User:Bigboi21/Demon Slayer

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Demon Slayer[edit]

The Demon Slayer is a unique type of person. They're body were infused with a magic that gives them the power and souls of elemental demons used for the ritual when they were in the womb. They become a master of the elements they were infused with as they grow up. They can produce and control their element from any part of their body, which can be used both in melee or as a ranged form of offense. The generated element can be manipulated in a wide variety of ways. However, they can be given a material manifestation. They hunger for any and all evil demons to be destroyed and in rare cases devoured for more power. The Demon slayer is always wanting to test their might against others wanting to prove his will is the mightiest of them all. You are a thing of myth and legend among demon kind, for no demon who has crossed paths with a demon slayer has survived to tell the tale. For this reason demon slayers are feared by all and most feared by demons. They are highly sought after for as body guards, mercenaries or law enforcement. Usaully ordained to a high postion

Creating a Demon Slayer[edit]

A Demon Slayer is a master of their magic as well as using his/her own body as a weapon. They amplify their own natural power with elemental magic. Their power is that of a Demon's, which is where they draw their namesake.

To quickly build a Demon Slayer, make Strength your highest. Followed by Constitution, then Charisma. Take the Outlander or Hermit background. Add firebolt, prestidigitation, chromatic orb, and burning hands.

Class Features

As a Demon Slayer you gain the following class features.

Hit Points

Hit Dice: 1d12 per Demon Slayer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Demon Slayer level after 1st

Proficiencies

Armor: light, medium
Weapons: Demon Slayer (5e_Equipment)
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from: Athletics, Intimidation, Nature, Perception, and Survival

Equipment

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

  • (a) a dungeoneer's pack or (b) an explorer's pack

Table: The Demon Slayer

Level Proficiency
Bonus
Demon Slayer Weapon (elemental damage/physical damage Breath Attack Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 1d6/1d6 1d12 Demonic Resilience, Demon Slayer Weapon, Spellcasting, Insanity, elemental weapons, Aspect of the Demons,Energy Channeling
2nd +2 1d6/1d6 1d12 Healing energy, Myth and legend 2
3rd +2 1d6/1d6 1d12 elemental Buffet 3
4th +2 1d6/1d6 1d12 Ability Score Improvement, Demon wings 3
5th +3 1d8/1d8 1d12 Extra Attack, Demon Slayer Secret Art,Demon Slayer Focus Style, Demons Roar 4 2
6th +3 1d8/1d8 1d12 4 2
7th +3 1d8/1d8 2d12 Demon Slayer Focus Style Feature 4 3
8th +3 1d8/1d8 2d12 Ability Score Improvement, Demon Force 4 3
9th +4 1d10/1d10 2d12 4 3 2
10th +4 1d10/1d10 2d12 Extra Attack (2), Heal Block, Demon Slayer Secret Art 4 3 2
11th +4 1d10/1d10 2d12 4 3 3
12th +4 1d10/2d12 2d12 Ability Score Improvement 4 3 3
13th +5 1d10/2d12 3d12 4 3 3 1
14th +5 1d10/2d12 3d12 Demon Slayer Focus Style Feature, 4 3 3 1
15th +5 1d10/2d12 3d12 Demon Slayer Secret Art, Heal Block 4 3 3 2
16th +5 2d10/2d12 3d12 Ability Score Improvement 4 3 3 2
17th +6 2d10/2d12 3d12 4 3 3 3 1
18th +6 2d12/2d12 3d12 Demonic Presence 4 3 3 3 1
19th +6 2d12/2d12 4d12 Ability Score Improvement 4 3 3 3 2
20th +6 4d12/1d20 4d12 Demon's Might, Demon Slayer Secret Art 4 3 3 3 2

Spellcasting[edit]

Training with the demons within you has allowed you to use your innate power and manifest it as magic. See chapter 11 of the PHB(Players Handbook) for the Sorcerer spell list.

Cantrips[edit]

You know two cantrips of your choice from the Wizards spell list. You learn additional Wizard cantrips of your choice, one new Cantrip every 2 levels.

Spell Slots[edit]

The Demon Slayer table shows how many spell slots you have. The table also shows what the level of those slots is.

Spells Known at 1st level and Higher[edit]

All spells are gained for the sorcerer spell list.

Spellcasting Ability[edit]

Constitution is your spellcasting ability for your Sorcerer spells, as the raw fury of the demonic magic you wield is only controlled by the strength of your body. In addition, you use your Constitution modifier when setting the saving throw DC for a Sorcerer spell you cast and when making an attack roll with one.

Spell save DC:10 + your proficiency bonus + your Constitution modifier+ Strength modifier

Spell attack modifier: your proficiency bonus + your Constitution modifier + Strength modifier

Spell Focus: You can use your demonic gift as a spellcasting focus for your spells, but this is not required and you yourself may act as a focus for spells learned through this class.

Myth and Legend[edit]

You are a being born of demon sacrifice. Your very existence is a mistake and insult to demons. Your tales are nothing but myth,some believe you don't even exist. Your tales are told by demons as jokes to scare their companions. But when in your presence all demons know instantly those stories aren't mere fairy tales of legend but are unspeakable massacres and horror. The stories told of you are not only true but watered down versions of what actually happened. All demons in a 2 mile radius feel your presence and as you come closer it becomes ever stronger and overwhelming. When face to face with the demon slayer a demonic being must roll a d20 even if the demon slayer is one of good heart and make the dc of 15 or be frightened and must roll and make a DC of 10 to not run away. Next 2 actions have disadvantaged. DC becomes 18 for frightened at lvl 15. Radius grows by 1 mile every lvl.(Demonic beings only need to roll when face to face with the demon slayer)

Energy Channeling[edit]

Your very body is a conduit of all elements. These elements can be channeled and combined through any and all parts of your body.This is a free action as he and his demons are one. (Example: you channel fire,water,earth,air and arcane into your fist and unleash a devastating punch onto your foe. This was an example you can channel all the elements into that punch if you so choose. Damage of said punch would be the same only difference would be the effect) How you channel your demons flow and what you make of it is limited to your own creativity(DM to).

Healing Energy[edit]

you channel radiant energy to heal yourself for 1d10+ Constitution modifier. This is used as a bonus action

Demon Slayer Magic[edit]

A Demon Slayer's lost magic gives them the power of a demon, and in turn the power to defeat them. As they learn and grow, Demon Slayers develop unique characteristics. You're appearance becomes more and more demoic every level

Aspect of the Demons[edit]

You channel an aspect of one of the demons within you. The demons are a part of you now and vice versa. For better or worse they will give their powers. The good and the bad. The Effects of Each Aspect stack by 1every 6 lvls (Air Aspect would go from 60 to 120.) But so do the negatives of each Aspect. The Demon Slayer can combine up to 2 aspects at once. Grapples made on ice, fire, lighting, necrotic, poison aspects will deal 1d6 of their element

Fire: Becomes unbearable hot for all around the Demon slayer within 5ft. -3 on all rolls, all flammable objects within 20ft are lit on fire

Earth: move slower, fall faster and harder, unable to be moved. All terrain becomes walkable. Only take 80℅ of damage

Lightning: movement speed is tripled.

Acid: materials begin to erode around you at a fast rate.

Poison: Anyone breathing within 10ft take 1d4 poison damage.

Radiant: a warm glow emits from you and all feel a sense of comfort and safety around you within 10ft. +4 charisma. Every other round you heal for 1d4 + Constitution.

Water: you become slippery and all grapple checks have disadvantage. +4 Dexterity

Arcane: you feel the wisdom of the demons Within +4 wisdom +4 intelligence, -5 strength -5 Constitution

Necrotic: An uneasy feeling comes from you -8 charisma. Natural rot occurs around you. Anyone within 8ft takes 1d4 necrotic damage.

Air: you achieve flight of 60ft.(when channeling and already have wings or a flight of some sort add the movement speed of 60ft

Ice: All within 10ft feel a raging blizzard consume them. Movement speed is halved.

Demonic Power[edit]

Through the power of the demons within you you wield the elements: Fire, Lightning, Cold (Ice), Necrotic, Radiant, Poison,Acid,Earth,Water,Air and Arcane. You are resistant to the elements and immune to the element channeled. Another benefit to being a demon slayer is learning their language. You can read, write, and speak Abyssal.

Demonic Resilience[edit]

When you aren't wearing armor your AC equals 8 + your STR modifier + CON modifier. In addition, you treat yourself as one size larger when it comes to carrying capacity.

Insanity[edit]

Being a demon slayer is taxing on the mind as well as the body. If your demon slayer follows a good alignment, then their mind will slowly be pushed to darkness. Every time you level up, roll a d10, then take the result and subtract half of your level from it, if the result is zero or less, then your alignment will go down a level, this will continue to happen until level 12. This is the levels of alignment for demon slayers affected by this.

1: Lawful Good

2: Neutral Good

3: Chaotic Good

4: Lawful Neutral

5: Neutral

6: Chaotic Neutral

Demon Slayer: Demons Roar[edit]

You can use your action to exhale destructive energy of an element. Your range is a 30 foot cone. When you use your breath weapon, you use your current proficiency bonus as the attack bonus for this attack, each creature in the area of the exhalation must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + Strength modifer +your proficiency bonus. A creature takes 1d10 damage and has disadvantage on its next turn on a failed save, and half as much damage on a successful one. The damage increases to 2d10 at 5th level, 3d10 at 10th level, and 4d10 at 15th level and 5d10 at 18th level. You take 1d6 damage of the element you have used. You may have mastered the demons power but your body can't withstand its might

The Demon Roar can be used once every 4 rounds at lvl 5, once every 3 rounds at lvl 9, once every 1 rounds at lvl 17.

Elemental Weapon[edit]

Unarmed strikes deal 1d4 + 1d6 of the element channeled. Demon slayers are always prepared for what is to come. A demon Slayer can summon the weapons listed below. Summoning a weapon cause 1d6 of the chosen elements damage. These weapons cannot be broken or disarmed while the demon slayer is conscious. When summoned they can be morphed into any weapon listed below without taking damage unless the Demon Slayer changes its elemental property's. Demon slayer can summon up to 2 one handed weapons but will take 2d6 of the elemental weapon summoned

1: Scythe/Sickle (Slashing)

2: Sword/ Greatsword (Slashing/Piercing)

3: Spear/Lance (Piercing)

4: Bow/ Great bow (has range of 30 feet) (Piercing)

5: Gauntlets (Bludgeoning)

6: Giant Hammer/Mace (Bludgeoning)

7: Dual pistols/Bolt-Action rifle(has range of 60 feet) (Piercing)

8: Shield/ Tower Shield (Bludgeoning)

Demon Slayer Style[edit]

You trained your innate demonic power: Demon Spirit and Demon Aspect, both detailed at the end of the class description.

Your choice grants you features when you choose it at 3rd level and again at 7th, and 14th level.

Ability Score Improvement[edit]

When you reach 4th level, 8th level, and again at 12th, 16th level, and 19th level, you can increase one ability score of your choice by 2, or two different ability scores by 1.

Elemental Buffet[edit]

Starting at 3rd level, you can use your reaction to consume the element of an attack. Outside of combat, you restore hit points equal to the amount of said element that you eat. In combat, when a spell or attack with the elemental damage of your summoned element is set to hit you or someone within 60 feet of you, you can use your reaction to consume the element and restore hit points equaling half of the damage that would have been dealt. (this does not stop attacks that have more than 1 damage type. Such as an arrow with fire damage, you only take away the element damage, NOT the damage from the arrow itself.)

Heal Block[edit]

The body of a demon slayer is a stubborn thing, as it grows and levels up, it slowly becomes resistant to all forms of healing except for the Elemental Buffet and healing energy. ability. At lvl 10 all forms of healing (besides Elemental Buffet and healing energy) will only heal a demon slayer by half the amount it would to a normal person, and at lvl 15 a dragon slayer can only be healed 25% or with Elemental Buffet.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This number increases to 3 times when you hit 10th level.

Demon Slayer strike[edit]

Beginning at 6th level, you can use your Attack action to empower your attack, and deal an extra 1d6 elemental damage that is of your demonic type. The damage of this attack increases by +1 extra damage dice for each damage type at 11th level, and again at 16th level. This attack may only be used once per short rest.

Demon Advantage[edit]

Demon slaying magic was created to destroy demons, therefore it has an advantage on rolls against demons. Any elemental attack that a demonic foe would be immune to is now resisted and any elemental attack that would be resisted now does normal damage. When using a physical attack or a demon slayer breath attack against a demonic target, multiply the damage dealt by 2x.

Demon Force[edit]

At the 5th level your demons have accepted you as their host whether they like it or not. When they sense you are on the brink of death a fraction of their full power unleashes into you by force. An explosion of pure energy erupts from you pushing anyone nearby by 10ft. You double in size, an ethereal tail, claws and a horn for each demon within you sprout from your body, your wing span grows with you. A glimpse into your true nature is revealed. This effect lasts for 30 minutes, or until you are no longer in danger. You must have 2 spell slots left, 30% of your maximum Hit Points. While in Demon Force, you get a +5 to AC, your Strength, Dexterity and Constitution ability scores are raised by 3, Intelligence, Charisma and Wisdom lower by 3 and all forms of speed you posses (Walking, Flying, Climbing, etc.) gain an additional 30 feet, you are frenzied in this state everyone becomes an enemy to you(must roll a DC of 12 to not attack allies) and your Demon Slayer Weapon and Demon Roar do an extra damage dice in your respective demonic element of your lvl. You may spend more than one spell slot to activate this power. For every spell slot spent on this power, you gain an additional +1 to AC and add an extra damage dice of your lvl to the additional damage. After your Demon Force runs out, you take 2d12 + 1d6 non-lethal damage as your body was pushed past its limit. This damage rises by 1d10 physical and 1d10 elemental damage for every spell slot above the first you use. Additionally, you will gain 2 levels of exhaustion. However, if this is used in conjunction with "Demon Soul" you will obtain 3 levels of exhaustion and pass out. (Note that the Demon Slayer cannot be woken up by any means during this time once resting with 3 levels of exhaustion and must take ethier a Short rest and wake up at 5% health or a long rest and wake up at 50% health)

Demon Slayer Secret Arts[edit]

At 5th level, you learn the magical secrets of the demons within you. A Demon Slayer can only use each secret art only once per short rest and can only use two secret arts per long rest. This changes to four secret arts per long rest at lvl 10, 5 at 15, 8 at 20.Any Demon Slayer who is using Demon Soul when they use a Secret Art, will replace the d6 damage type with their secondary element and add an extra d12 of that element to damage calculation. Any Demon slayer who is using a Secret Art while in Demon Force must add an extra d10 and d6 to the damage calculation.

Fire[edit]

Level 5[edit]

Fire Demon Brilliant Flame:

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

Using the fire in both hands, launch a large fireball at a location within 30 feet of you, then everyone (except the caster) within a 20 foot radius sphere of the target must do a Constitution saving throw, anyone who fails must take 2d10 + 1d6 fire damage and those who succeed take half that. The power of this spell increases to 3d10 + 1d6 at lvl 10

Level 10[edit]

Flame Lotus Exploding Flame Blast:

Casting Time: 1 action

Range: 40 feet

Components: V, S

Duration: Instantaneous

Using the fire in both hands, launch a cone-shaped attack with a range of 40 feet. Everyone in the path of the attack must do a Constitution saving throw, those who fail take 3d10 + 1d6 fire damage and those who succeed take half that. The power of this spell increases to 4d10 at lvl 15

Level 15[edit]

Hidden Fire Form: Flame Lotus Crimson Storm:

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous

The user creates a swarm of crimson flames, then fires them at all enemies within 30 feet. The targets must do a Dexterity saving throw, those who fail take 4d10 + 2d6 fire damage and those who succeed take half that. The power of this spell increases to 4d10 + 3d6 at lvl 20

Level 20[edit]

Demon God Brilliant Flame:

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Gather flames in both hands to rival the power of the most powerful fire demons, then launch a fireball at a location within 60 feet of you, then everyone (except the caster) within a 50 foot radius sphere of the target must do a Constitution saving throw, anyone who fails must take 5d10 + 3d6 fire damage and those who succeed take half that.

Lightning[edit]

Level 5[edit]

Lightning Demon Thunder Clap:

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

The user claps their hands together, causing a powerful sonic boom, then everyone (except the caster) within a 30-foot radius of the user must do a Constitution saving throw, those who fail take 2d10 lightning damage + 1d6 thunder damage and those who succeed take half that. The power of this spell increases to 3d10 + 1d6 at lvl 10

Level 10[edit]

Lightning Demon Hellish Halberd:

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous

The user generates a halberd made of electricity and then hurls it at a target within 40 feet of them. The target must do a Dexterity saving throw, if it fails it takes 3d10 + 1d6 lightning damage, if it succeeds the target takes half that. The power of this spell increases to 4d10 at lvl 15

Level 15[edit]

Lightning Sky Strike:

Casting Time: 1 action

Range: 40 feet

Components: V, S

Duration: Instantaneous

The user points to a spot within 40 feet of them, then lightning will strike from above and everyone (except the caster) within a 40-foot radius of the target must do a Dexterity saving throw, those who fail take 4d10 + 2d6 lightning damage, those who succeed take half that. The power of this spell increases to 4d10 + 3d6 at lvl 20

Level 20[edit]

Roaring Thunder:

Casting Time: 1 action

Range: 50 feet

Components: V, S

Duration: Instantaneous

The user blasts a cone of lightning with a range of 50 feet in front of them. Everyone in the path must do a Constitution saving throw, those who fail take 5d10 lightning damage + 3d6 thunder damage, those who succeed take half of that.

Ice (Cold)[edit]

Level 5[edit]

Healing Ice:

Casting Time: 1 action

Range: 5 feet

Components: V, S

Duration: Instantaneous

The user puts special ice on one ally within 5 feet. The ally then does a Charisma saving throw and must make a DC of 10. If it is a success then they regain Hit Points equal to 1d10 times half their level. If it fails then they regain half Hit Points. 2d10,at lvl 15

Level 10[edit]

Frozen Renewal:

Casting Time: 1 action

Range: 5 feet

Components: V, S

Duration: Instantaneous

This spell is so rare an powerful that the user must take a long rest after it is complete, and cannot use the spell again for an entire week. The user creates a sculpture of ice in the vision of one of their fallen comrades, they must roll and make a dc of 15,if it succeeds then the user can call back the soul of their fallen comrade and place it inside the sculpture, the sculpture then transforms into an identical copy of the allies former body, but with the Experience points of the user, if it fails then the ice shatters and the user must still go through the entire resting period and must wait a week before they can try again.

Level 15[edit]

Shattering Ice! Frozen Drill:

Casting Time: 1 action

Range: 40 feet

Components: V, S

Duration: Instantaneous

The user creates a drill made entirely of ice and launches is in a cone-shaped attack with a range of 40 feet. Everyone in the path of the spell must do a Constitution saving throw, those who fail take 4d10 + 2d6 cold damage and those who succeed take half that. The power of this spell increases to 4d10 + 3d6 at lvl 20

Level 20[edit]

Ultimate Blizzard:

Casting Time: 1 action

Range: 50 feet

Components: V, S

Duration: Instantaneous

The user launches a cone-shaped attack made of ice and snow with a range of 50 feet. Everyone in the path of the spell must do a Dexterity saving throw, those who fail take 5d10 + 3d6 cold damage and those who succeed take half that.

Necrotic[edit]

Level 5[edit]

Shadow Bomb:

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

The user fires a compact ball of Necrotic energy somewhere within a range of 30 feet, then it explodes into a large blast of dark energy. Everyone (except the caster) within 20 feet of the point of origin of the spell must do a Constitution saving throw, those who fail take 2d10 + 1d6 Necrotic damage, those who succeed take half that. The power of this spell increases to 3d10 + 1d6 at lvl 15

Level 10[edit]

Tornado of Darkness:

Casting Time: 1 action

Range: 40 feet

Components: V, S

Duration: Instantaneous

The user picks a spot within 40 feet of themselves. Then a swarm of shadows rises up in a cylinder with a radius of 40 feet from the point of origin. Everyone (except the caster) who is inside they cylinder must do a Constitution saving throw, those who fail take 3d10 + 1d6 necrotic damage, those who succeed take half of that. The power of this spell increases to 4d10 at lvl 15

Level 15[edit]

Black Tendrils:

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous

The user creates a swarm of black tentacles around themselves, then launches one at each foe within 40 feet. The targets must do a Dexterity saving throw, those who fail take 4d10 + 2d6 necrotic damage and those who succeed take half of that. The power of this spell increases to 4d10 + 3d6 at lvl 20

Level 20[edit]

Never Ending Nightmare:

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous

The user gathers all of their dark energy into one spot, then they create a blast with a radius of 60 feet, anyone unfortunate enough to fall victim to this spell will be forced to confront their worst fear and fail against it. Everyone (except the caster) within range of the attack must do a Wisdom saving throw of 15. Those who fail take 5d10 Necrotic damage + 3d6 psychic damage and those who succeed will take no damage.

Radiant[edit]

Level 5[edit]

Shining Bomb:

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

The user fires a compact ball of Radiant energy somewhere within a range of 30 feet, then it explodes into a large blast of white energy. Everyone (except the caster) within 20 feet of the point of origin of the spell must do a Constitution saving throw, those who fail take 2d10 + 1d6 Radiant damage, those who succeed take half that. The power of this spell increases to 3d10 + 1d6 at lvl 10

Level 10[edit]

Holy Nova:

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous

The user gathers all of their Radiant energy into their fists then leaps at a target within 15 feet of themselves. The target must then do a Constitution saving throw, if it fails they take 3d10 + 1d6 Radiant damage, if it succeeds they take half of that. The power of this spell increases to 4d10 at lvl 15

Level 15[edit]

Holy Rain:

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous

The user creates a rain cloud of 40ft of holy radiant energy, then launches the cloud within 50 feet. The targets must do a Dexterity saving throw, those who fail take 4d10 + 2d6 radiant damage and those who succeed take half of that. The power of this spell increases to 4d10 + 3d6 at lvl 20

Level 20[edit]

Purifying Burst:

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous

The user gathers all of their radiant energy into one spot, then unleashes it in a powerful explosion with a range of 60 feet. Everyone (except the caster) within range of the attack must do a Charisma saving throw or take 5d10 + 3d6 Radiant damage.

Poison[edit]

Level 5[edit]

Poison Demon Scale:

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

The user fires a large blast of poison that is shaped like a scale. Everyone directly in front of the caster that is at least 30 feet away must do a Dexterity saving throw, those who fail take 2d10 + 1d6 poison damage and those who succeed will take half of that. The power of this spell increases to 3d10 + 1d6 at lvl 10

Level 10[edit]

Demon's Supper:

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous

The user creates the top half of what looks like the jaw of a dragon out of poison in their left hand, and what looks like the bottom half of the dragon's jaw in the right. They then smash the makeshift jaw shut on everyone within 40 feet of them that are directly in front of them. The spell's targets must do a Dexterity saving throw, those who fail will take 3d10 + 1d6 poison damage, and those who succeed will take half of that. The power of this spell increases to 4d10 at lvl 15

Level 15[edit]

Venom Vortex:

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous

This attack is similar to the Dragon roar attack. The user gathers large amounts of poison into their hands, then the cup them over their mouth and blows the magic out all at once in a cone-shaped attack. This attack has a range of 40 feet, everyone within range of this attack must do a Constitution saving throw, those who fail take 4d10 + 2d6 poison damage and those who succeed take half of that. The power of this spell increases to 4d10 + 3d6 at lvl 20

Level 20[edit]

Poison Cloud:

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous

The user harnesses all of their poison within them into one spot, then releases it in the form of a deadly cloud. Anyone within 60 feet of the user must do a Constitution saving throw, those who fail take 5d10 + 3d6 poison damage and those who succeed take half of that.

Acid[edit]

Level 5[edit]

Acid Blast:

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous

The user fires a cone-shaped burst of acid from their hands with a range of 30 feet. Anyone in the attacks line of fire must do a Constitution saving throw, if it fails they take 2d10 + 1d6 acid damage and if it succeeds they take half of that. The power of this spell increases to 3d10 + 1d6 at lvl 10

Level 10[edit]

Acid Slash:

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous

The user harnesses all of their magic into one of their hands to create a large, acidic, draconic claw. The user then swipes at what's directly in front of themselves with that claw. Anyone in front of them that is within 40 feet of them must do a Dexterity saving throw. Those who fail take 3d10 + 1d6 acid damage and those who succeed take half of that. The power of this spell increases to 4d10 at lvl 15

Level 15[edit]

Acid Shield:

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 minute

The user can cast this spell in reaction to a foe's attack. The user generates acid to form a floating shield made of acid to guard themselves. For the next minute, or until the user ends the spell as a bonus action, anyone who attempts to do a physical attack against the spell's caster must do a Strength saving throw, those who fail, their attack fails and they take 4d10 + 2d6 acid damage. The caster can still freely move and attack while this spell is active. The power of this spell increases to 4d10 + 3d6 at lvl 20

Level 20[edit]

Acid Nova:

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Instantaneous

The user gathers all of their acid into one spot, then the acid explodes out of them and everyone (except the caster) who is within 60 feet of the caster when this spell is cast must do a Constitution saving throw, those who fail take 5d10 + 3d6 acid damage and those who succeed take half of that.

Demon Wings[edit]

At 4th level, you gain the ability to sprout a pair of demon wings from your back, gaining a flying speed equal to double your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. 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.

Demon Presence[edit]

Beginning at 18th level, you can channel the dread presence of your type of demon, causing those around you to become awestruck or frightened. As an action, you can exude an aura of awe or fear (your choice) to a distance of 60 feet. For 5 minutes or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw of 15 or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. You can use this once per long rest.

Demon's Might[edit]

At 20th level, you embody the power of the Demon. Your Strength and Constitution score increase by 10.

Demon Slayer Magic Styles[edit]

The magic power of a demon is immense, but through hard work and dedication, can be turned into two unique Magic Styles: Demon Spirit; representing the inner strength of the demons, and Demon Aspect; embodying the outer potency of the demons.

Demon Spirit[edit]

Focusing the magic of your demon type into yourself has begun to alter your heart, mind, and soul. As you walk along this path, you will learn to channel your magic along with demon type's into specialized techniques. Slows down your transformation. Switches your modifiers to intelligence and wisdom for spells. +5 intelligence + 5 wisdom -5 strength -5 -5 constitution

Demonic Soul[edit]

At 5th level, you have learned to draw upon the spirits of other demons. Twice per day, for 1 hour you may choose 1 other element and infuse that into any of your normal elemental attacks. Your attacks deal an extra 2d8 damage of chosen element. At 11th level it becomes 4 elements and 3d8, and at 17th level 5 elements, it becomes 4d8. 20th lvl you attack with all elements dealing 10 12d8 of elemental damage Any features you have that affect your demon type's element apply to this second element while Demonic Soul is active.

Demon's Wrath[edit]

Starting at 14th level, you can increase the power of your breath weapon or spell. Once per long rest, this feature causes your next breath attack or spell of your demon type's element to deal max damage. You take an extra 1d6 of the chosen elements damage

Demon Aspect[edit]

You have been practicing every day, and through your rigorous training, the magic power of the demons flows through you and has brought change to your body, making you stronger and tougher. The more you grow the more you become what you hate the most. You mutate into a more demonic state even faster per level. +5 constitution +5 strength + 5 Dexterity, - 6 intelligence -6 wisdom, -6 Charisma. Take an extra 1d6 +4 of damage from your attacks

Demon Weapon[edit]

Starting at 7th level, your Demon Weapon attack is considered magical for the purpose of over overcoming resistances.

All Fired Up[edit]

Starting at 14th level, your attacks now become a critical hit on a 19 as well as 20.

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