Muzan Demon (5e Class)
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Demon of the order[edit]
Demons are a mostly carnivorous, vampire-like species whose primary diet is humans, consuming their flesh and mostly the blood. this can however be redacted as they start to lose interest in the taste
Demon Origin[edit]
Demons are not born naturally. Most members of the race reproduce by converting a human through exposure to the blood of a very strong demon, or through biological means.
Creating a Muzan Demon[edit]
The King Of Demons Source |
- Quick Build
You can make a Muzan Demon quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength.
Class Features
As a Demon of the order you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Demon of the order level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Demon of the order level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons, rapiers, scimitars,shortswords, whips
Tools:
Saving Throws: Constitution, Strength
Skills: Choose 2: Athletics, Acrobatics, History, Deception, Persuasion, Intimidation, Stealth, Survival, Perception.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- If you are using starting wealth, you have 4d4x10 in funds.
Level | Proficiency Bonus |
Blood Demon Points | Features |
---|---|---|---|
1st | +2 | 17+your Constitution modifier | Blood Demon Points, Demon Claws, Demon Toughness, Sunlight Weakness |
2nd | +2 | 20+your Constitution modifier | Demon Hunger, Demon Action, Night Ones Watch |
3rd | +2 | 27+your Constitution modifier | Demon Speed, Blood Demon Art |
4th | +2 | 30+your Constitution modifier | Ability Score Improvement, Regeneration |
5th | +3 | 37+your Constitution modifier | Blood Demon Art Feature, Extra Attack |
6th | +3 | 40+your Constitution modifier | Demon Senses |
7th | +3 | 47+your Constitution modifier | Unbeatable Strength, Blood Demon Art Feature |
8th | +3 | 50+your Constitution modifier | Ability Score Improvement |
9th | +4 | 57+your Constitution modifier | Lower Rank |
10th | +4 | 60+your Constitution modifier | Blood Demon Art Feature |
11th | +4 | 67+your Constitution modifier | Muzan’s Blood |
12th | +4 | 70+your Constitution modifier | Ability Score Improvement |
13th | +5 | 77+your Constitution modifier | Extra Attack |
14th | +5 | 80+your Constitution modifier | Blood Demon Art Feature |
15th | +5 | 87+your Constitution modifier | Upper Rank, Extra Attack |
16th | +5 | 90+your Constitution modifier | Ability Score Improvement |
17th | +6 | 97+your Constitution modifier | Blood Demon Art Feature |
18th | +6 | 100+your Constitution modifier | Demon Will |
19th | +6 | 107+your Constitution modifier | Ability Score Improvement |
20th | +6 | 110+your Constitution modifier | Invincible Demon |
Demon Toughness[edit]
Beginning at 1st level, while you are not wearing armor, your AC is 10 + your Strength modifier + your Constitution modifier
Demon Claws[edit]
Beginning at 1st level, your nails elongate into claws. Because of this your unarmed strikes do 1d4 slashing damage + your Dexterity or Strength modifier. You can spend BDP to increase the damage of the Demon Claws as a free action until the end of your turn. (1d6)=2 BDP, (1d8)=4 BDP, (2d8)=7 BDP, (3d8)=10 BDP
At level 5 every time you hit someone with a claw attack you leave a necrotic mark on them. At the beginning of their turn they take 1d6 necrotic damage from the wound. They can use an action to make a medicine check against your BDP DC to get rid of it. The wound stacks.
Sunlight Weakness[edit]
Beginning at 1st level, you are now a demon, meaning you can’t be in the sunlight. You take 20 points of radiant damage if you end your turn in the sun. Additionally, you have disadvantage on all attack rolls and ability checks.
Blood Demon Points[edit]
Beginning at 1st level, you get Blood Demon Points that you can spend to use special abilities. The Blood Demon Points increase as you level up according to the chart above. You gain all your Blood Demon Points on short or long rest. Some abilities allow you to permanently burn BDP. Blood Demon Point = BDP
You get hungry and feel good when you drink human blood. You heal 2d4+2 hp when you drink a vial of blood and 4d4+4 when you drink a pint. You can only drink as many pints equal to your proficiency bonus a day
Blood Demon Points attack modifier = Your proficiency bonus + your Constitution modifier.
Blood Demon Points save DC = 8 + your proficiency bonus + your Constitution modifier.
Demon Action[edit]
At 2nd level, you can use a bonus action to dash, disengage, or hide actions. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Demonic clause (optional)[edit]
You can take this as a choice at 3rd 7th or 12th level its a choice that could both detriment or screw you over this is a completely optional Feature you can choose to decrease something in return for the increase of something else choose one of the choices
Stat clause (you psychopaths) As a result you can choose to lower one stat in return for the increase of another down to a minimum of one and up to a maximum of 22
Damage clause You can choose to decrease your damage dice by 1 stage in return for dealing an extra dice of damage on a critical hit up to a maximum of 4
Health clause (once again You Psychopaths) You can choose to perminently decrease your Health dice total in return of you gainin BDP equal to the amount of dice rolled so the result of all the lost dice would be a perma increase to your BDP Total
Demon Hunger[edit]
At 2nd level, when you smell blood that came from a human you have advantage on perception and survival checks against hunting all humans.
Night Ones Watch[edit]
At 2nd level, your demonic nature manifests stronger. You gain resistance to necrotic damage. Unfortunately, you also become vulnerable to radiant
Demon Speed[edit]
Starting at 3rd level, your movement speed increases while not wearing armor or wielding a shield, your movement speed increases by +15 ft. This bonus increases to 20ft at 9th, 25ft at 13th, 30ft at 18th, and 35ft at 20th levels.
Blood Demon Art[edit]
At 3rd level, you are a strong enough demon to acquire a Blood Demon Art; a special ability that a demon can obtain and each one is unique. You gain additional features from your Blood Demon Art at 3rd, 5th, 7th, 10th, 14th, and 17th level.
Regeneration[edit]
- When you reach 4th level, you can use a bonus action to regain 1d6+your Constitution modifier as well as regenerate any limbs if they have been lost. Your Regeneration increases as you level up. You can additionally spend permanent BDP to increase this at later levels. - You are immune to diseases. - Fast Healing While below half your maximum hit point total, you gain hit points at the start of your turn equal to your Constitution modifier. If you reach zero hit points and become unconscious, you must finish a long rest to use this ability again.
8th(2d6), 12th(3d6)=12 BDP, 16th(4d6)=18 BDP, 20th(5d6)=24 BDP
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.
Extra Attack[edit]
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class and to four when you reach 18th level in this class.
Demon Senses[edit]
At 6th level, you gain proficiency in perception. If you’re already proficient, you gain expertise. You have advantage on all perception checks to track a human.
Unbeatable Strength[edit]
At 7th level, if you fail a saving throw you can choose to succeed instead. You may do this two times per long rest. You also gain the ability to, as a free action, spend 10 BDP to get a +2 in Strength as well as your attack and damage for your attacks for two rounds.
You can spend 24 BDP to enter rageful demon mode. This lasts for one minute, during which -Your AC increases by +2 -You gain temporary hit points equal to your level x con -You gain +2 to attacks and damage -Your movement speed increases by +20 -Your range is doubled You can make a special action in this mode where you clap your hands in front of you in a 20 foot cone. Creatures must make a Con save or take 3d8 thunder damage on a success or 6d8 thunder damage on a fail and be stunned for 2 rounds.
Lower Rank[edit]
At 9th level, you have become powerful enough to unlock your body’s true power. choose 2 of your stats to break the limit. limit of that stat is increased by 4. At 15th level, you can choose 1 more stat to break the limit.
Muzan’s Blood[edit]
At 11th level, you become a strong enough demon for “That Man” to notice you and let you have some of his blood. Choose 3 out of these 7 abilities. At 20th level you choose 1 more.
- Perceptive Nose: You can choose 2 more creature types to gain advantage on perception checks for
- Blood Sucking Claws: When you hit a creature with your claws, they have to make a Constitution saving throw. On a success, they just take damage. On a failure, you suck some of their essence, gaining 5 BDP.
- Demon Reactions: You gain an additional ability. You can spend 35 BDPs as a free action to make all attacks against you have a disadvantage. Additionally, you gain advantage on Dexterity saving throws and gain resistance to all damage. This lasts for 1 minute.
- Demon Bloodlust: You can spend 20 BDPs as a free action enter into a state of bloodlust. You have disadvantage on intelligence checks and saving throws for the duration, but gain advantage on Strength checks and Strength saving throws. You also gain resistance to bludgeoning, piercing, and slashing damage. This effect last for 1 minute. You can do this up to 2 times per long rest.
- Demonic Pet: You can cast find familiar with an altered creature. You have 6 choices of creatures you can summon. Each creature has a separate BDP cost.
1. lemure. To summon this creature you have to spend 5 BDP. 2. quasit. To summon this creature you have to spend 8 BDP. 3. imp. To summon this creature you have to spend 8 BDP. 4. hell hound. to summon this creature you have to spend 15 BDP. 5. barbed devil. To summon this creature you have to spend 35 BDP. 6. vrock. To summon this creature you have to spend 40 BDP.
- Body Manipulation: You can spend 10 BDPs to cast alter self.
- Immortal Bond: Twice per short rest, you can ignore any effect or attack that would knock you below 0 hit points instead going down to 5
Upper Rank[edit]
At 15th level, you can force any creature with a challenge rating of 4 or lower to make a Wisdom saving throw. If they succeed they are frightened for two rounds, but no additional effects occur. If they fail they are frightened and immidetely try to run away from you until they are at least 150 ft away. If they are lower than that cr, your presence can force them into submission, charming them completely for up to a hour. You can use either one two times per short or long rest.
Additionally you can now spend an extra 10 BDP to use your Regeneration feature as a Reaction.
Demon Will[edit]
At 18th level, As an action you can unlock your limits for a minute. When you do this you add +5 to all your ability scores and your walking speed is doubled. After activating this ability, you have to take a long rest before you can use it again. Additionally, you gain 3 levels of exhaustion for 2 minutes
Invincible Demon[edit]
At 20th level, you gain resistance to all bludgeoning, piercing and slashing damage from weapons and you lose your weakness to radiant as you become the most powerful demon in the world.
Blood Demon Arts[edit]
Blindfold[edit]
Blindfold is a blood demon art that grants the ability to mask or reveal something's presence using a paper talisman.
- Invisible Paper
At 3rd level, you can spend 2 BDP to shoot invisible paper, when you throw this at someone they have to make a Wisdom saving throw if they fail they get hit and they take 2d8 slashing damage (This counts as magical) if they succeed they dodge the attack. You can spend 7 BDP to add an extra 1d8 to the damage.
- Paper Awakening
At 3rd level, you can spend 5 BDP to put a piece of paper on someone (Including yourself) when you do this you cast see invisibility on that person and they also get 15 feet of blindsight for a minute. At 7th level, you gain the ability to see anything that is invisible no matter how powerful the invisible spell is.
- Paper Mask
At 5th level, you can spend 7 BDP to place a piece of paper on yourself after doing this you cast invisibility on yourself. When you get you to 7th level, you can spend 14 BDP to put a paper on yourself and someone else when you do this you cast greater invisibility.
- Paper Of Vision
At 5th level, you can spend 10 BDP to place a piece of paper on a willing creature when you do this you share your vision with the person you put the paper on for 2 hours while this effect is happening both of you have an advantage on perception rolls.
- Invisible Strikes
At 7th level, you can spend 20 BDP to make your hands invisible which means for 5 turns your attacks have an advantage unless they cast see invisibility.
- Paper Blindfold
At 10th level, you can spend 30 BDP to place a piece of paper on a person when you do this they have to make a Wisdom saving throw, if the succeed Invisible Strikes is activity on yourself if they fail they are unable to see and all of their attack have disadvantage and all of your attacks have advantage for 4 turns when those 4 turns are up they make another Wisdom saving throw, if they succeed the paper comes off them and they can see, if they fail they can't see for 4 more rounds.
- Invisible Domain
At 14th level, you can spend 35 BDP to put a piece of paper on something and everything within a 100ft cube radius becomes an allusion to making it look like nothing's there. You can choose who can see your domain and who can not.
- Black Out
At 17th level, you can spend 80 BDP to place a piece of paper on someone when this happens they can’t see although unlike Paper Blindfold this doesn’t just take out your enemy's sight it also take out every single sense they have. This means they automatically fail in perception rolls same with their attacks, and your attacks always hits (but still roll) if you roll a 15 or higher your attack becomes a critical attack this last for 6 rounds. After you use this ability you can’t use it again before a long rest.
Death Ball[edit]
- Ball Game
At 3rd level, you can generate Temari balls if you through your balls they count as a ranged attack and do just as much damage as your unarmed strikes.
- Spider's Play
At 3rd level, you can spend 5 BDP to create 2 more arms out of your body this allows you to make 2 more attacks than you usually can. At 15th level you can grow 4 more arms instead of 2 because of this you can attack 4 more times. this lasts for 5 rounds after that your arms go back into your body At 6th level your arms last for 10 rounds.
- DodgeBall
At 5th level, you can (you can only use this ability if you have the Spiders Play active) spend 10 BDP to create a lot of Temari balls in your hands and you throw every single one of them when you do this your target has to make a Dexterity saving throw if they fail, they are hit by a barrage of Temari balls making them take 3d8 bludgeoning damage if they succeed, they take 2d6 bludgeoning damage.
- Curve Ball
At 7th level, if you miss when throwing a Temari ball you can spend 5 BDP to redecorate the Temari ball you throw but when you do this you have to choose a different target and reroll the attack. You can use this 5 times before doing a short or long rest this increases to 10 uses when you reach 14th level.
- Unstoppable Ball
At 10th level, your attack your bypass resistances.
- Spinning Throw
At 14th level, you spend 30 BDP to create a Temari ball and you spin around and you use the momentum of you spinning to throw the ball with massive force when you do this your target has to make a Dexterity saving throw if they fail, they are directly hit by the ball taking 6d8 bludgeoning damage if they succeed, they take to dodge the ball but the get his by the aftermath and take half damage.
- Giant Temari Ball
At 17th level, you can spend 65 BDP to create a giant Temari and throw it at the ground making everyone within a 100ft radius make Dexterity saving throw if they fail, they take 9d10 bludgeoning damage if they succeed, they take half damage.
Eye Arrows[edit]
- Red Arrow
At 3rd level, you can spend 1 BDP to you can to shoot a red arrow at someone when you do this they have to make a Strength saving throw if they succeed, nothing happens if they fail, they are forcibly moved back 30ft.
- Eye Of The Arrow
At 3rd level, you can 5 BDP to use your eyes on your hand to see where a person you've seen has moved.
- Arrow Slam
At 5th level, you can spend 7 BDP to make your target make a Strength saving throw if they fail, you shoot a red arrow and shoot them into the air and make another arrow to shoot them into the ground making take 2d6 bludgeoning damage if they succeed they resist your attack and take no damage.
- Object Arrow
At 7th level, you can 15 BDP to shoot a red arrow on an object allowing you to control it and to hit enemies if you do then they take 2d4 damage (the type of damage depends on what you controlling) and it will as a ranged attack with a range of 70ft. At 9th level, the objects you control do 2d8 damage At 12th level, the objects you control do 2d10.
- Arrow Punch
At 10th level, you put the arrow on your fist making your fist move at a rapid speed adding a +5 damage boost for your punches this will improve as you level up. At 12th level, the damage boost increases to +6 At 15th level, the damage boost increases to +8 At 18th level, the damage boost increases to +10.
- Unstopable Arrow
At 10th level, any damage made by your arrows bypasses resistances.
- Arrow Beatdown
At 14th level, you can spend 35 BDP to shoot an arrow your target and you control them and move them around while smashing them into things when you do this they must make a Dexterity saving throw if they fail, they take 8d8 bludgeoning damage if they succeed, they take half damage.
- Blood Red Arrow
At 17th level, you can spend 75 BDP to shoot multiple red arrows at some but they're all going in different directions making you start splitting your target apart when you do this your target must make a Strength saving throw if they fail if there hit points are under 100 they imminently die if it's higher than that they 100 damage if they succeed they take 8d10 damage.
Spider Threads[edit]
- Steal Threads
At 3rd level, as a bonus action, you can spend 1 BDP to create a sharp spider thread that is as strong as steel. Your unarmed strikes gain an additional 5 feet of reach and deal 1d6 + your proficiency modifier slashing damage. This lasts for 1 minute. For every 2 additional BDP spent, you may grant your string a +1 bonus to damage rolls or an additional 5 ft of reach and it now can support your body weight.
- Thread Trap
At 5th level, as an action you can spend 7 BDP to you can make a string trap. You make a trap all around out you which means anyone who gets 5 feet near you has to do a Dexterity if they succeed they dodge your trap if they fail there caught in a spider web and take 2d8 slashing damage and there walking speed is set to 0 feet for around, if they try to make they have to make a Strength saving throw with disadvantage, if they succeed they get to move and get out of the spider web if they fail they can’t move and they take another 2d6 slashing damage.
- Rotating Threads
At 7th level, as an action you can spend 10 BDP to make a circle of threads and than you spin them and than as a bonus action you can throw the spinning circle of threads at someone this has a range of 60ft, if you that the person has to make a Dexterity saving throw if they succeed there speed is set to 0 for three rounds if they fail they take 4d8 slashing damage.
- Spider’s Cage
At 10th level, as an action you can spend 17 BDP to make a razor-sharp cage around a person within 90ft when you do this they have to make a Dexterity saving throw, if they succeed they take 3d8 slashing damage and there speed is set to 0, if they fail they take 6d8 slashing damage.
- Spider Family
At 14th level, as a bonus action, you can spend 27 BDP to infuse some of your power into a drop of blood. If a willing creature drinks your blood they have to make a Constitution saving throw, if they succeed they pass out and take a long rest, if they fail they are in extreme pain for 1 minute after that you can choose their role in the family and depend on your choice they will get a different form and ability. You can have 4 family members at max.
- Father = When you choose this role the person who drank your blood body peels off and when they come out they are bulk and have a spider head when this happens their unarmed strikes do 2d8 bludgeoning damage and +4 attack and damage they also get 80 hit points and there AC becomes 17.
- Mother = When you choose this role the person AC becomes 15 and their unarmed strikes do 1d6 and gains the ability of puppetry which always you to take control of any dead creature that is within 120ft, when you take control of a dead creature they can only be taken out of your control is for the person fighting your creature to make a Strength saving throw (The DC is 17) if the success they take your strings off them and they are no longer under your control if they fail your creature had an advantage on all its attack for two rounds.
- Oldest Son = When you choose this role the person who drank your blood body peels off and when they come out they have a human head but they have a spider body when this happens they have a 70ft wall-walk speed and they can spit poison and they have two choices of what poison there going to shoot
Acid Poison. You choose a poison that is but has the effect of acid if you hit someone within 5ft of you, they must succeed in a Dexterity saving throw (With a DC of 17) if not then they take 2d6 acid damage.
Spider Poison. You choose a poison that is green when if this hits someone within a 10ft range they have to make a Constitution saving throw (with a DC of 16) if they succeed they can't attack for one turn (if the creature has a challenge rating of 3 or higher they automatically succeed) if they fail they pass out and when they wake up they became a mini spider with a human head these spiders do 1d4 piercing damage are under the control of the oldest brother (The limit on this is 30).
- Daughter = When you do this The person unarmed attack do 1d6 slashing damage and they gain the ability to use Spider Cocoon when they use this ability the person that you are shooting at has to make a Dexterity saving throw if they the succeed they dodge the strings if they fail they are stuck in a cocoon made out of string while they in this cocoon they can not attack or move, every turn they will have to make a Strength saving throw if they succeed they get out of the cocoon if they fail the take 1d10 acid damage
- Blood Threads
At 17th level, you can spend 50 BDP to cloak your threads in your own blood when you do all of your attacks that are related to your Blood Demon Art have doubled the price but double the damage, this last for 8 rounds after that you gain 5th level of exhaustion.
Sleeping Hand[edit]
- Dreamy Charisma
At 3rd level, you are good at figuring out what people want in their dreams so you gain proficiency with persuasion and if you already have proficiency you gain +2 to your Persuasion
- Whispers of Ordained Unconscious Mesmerism
At 3rd level, as an action you can spend 5 BDP you can create a mouth on your hand to say "Go To Sleep" and anyone who hears you (Anyone within 60ft) has to make a con saving throw. If they succeed, they manage to wake up before going into a dream. If they fail they are unconscious for 3 rounds. For every creature put to sleep, you gain 5 BDP at the start of each turn.
- Thing
At 5th level, as a bonus action you can spend 8 BDP to remove your hand. You can command your hand within 100ft of you. You can talk through your hand and this hand can use your Blood Demon Art. This hand has advantage on stealth checks. If you choose to attack someone; your hand has and AC of 18 and 10 hit points. The damage it can do is half the damage of your unarmed strikes rounded down. Should your hand die, you gain disadvantage on your attacks until you use your Regeneration feature.
- Dream World
At 7th level, once someone has fallen asleep by any means (Sleep spell, Sleep Talking or Just got tired and so on) you can spend 17 BDP to control and manipulate their dreams. These dreams are tailored to the desires of the affected creature, but can be tailored in unique ways by the triggering demon. You may spend an additional 10 BDP to force a creature to have disadvantage on their Saving throws for the duration. While controlling the dreams of a creature in this way, they take 4d8 psychic damage at the start of each turn. At the start of a creature's turn they can use their action to make a wis saving throw. On a success they wake up. Should a creature reach 0hp from this effect they do not die, rather they become braindead and helpless. Creatures can be healed from this state with a Greater Restoration spell.
- Flesh Tentacles
At 10th level, you can spend 25 BDP to summon up to 2 puddles of purple stuff that forms into a large tentacle within 60ft of you. You may choose for multiple tentacles to appear in different areas so long as they are no further than 60ft from you. (you can not have more than two tentacles at a time) As a bonus action you can order your tentacles to attack. If they hit they do 3d6 magic bludgeoning damage and have a reach of 15ft. These tentacles have a 20ac and 30hp. They can only take damage from Radiance or the Sun. While in the sun they disintegrate at the end of the Demon's turn. These tentacles last for 1 minute, until they are destroyed, or the demon moves more than 60ft from them.
- Eyes of Forced Unconscious Sleep
At 14th level, You can now create up to 5 tentacles with a single use of Flesh Tentacles. If you have any tentacles already made you can spend 20 BDP to add eyes to your tentacles as an action. Any creature within 10ft of a tentacle must keep it's eyes closed, otherwise it is instantly put under the effects of Whispers of Ordained Unconscious Mesmerism with no saving throw. They are under the effect for 2 rounds unless they are woken up by an ally. Creatures put to sleep from this effect generate 10 BDP per turn.
- Object Link
At 17th level, you can spend 55 BDP to connect your soul to an object, effectively turning it into your body. (This object can be Gargantuan in size. Ex: a Building) As long as that object isn't destroyed you cannot die. Your health while fused with an object equals your Max health + 20% of your Max health. Although if this object is destroyed with Radiance or by the Sun. you instantly die. Your body remains active and can be controlled by you at will while still fused to something else. Should your body die it will not spell your death. As an Action you can separate yourself from the object you fused with and grow a new body. After separating from an object you gain 4 points of exhaustion. While linked to an object you can create Flesh Tentacles 60ft away from it, or anywhere inside of it should it have enough space.
Destructive Power[edit]
You have made sure that your blood demon art is pure power this blood demon art harnesses the pure strength of demons and you will destroy anyone in your path.
- Pure Strength
At 3rd level, your claws go inward causing you to only have your fist making your unarmed punches do d10s instead of d8s and your attack and damage get a +2. At 6th level your attacks bypass resistances and at 7th level your attacks bypass immunities.
- Air Punch
At 3rd level, you can spend to 2 BDP to punch so hard that you make a shockwave adding 60ft range to your unarmed attacks and if it hits it send your opponent 5ft back. At 6th level you can spend 7 BDP to send a barrage of air punches when you do this they will have to make a Dexterity saving throw if they succeed they take the amount of damage that your unarmed strikes do, if they fail they take 3 times the amount of damage your unarmed strike do.
- Snowflake Needles
At 5th level, you can spend 10 BDP to make a glowing snowflake on the ground when this happens the snowflake creates 6 glowing bright blue needles, the needles have the same effect as magic missiles except it does 1d6. At 9th level you create 12 instead of 6.
- Shockwave Kicks
At 7th level, you can spend 11 BDP to unleash a barrage of explosive kicks when you do this your opponent must make 3 Dexterity saving throw for every saving throw they succeed they take 1d8 bludgeoning damage for every saving throw they fail they take 2d10 bludgeoning damage and if they fail all of they saves you end with a raising axe kick doing as much damage as your unarmed strikes do and after that they are knocked prone for one round.
- Bell Splitter
At 10th level, as an action you can enter a style that protects weak points, when you are using this style you can not use any of your Blood Demon Art abilities but you gain resistance to all damage.
- Earthquake Punch
At 14th level, you can spend 25 BDP you use a shockwave infused punch to the ground with such power that you make the ground crumble when you do this the this any one within a 90ft radius has to make a Dexterity saving throw, if they succeed they dodge your phone punch but get hit by random debris and rocks which causes them to take 3d10, if they fail they get directly hit by your punch and take 6d10 bludgeoning damage and they are stunned for 2 round. After you use this ability everywhere within 90ft is now difficult terrain.
- Slicing Blue Chaos
At 17th level, you can spend 65 BDP to sharpen your shockwaves and send out a barrage of them making the person your targeting at have to make 2 Dexterity saving throws, for every saving throw they succeed they barley dodge your shockwave but still gives them a cut take 4d10 slashing damage, for every saving throw they fail they get directly hit by your sharp shockwave and their body automatically takes a massive slash making them take 6d12 slashing damage after using this ability you can use it again before taking a long rest.
Shadow Hunter[edit]
You have the ability to shape your shadow and with this ability, you are the ultimate hunter and once you have a target you will never let them go.
- Shadow Weapons
At 3rd level, you can spend 3 BDP to shape your shadow into 2 weapons of your choice. You can spend 3 BDP to make 6 extra ammo. You gain proficiency in Martial Melee weapons and Martial Ranged Weapons including firearms.
- Shadow Warp
At 5th level, you can spend 7 BDP as a bonus action to teleport to the nearest creature's shadow, if you plan to attack them after teleporting to their shadow you will have an advantage on that attack. The attack made with advantage using a firearm does not suffer from disadvantage. You can use this as many times as you Constitution or Strength modifier.
- Shadow Hounds
At 7th level, you can spend 5 BDP to shape your shadow into a wolf using the wolf statblock. You may create multiple wolves at the same time, but each requires their own 5 BDP. For every 1 extra BDP you spend on a wolf (not including the initial 5) they gain 5 hit points. For every 5 BDP you spend the wolf does 1d6 extra damage and gains a +1 to their AC (22 max). For every 10 BDP you spend on a wolf it gains a +1 bonus to it's attack and damage rolls to a max of 5 and increases it's size by one category to a max of Gargantuan. Wolves created by this feature deal necrotic damage instead of piercing.
- Shadow Mark
At 10th level, you can spend 10 BDP as a bonus action to mark a creature within 60ft of you with a keen darkness. Ranged attacks on a marked creature will restore 3 BDP per attack hit. This mark fades after 6 turns.
- Shadow Cannon
At 14th level, you can spend 25 BDP to create a black hole of shadow and fire it in any direction. This sphere has a width of 15ft and a length of 200ft. Creatures caught by this attack must make a Constitution saving throw or take 8d10 necrotic damage and gain vulnerability to necrotic damage for 3 turns. On a successful save a creature takes half damage and does not suffer from vulnerability.
- Shadow Cloak
At 17th level, you can spend 65 BDP as a bonus action to cloak yourself in your shadow and become a large shadow werewolf causing you to unlock four new abilities.
- Bite. You can now have super sharp teeth and your bite now does 2d8 piercing damage.
- Claws. You now have super sharp claws causing your unarmed strikes to have a +10 for damage.
- Wolf Feet. Your Speed is doubled and your AC get a +3.
- Wolf Endurance. You gain temporary HP equal to half your maximum HP.
This will last for 1 minute after that you will revert to your normal form and you will gain level 2 exhaustion. This effect ends early if your temporary HP reach 0.
Beautiful Obi[edit]
- Obi Manipulation
At 3rd level, you can create and manipulate Obi alwaying you to harden it making you able to slash with it and it has a range of 60ft and does as much damage as your unarmed strike, you can also spend 3 BDP to grapple someone as a bonus action.
- Obi Octo Slash
At 5th level, you can spend BDP 10 shoot multiple Obi slash's at someone making them have to make 3 Dexterity saving throws for everyone they fail they take 1d10 slashing damage for everyone one they succeed they take half damage of a 1d10.
- Obi Net
At 7th level, you can spend BDP 15 to set a Obi trap that covers a 10ft spaure radius which has to be within 60ft to set it up but you can as far away from it as you want to, when someone get into the range of the trap you will instantly know that your trap has been set off and they will have to make a Dexterity saving throw if they succeed they take 3d6 slashing damage if they fail they take the same amount of damage and also get grappled until they can succeed the saving throw.
- Obi Elegance
At 10th level, any damage done by your obi bypass resistances .
- Obi Spider Web
At 10th level, you can spend 5 BDP to make any creature that has been unconscious for at least an hour into one of your Obi making a Obi with they're face on it the only way they can be released is by you commanding it or someone cutting that Obi.
- Obi Transform
At 14th level, you can turn into Obi while in this form you are a Obi that is the same length of you and your speed is 40ft, you can only do half the damage of your claws and your AC is the same you also are resistance to slashing and bludging damage you can stay in this form for 2 hours. You can use this ability 3 times a before taking a long rest.
- Third Eye Of Rage
At 17th level, you can spend 65 BDP to open a third eye on and your forehead and make your hair turn white when this happens your targets get disadvantage on saving throws against you and you have advantage on saving throws against them and your have double the price but also double the damage. This last for 3 minutes after that you have exhaustion level 3 and you can't use this ability again until you take a long rest.
Poisonous Blood[edit]
- Kama Master
At 3rd level, you can spend 3 BDP to create the Kama out of your own solidified blood (this Kama does as much damage as your unarmed strikes and it does slashing damage and a range of 8ft) and you have expertise in that Kama. At 6th level, your Kama can bypass resistances.
- Blood Slash
At 5th level, you can spend 7 BDP to throw your blood and to solidify your blood to make your blood sharp causing it to turn into slashes, these slashes (these slashes have a range of 15ft because you are slashing so hard you make air slashes) when you do this your target must make a Dexterity saving throw if they succeed they take 2d8 slashing damage if they fail they take 4d8 slashing damage.
- Dome of Slashes
At 7th level, you can spend 14 BDP to make a flurry of slashes that you put around yourself which causes any non-magical attack to do only half damage against you and if any creature gets within 10ft of you they take 3d8 slashing damage. This lasts for 4 rounds after that you are tired and you disadvantage on your attacks. You can only use this ability if you have your Kama.
- Kama Poison
At 10th level, you can spend 21 BDP to cover your Kama in your blood which you make into a deadly poison (this ability can be used on other weapons except they don't get the damage buff and only get the poison part) which means when you hit someone with your kama your damage gets a plus +4 and they have to make a Constitution saving throw if they succeed nothing happens, if they fail they are poisoned for 3 rounds.
- Spiked Blood
At 14th level, you can spend 10 BDP to throw out your blood at someone and solidify your blood making it spiky when you do this make a ranged attack roll if your attack hits your blood does 3d6 piercing damage.
- Giant Blood Blade
At 17th level, you can spend 65 BDP to solidify so much of your blood you create a gigantic blade with the range of 80ft when you try to hit someone they will have to make Dexterity saving throw if they succeed they 2 times the damage of your unarmed strikes if they fail they will take 3 times the damage of your unarmed strikes. you can use this attack two times after that you have used up too much of your blood making you unable to use any of your abilities (and when I say you can't use any of your abilities I mean even your normal classes abilities) for 5 rounds after that you can't use this ability before taking a long rest.
Killer Fish[edit]
- Magic Pots
At 3rd level, you can spend 2 BDP to make 2 magical pots, these pots have the ability to allow you as an action to teleport between them (The limit for teleportation is 70ft if the pots are farther than the limit you can't teleport between them). You can spend 5 extra BDP to double the range for two of your pots
- Fish Human
At 3rd level, you have the attributes of a fish which means you can breathe under, your swimming speed is the same as your walking speed and you can speak to any fish. At 6th level, you can spend 5 BDP to grow scales that are as strong as diamond because of that when you do this your AC gets a +3 to it and your unarmed strike does an extra +2 to damage.
- Needlefish
At 5th level, if you have one of your magical pots you can spend 4 BDP to summon five floating fish out of your pot and as a bonus action (Just so you know for all of your ability when I say you use a bonus action to order a creature to do an attack that the attack takes up your attack action) you can order the fish to shoot someone when you do this the fish will shoot poisonous needles at that person after this the person the fish are shooting at has to make 4 Dexterity saving throws for every time they succeed they dodge the needle and every time they fail they take 1d6 piercing damage and have to make a Constitution saving throw if they succeed nothing happens and if they fail they are paralyzed for two rounds. After your fish attack, they can not attack for 2 rounds.
- Hell's Tentacles
At 7th level, if you have one of your magical pots you can spend 9 BDP to summon giant tentacles out of your pot after that you can use a bonus action to order the tentacles to attack someone within 80ft if they are in range they must make a Dexterity saving throw, if they succeed they get grappled if they fail they take 4d8 bludgeoning damage.
- Water Prison
At 10th level, you can spend 10 BDP to incase a creature in water that is within your sight when you choose a creature within you sight they have to make a Dexterity saving throw if they succeed nothing happens, if they fail they are paralyzed for 5 round.
- Slime Fish Barrage
At 14th level, you can spend 40 BDP to summon Thousands of poisonous fish at someone when you do this anyone within a 90ft radius has to make a Dexterity saving throw if they succeed they are poisoned, if they fail the take 6d8 Acid damage and are poisoned.
- Fish Transformation
At 17th level, you can spend 80 BDP when you activate this ability whenever you land a hit on a creature they must make a Constitution saving throw if they succeed they just take the damage from the hit, if they fail you cast true polymorph on them and they will turn into a quipper but when you have this ability active you can not use any of your abilities in your Blood Demon Art and you have disadvantage on all attack using this ability this last for 6 rounds after that you can't you this ability before taking a long rest.
Blizzard Fan[edit]
- Fan Shards
At 3rd level, you can spend 2 BDP to wave your fan to create an ice shard when you do this make a ranged attack if you hit the shard does 1d8 cold damage+your proficiency modifier the range of the ice shard is 40ft. You can shoot one more ice shard for every 2 BDP you shoot an extra Ice Shard.
- Fan's Freezing Wind
At 5th level, you can spend 7 BDP to wave your fan and create freezing temperature wind because of that anyone within 60ft of you has to make a Constitution saving throw if they succeed they 2d6 cold damage if they fail they take 2d6 cold damage and they are also frozen.
- Ice Whip
At 7th level you can spend 10 BDP to create a whip made out of ice this whip does 2d8 cold damage and has a range of 30ft. you can spend 3 more BDP so the next time you land a hit on a creature they have to make a Constitution saving throw if they succeed their speed is halved for 4 rounds, if they fail they are frozen for 2 rounds.
- Ice Royalty
At 10th level, you can spend 15 BDP to summon human-sized ice-shaped like a princess these ice princesses can use the ability Fan's Freezing Wind 4 times (you can order when they do their attacks) after they use their ability 4 times they break down and disappear. You can only summon two at a time.
- Ice Children
At 14th level, you can spend 10 BDP to summon a mini ice version of yourself these can use any of your ability 2 times but these ice clones only do half damage and they can not use your final ability after using up its two abilities it breaks down and disappears.
- Giant Ice Golem
At 17th level, you can spend 65 BDP to create a gigantic ice statue you can order this giant statue to move as you please this statue unarmed strikes do 2d10 damage +4 on damage and attack it can also attack 3 times per round (while this Statue is created you can not attack) its speed it 15ft this ice statue only last for 6 rounds and you can't use this ability until you take a long rest.
Demon King[edit]
- Flesh Armor
At 3rd level, you can spend 5 BDP to harden your flesh to add 2+ to your AC for 1 hour. At 7th level, you will be able to spend 10 BDP to add +3 instead of +2.
- Sharped Finger
At 3rd level, you can spend 3 BDP to harden and sharpen your fingers because of this your unarmed strike now do d10s (example: 2d6 = 2d10) slashing damage you can also spend an extra 2 BDP to make your unarmed strikes bypass resistances. At 7th level, you can spend 7 BDP to make your unarmed strikes to do d12s slashing damage.
- Flesh Wires
At 5th level, you can spend 7 BDP to manipulate your flesh to transform your hand into whip that are a sharp as barbed wire the range of these is 60ft and your unarmed strikes now do 1d12 piercing damage.
- Screaming Shockwave
At 7th level, you can spend 15 BDP to scream and create a gigantic shockwave causing anyone within a 80ft radius to make a Constitution saving throw if they succeed they will be defended and take 1d12 force damage if they fail they are defended also they take 3d8 force damage and they are paralyzed for 3 rounds
- Spiky Skin
At 10th level, you can spend 17 BDP to morph your flesh into spikes all around your body causing so whenever someone hits you they will take 1d8 piercing damage this lasts for 2 minutes. At 14th level, your spikes 1d10 piercing damage instead of 1d8.
- Demon Blood
At 14th level, you can spend 50 BDP to give a creature some of your blood to make them into a demon and the difficulty depends on how much their willingness is to turn in a demon. If the creature has protection from evil and good you Demon Blood will not work
1. If the creature is willing to become a demon they must make a Constitution saving throw if they roll 1-8 they die because the blood was too much for the person to handle and they will melt into a puddle of flesh 9-12 They are knocked unconscious and they body rejected your blood causing them not to be a demon but they don't die so you can try again when they wake up 13-20 There body absorbs your blood causing them to turn into a demon causing them to gain the Muzan Demon Class starting at level 1 if they already have a class this will automatically make them to multiclass. If they're not willing there Constitution saving.
2. If the creature is not willing to become a demon they must make a Constitution saving throw if they roll 1-9 they die because the blood was to much for the person to handle and they will melt into a puddle of flesh 10-14 They are knocked unconscious and they body rejected your blood causing them not to be a demon but they don't die so you can try again when they wake up 15-19 There body absorbs your blood causing them to turn into a demon causing them to gain the Muzan Demon Class starting at level 1 if they already have a class this will automatically make them to multiclass if they get 20 or above they get to choose whether they want to reject the blood or become a demon.
- King’s Curse
At 14th level, you can spend 50 BDP to place a curse on a demon that you have created when you do this if the demon that you've created that has the curse says your name they will have to make a Constitution saving throw if they succeed they will fall unconscious and lose all their demon powers and are no longer part of the Muzan Demon class, if they fail they automatically die.
- Master Demon
At 14th level, you gain a expertise in your demon abilities and causing you to be able to choice 3 of the abilities in Muzan’s Blood feature that you already choose and being able to upgrade that ability to unlock it true power.
1. If you choose Perceptive Noses it will evolve into Demon Nose when this happens you can spend 5 BDP to use detect thoughts, but only on two creature of your choosing (this will overlap on the creature are able to detect) if you succeed in using detect thoughts on a creature you gain advantage on all attacks against that creature.
2. If you choose Blood Sucking Claws it will evolve into Hand Absorption this always you to spend 50 BDP to absorb a dead creature to collect one of its attacks or abilities the number of abilities you can have is equal to your Constitution modifier and if you go over the limit you have to lose another ability to replace it.
3. If you choose Demon Reactions it will evolve into Combat Mastery this always you to spend 10 BDP to do one of three things, the first thing is Boulder Breaker this always you to focus all your power in your fists causing your unarmed strikes to do double the damage for 5 rounds, Second Lightning Reactions this alway you to enter a state of complete defense making all attacks against you have a disadvantage (While you are using this ability you can not use any other abilities except Regeneration) for 5 rounds, third Resistant Body this alway you to focus of your body making sure it is the strongest it can be making all non-magical damage you are resistant to and you can no longer able to be affected by any status conditions.
4. If you choose Demon Bloodlust it evolves into Demon Anger this always spends 20 BDP to contain your anger and only uses it in concentrated strikes always you to do 1d20 for your unarmed strike for 5 turns.
5. If you choose Demonic Pets it evolves into Demon Army this allows you to whenever you kill a creature this includes humans and other intelligent creatures you can spend 50 BDP to make a ritual that lasts 5 minutes once you are done you can spend BDP to summon that creature you killed (if the creature isn’t already a devil or demon of some sort when you summon the creature you summon it but in a demonic form), the amount of BDP to depends on the challenge rating for every one challenge rating it cost 5 BDP and if the challenge rating is higher than your max amount of BDP you just can’t summon it(if the creature doesn’t have a challenge rating ask your DM about it).
6. If you choose Body Manipulation it evolves into Shape-Shifting this always spend 15 BDP to shapeshift into a creature that you have touched (you can only shapeshifter into a creature that has a challenge rating half your level or less).
- King Of The Demons
At 17th level, you can spend 100 BDP to enhance everything about yourself. This will last for 2 minutes (every minute is 10 rounds) after your time is up you will fall unconscious for 1 hour.
- Unlimited Regeneration. Your Regeneration now does 2d20+Your Constitution modifier and you can spend 2 BDP to make it a bonus action instead of an action
- Unlimited Strength. Your Unarmed Strikes now do 1d12+Your Constitution modifier+Your Strength modifier.
- Unlimited Speed. You speed it double and you get a +3 to your AC.
Short Blood Demon Arts[edit]
These are the Blood Demon Arts I couldn't figure out how to make them into an entire sub-class so I just going to put them right here.
Exploding Blood[edit]
- Blood Explosion
At 3rd level, you can spend 5 BDP to cut yourself and explode your own blood when you do this anyone within 35Ft of you must make a Dexterity saving throw if they succeed they take 1d6 fire damage, if they fail they take 2d6 fire damage.
- Blood Attack
At 3rd level, you spend 5 BDP to use your exploding blood to explode your attack which means if you hit an attack you will add a 2d8 fire damage to that attack.
- Explosion Blood Trap
At 5th level, you can spend 10 BDP to place your blood somewhere and detonate your blood at any time (you need to at least be within 50ft of your blood bomb) if you detonate your blood anyone within a 40ft must make a Dexterity saving throw if they succeed they take 3d6 fire damage, if they fail they take 4d6 fire damage and they also get Second Degree burned.
- Expoding Attack
At 7th level, you place your blood on your hands and when you hit a unamred attack you can explode your blood to add 2d6 fire damage to your attack (this can be used with weapons to).
- Strong Blood
At 10th level, your fire damage by your blood bypasses resistances.
- Blood Curtle
At 17th level, you can spend 75 BDP to explode all your blood in your body making anyone within 100ft of you half to make a Dexterity saving throw if they fail, they take 150 Fire Damage If they succeed, they take 10d10 fire damage.
Deadly Beat[edit]
- Drum Demon
At 3rd level, you grow drums on your body, and depending on what drum you hit it will do different things but right now you can only use the two drums on your left and right hip when you hit them you make an air slashing ranged attack that will a range of 30ft this does as much damage as your unarmed strikes.
- Drummers Domain
At 5th level, you can spend 25 BDP to set a mark on a certain indoor place that has to be at least 40ft tall if it is you can use your drums to manipulate the house from the inside making you able to switch the rooms and making any creature inside your marked area deal with the effects of difficult terrain.
- Rotating Room
At 7th level, you can spend 10 BDP to rotate any room that you are in by hitting the drums on your shoulders if any creatures are in that same room they have a disadvantage on their next attack.
- Louder Beats
At 10th level, you gain a boost of damage while in your Drummers Domain meaning while you are in your Domain you get a +2 damage boost this will improve as you level up. At 12th level, your damage boost increases to +4 At 12th level, your damage boost increases to +6 At 14th level, your damage boost increases to +8 At 16th level, your damage boost increases to +10.
- Rapid Beating
At 17th level, any action you can do with your drums for 2 minutes you can you all those abilities 5 times per round although this makes all attacks against you have an advantage.
Swamp Sludge[edit]
- Swamp Double
At 3rd level, you can spend half of BDP (rounded up) to make a double version of you that does half damage. At 9th level, you can spend 10 more BDP to allow your double to use the same ables as you.
- Lurking Swamp
At 5th level, you can spend 5 BDP to create in 5ft around yourself a dark swamp area, which you can hide as a reaction to avoid 1 attack. While inside the swamp, you gain 80 Swimming Speed and may give opportunity attacks on enemies attacking them from bellow. To maintain your swamp you must spend 5 BDP at the end of your turn.
Infinity Castle[edit]
- Biwa
At 3rd level, you can spend 10 BDP to create Biwa which can control a mini dimension the size of a house with six rooms as a bonus action you can play your Biwa to switch the rooms around. For every extra 10 BDP you put into the dimension it can gain four more rooms.
Blood Illusions[edit]
- Bloody Flowers
At 3rd level, you can make others fall asleep. Person has to make a Wis saving throw DC BDA save.
Homebrew Blood Demon Arts[edit]
- Feel free to add your own Blood Demon Art as long as there here.
Pure Love[edit]
By one way or another you have gained a curse perhaps a blessing of the loss of a loved one refusing to leave your side and allowing you to gain one of if not the most powerful demon arts ever known.
- Mimicry
At 3rd level, you can spend 5 BDP to take on the abilities of another blood demon art as your own blood switches and copies the abilities of said technique choose a technique of your choice you may use any features granted by this you can use one technique at a time and as a bonus you gain one feature granted by the class such as an improvement or special ability. Alternatively you may use a copy ability that is tied to your bloodline if you defeat a creature you can choose to use your loved one to consume a part of them gaining 2 features and their spell lists all spells can only be used once
- Lost Loved one
At 3rd level, your true source of power manifests as a monstrous version of a loved one they are bound to you and you alone and are the reason you are able to use any attacks at all you may use this manifestation to aid you in combat if you choose to attack you may choose to deal an extra 1d6+4 slashing damage this increases by 1 hit die per 4 levels becoming 2d6 at level 7 3d6 at level 11 4d6 at level 15 and 5d6 at level 19.
Additionally you may use this manifestation to store any objects or tools that you may choose your manifestation acts in this way the same way as a bag of holding.
- Improved Manifestation
At 5th level your loved one grows stronger By spending 15 BDP they are now able to act as their own being and are able to attack as if they were their own entitity while still being bound to you they can move up to 40 feet away in distance they may use an attack action dealing 2d6+5 slashing damage on a hit or they may protect an ally imposing disadvantage on the attack in question the hit points of your loved one is equal to yours and their ac is 18.
- Totality
At 7th level You and your loved one have reached a new level of connection you may activate the totality ritual fusing yourself with your loved one for 10 BDP this transformation lasts for 2 minutes and grants the following benifits .Ac increases by 2 .all Damage deals an extra 3d6 slashing damage .Base speed increases by 20 feet .you gain temporary hitpoints equal to your Demon level doubled once the transformation duration is up you revert back to normal and gain 2 ranks of exhaustion
- Perfected Totality bond
At 10th level you and your loved one have reached a perfect totality your bonuses from the totality transformation double and your slashing damage is counted as magical for the purpose of bypassing restrictions
- Pure Love Domain of the thousand graves
At 17th level you have reached the pinnacle of your technique you gain your Domain Known as the pure love of a thousand graves spending 40 BDP you may create a 150 foot dome in which your domain is made it is a land of graves and swords each one marked with a family or a loved one you gain unrestricted use of all the copied abilities that you have and all of your stats double including the totality transformation, this lasts for 1 minute once the duration is up you gain 4 ranks of exhaustion due to using most of your BDP to keep the domain active
Blood Rose[edit]
-This is my own homebrew blood demon art
- Blood Detection
At 3rd level you can spend 1 BDP to place a piece of your blood on something when you this you will know the exact location of the thing that you put your blood on if you put your blood on a creature it must make a perception check if their perception check rolls higher than your sleight of hand check then they notice it and they flick the blood off and deactivate the ability.
- Blood Claws
At 3rd level, you can spend 3 BDP to coot your claws into blades made of blood that are sharper than iron swords because of this your unarmed strikes do d10s instead of d6s for 5 minutes.
- Attacking Blood
At 5th level, you can spend 5 BDP for the next time you land a hit you can make them take a Constitution saving throw of they fail you insert your blood into your victim’s body causing your blood to start to attack your enemies' insides causing them to take 1d4 every time they end their turn this last for 5 rounds If they succeed they take 1d4 damage. At 9th level, you can spend 10 extra BDP to make them take 1d8 every time they end their turn instead of 1d4.
- Silence
At 5th level, you can spend 5 BDP to cast misty step except there is no mist of sound. At 7th level, you can spend an extra 3 BDP to double the range of misty step.
- Trickery
At 7th level, as an action, you can spend 7 BDP to be cast true polymorph on yourself (and only on yourself) without any restrictions on what you can turn into but you can not attack when you do this and your hit points are not affected and if you take damage in a different form you automatically transform into you original form. You can use a bonus action to turn back into your original form.
- Throat Slice
At 7th level, you can spend 10 BDP to focus on a target that is within 60ft once you have done that you move right past them in an instant when you do this they must make a Dexterity if they succeed the take as much damage as your unarmed strikes do if they fail you do double the amount of damage your unarmed strikes do and they can not speak after your attack (which means if a person can cast a Verbal spell they can’t anymore) for 24 hours.
- Hand Slash
At 10th level, you can spend 11 BDP to focus your power in your hand, and when you do you swipe your hand making an air slash causing your target to have to make a Dexterity saving throw if they succeed they 2d10 force damage if they fail they take 4d10 force damage.
- Ability Steal
At 10th level, you can spend 17 BDP to choose one of the other Blood Demon Art abilities (Except the 17th level ability), and every ability you choose will replace your ability that matches the level and if you have two abilities for the same level you can choose which one to replace once you do this you will have that ability for 24 hours. You can use Ability Steal two times before taking a long rest, At 15th level, you can use it four-time (you can't replace an ability you have already replaced).
- Blood Body
At 14th level you can spend 30 BDP to infuse your body with your blood to enhance your physical while this ability you gain these enhancements. This last for 8 rounds once that up you have a disadvantage on your Unarmed strikes for 4 rounds
- Your Unarmed strikes to 2d12 and you gain an extra +2 to attack and damage.
- Your AC get a +2
- Your Speed is doubled
- No Escape
At 17th level, you can spend 8 BDP to infuse your power into an object, once you've done this if anyone touchs this object their soul is linked to that object which means whenever the object is out of sight to the person the object is connected to it will teleport 10ft in front of them (While this effect is active the object is invincible but it can't do any damage).
- Bloody Roses
At 17th level, if you have used No Escape on someone when you can spend 80 BDP to make it so if the person touches the object that was used on by No Escape they will have to make a Wisdom saving throw if they succeed there life for will be sucked by the rose but the creature resists and can only take all of their life for causing them to take 100 damage if they fail the rose sucks up there life force causing them to go to the brink of death which means there hit point will automatically drop to 1 and after using this ability you can't use it again before taking a long rest.
Cultic Poisoner[edit]
This was made for a campaign I am in with the dms permission after looking at it! But id love feedback!
- Kama Master
At 3rd level, you can spend 3 BDP to create the Kama out of your own solidified blood (this Kama does as much damage as your unarmed strikes and it does slashing damage and a range of 10ft) and you have expertise in that Kama. At 6th level, your Kama can bypass resistances.
- Poison Detection
At 3rd level, this allows you to have knowledge of every poison type and the DC to not be poisoned, you also can tell if any food, drink or weapon contains or has poison. As well as any poison condition immunities or poison damage ressistances are by passed and the immunities at 14th level
- Blood Slash
At 5th level, you can spend 7 BDP to throw your blood and to solidify your blood to make your blood sharp causing it to turn into slashes, these slashes (these slashes have a range of 15ft because you are slashing so hard you make air slashes) when you do this your target must make a Dexterity saving throw if they succeed they take 2d8 slashing damage if they fail they take 4d8 slashing damage. This also leaves a necrotic mark like that from a claw attack.
- Poison Dosage
At 5th level, due to exposure to poison and ingesting it ritually you gain immunity poison, acid and the poison condition. If you are dealt poison you regain half of that damage as health and gain a +1 to ac and damage to your Kamas
- Cultic Poison Coat
At 7th level, you can spend 21 BDP to cover your Kama in your blood which you make into a deadly poison (this ability can be used on other weapons except they don't get the damage buff and only get the poison part) which means when you hit someone with your Kama your damage gets a plus +4 and they have to make a Constitution saving throw if they succeed nothing happens, if they fail they are poisoned for 3 rounds.
- Rage
At 7th level, you gain the ability to rage like a barbarian. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armour:
• You have an advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases based on the barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.
•And when you kill a human or humanoid creature you gain BP equal to either their CR or your Constitution modifier + proficiency bonus
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action, You can do this Equal to your Constitution modifier.
- Spiky Skin
At 10th level, you can spend 17 BDP to morph your flesh into spikes all around your body causing so whenever someone hits you they will take 1d8 piercing damage this lasts for 2 minutes. At 14th level, your spikes 1d10 piercing damage instead of 1d8.
- Demon Blood
At 14th level, you can spend 50 BDP to give a creature some of your blood to make them into a demon and the difficulty depends on how much their willingness is to turn in a demon. If the creature has protection from evil and good you Demon Blood will not work
1. If the creature is willing to become a demon they must make a Constitution saving throw if they roll 1-8 they die because the blood was too much for the person to handle and they will melt into a puddle of flesh 9-12 They are knocked unconscious and they body rejected your blood causing them not to be a demon but they don't die so you can try again when they wake up 13-20 There body absorbs your blood causing them to turn into a demon causing them to gain the Muzan Demon Class starting at level 1 if they already have a class this will automatically make them to multiclass. If they're not willing there Constitution saving.
2. If the creature is not willing to become a demon they must make a Constitution saving throw if they roll 1-9 they die because the blood was to much for the person to handle and they will melt into a puddle of flesh 10-14 They are knocked unconscious and they body rejected your blood causing them not to be a demon but they don't die so you can try again when they wake up 15-19 There body absorbs your blood causing them to turn into a demon causing them to gain the Muzan Demon Class starting at level 1 if they already have a class this will automatically make them to multiclass if they get 20 or above they get to choose whether they want to reject the blood or become a demon.
- Cult Leader’s Curse
At 14th level, you can spend 50 BDP to place a curse on a demon that you have created when you do this if the demon that you've created that has the curse says your name they will have to make a Constitution saving throw if they succeed they will fall unconscious and lose all their demon powers and are no longer part of the Muzan Demon class, if they fail they automatically die.
- The Creators Chosen One
At 17th level, due to being the demon kings favourite you have been gifted a demonic rage using 50 BDP you will become a raging beast gaining the following benefit.
- Unlimited Regeneration. Your Regeneration now does 2d20+Your Constitution modifier and you can spend 2 BDP to make it a bonus action instead of an action.
- Unlimited Strength. Your Unarmed Strikes now do 1d12+Your Constitution modifier+Your Strength modifier.
- Unlimited Defense. Your AC increases by +5 but speed goes down by 45ft and you gain 75 temp hp.
- The True Title Of "The Second Demon Guard"
At 17th level, your Constitution and Strength caps will increase by 2 and will gain a +2 to both stats and every demon and devil with a challenge rating of quarter of your level + Constitution modifier will know you and either fully listen to you or be fearful of you.
Slime Manipulation[edit]
Slime manipulation allows the user to create and control slime which can damage and restrain opponents (tell me feed back and anything i should buff/nerf)
- Slime Blast
Starting at 3rd level ,as an action for 3 BDP you can shoot a blast of slime at a point within 60 feet of you . all creature within 5 feet of that point must make a Dexterity save or take 2d8 acid damage on a fail or half on a success
at 7th level you can spend an extra 7 BDP to add an extra 2d8 damage to the attack
- Slime Field
At 5th level as an action for 10 BDP you can create a field of slime on all spaces within 20 feet of you. any creature other then you that move into those spaces is restrained by the slime . a creature that starts its turn in the slime can use an action to make a Strength check (dc is the same as your BDP Save Dc) on a success they can move up to 10 feet in any direction on a failure they take 1d8 acid damage. the field lasts for 2 minuites or if you dismiss it as a free action At 7th level you can spend an extra 5 BDP to increase the range from 20 feet to 30 feet
- Slime shield
At 7th level you can spend 15 BDP as an action to make a shield out of slime gaining +3 to AC and the next time you are hit with an attack the attacker takes 4d4 acid damage , after which the shield disappears
- Slime Pit
At 10th level as an action for 25 BDP you can turn all spaces within 15 feet of you into a 5 foot deep pit of slime any creature other then you that moves through the pit takes 1d8 acid damage for every 5 feet moved any creature other then you that starts their turn in the pit takes 2d8 acid damage the pit lasts for 1 minuite or if you dismiss it as a free action
- Destructive slime
At 10th level your slime attacks and ablities ignore resistance to acid damage
- Slime wave
At 14th level as an action for 40 BDP you may emmit a wave of slime in a 80 foot line that is 15 feet wide each creature in that area must make a Dexterity save taking 5d10 acid damage on a fail or half on a success also on a fail a target falls prone
- Slime Vortex
At 17th level as an action for 60 BDP you can summon a slime Vortex all around you granting you the following benifits for 1 minuite
all ranged attacks have disadvantage and if they miss the bounce off and hit the attacker dealing damage to the attacker
all melee attacks deal 2d8 acid damage to the attacker
when you make an unarmed attack it deals an extra 4d8 acid damage
you gain a +2 bonus to AC
you have immunity to acid damage
after you use the ablity you can't do so again until you finish a long rest and you gain 3 levels of exhustion
Childish Wonder[edit]
- Blood Club
At 3rd level, you can create a Spiked club made out of your blood and flesh that is as hard as steel this club does 1d6 bludgeoning damage and you add your strength or Dexterity modifier to the weapon’s damage, if you kill someone with this sword the club will absorb it and for one hit your club will do maximum damage. when you use this ability you can not use your claws. At 5th level, your club becomes stronger and now does 1d8 damage, At 11th level, your club now does 1d12 damage, At 17th level, you can spend 10 BDP to double there sword damage for one hit.
- Eyes Of An Assassin
At 5th level,
Moon Breathing[edit]
Moon Breathing is a Breathing Style derived from the Sun Breathing. Its focus is on letting your emotions run loose. Very differently from other styles, you don't need any composure or balance with yourself, just let everything you feel destroy your enemy. It's rumored that only one person is able to use it. Using a form decreases your current breathing by 6s. After performing three different forms, the swordsman regains hit points equal to your demon slayer level + your Constitution modifier + your Wisdom modifier. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Breathing save DC = 8 + your proficiency bonus + your stance modifier
First Form: Dark Moon - Evening Palace[edit]
The swordsman quickly draws his sword and slashes swiftly in a singular horizontal motion in a crescent shape, dealing 2d12 radiant damage within 5 feet in front of him and creating numerous chaotic crescent blades, if using Blood Demon Art. The total amount of damage is doubled, if the sword was drawn from the sheath while performing this technique.
Second Form: Pearl Flowers - Moongazing[edit]
As a reaction, the swordsman performs several crescent-shaped slashes that defend him from incoming attacks, reducing damage by 1D12 and creating a barrage of crescent blades around him, if using Blood Demon Art. The amount of damage reduction increases by 1d12 in the 5th, 8th, 11th, 14th, 17th, and 20th level.
Third Form: Loathsome Moon - Chains[edit]
The swordsman swings his sword rapidly in two gigantic crescent slashes, from which a storm of smaller crescents spread, dealing 3d12 radiant damage on a failed Dexterity Saving Throw in a 10-foot radius and creating numerous chaotic crescent blades, if using Blood Demon Art. This technique has 60 feet range and 300 feet during the night.
Fourth Form: Full Moon[edit]
The swordsman attacks with all his rage and strength with a concentrated slash against a creature. Immediately after a successful hit, you can use a bonus action to deal an extra 1d6 radiant damage to the creature and create various chaotic crescent blades, if using Blood Demon Art. The amount of extra damage increases by 1d6 in the 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th level.
Fifth Form: Moon Spirit Calamity[edit]
- Requires Demon Slayer Level 6
The swordsman makes 6 curved slashes layered over one another, creating a rising vortex of sword slashes and crescent moon blades each dealing 1D12 radiant damage on a failed Dexterity Saving Throw in a 30-foot cone and creating several chaotic crescent blades.
Sixth Form: Perpetual Night, Lonely Moon - Incessant[edit]
- Requires Demon Slayer Level 6
The swordsman releases a wild barrage of crescent-shaped slashes dealing 2D12 radiant damage on a failed Dexterity Saving Throw, forming a line 80 feet long and 15 feet wide, while creating several chaotic crescent blades, if using blood demon art. Your current breathing ends.
Seventh Form: Mirror of Misfortune - Moonlit[edit]
- Requires Demon Slayer Level 6
The swordsman swings the gigantic version of his sword in a powerful frontal crescent-shaped slash that creates five powerful multi-directional long-ranged slashes each dealing 2d12 radiant damage on a failed Dexterity Saving Throw, shooting them in each direction, except behind. Each has a reach of 20 feet and creates numerous chaotic crescent blades, if using Blood Demon Art. You never have disadvantage on this form. Requires a gigantic Nichirin Sword.
Eighth Form: Moon-Dragon Ringtail[edit]
- Requires Demon Slayer Level 6
The swordsman uses the gigantic version of his sword and creates a singular gigantic crescent-shaped slash that strikes everything within a 20-foot radius in front of you, dealing 4d12 radiant damage on a failed Dexterity Saving Throw, while creating dozens of crescent moon blades in its second half, if using Blood Demon Art. The amount of damage is halved on each target that's within 10 feet. Your current breathing ends. Requires a gigantic Nichirin Sword.
Ninth Form: Waning Moonswaths[edit]
- Requires Demon Slayer Level 9
The swordsman creates a stream of long-ranged crescent-shaped vertical and horizontal slashes along with numerous crescent moon blades with the gigantic version of his sword dealing 2d12 radiant damage on a failed Dexterity Saving Throw to a target within 10 feet and each target in your direction, that's not within 30 feet and a maximum of 120 feet, creating dozens of crescent moon blades, while performing Blood Demon Art. Requires a gigantic Nichirin Sword.
Tenth Form: Drilling Slashes - Moon Through Bamboo Leaves[edit]
- Requires Demon Slayer Level 9
The swordsman creates a long-ranged triple-layered slash twister full of crescent moon blades with the gigantic version of his sword. As an action, you may use all your extra attacks in a single one and create numerous of crescent moon blades if using Blood Demon Art. After using this form, for the rest of the turn, you are considered as if you had +4 to your stance modifier. This triple-layered slash twister deals 3D12 radiant damage per attack. Your current breathing ends.
Eleventh Form: Endless Darkness[edit]
- Requires Demon Slayer Level 9
The swordsman enters a state where only his dark emotions are able to be free. On Your Turn, you can enter a rage as a Bonus Action. While raging, you gain the following benefits if you aren't wearing heavy armor:
- Advantage on Strength checks and Strength saving throws.
- When you use a form or make a melee weapon attack, you gain a +3 bonus to the damage. This bonus increases by +1 at 10th, 14th, and 18th level.
- Resistance to bludgeoning, piercing, and slashing damage.
Your rage lasts until the end of your breathing. It ends early if you are knocked unconscious or if your breathing ends. You can also end your rage as a bonus action. Once you have raged the maximum number of times, you must finish a long rest before you can rage again. You may rage a number of times equal to your proficiency bonus.
Twelfth Form: Perpetual Night[edit]
- Requires Demon Slayer Level 9
The swordsman releases a wild storm of slashes in multiple directions, against any number of creatures within 20 feet causing 1D12 radiant damage to each and creating numerous crescent moon blades, if using Blood Demon Art.
Thirteenth Form: New Moon - Nightmare Palace[edit]
- Requires Demon Slayer Level 14
A continuous attack that increases in power with each hit and form so far, creating a strong wave of attacks. You may initiate this technique and strike a target for 1s12 damage and create dozens of crescent moon blades each time, while performing Blood Demon Art, repeating this process until you miss. Every consecutive hit deals an extra 1D6 damage for each different form used so far. When this form finishes, your current breathing ends.
Fourteenth Form: Catastrophe - Tenman Crescent Moon[edit]
- Requires Demon Slayer Level 14
The swordsman uses the gigantic version of his sword and creates a chaotic vortex of powerful extremely long-ranged omni-directional slashes that destroys whatever is caught up within its attack radius, causing 5D12 radiant damage to each target in one diraction capped at 180 feet and creating numerous of crescent moon blades if using Blood Demon Art. Requires a gigantic Nichirin Sword.
Fifteenth Form: Bloody Moon - Dystopia Palace[edit]
- Requires Demon Slayer Level 14
The swordman uses the gigantic version of his sword to generate a wave of uncontrolled destruction, cutting everything that is in front of you with a range of 30 feet, while creating numerous crescent moon blades, if using Blood Demon Art. All creatures within range must attempt a DC 20 + your proficiency bonus Dexterity saving throw. On a failure, they take 6d12 radiant damage. At the end of the turn, your current breathing ends. Requires a gigantic Nichirin Sword.
Sixteenth Form: Moonbow - Half Moon[edit]
- Requires Demon Slayer Level 14
The swordman creates a barrage of downward crescent slashes from an extremely long and wide range, resulting in a powerful six-fold slash crashing down on his opponents; the attack itself is powerful enough to create several miniature craters where the slashes have landed. Each creature within 60 feet must succeed on a DC 18 + your proficiency bonus + Dexterity saving throw and you create numerous of crescent moon blades if using Blood Demon Art around each target. On a failure, they take 8d12 radiant damage. At the end of the turn, your current breathing ends. You must finish a long rest before you can use this form again.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Muzan’s Demon class, you must meet these prerequisites: 15 Constitution, 15 Strength
Proficiencies. When you multiclass into the Muzan’s Demon class, you gain the following proficiencies: Finesse Weapons
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