Demonic Knight (5e Class)

Work In Progress

Demonic Knight

[Placeholder]

Death and destruction

[Placeholder]

Creating a Demonic Knight

[Placeholder]

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: Strength, Charisma
Skills: Choose three from Athletics, Deception, History, Insight, Intimidation, Perception

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 shield or (b) a longbow with 20 arrows
  • (a) a dungeoneer's pack or (b) an explorer's pack

Table: The Demonic Knight

LevelProficiency
Bonus
FeaturesCantrips KnownSpells Known—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Demonic Weapon
2nd+2Unholy Resurrection, Spellcasting242
3rd+2Demonic Order253
4th+2Ability Score Improvement263
5th+3Extra Attack2742
6th+3Dark Fury2842
7th+3Demonic Order Feature3943
8th+3Ability Score Improvement31043
9th+4311432
10th+4Demonic Essence312432
11th+4Demonic Order Feature313433
12th+4Ability Score Improvement414433
13th+54154331
14th+5Eldritch Armor4164331
15th+5Aura of Vengeance4174332
16th+5Ability Score Improvement4184332
17th+6Demonic Order Feature51943331
18th+652043331
19th+6Ability Score Improvement52143332
20th+6King of Darkness52243332

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 finesse property. The weapon has Intelligence, Wisdom, and Charisma scores of 10, each score increasing by 2 at 5th level (12), 9th level (14), 13th level (16), and 17th level (18). It communicates by transmitting emotions to its user(joy-sadness, anger-fear, trust-distrust), can perceive up to 30 feet away, and only you can hear it; others merely hear ghostly whispers from the weapon.

The Demonic weapon gains a bonus to attack and damage rolls, which increases by 1 at 9th level (+2), 13th level (+3), and again at 17th level (+4). Starting at 11th level, a Demonic Weapon deals extra necrotic damage equal to the weapon's damage die whenever you hit with it. Your Chaotic Weapon can't be damaged while you are alive. If your Chaotic Weapon ever leaves your hand, you may summon it back into your hand as a bonus action, and you can make it disappear as a free action. The Demonic Weapon does not count against your maximum attuned item count.

Unholy Resurrection

Unholy Resurrection: When you slay a creature with your demonic weapon or with a spell, you may use your reaction to raise that creature as an undead version of itself. The creature changes in the following ways:

  • The creature's hitpoint maximum is reduced by half.
  • Gains vulnerability to radiant damage, and loses any resistances.
  • Creature is incapable of rational conversation or thought, and it obeys your every order.
  • During Combat, the undead under your control acts on your turn
  • Any weapons and Basic actions it knew how to use in its previous life it can still use (Flying, Swimming, Climbing, etc), but more biologically complex actions such as breath weapons are up to the DM's discretion.

You can raise up to three creatures, but their combined total CR cannot be greater then 1/2 your Demonic Knight Level. You cannot raise constructs or re-raise undead. Note that this CR limit does not include undead raised by other sources, such as Animate Dead.

Spellcasting

Beginning at 2nd level, you can augment your martial prowess with spells. You can cast spells from the Wizard spell list. At 2nd level, you know two cantrips of your choice from the Wizard 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. Your Demonic Weapon is considered your Arcane Focus.

Demonic Order

A Demonic Knight's aspirations often rise far higher then their current stature. Typically they follow an order that will ultimately lead to the destiny they desire most. At 3rd Level, choose one of the following Archetypes as your Demonic Order: Harbinger of Destruction, Lord of the Undead, or Dark Emperor. You gain additional features in this archetype at level 7, 11, and 17.

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.

Dark Fury

The demonic rage inside you allows you to ignore certain debilitating effects. At 6th level you gain immunity to disease and the fear condition.

Demonic Essence

Your Experience as a Demonic Knight has heightened your physical constitution and mental faculties. At 9th level you gain resistance to poison as well as gaining 60 feet of darkvision. Should you already have darkvision, you gain an 30 extra feet instead.

Eldritch Armor

You have learned to use arcane magic to enhance your defenses. At 14th level you can use a bonus action to choose between Fire, Cold, Lightning, Necrotic, or Radiant Damage; you gain resistance to the chosen damage type. You may change the resistance type by using a bonus action on another turn.

Aura of Vengeance

The hatred of your enemies permeates the air as an ominous aura. Once per long rest as an action you may exude an aura of malice in an area 30ft around you. Creatures who enter or start their turn in this field must make a Charisma saving throw against your spell save DC. On a failed save they are marked for vengeance and take 2d8 Necrotic Damage, or are not marked and take no damage on a successful one. While you attack a marked creature with your Demonic Weapon you gain a +3 bonus to attack and damage rolls. A creature is marked for one round before the effect wears off, and the creature must make the saving throw again.

King of Darkness

You are feared throughout the land as the embodiment of darkness and evil. At 20th level Dark Magic now pulses through your body as you gain the following benefits

  • You sprout a pair of black wings (Kind of wings are the player's preference, some examples are Dragon, Angel, or Bat wings). You gain a flying speed equal to your base movement speed.
  • Your Maximum Hitpoints Increase by 30, and your Demonic Weapon gains an extra damage die (necrotic as well).

Harbinger of Destruction

Demonic Knights who focus their dark energies into enhancing their physical abilities, Harbingers of Destruction spread havoc across the battlefield. Those who follow this order tend to work alone, decimating hordes with blows that hit multiple targets: friend and foe alike.

Bringer of Chaos

Upon choosing this demonic order at 3rd level, your blows start wreaking havoc on the battlefield. When attacking a creature with your Demonic Weapon, as a bonus action you unleash dark energy form your weapon.. Other creatures within 5 feet need to make a dexterity saving throw against your spell modifier. On a failure they take 1d6 necrotic damage , or half as much on a successful save. You may use this feature a number of times equal to your proficiency bonus, and you regain all uses of this feature at the end of a short or a long rest.

Arsenal of Evil

Your collection of demonic weaponry expands. At 7th level you may spend 10 minutes meditating with your Demonic Weapon, changing it's form to another kind of weapon. Your Demonic Weapon can now become a martial or simple ranged weapon (with the exception of firearms), but ranged weapons have the magic bonus to attack and damage cut in half (minimum +1) and do not apply "Bringer of Chaos".

Overwhelming Power

Your blows decimate the defenses of your enemies, and you can more easily hit their weak points. At 11th level your Demonic Weapon now scores a critical hit on rolls of 19-20.

Ultimate Annihilation

At 17th level the destruction of your enemies is now absolute. At 17th, once per short or long rest when you defeat a creature with your demonic weapon, you may use your reaction to cause them to explode in a burst of dark energy. Creatures within 15 feet must make a dexterity saving throw against your spell modifier or take 4d10 necrotic damage, or half as much on a success. You may use this ability one more time for each creature defeated with a critical hit.


Unnatural Constitution

Upon choosing this Demonic Order at 3rd level, you are able to raise the undead in better condition. The undead you control now have their maximum hitpoints reduced by one-quarter as opposed to one-half.

The Dead Shall Rise

At 7th Level your experiments with controlling the undead have allowed you increase the numbers of your horde. The number of undead you can control through "Unholy Resurrection" increases by two.

Soul Inheritor

You believe the undead hordes should serve you and only you. At 11th level as an action you can attempt to take control of an Undead whose CR does not exceed your maximum total. That undead must make a DC13 charisma saving throw against you. If the undead is controlled by another necromancer, the target makes the saving throw with advantage. Should it succeed, it does not fall under your control and is immune to further attempts at controlling it. Otherwise the undead falls under your control. You may use this ability a number of times equal to your proficiency bonus per long rest.

Master of Souls

At 17th level your command of the undead reaches even greater heights as you are able to control even more powerful undead. The maximum CR of undead you may control is now equal to 3/4 of your Demonic Knight level.


Terrifying Fiend

You excel in terrifying the masses. You Gain Proficiency in Intimidation. If you already have proficiency, you may double the bonus.

Multiclassing

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

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



Back to Main Page 5e Homebrew Classes

gollark: FEAR it.
gollark: Spreadsheets < numpy.
gollark: What? Nothing is scheduled until 2026.
gollark: (My school provides it for """free" and also LibreOffice Calc)
gollark: Imagine buying Excel.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.