Order of the Devil Slayer (5e Subclass)
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Order of the Devil Slayer[edit]
Blood Hunter Subclass
Devil Slayers, Demon Slayers, Exorcists these Blood Hunters go by many names, And are taught in as many ways, Rather taught by demons themselves, passed down by their parents Etc.
Blood Hunter's who are in this order have the abilities to mimic certain abilities, powers and nature of Demons and Devils, Though powerful they must train constantly in order to stay in control of certain abilities
This class is inspired by many different media
- Demonic Senses
Starting at 3rd level, you are able to sense misfortune before it occurs. You have advantage when looking for traps and hidden creatures, and creatures have Disadvantage on contested Dexterity (Sleight of Hand) and (Stealth) made against you.
- Hellish Rite
Starting at 3rd level, by learning dark magic you are able to empower your crimson rite making it demonic in nature. Upon activating your crimson rite you have a choice to take another Hemocraft die worth of damage to activate your hellish rite, which is determined by what crimson rite you chose each rite has a different ability:
- Hellish Rite of Demonic Flame (Prerequisite: Rite of the Flame). As a Bonus Action, you throw a sphere in a place you can see within 30 feet. All creatures within 5 feet of the chosen place must succeed on a Dexterity saving throw, or suffer fire damage equal to a roll of your hemocraft die.
- Hellish Rite of Dark Winters (Prerequisite: Rite of the Frozen). When you hit a creature with your weapon infused by the Rite of the Frozen, you can use a Bonus Action to choose one creature within 5 feet of your target, forcing them to make a Constitution saving throw. On a failed save, that creature take damage equal to a roll of your hemocraft die and its movement speed is halved until the end of its next turn.
- Hellish Rite of The Fallen Storms (Prerequisite: Rite of the Storm). As a Bonus Action you can hurl a lightning bolt towards a creature within 15 feet. That creature must succeed on a Dexterity saving throw, or take lightning damage equal to a roll of your hemocraft die and can't take reactions until the end of your next turn. On a failure with a roll of 1 on the d20, the target is also stunned until the end of its next turn.
- Hellish Rite of The Abyss (Prerequisite: Rite of The Dead). When you hit a creature with an attack that bear this rite, you can use a Bonus Action to force the target to make a Constitution saving throw. On a failed save, you gain temporary hit points equal to the necrotic damage caused. They last until the end of your next turn.
- Hellish Rite of The Succubi (Prerequisite: Rite of The Oracle). Each Time You attack an enemy with this rite, you can use a Bonus Action to force your target to make a Wisdom saving throw. On a failed save they are charmed by you for 1 minute, or until you or one of your allies makes anything harmful to him. On a successful save, they are immune to this effect for 24 hours.
- Hellish Rite of Shattering Earth (Prerequisite: Roar of The Oracle). As a Bonus action, you are able to force all creatures within 5 feet to make a Dexterity saving throw. On a failed save, they take thunder damage equal to a roll of your hemocraft die and are pushed 5 feet back. On a failed save with a 1 on the d20, they are also knocked prone.
- Demonic Mark
Also at 3rd level, you gain a demonic mark that holds vast amounts of demonic power. As a Bonus Action, you are able to activate it making you stronger and faster at a cost of your sanity. This mark lasts for 1 hour, and it ends early if you are incapacitated, dead, or targeted by a remove curse or similar spell. Once you use this feature you can't do it again until you finish a long rest.
While the mark is active, you gain the following benefits:
- Demonic Nature. You gain resistance to poison, lightning and fire damage.
- Demonic Hide. Your skin hardens as you gain a +1 in AC
- Devilish Hunger. You gain a hunger for souls. When you reduce a creature to 0 hit points while the mark is active, you gain temporary hit points equal to your Blood Hunter level + your hemocraft ability.
- Corruption. At the start of each turn, you must succeed on a DC 10 Wisdom saving throw, or move directly toward the nearest creature and use the Attack action against that creature. If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.
- Fiendish Senses
Starting at 7th level, your ability to sense misfortune has grown as your senses enhance. You can see in normal or magical darkness up to a range of 120 feet, and you can see in dim light as if it was bright light.
In addition, while your Mark is active, you gain blindsight up to a 20-foot radius. This becomes truesight when you reach the 15th level.
- Brand of Possession
Starting at 11th level, when you impose your brand of castigation upon a creature that is not a construct, you can possess that creature, invading its mind and overriding its own thoughts and soul. For the duration of the brand, you can use an Action to force that creature to take one action of your choice.
The target must make a Wisdom saving throw, or will take the chosen Action on its next turn. If the Action requires the creature to move, it will move up to its movement speed. If it requires a target, you can designate a target, otherwise the creature will choose one.
On a successful save, the brand is dispelled, and the creature is immune to it for the next 24 hours.
- Blood Curse of the Exorcist
At 15th level, you hone your hemocraft to tear corruption from the minds and bodies of your allies—and to punish those responsible for it. You gain the Blood Curse of the Exorcist for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
- Blood Curse of the Exorcist
- As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed.
- Demonic Mastery
You mastered the art of Demonology, and you gain the following effects starting at 18th level. You regain use of your Demonic Transformation feature whenever you complete a short or a long rest, and your demonic form lasts until you revert to your normal form, fall unconscious, or die.
In addition, you gain a flying speed equal to your movement speed while you are in your Demonic Form, if you are not hearing heavy armor.
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