Path of the Demon (Shinobi World Supplement)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: This is severely lacking flavor, both in text and concept. Text-wise, the only thing the reader has to go off of is feature names, no description of where these features draw their power from (are these jutsu, some kind of granted power like a jinchuriki, an innate power like the Path of the Assassin's Demonic Shroud) or any non-mechanical effects of the features (do they provide a chakra shroud like Beast of Youth features, does it put the user in any particular mental state).

Concept-wise, nothing about this path particularly feels demonic (especially not in the Naruto franchise's concept of demons, which are more like natural disasters than the western concept of devils), and its mechanics feels like a player would be better off multi-subclassing and introducing their own flavor text (Demonic Aura could just be a 2 feature dip into Path of the Beast, Aura of Terror is just diet Demonic Shroud, Aura of the Immortal could easily just be a dip into Path of Vitality or Jashin Immortality if a DM wanted to allow a player to go whole-hog on the immortality concept). This would be easy to workshop if, as above, we had any flavor text to base improvement off of.
You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
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Path of the Demon[edit]

The path of the demon is some who presences is some demonic which effects both you and your enemies

Demonic Aura[edit]

At 3rd level, you may awaken your demonic aura as a bonus action. For 1 minute, you can make an attack as a bonus action, your movement speed increases by 10 feet, and you may add your Strength and Dexterity modifiers to your melee attacks' damage rolls. You may use this feature twice, regaining all uses at the end of a long rest.

Aura of Terror[edit]

At 7th level, as a bonus action while Demonic Aura is active, you may awaken your aura of terror. For 1 minute, when ever you deal damage to a creature with a melee attack, all creatures of your choice with 15 feet of you must succeed a Wisdom saving throw or take 1d10 physic damage. If a creature is reduced to 0 hit points by this feature, they are stable. If a creature is immune to the frightened condition, they automatically succeed this saving throw. You may use this feature once, regaining use at the end of a long rest.

Aura of a Killer[edit]

At 10th level, while Aura of Terror is active, you may add your Strength and Dexterity modifiers to your melee attacks' damage rolls twice, and when you kill a creature with a melee attack, you may regain hit points equal to the creature's CR.

Aura of the Immortal[edit]

At 15th level, you gain one additional use of Demonic Aura and Aura of Terror. As a bonus action, or as a reaction to taking damage, while Aura of Terror is active, you may awaken your aura of the immortal. For 1 minute, you gain resistance to all damage types, and you regain 2d4 hit points at the end of your turns that you end while below half your maximum hit points.

Devilish Aura[edit]

At 20th level, while Aura of the Immortal is active, your melee attacks gain a +2 bonus to their critical threshold. Additionally, Demonic Aura, Aura of Terror, and Aura of the Immortal gain 1 additional use, and you may use all three features on a single bonus action.


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