Path of the Demonoid (5e Subclass)
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Path of the Demonoid[edit]
Barbarian Subclass
Demonoids are humanoids that have undergone a special rite to take on the attributes of a fiend, completely separate from any type of heredity or pact. Tribes of such warriors have long been at war with religious zealots of various churches, the history of which has largely been twisted by the record keepers—the churches themselves. Truthfully, the first demonoids only sought out the powers of demons to defend their lands from invaders claiming divine providence. Unwilling to trade subjugation for servitude, the progenitors of this primal path devised a one-sided method for acquiring demonic power: consumption of the drained blood of a fiend. Demonoids in modern times are often feared by common citizens, and hunted by religious orders. The extent of this is far worse than that of tieflings. The demonization process itself does increase one's predisposition towards acts of bloodshed, though most demonoids do their best to keep their bloodlust in check.
- Mark of the Fiend
At 3rd level when you choose this path, the fiend blood you've ingested subtly corrupts your body, granting you the following changes:
- You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
- You learn the Thaumaturgy cantrip, if you do not already know it.
- Your eyes turn a crimson hue, and glow faintly whenever you use any of your Primal Path features.
- Infernal Strikes
Starting at 3rd level when you choose this path, you learn to infuse the cused fires of hell into your strikes while raging. While you're raging, the first creature you hit on each of your turns with a weapon attack takes an additional 1d6 fire damage, and can't regain hit points until the start of your next turn. The extra damage increases when you reach certain levels in this class, increasing to 2d6 at 8th level, and 3d6 at 16th level.
- Soul Exploitation
Starting at 6th level, you become able to use the souls of your fallen enemies to contort luck to your favor. When you reduce a hostile creature to 0 hit points using a melee weapon attack, you gain one Soul die, a d6. When you make an ability check or a saving throw, you can choose to roll that soul die, adding to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once the Soul die is rolled, it is lost. You may keep an unused soul die for up to 24 hours or until you finish a long rest. You can have only one Soul die at a time.
- Demonic Form
Starting at 10th level, you take on a demonic visage whenever you rage. While in this form, you gain the following benefits:
- You gain "fiend" as an additional creature type. Any effects that affect fiends work on you, regardless of any other creature types you may possess.
- You have resistance to cold, fire, lightning, and poison damage.
- You can see through magical darkness as if it were nonmagical.
- You may use Constitution, rather than Charisma, when making Intimidation checks.
- Wings of Perdition
At 14th level, your demonic form grows a pair of sinister wings, allowing you to chase your enemies to hell and back. While in your demon form, you gain the a flying speed equal to your walking speed.
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
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