Raven Demon Ascendant (5e Class)

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Raven Demon Ascendant (Swain from League of Legends)[edit]

A man walks alone in the dark, accompanied only by the eerie caws of ravens and their wing beats. Within the cacophony of fowl sounds, lies a disembodied voice, a voice only the man could hear. Upon inspecting the ravens, the man was shocked to find that the ravens had three eyes on each side of its head; these eyes of a scarlet red color and pupils in the shape of a star-like cross. This deeply disturbed the man, but what was more disturbing was the man's ignited curiosity to this irregularity. The ravens flocked together, flying away from the man, right after the voice spoke to the man, it said "follow us". The man, overrun by a mysterious desire to discover what is behind all of this, follows the flock, walking at first and soon ran after it. After running for a few minutes into the nearby forest, the man was greeted with nothing. The flock had dispersed, now laying all separately on the branches. The man looks around for anything interesting, only to find a puddle of black ooze under the biggest tree. He investigates the ooze by touching it only to be grabbed by glowing red hand that quickly appeared from it. Now inside the ooze, The man is faced by a giant raven-like creature with the skull visible while the rest of the body is covered in feathers. The skull has five sockets, two on each side of the head and one socket in the middle of the frontal bone of the skull. The creature Speaks to the man telepathically and says "Do you want power and glory?". "Yes." the man responded hesitantly. "Then look into my eyes mortal, and gaze into the darkness that gazes back". The man did as instructed, the deal was done, and the demon took their residence in the mans now corrupted soul.

Vision of an empire[edit]

Control the power of the raven demon to slay your enemies and take their souls to further your conquest and expand your ideals in an eldritch fashion

Creating a Raven Demon Ascendant[edit]

Quick Build

You can make a Raven Demon Ascendant quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose the Infernal language

Class Features

As a Raven Demon Ascendant you gain the following class features.

Hit Points

Hit Dice: 1d10 per Raven Demon Ascendant level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Raven Demon Ascendant level after 1st


Armor: heavy and medium armor
Weapons: simple and martial weapons
Saving Throws: Constitution, Charisma
Skills: persuasion, choose two from intimidation, insight, perception and deception


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A hand crossbow with 20 bolts or (b) Two daggers
  • A longsword
  • (a) An adventurer's pack or (b) A Scholar's pack or (c) A diplomat's pack
  • If you are using starting wealth, you have 5d4 x 10 in funds.

Table: The Raven Demon Ascendant

Level Proficiency
1st +2 Ravenous Flock, Death's Hand
2nd +2 Vision of Empire, Nevermore
3rd +2 Demonic Nature Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack, Raven Increase, Death's hand improvement
6th +3 Nevermore improvement, Demonic Nature feature, Vision of Empire Improvement
7th +3 High Alert, Demonic Resilience
8th +3 Ability Score Improvement, Ability Score Improvement
9th +4 Nevermore improvement
10th +4 Death's Hand Improvement, Raven Increase, Vision of Empire Improvement
11th +4 Demonic Nature Feature
12th +4 Ability Score Improvement, Nevermore Improvement
13th +5 Demonic Ascension
14th +5 Vision of Empire Improvement, Demonic Nature Feature
15th +5 Death's Hand Improvement, Raven Increase
16th +5 Ability Score Improvement, Demonic Ascension Improvement
17th +6 Demonic Nature Feature
18th +6 Vision of Empire Improvement
19th +6 Ability Score Improvement, Demonic Ascension Improvement
20th +6 Death's Hand Improvement, Raven Increase, Flying Horror

Ravenous Flock[edit]

Your Demon Feasts on the souls of others in order to grow stronger. Beginning at 1st level, every time your character reduces a creature to 0 hit points, you absorb part of their soul, gaining temporary hit points equal to your level in this class + your Charisma modifier.

In addition, you gain a black raven familiar that has the following abilities. While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated.You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.The raven cant attack.

Some of your features will require a Demonic save DC, Which is calculated below.

Demonic Save DC = 8 + your proficiency bonus + your charisma modifier

Death's Hand[edit]

Beginning at 1st level you feel eldritch energy flowing through your fingertips. Using an action, you can shoot a beam of eldritch energy in a line 30 foot long and 5 feet wide. Creatures in the area must succeed on a Dexterity saving throw or take 1d10 force damage on a failed save, or half as much on a success. You can shoot an additional beam at 5th, 10th, 15th and 20th levels.


At 2nd level your arms are coated in a scarlet, feather-like coating of energy. For a bonus action, you can summon a hand of scarlet energy that can move/fly up to a range of 60ft away from you. You can cast your Death's hand ability through this hand. Additionally you gain the ability to use your charisma modifier for Strength checks and saving throws. This ability gains improvements at 3rd, 6th, 9th and 12th levels. The hand itself can pick up any object or item as long as it can be carried by one hand with ease. Anything bigger and you must roll a CON check to pick said heavy object up with it.

Vision of Empire[edit]

Beginning at 2nd level as an action you can summon a 10ft wide circle with a demonic eye at it's center at up to 100ft away from you. All enemies within the circle must succeed a Dexterity DC equal to your Demonic Save DC or take (2d10) Force damage on a failed save or half as much on a successful one. On a failed save, you gain a soul fragment for each creature that failed the saving throw. Additionally, each creature hit by this ability is revealed to you as if you had truesight and lasts for 10 minutes, if a creature hit by Vision of empire is obstructed by an object or wall, you can see their outline. Vision of Empire gains improvements on the 6th, 10th, 14th and 18th levels increasing by 1d10 per improvement. Can be cast equal to your proficiency bonus.

Demonic Nature[edit]

At 3rd level, you choose a Demonic Nature. Choose between Eldritch Anguish, Fiendish Fortification detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 14th and 17th levels

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]

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Nevermore Improvements[edit]

Beginning at 6th level as an action, you can throw an energy hand towards a creature within 60ft of you in a line, passing through everything in it's path, any creature hit by Nevermore must succeed a Dexterity DC equal to your Demonic Save DC or take (1d6) Force Damage or half as much on a successful save. The creature targeted by Nevermore must also succeed another Dexterity DC or be grappled on a failed save. If Nevermore fails to grapple it's intended target, it comes back to you in a line and any creature in the path of that line must Succeed another saving throw or be grappled. When Nevermore returns it does not deal damage . As a reaction you can pull the grappled creature, bringing them 10ft closer to you, taking a soul fragment from them and dealing another (1d10) Force Damage, you can add your charisma modifier to your damage rolls for this ability. Every improvement after this level, Nevermore gains another die of damage and can add Charisma modifier to roll.

High Alert[edit]

Beginning at 7th level, your Demon watches your back and surveil the area around you using your ravens. You can no longer be surprised while you are conscious and other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Demonic Resilience[edit]

Your Demon fortifies your mind and body to become a truly resilient host. Beginning at 7th level You gain resistance to necrotic damage.

In addition, you are immune to the frightened condition.

Demonic Ascension[edit]

At 13th level, you gain a pair of black wings, that give you a flying speed equal to your movement speed.

Flying Horror[edit]

Beginning at 20th level, you have dominated completely the power of your demon. You can use a bonus action to enter an one minute transformation and gain the power of darkness. For the duration, you gain resistance to all damage, and creatures within 30 feet of you take damage force damage equal to twice your Charisma modifier.

Eldritch Anguish[edit]

You gain the demon's love for torment and anguish, focusing your abilities to do more damage and to make your enemies hate their existence.

Rylie's pressure

Beginning at 3rd level, When you deal damage to creatures using your eldritch abilities, they must succeed a CON saving throw or halve their movement speed (including flying and swimming) by half. They must repeat this save on their turn. The effects last until the creature passes the Save. Once passed the creature is immune to the slowing effect for 24 hours.

Liandry's Torment

Beginning at 6th level, While a creature is under the effects of Rylie's Pressure, they take 1d4 fire damage. For each Failed save the fire damage increases by one die.

Rylie's wither

Beginning at 11th level, Creatures who are slowed have disadvantage on their slow saves.

Demonic Supremacy

Beginning at 14th level, creatures affected by your slow have disadvantage on hitting you, and your allies have advantage on hitting them

Rabadon's Deathwish

Beginning at 17th level, you can double one of your abilities damage. This feature can be used twice per long rest.

Fiendish Fortification[edit]

You gain your demon's fortitude, in all of it's tanking glory.

Spirit visage

Beginning at 3rd level your hit dice changes from a (1d10) to a (1d12) and all healing effects when rolled below the average are treated as average amount.

Dead man's haste

Beginning at 6th level you gain the ability to charge in a line for up to your movement speed. Creatures in your way must make a DEX saving throw or take damage equal to (2d10) + 10% of your total Hit points of bludgeoning damage. You also gain +1 to your AC. You can use this feature a number of times equal to your constitution modifier.

Randuin's Omen

Beginning at 11th level you gain the ability to strengthen your very skin at will. You permanently gain resistance to slashing, piercing and bludgeoning damage from nonmagical weapons. For a bonus action you can activate this ability to give you immunity to those damage types and resistance to an element of your choosing upon activation. This feature can be used two times before needing a long rest. You gain another +1 to your AC.

Warmog's warlust

beginning at 14th level you gain a pool of temporary hit points equal to half your total Hit points, however you can only use these hit points when you are at 15% of your total hit points or below. Once spent, the hit points are gone until a long rest.

Frozen Heart

Beginning at 17th level your fortification is complete and as rough and unyielding as your heart. As a reaction to taking damage, you can choose to reduce that damage by 1 for every 25 total hit points. You can do this a number of times equal to your constitution modifier (minimum 1). You gain another +1 to your AC.


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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