Demonic Knight, Variant (5e Class)

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Demonic Knight

Demonic knights are slaves of dark powers. They are bonded to a sentient weapon called a demonic weapon, which grants them magical powers and great prowess in combat.

Death and destruction

Sold into service to serve an Arch-Demon at birth, the Demonic Knight are trained living weapon. The embodiment of terror and might, combined with their ability to fight in any environment, Demonic Knights are the bastions of which the Abyss bends to. Demonic Knights lead the hordes of their Arch-Demon masters, laying waste to demons, devils, humanoids, and the like. Capable warriors and spellcasters, Demonic Knights are a formidable opponents for any enemy. Beware the Knights in black...

Yet in all this darkness and cruelty the rare Knight appears undamaged by the cruelty of training. Are they really kind or...

Creating a Demonic Knight

Quick Build

You can make a demonic knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Soldier background.

Class Features

As a Demonic Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Demonic Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Demonic Knight level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Torture tools
Saving Throws: Constitution, Charisma
Skills: Choose three from

Athletics, Deception, History, Insight, Intimidation, Perception, and Religion
Equipment

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

  • your chaotic weapon
  • (a) chain mail or (b) scale mail
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a priest's pack or (b) an explorer's pack

Table: The Demonic Knight

LevelProficiency
Bonus
FeaturesCantrips KnownSpells Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Demonic Weapon (+1)2
2nd+2Armor Mastery, Fiendish Wings3
3rd+2Doom42
4th+2Ability Score Improvement, Weapon of Horror (1)43
5th+3Demonic Weapon (+2), Extra Attack, Full spell casting36432
6th+3Armor Mastery improvement38433
7th+3Doom Feature394331
8th+3Ability Score Improvement4104332
9th+4Weapon of Horror improvement41143331
10th+4Possessed Strength, Armor Mastery improvement41243332
11th+4513433321
12th+4Ability Score Improvement514433321
13th+5Weapon of Horror improvement5154333211
14th+5Armor Mastery (4)6164333211
15th+5Doom Feature61743332111
16th+5Ability Score Improvement, Weapon of Horror improvement61843332111
17th+6Demonic Weapon (+3)719433321111
18th+6Armor Mastery (5)720433331111
19th+6Ability Score Improvement721433332111
20th+6Doom Feature822433332211

Demonic Weapon

You have a unique sentient magical weapon called a Demonic Weapon bound to your soul. A Demonic Weapon can take the form of any melee weapon which does not have the light or finesse properties and it loses it's weight properties. The weapon has Intelligence, Wisdom, and Charisma scores of 12, each score increasing by 2 at 5th level (14), 9th level (16), 13th level (18), and 17th level (20). It communicates by transmitting emotions to its user(joy-sadness, anger-fear, trust-distrust) these must must be bonded with weekly to work correctly or it’s a level 1 stick, it has hearing and blindsight to a range of 120 feet, it has the same alignment as you do, and its special purpose is destruction. You gain a +1 bonus to attack and damage rolls made with your Demonic Weapon. The bonus to attack and damage rolls increases by 1 at 11th level (+2), and again at 17th level (+3). If your Chaotic Weapon ever leaves your hand, you may summon it back into your hand as a bonus action.

Weapon of Horror

Whenever you attack a creature and reduce it to 0 hit points, you may use your reaction to instantly slay the creature and raise it at the start of your next turn as an undead version of creature/humanoid that is permanently under your command, following your verbal/telepathic orders to the best of its ability. You can only animate and control one undead creature at a time. When you hit a creature with this magic weapon you deal an additional 1d4 necro damage. This later increases at 4th level (1d6), 9th level (1d8), 13th level (1d10), and 16th level (1d12). You gain temporary hit points equal to the necrotic damage you dealt the temporary hit points you gain cannot exceed the maximum you can roll

Armor Mastery

Starting at 2nd level, as long as you are wearing armor you take 2 less points of damage from all sources. The amount of damage you may ignore increases at 6th level to 3 less points, 10th level to 4 less points, 14th level to 5 less points, and 18th level to 7 less points.

Fiendish Wings

Beginning at 2nd level, black, shadowy, spectral or real leathery, boney, with shields on the wings can be summoned as a bonus action. You can summon and dismiss wings at will. The wings do not take on a physical form and don’t require specialized armor. The Demonic Knight is able to fly in heavy armor and you have a flight speed of 60ft.

Spellcasting

Beginning at 5th level, you can augment your martial prowess with spells. You can cast spells from the Warlock,Wizard spell lists. At 2nd level, you know three cantrips of your choice from the Warlock spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Demonic Knight table. Charisma is your spellcasting ability for your spells.

Doom

At 3rd level, you choose a path which you follow to spread death and destruction. Your choice of doom grants you features at 3rd level and again at 7th, 15th, and 20th level.

Ability Score Increase

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

Beginning at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Chaos Unleashed

Your Chaotic Weapon has gained strength from your battles. Starting at 10th level, your weapon deals an extra damage die.

War-Brood Titan

Starting at 20th level, you have advantage against all magic saves. You no longer need to eat, sleep, breathe, and you don’t age.


Harbinger

The Harbinger's doom is focused on spreading fear.

Terrifying Presence

Beginning when you choose this Doom at 3rd level, you gain a +5 bonus to Charisma (Intimidate and Persuasion) checks. At 17th level, the bonus to Charisma (Intimidate and Persuasion) checks increases to +10.

Fear Aura

Starting at 7th level, you can use your action to frighten enemies with your presence. Each creature you choose within 60 feet of you must succeed on a Wisdom saving throw (DC equal to 10 + your proficiency bonus + your Charisma modifier) or be frightened of you for 2 turns. On subsequent turns, you can use your bonus action to extend the duration of this effect on the frightened creatures until the end of your next turn. This effect ends if the creature ends its turn out of line of sight (behind full cover) or more than 45 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Destruction Aura

At 20th level, you become a perfect engine of destruction, emanating an aura of chaos in a 60-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw (DC equal to 10 + your proficiency bonus + your Charisma modifier) or for 1 minute take double damage from your attacks and spells and not be able to reduce or ignore damage from your attacks and spells, including by otherwise applicable resistances and immunities. Anyone within a 5 foot radius also makes a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier), on a failed save anyone affected goes into a state of paralysis. Can be used 2 times per long rest.

Ravager

The Ravager's doom is focused on reckless, savage damage-dealing.

Revel in Carnage

Beginning when you choose this Doom at 3rd level, you gain 10 temporary hit points at the start of combat and you are immune to the Fear condition.

Brutal Critical

Once you reach 11th level, your critical hits are more powerful. When you score a critical hit, roll all the attack's damage dice three times rather than twice.Starting at 18th level, when you score a critical hit, roll all of the attack’s damage dice four times instead of three.

Improved Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Undying Champion

Beginning at 15th level, when you are reduced to 0 hp, you can instead choose to use your reaction, and stabilize with 1 hp. This feature can be used up to the number of your Constitution modifier+ proficiency bonus per day. You must complete a long rest to regain uses of this feature.

Multiclassing

Prerequisites. To qualify for multiclassing into the demonic knight class, you must meet these prerequisites: Strength 15, Charisma 13

Proficiencies. When you multiclass into the demonic knight class, you gain the following proficiencies: all armor, all shields, All weapons



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