses are primed to deal with any incoming threats. When a creature within 5 feet of you takes damage from a ranged attack or failed Dexterity saving throw, you can use your reaction to move in between that creature and the source of damage, and take that damage instead.

If the source of threat is a physical object or projectile, you can attempt to break it as part of the same reaction. Make a Strength saving throw against the save DC or the result of the attack. On a success, you reduce the damage by 1d10 + your Strength modifier + your Demonserker level. Reducing the damage to 0 breaks the object.


Bloodline of Sin[edit]

At 3rd level, you begin to manifest traits of the demon you formed a pact with, as your physicality begins to adopt new traits to fully incorporate your strength. Depending on the demon which you initiated your pact with, your body will gain different traits at 3rd, 6th, 10th, and 14th level.


Extra Attack[edit]

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


20 Percent Power[edit]

At 5th level, when you enter in your Demoniac Form, you can reach 20 percent of your full power. While you are in the 20 percent form, you gain the following benefits:

  • You gain a bonus of +2 to your AC.
  • Your melee weapon attacks gain the reach property. If you are using a reach weapon, your range extends by an additional 5 feet.
  • You gain blindsense up to a range of 30 feet.
  • You have advantage on Dexterity saving throws.

When your Demonic Form ends while you are at 20 percent power, you are lethargic due to the energy expenditure and can’t move or take actions until after your next turn. You can use your 20 Percent Power twice, and regain your uses of it after finishing a long rest. You gain one additional use of this feature at 7th level (to a total of three).

You can also attempt to use 20 percent power while you have no uses left, but if you do so, you become lethargic for 1 minute and suffer 1 level of exhaustion when the Demoniac Form ends.


Demonic Strikes[edit]

At 6th Level your Attack now count as magical when overcoming resistances.

Fiendish Instinct[edit]

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your demonic form, or are already in it at the beginning of your turn.


Demonic Energy Blast[edit]

Your demonic power is truly great: but it builds up quickly, and can feel tightly locked inside of your body. At 9th level, once per turn, you can to launch incredible blasts of energy with devastating explosive power. As an action, you can force all creatures in a 15-foot cone or 30-foot line to make a Dexterity saving throw against your Demonic Power DC. On a failed saving throw, a target takes 2d10 force damage for every 2 Demonserker levels rounded up and is pushed 10 feet away from you. You can spend one use of your Demonic Power to increase the damage by an amount of d10 equal to your proficiency bonus.


50 Percent Power[edit]

At 11th level, your body is now halfway toward being able to reach its full potential. When you enter in your 20 percent Demonic Form, you can enter in the 50 percent instead, gaining the following benefits, in addition to those gained in the 20 percent form:

  • Your current hit points and your hit point maximum both increase by 5 per demonzerker level while transformed.
  • You gain a bonus to the damage rolls of your melee attacks; the bonus equals your Constitution modifier (minimum of +1).
  • You score critical hits on a roll of 19-20.
  • You are immune to the charmed, paralyzed, and frightened conditions.
  • You begin to heal while you are concentrating on a spell. At the end of your turn, while concentrating on a spell, you regain a number of hit points equal to 1d6 + your Constitution modifier.

Once you use this feature, you can’t use it again until you finish a short or long rest. You can also spend one use of this feature to regain two uses of your 20 percent form.

Immovable Presence[edit]

You are built like a boulder, becoming nearly impossible to knock down. At 13th level, you can no longer be knocked prone.

80 Percent Power[edit]

You have nearly unlocked your full potential, and are truly fearsome. At 14th level, your form has become even more grotesque, not meant for mortal eyes. When you enter in the 50 percent power form, you can choose to enter in the 80 percent form instead. While in this form, you gain the following benefits:

  • When you activate the 80 percent power, and as a bonus action on subsequent turns, you can choose a creature within 10 feet. The target must succeed on a Wisdom saving throw against your Demonic Power save DC or become frightened or charmed by you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
  • If a creature is frightened of you, its speed is reduced to 0 while in the creature is within 30 feet, and that creature takes psychic damage equal to half your demonserker level if it starts its turn there.
  • If a creature is charmed by you, it must use its movement to move towards you and stop within 5ft where its speed becomes 0, that creature takes psychic damage equal to half your demonserker level if it starts its turn there.

Once you activate this power, you can’t do it again until you finish a long rest, unless you expend one use of your Demonic Power to do it again.

Critical Master[edit]

Your ability to deal relentless critical strikes has become second nature. At 15th level, when you score a critical hit, your target is knocked prone and have its movement speed reduced to 0 feet until the start of your next turn.

100 Percent Power[edit]

You have unlocked the full limits of your demonic power, and your body has undergone a complete and total change. At 18th level, your demonic form changes into something completely unrecognizable from your original self. When you activate the 80 percent power, you can choose to activate the 100 percent power instead, gaining the following benefits:

  • When you activate this form, and at the start of each of your turns, you regain 10 hit points.
  • Your reach increases by 10 feet
  • Your size becomes Huge, if it is smaller.
  • Melee attack deal an extra 2d8 damage.

Once you activate this feature, you can't use it again until you finish a long rest.


110 Percent Power[edit]

Once per day, at 20th level you can unleash a dynamic vacuum of energy that pushes your body beyond its limits. When you are in your 100 percent form, you can activate your 110 percent form, gaining the following benefits:

  • All your melee weapon attacks have Advantage.
  • You shed a 30 foot aura of death. Any creature that start its turn inside the aura at half its maximum number of hit points, or that has maximum hit points lower than 50, takes 5d8 necrotic damage.
  • When a creature is reduced to 0 hit points, you can use your reaction to absorb its soul. This restores you 2d8 + your Constitution modifier hit points.
  • If you have consumed a soul on your last turn, you can use your bonus action to move up to 30 feet and make an empowered melee weapon attack. On a hit, this attack causes additional 2d8 damage.
  • You are capable of altering existence and change what existence actually is, once per day as an action you may cast True Polymorph. Choose one creature or object you can see you transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). You may change an object into another object even if the original is magical and you are capable of affecting shape changers. The new object can be any magic item up to Legendary in rarity. Additionally you may use this as though it was an alter self on another creature and may make the change permanent as well. You may make the change permanent when you cast this spell without having to concentrate the normal full hour.
  • You are able to trap creatures for your own uses and cast Imprisonment once per day as an action. You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

When you cast the spell, you choose one of the following forms of imprisonment.


Chaining

Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.


Hedged Prison

The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. You may not enter this demiplane but you freely look in on this tiny prison and communicate to the create inside as your voice comes as a booming thunder from above.


Minimus Containment

The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or object of your choosing. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The object can’t be cut or broken while the spell remains in effect.


Slumber

The target falls asleep and can’t be awoken. While the target is asleep you may shape their dreams to the way you wish.

After activating your 110 percent power, you can't do so again for a three Long Rests.

Bloodline of Strength[edit]

Named for the mindless demon king of Chaos, this demon path draws from the power of Ogre-Class demons, focusing on sheer strength. Many demons despise their ogre-class counterparts for a lack of class, but not for their lack of ability.


Powerful Swings

At 3rd level, you’re even better at swinging large objects mindlessly, and your affinity with such weapons grows even stronger. In your Demonic Form while wielding bludgeoning weapons with the heavy property, you can add your original unarmed die (sans the modifier) damage to the weapon when making an attack.

When making spinning area of effect attacks with great clubs, you do not receive any disadvantage.


Brutal Strength

At 6th level, your muscles begin to increase even more grotesquely in size. While in your Demonic Form, your size grows to Large, if it is lower.


Corrupted Mind

At 10th level, your mind is filled with odd, erratic thoughts, as if a ward was placed over it. While you are in your Demonic Form, you are immune to necrotic damage and to the stunned condition.

Also, any effects that require you to look at it to take place have no effect on you.

Murderous Lust

At 14th level, you begin to find great pleasure in the kill. When you reduce a creature to 0 hit points, you can instantly ascend in your Demonic Form power: you enter in Demonic Form if you aren't already; enter in 20 percent demonic form if you are already; or enter in 50 percent demonic form, if you are in 20 percent. Doing so doesn't spend the respective demonic form use.


Bloodline of Lust[edit]

Named for the ever yearning queen of Lust, this demon's pure power of urge allows it to manifest its will not only onto its own form but onto others. The queen of lust yearn that even other creatures belong to her as them not being yours is a offense to you and will gain the power to take it, by either bending them to your will or making them a part of herself. Focusing on a mix of strength and magic these demons have complete control over their own bodies and those who they are able to dominate with will power. Using the queen's power you embody her lust and seek to claim all as your own.


Shifting Forms

Starting at 3rd level, you gain the ability to adapt your body to suit your needs. As a bonus action, you can cast alter self twice, not requiring concentration to maintain the effects.

Once you expend all your uses of this feature, you can't do it again until you complete a long rest. When you reach the 6th level, you regain your uses of this feature after a short or a long rest.


Consume Essence

Starting at 3rd level you gain the ability to drain creatures of their very essence and add them to your own. When using your bite attack as an action you can use your bonus action to grapple the same target of your bite attack. While you have a creature grappled your bite attack becomes Consume Essence. If this attack hits the grappled creature deal your bite damage and heal equal to the damage dealt attack as you drain their very being. If a creature is killed by Consume Essence you completely drain them of their life essence and absorb it, You gain temp HP equal to your Demonserker level + proficiency bonus. The creature's body becomes a drained husk.

Consume Essence improves at 6th, 11th, and 17th level.


  • 6th level - Consume Being

At 6th level, Consume Essence becomes Consume Being as you start to drain more then the creature's life essence but their physical being as well. When Consume Essence hits the creature takes your bite damage and must make a Constitution saving throw vs your Demonic Technique DC. A creature who is charmed or Frightened of you has Disadvantage on the save.

On a failure you begin to drain them of both their life and physical essence healing the damage done. The creature is then reduced a size class and you grow a size class, both you and the creature receive the effects of the Enlarge/Reduce effect which stacks with other affects similar to that of Form Shaper and can be affected by Demonic Techniques. You may choose to grow in size or not, if the same cannot fit you then you will not grow. You may then choose to continue to drain the target on your next turns but may only use your bite attack on the grappled target, Consume Essence may only be used once per turn.

This effect lasts until a Long Rest or you choose to end the effect on yourself, it cannot be ended without a Long Rest on other creatures.

On following turns after a successful Consume Essence your bite attacks automatically hit as long as you have the target grappled and Consumed Essence stacks upon failure of the Constitution saving throw increasing your size class by one and reducing the target by one. You may only increase your size class to Gargantuan and reduce a creature to Tiny even if you change targets.

If a creature is killed by Consume Being you gain temp HP equal to your Demonserker level + proficiency bonus + your bite damage. The creature's body is reduced to Tiny which you then consume whole and absorb, a creature killed this way may not be revived by anything other then a Wish spell unless you are slain. (It is up to the DM if you get any extra benefits for consuming magical equipment or items.)


  • 11th level - Lustful Absorption

At 11th level your have become such a master at manipulating your own for that you no longer need to bite someone to consume them and simply need to make contact. You gain the ability Lustful Absorption as another variant of Consume Being, your maximum size you can grow to increases to Colossal and the target may be reduced to Fine size. When you are grappling a target you may turn your body into a ooze or goo-like substance and begin to pull another creature into you in an attempt to absorb them, while grappling this way you and the creature are considered to be in the same space. The grapple remains but your hands are now free and you may use other attacks besides your bite as well as grapple other creatures. A creature must now make Strength saves in order to pull themselves away from your body and end the grapple condition, creatures 2 sizes smaller then you have disadvantage to break free. At the beginning of your turn you attempt to pull them deeper into your and absorb their being, the creature must make a save against Consume Being or Fall under its affects and take damage equal to your bite. Using Consume Being in this way count as its use per turn and cannot be used again until your next turn. A creature killed in this way is pulled into your form completely along with any items it was carrying and absorbed, a creature killed this way may not be revived by anything other then a Wish spell unless you are slain. (It is up to the DM if you get any extra benefits for absorbing magical equipment, items, or creatures.)

When a creature is killed by Lustful Absorption you restore a spell slots equal to your Proficiency bonus starting with the lowest level slots and and moving up. You also heal equal to your Demonserker level + proficiency bonus + your bite damage + 1 Hit Dice, this does not expend a hit dice.


  • 17th level - Lust Queen's Demands

At 17th level, you become a master at consuming other creatures and making them your own so much so it becomes difficult for them to resist the allure of joining you, when you use Consume Being or Lustful Absorption the creature must also make a Wisdom saving throw, on a fail the creature becomes dominated by you and can no longer resist Consume Being and your bite attacks automatically crit, A creature charmed or frightened has disadvantage on the save. This dominate ends when you stop using consume being. Also when a creature fails the save their size class is reduced by 2 levels and yours increases by 2. You also heal Demonserker level + proficiency bonus + a roll of all your Hit Dice when a creature is killed by Consume Being.

(You may work with your DM if absorbing creature has any outward permanent affects on your body.)


Form Shaper

At 6th level, your body begins accept your demonic power more allowing you to channel more of your power into it. When going into your Demonic form your size increases up to Huge if you chose so. You gain the ability to increase or decrease the size of your body. You add the enlarge/reduce spell to your known spells and may cast for free a number of times equal to your proficiency modifier, and you learn improved ways of using this spell.

While in Demonic form as a bonus action on your turn, you can cast this spell targeting yourself. When you do this, you can chose to cast this spell with a higher level spell slot. When you do this, your size increase or reduce (depending on what version of the spell you cast) by one additional category for each spell slot above the 2nd. For instance, if you cast this spell using a 4th level spell slot, you increase or reduce in size by three categories. The maximum size you can reach using the spell in that manner is gargantuan, and the minimum is tiny.

You may also cast this spell as an action targeting both creatures and objects, creature must make a Constitution Save or be affected by the spell based on the spell slot used. If the target is an object it can not be held or equipped by a creature to have an affect.

Each size increment also modify the damage improvement or reduction, adding or reducing (depending on the version of the spell you cast) 1d4 to your damage rolls for each spell level higher than 2nd. At 11th level the modifier becomes a 1d8 per size change, at 17th it becomes a d12.

This spell can be further augmented by Demonic Techniques below.


By Force of Will

Starting at 10th level, while sleeping you dream of the future you wish to create, if you trance you see fractures of the future. After a long rest, roll three d20s and record the numbers rolled. When a creature within 30 feet of you make a attack, saving throw or ability check, you can use your reaction to replace the number rolled by that creature by one of the numbers you have recorded. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each recorded roll can be used only once. When you finish a long rest, you lose any unused recorded rolls.


Mind Control

At 14th level you may use an action to try to take hold of a creature's mind, they must make an intelligence saving throw or have one of the chosen effects, if the creature is frightened or charmed by you they roll with disadvantage:

  • Enforce Will - You take over the creature, you act as the creature on its turn. At the end of its turn, it makes another Intelligence saving throw, and if it fails 3 attempts you may control the creature for 1 hour before it starts making saves again.
  • Give In To The Dream - You completely shut down a creature's higher brain functions causing it to fall unconscious for a full day. The creature must make an Intelligence saving throw. On a failed save, it falls unconscious and is unable to awaken for 24 hours. On a success, the target takes 10d6 psychic damage.

You may use this ability a number of times equal to your Wisdom modifier and refreshes after a long rest.


Bloodline of Xukoth[edit]

Named for the great demon king of flames, those who take on the pact of Phoenix-Class demons soar the skies of the infernal plane, often avoiding the lakes of fire below. Great boons accompany those who take this path, and are often met with the objectively least disgust among their demonic counterparts.


Distorted Beak

At 3rd level, a gigantic, razor-sharp beak sprouts from your face when you enter in your Demonic Form, allowing you to bite your opponents with it. You make an unarmed strike with your beak, dealing 1d4 slashing damage to the target, and causing them to bleed, taking 2 necrotic damage at the start of each of its turns. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Any creature can take an action to Stanch the wound with a successful Wisdom (Medicine) check against your demonic power DC. The wound also closes if the target receives magical Healing or after your Demonic Form ends.

Vengeful Flames

At 6th level, flames bounce off of your skin, dancing wildly and unpredictably. Whenever you are hit by an attack made by a creature within 30 feet, while in your Demonic Form, you can use your reaction to force that creature to make a Dexterity saving throw if you are able to see her.

On a failed save, the creature is hit by flames that lash out from your body, causing 2d6 fire damage against it. When you reach certain levels in this class, your flames damage increase: to 3d6 at 10th level and to 4d6 at 14th level.


Protective Feathers

At 10th level, a coat of warm scarlet feathers covers your body, and protects it from the dangers of the infernal planes. While in the Demonic Form, you become immune to fire damage.

Also in demonic form, your eyes become sharp, doubling the range of any form of special sight you have (such as darkvision, termorsense, blindsight, truesight or others).


Winged Demon

At 14th level, bird-like wings sprout from your back, adorned with beautiful red flames. You gain a flying speed equal to your movement speed while you are in your Demonic Form.

In addition, regardless of being in the demonic form or not, you can use your reaction when you fall to temporarily summon these wings, reducing the damage by five times your demonserker level.

Bloodline of Gozu[edit]

This path is aptly named for the demon who possesses the thickest hide in the infernal plane: Gozu, a Minotaur demon, whose hide has been tanned for countless ages under the burning heat in his residential dimension of pain. Demons of the bloodline of Gozu are hunted by men for their resilient flesh: but those who have made pacts with them are hunters of the very same men who covet their skin.

Hardened Skin

At 3rd level, your skin slowly becomes rough and leathery. When an enemy makes a successful attack against you, you can roll your hit die plus your constitution modifier and reduce the damage you take by the amount you rolled. You can use this property twice per short rest. The amount of times you can do this increases by one at 6th level, 10th level, and increases by two at 14th level.


Bull Charge

At 6th level, horns begin sprouting from your head. Once per turn, you can select an enemy that is within your range of movement and declare a charging attack. Move toward this enemy and declare an unarmed attack. For every 5ft you move, you may add +2 damage to the attack if it lands successfully. This type of unarmed attack deals magical piercing damage. If you land a critical hit with your charging attack, your enemy is knocked prone and is stunned for one turn. If your charge attack does not manage to hit any enemies, your movement speed is reduced to 0 at the beginning of your next turn.


Unstoppable Charge

At 10th level, your charging attack becomes relentless, and does not stop for anyone. As long as you have movement speed, charging attacks you declare can count as one attack and pin multiple enemies as long as they are within your movement range for that turn, dealing unarmed damage upon impact. At the end of your charge attacks, your enemies are flung backward in a cone formation. If you land a critical against even one enemy in your path, the stun will apply to all enemies. This stun does not stack.


Armored Hide

At 14th level, your hide has become unbearably thick. Your hide can now reflect attacks back at the enemy if they are lightning, non-magical slashing, bludgeoning, or piercing for full damage dealt. If you reduce a successful enemy’s hit using your Demon Hide feature, you may now reduce it by your strength modifier as well.

Demonic Technique Options[edit]

The demonic techniques available are shown below in alphabetical order.

Hellish Missiles[edit]

As an action, you can spend your Demonic Power to flick invisible balls of force from your hand at breakneck speeds at targets. You force each hostile creature within 30 feet of you to make a Dexterity saving throw. A creature takes force damage equal to 1d10 + your Demonserker level on a failed saving throw, and half as much damage on a successful one. A creature that fails its saving throw is also knocked prone.

Personal Vengeance[edit]

As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Demonic Power. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Mega Impact: Singular Target[edit]

Your body’s output is so powerful it can damage the earth it walks upon. By using your bonus action when you attack, you can channel your Demonic Power to make your attack unleash a shockwave. The next time you hit a target with an melee weapon attack or unarmed strike within 1 minute, the target takes additional damage equals 1d10 + your demonserker level and is pushed 15 feet back and knocked prone.

If you score a critical hit with this attack, you cause additional 10 points of damage (instead of 1d10) and the target is also stunned.

Mega Impact: Area[edit]

Using an action, you strike the ground, a crater will form beneath you for 30 feet. All creatures within a 30-foot sphere must roll a Dexterity saving throw or be knocked prone and take 2d8 bludgeoning damage. In addition, the area of 30-foot radius around you will be considered difficult terrain for all creatures other than you. If an enemy within this range is already prone, they will be launched 30 feet into the air on a failed save.

Mega Impact: Object[edit]

As an action, you strike a non-magical object of medium size or larger, causing the object to splinter into shrapnel in a 30-foot cone. All creatures in the area take 3d8 piercing damage.

Life-Stealing Touch[edit]

You can suck the vitality of your opponents with your touch. Immediately after you cause damage to a creature using a melee weapon attack, you can use your reaction and spend your Demonic Power to gain hit points equal to the damage you just dealt.


Make Them Suffer[edit]

Through raw strength and brutality you break your enemy in ways that it hurts most imposing disadvantages on them based off the method you choose. These can replace an attack action and can only be used once per turn, they do not use uses of Demonic Technique.

  • Arm breaker - You attempt to break or dislocate one of your targets arms, make a Strength or Athletics check vs the target's Strength save. If you succeed you successfully break or dislocated the target's arm forcing them to drop whatever they are holding in that hand and they are unable to use that arm until they receive any sort of healing. This can be used in attempt to break the target's other arm as well.
  • Immobilize - You attempt to break the targets legs, make a Strength or Athletics check vs the targets Dexterity Save. If you succeed then the target takes your unarmed damage and you successfully break the targets' legs reducing their movement by half, if both legs are broken their movement is reduced by half again as they are forced to move by other means. Any sort of healing will clear this debuff.
  • Shatter ribs - You attempt to shatter the target's ribs, make Strength or Athletics check vs the targets Constitution Save. If you succeed then the target takes your unarmed damage and you successfully break the targets' ribs the target must subtract a d4 on attack rolls, saving throws, and ability checks. You can attempt this multiple times to add another d4 to the subtraction until the target receives healing which clears this debuff.
  • Go for the Eyes - You attempt to blind the target, make make Strength or Athletics check vs the targets Wisdom Save. If you succeed then the target takes your unarmed damage and you blind the target until they receive any healing.
  • Choke them out - You must be grappling the target, You attempt to choke the target into unconsciousness, make make Strength or Athletics check vs the targets Constitution Save. If you win the check then the target is stunned as they are left gasping for air. If you win by 5 or more then the target falls asleep they can be awoke by the help action or taking damage. If you win by 10 or more the target falls unconscious and can only be woken by healing.



Maintain Form[edit]

When casting form alteration spells such as Alter Self or Enlarge Reduce (most transmutation magic) you can extend the duration of the spell to last until concentration is dropped or broken.

Aspect of The Giant[edit]

When under your own effects that would Enlarge you, you may choose not to Enlarge in size but still gain the bonus as if you were enlarge. You size remains the same but you gain the weight and bonuses granted by the size increase.

Amorphous Form (11th level, Bloodline of Lust Prerequisite)[edit]

As a reaction to an attack you my change your form into a gooey form gaining resistance to all damage type other then physic. If the triggering attack is a melee attack you may also attempt to grapple the attacker. This does not use a count of Demonic Techniques.

Unstoppable Bull (10th level, Bloodline of Gozu Prerequisite)[edit]

Your charge now doubles your movement and range is increased by 5ft.

Revenge of the Fallen[edit]

When you are reduced to 0 hit points, you can use your reaction and spend one use of your Demonic Power to be reduced to 1 hit points instead. If there's a hostile creature within 5 feet, you can immediately make a melee weapon attack against it as part of the same reaction.

Rest for the Wicked[edit]

As an action, you evoke demonic energy that can restore a number of hit points equal to five times your demonserker level. You can't regain more hit points than half your hit point maximum.

Flight Of The Demon[edit]

As an action you sprout wings from your back and gain a flight speed equal to your movement speed, these wings last until you complete a short or long rest.

Spell List[edit]

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

1st

bane, burning hands, enthrall, charm person, comprehend languages, cure wounds, detect magic, disguise self, dissonant whispers, faerie fire, false life, heroism, grease, jump, illusory script, longstrider, mage armor, magic missile, shield, silent image, sleep, thunderwave

2nd

blindness/deafness, blur, calm emotions, cordon of arrows, crown of madness, detect thoughts, enhance ability, enthrall, hold person, levitate, mirror image, invisibility, lesser restoration, silence, phantasmal force, pass without trace, suggestion

3rd

blink, counterspell, dispel magic, fear, fireball, lightning bolt, fast friends, fear, galder's tower, major image, bestow curse, sending, tongues

4th

compulsion, confusion, dimension door, ice storm, banishment, charm monster, banishment, dominate beast, phantasmal killer, polymorph, wall of fire

5th

animate objects, cone of cold, telekinesis, dominate person, dream, hold monster, legend lore, mass cure wounds, mislead, modify memory, telekinesis, wall of stone, reincarnate


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Demonserker class, you must meet these prerequisites: 13 Strength, 13 Constitution.

Proficiencies. When you multiclass into the Demonserker class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.


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