Devil King (5e Class)
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Devil King[edit]
Ruler of all evils, father of darkness, undisputed ruler; a man who can have unimaginable power... but could you have it or you will be defeated by power of goodness and friendship
- Quick Build
You can make a Devil king quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the soldier background. Third, choose some kind of sword.
Class Features
As a Devil king you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Devil king level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Devil king level after 1st
- Proficiencies
Armor: All armor
Weapons: Simple and martial melee weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Survival, Intimidation, Perception, Athletics, and Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Broadsword or (b) a longsword or (c) one martial melee weapon
- (a) one martial melee weapon or (b) two simple weapons
- (a) dungeons pack or (b) explorers pack
- (a) chain shirt or (b) Scale Mail
- If you are using starting wealth, you have 5d4 x 10 in funds.
Level | Proficiency Bonus |
Features | Spells Known | Spell Slots | Slot Level |
---|---|---|---|---|---|
1st | +2 | Essence of Darkness, Deviling Healing, Diabolic Origin | — | — | — |
2nd | +2 | Pact Magic, Hell Gate Blade | 2 | 1 | 1st |
3rd | +2 | Reckless Attack | 3 | 1 | 1st |
4th | +2 | Ability Score Improvement | 4 | 2 | 1st |
5th | +3 | Extra Attack, Hell Flame | 5 | 2 | 2nd |
6th | +3 | Abyss Powers | 6 | 2 | 2nd |
7th | +3 | Evil Thunder, Darkness | 7 | 2 | 2nd |
8th | +3 | Ability Score Improvement | 8 | 2 | 2nd |
9th | +4 | Flame Storm of Hell | 9 | 2 | 3rd |
10th | +4 | Rage of the Devil | 10 | 2 | 3rd |
11th | +4 | — | 11 | 2 | 3rd |
12th | +4 | Ability Score Improvement, Awakened Power | 11 | 2 | 3rd |
13th | +5 | — | 12 | 2 | 4th |
14th | +5 | Improved Powers | 12 | 2 | 4th |
15th | +5 | Devil Lord Mode | 13 | 2 | 4th |
16th | +5 | Ability Score Improvement | 13 | 2 | 4th |
17th | +6 | Devil Summoner | 14 | 2 | 5th |
18th | +6 | Revenge Counter | 14 | 2 | 5th |
19th | +6 | Ability Score Improvement | 15 | 2 | 5th |
20th | +6 | Devil King Form | 15 | 2 | 5th |
Essence of Darkness[edit]
At 1st level, you are a devil, so you became able to harness the power of darkness, manipulating this dark material to boost your defensive and offensive abilities. Activating your essence of darkness requires a bonus action, and they last for 1 minute. You can activate essence of darkness a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
You gain the following benefits:
- Enhanced Durability
While not wearing armor, your AC equals 10 + your Dexterity or Constitution modifier (choose when you gain this feature) + your Strength modifier.
- Regeneration
When you activate your essence of darkness, and at the start of your turns for the duration, you regain a number of hit points equal to your proficiency bonus. If you lose a limb, you can press the limb against your body using a bonus action while essence of darkness is active, allowing you to reattach it to your body.
- Weapon Creation
The black matter can be used to form various offensive constructs such as large claws or weapons. You can choose to either create a single weapon or a pair of melee weapons of choice, in each hand. If you are engaged in two-weapon fighting, you add your ability modifier to the damage of your bonus action attack.
Devil Grip[edit]
Starting at 2nd level, you are able to wield two-handed melee weapons in one hand. Also, when wielding a two-handed weapon in both hands, you roll 2d8 for damage, instead of the normal damage for that attack.
Hell Gate Blade[edit]
Also at 2nd level, you can spend a spell slot to create a sword of darkness. This magic sword lasts for 1 minute. It counts as a simple melee weapon with which you are proficient. It deals 1d8 necrotic damage on a hit and has the finesse, light, and thrown properties (range 20/60).
In addition, when you use the sword to attack a target that stands inside a dim or dark area, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
The damage of the sword increases to 2d8 when you use a 2nd-level spell slot to conjure it; 3d8 for a 3rd or 4th-level spell slot; or 4d8 when you use a 5th-level spell slot.
Pact Magic[edit]
At 2nd level, due to your demonic origins you have received the ability to cast spells.
- Spell Slots
The Devil King table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Devil King spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
- Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Devil King table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Devil King spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Devil King spells you know and replace it with another spell from the Devil King spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
Power Transference[edit]
When you reach the 6th level, you become able to transfer a fraction of your power to others...
Enhanced Darkness[edit]
At 6th level, your weapons made out of essence of darkness are considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.
Mental Fortitude[edit]
Starting at 10th level, you become immune to the charmed condition and can't be possessed. In addition, you add your Charisma modifier to your Wisdom saving throws and Wisdom (Insight) checks.
Devil Wings[edit]
At 14th level, you are able to manifest wings of darkness when essence of darkness is active. These wings grants you a flying speed equal to your movement speed.
Diabolic Demon King Lackeys[edit]
- Hermit of Moments
- Beast of Darkness
- Sighing Sage
King's Path[edit]
Path of Control[edit]
- Telepathic Power
Starting at 3rd level, you are able to communicate telepathically, and even to forge strong telepathic bonds with your subjects. You can communicate telepathically with any creature that has a language, up to a range of 100 feet.
In addition, you are able to forge a telepathic bond with a creature of your choice. That creature can make a Wisdom save against your spell save DC to avoid the effect. On a failed save, you are able to use your Action to see through that creature's eyes until the start of your next turn, while it is within your telepathy distance. A creature can willingly fail the save. During this time, you are deaf and blind with regard to your own senses.
You can have a number of creatures under your telepathic power at the same time equal to your proficiency bonus.
- Commandments
Starting at 3rd level, you gain the ability to bestow a curse upon a creature, the commandment curse. You start by knowing two such commandments, learning two more at 5th, 9th, 13th and 17th levels.
As an Action, you can place a commandment you know upon a creature you can see within 60 feet. The target can make a Charisma saving throw against your spell save DC to avoid the commandment. A creature can willingly choose to fail the save. Creatures that have been given a Blessing (227, DMG) are immune to the commandment.
The commandment has the following effects:
- The specific effects of the chosen commandment take effect, as per commandments described below.
- A creature under the effect of a commandment has its creature type changed to "Fiend (Demon)", regardless of its original type.
- You always know exactly the position of the creature who bears your commandment without needing of sight, his surface thoughts (as if that creature was target of a detect thoughts spell).
- You can't be surprised by the target of your commandment.
Once a commandment is bestowed upon someone, you can't use that commandment again, until it is removed from the target. A commandment can be removed by a "remove curse" spell, but only if the target is willing or is unconscious. The commandment is removed automatically if you are killed.
You can also remove someone's commandment whenever you finish a long rest.
- Possession
At 11th level, you gain the ability to enter the bodies of other creatures, influencing their actions. As a bonus action, you can attempt to possess a creature you can see within 30 feet. The creature must succeed on a Charisma saving throw, or become possessed.
Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features.
If the target has any class levels, you must make an Intelligence check against a DC equal to 10 + the target's level or against its CR (whichever is higher) when you possess it. On a success, you are able to use its class abilities.
After 1 minute, if the target dies, or you choose to using an action, you leave the target's body, leaving into a space within 30 feet of its current position.
Once you use this ability, you can't do it again until you finish a long rest.
- Death Zero
Starting at 15th level, you can engulf your opponent in your darkness, crushing them with a great pressure. You learn the Gravity Sinkhole spell, without requiring spell slots, and are able to do it again once you finish a short or a long rest.
- The Ruler
At 20th level, you can activate the true power of the ruler of hell. As an action, you can activate the ruler ability, for 1 minute, gaining the following benefits:
- Any magical effect that causes damage to you will restore your hit points, and vice versa.
- Any magical effect that would cause you to have Disadvantage on attack rolls, ability checks or saving throws, will actually give you advantage instead, and vice versa.
- Any magical effect that imposes a negative condition on you, will instead cure that condition, or give you immunity to that condition for the same duration, or for the duration of this ability, whichever is shorter, and vice versa.
Once you use this ability, you can't do it again until you finish a long rest.
- Commandments Options
Path of Wrath[edit]
- Hellblaze
Starting at 3rd level, when you are essence of darkness is active, a black mark appears on your forehead, allowing you to summon demonic black flames that are extremely hard to be put out. You gain the following benefits:
Your melee weapon attacks cause additional fire damage equal to your proficiency bonus.
At the start of each of the creature's turns, it takes the same amount of fire damage for the duration of your rage, or until uses an Action to put out the flames.
In addition, the target of Hellblaze can't regain hit points while under the effects of your black flames.
- Full Counter
At 7th level, you can make a powerful counter against magical abilities, returning them to their caster at a greater power. Whenever a creature cast a spell of a level you have spell slots, affecting an area you are in, or make a ranged spell attack you can use your reaction and make a Constitution check against the caster's spell save DC. (or 8 + its spell attack bonus).
On a success, the spell is nullified, and you force the caster to make a saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier, suffering the effects of the spell on a failed save as if the spell was cast using a spell slot one level higher than the one actually used. Alternatively, you can choose to just cancel the spell.
You can use full counter a number of times equal to your proficiency bonus, and can't use it again until you finish a long rest, unless you spend a spell slot of the same level of the spell being countered or higher to do so again.
- Assault Mode
When you reach the 11th level, you unleash the full extent of your demonic powers. When you enter in your Demon Form, you can attack three times, instead of two, whenever you take the Attack action on your turn.
While in this form, you become emotionless and cruel. You become immune to the frightened condition, and, when you hit creature with an attack, that creature must succeed on a Wisdom saving throw against your spell save DC, or is frightened of you until the end of your next turn.
Once you use Assault Mode, you can't do it again until you finish a short or a long rest.
Spell List[edit]
- Level 1
absorb elements, bane, burning hands, command, detect evil and good, detect magic, expeditious retreat, false life, fog cloudhex, shield, silent image, ray of sickness, thunderous smite, wrathful smite, zephyr strike.
- Level 2
blindness/deafness, crown of madness,darkness, enhance ability, enlarge/reduce, gust of wind, misty step, pyrotechnics, ray of enfeeblement, see invisibility, warding wind.
- Level 3
bestow curse, call lightning, counterspelldispel magic, erupting earth, fireball, life transference, lightning bolt, major image, protection from energy, stinking cloud.
- Level 4
death ward, elemental bane, freedom of movement, hallucinatory terrain, shadow of moil, storm sphere, summon greater demon.
- Level 5
contagion, cloudkill, control winds, destructive wave, geas, planar binding, rary’s telepathic bond, telekinesis.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Demon king class, you must meet these prerequisites: Strength 13
Proficiencies. When you multiclass into the Demon king class, you gain the following proficiencies: martial weapons
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