Raven Demon Ascendant (5e Class)
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- 1 Raven Demon Ascendant (Swain from League of Legends)
- 1.1 Vision of an empire
- 1.2 Creating a Raven Demon Ascendant
- 1.3 Class Features
- 1.3.1 Table: The Raven Demon Ascendant
- 1.3.2 Ravenous Flock
- 1.3.3 Death's Hand
- 1.3.4 Nevermore
- 1.3.5 Vision of Empire
- 1.3.6 Demonic Nature
- 1.3.7 Ability Score Improvement
- 1.3.8 Extra Attack
- 1.3.9 Nevermore Improvements
- 1.3.10 High Alert
- 1.3.11 Demonic Resilience
- 1.3.12 Demonic Ascension
- 1.3.13 Flying Horror
- 1.4 Eldritch Anguish
- 1.5 Fiendish Fortification
- 1.6 Multiclassing
Raven Demon Ascendant (Swain from League of Legends)
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
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
- 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
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.
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, they absorb part of their soul, increasing their maximum hit points by 1 permanently and healing back hit points equal to your Raven Demon Ascendant lvl. On top of this, you gain a black raven familiar that has the following abilities. You can see and speak through your raven's, and they do not need to be within a certain distance of you to do so, meaning they can be across the world and you can still see and talk through them.
- Perception +3
- Passive perception 13
- Can Cast warlock spells equal to the warlock spell list.
You gain an additional raven(s) on lvls 5,10 and 15. You can have all ravens out at once
Some of your features will require a Demonic save DC, Which is calculated below.
- Demonic Save DC = 8 + your proficiency bonus + your charisma modifier
Beginning at 1st level you feel Eldritch energy flowing through your finger tips, Using an action you can shoot a beam of Eldritch energy in a line for up to 30ft and it deals 1d12 force damage. This ability improves on by an additional beam and can add your charisma modifier on lvls 5, 10, 15 and 20.
Beginning at 1st 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
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 DEX 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.
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
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.
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. You Gain an Additional attack at 10th level.
Beginning at 3rd 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 DEX 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 DEX 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.
Beginning at level 7 your Demon watches your back and surveils 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.
Your Demon fortifies your mind and body to become a truly resilient host. Beginning at 7th level You gain resistance to Psychic damage. You have advantage on charm and frightened saves.
You have gained access the Demons hidden powers, Beginning at 13th Level as an action, You can use your Demonic Ascension, which causes you to gain some features of your demon. You sprout wings and gain a flying speed equal to your walking speed. You become a size larger (small to medium, medium to large, large to huge etc.) You also gain temporary hit points equal to your level x 2. An aura of Eldritch power encircles you in a 15ft radius. Any creatures that enters your aura or starts/end their turn on your aura must succeed a CON saving throw or take (1d10) Force damage. Every time a creature is damaged this way, you gain back the damage dealt. Demonic Ascension lasts for 1 minute, once Demonic ascension ends you can choose to release a wave of energy dealing 1 damage for each soul collected. You can only use This feature twice per long rest. This ability gains improvements at levels 14 and 17, increasing aura damage by a die.
Beginning at 20th level, Your ravens gain the ability to cast one of your Eldritch abilities. One raven can cast your Death's Hand, One can cast your Nevermore, One can cast your Vision of Empire and the last one can switch places with you as long as it's within 60ft of you. Once Casted this way, your ravens cannot cast your abilities until completing a long rest.
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, you do not benefit this advantage.
- Rabadon's Deathwish
Beginning at 17th level, you can double one of your abilities damage. This feature can be used twice per long rest.
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: