Demonslayer (3.5e Class)
Demonslayer (work in progress)
Demonslayers are really strong "people" that have gained elemental power to slain demons. Only the one that trained themselves a lot can obtain the power and the mental stabilty to become demonslayer.
Making a Demonslayer
A Demonslayer is a master of magic and he uses his spells and his own body as weapon.
Abilities: The magic and fighting style wielded by a Demonslayer is very complex, requiring high Intelligence and Constitution to work the most effectively. Wisdom, Dexterity, Strength and Charisma are each equally important and will vary between Demonslayer.
Races: Any race capable of magic can become Demonslayer.
Alignment: The alignment of a Demonslayer is nor Good nor Evil. they tend to be Neutral.
Starting Gold: 4d10x10 gp (220gp)
Starting Age: Moderate
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | Spell per day based on level | ||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +2 | Elemental Mastery, Absorb Element, Runic Power, Natural Finesse, Overlimit Spellcast | 4 | |||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +3 | Demoniac Descent, Deathbringer | 5 | |||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +3 | Elemental Aura +1 | 5 | |||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +4 | Demon Traits, Demoniac Descent II | 6 | |||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +4 | God's Blessing | 6 | |||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +5 | +5 | Demoniac Descent III | 7 | |||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +5 | +5 | Elemental Aura +2, Secret Arts Rank I | 7 | |||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +6 | +6 | Demon Traits, Demoniac Descent IV | 8 | |||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +6 | +6 | Unyielding Will | 8 | |||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +7 | +7 | Demoniac Descent V | 9 | |||||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +7 | +7 | Dual Element Holder | 9 | |||||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +8 | +8 | Demon Traits, Demoniac Descent VI | 10 | |||||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +8 | +8 | Elemental Aura +3 | 10 | |||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +9 | +9 | Demoniac Descent VII, Secret Arts Rank II | 11 | |||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +9 | +9 | Element Body | 11 | |||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +10 | +10 | Demon Traits, Demoniac Descent VIII | 12 | |||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +10 | +10 | Elemental Aura +4 | 13 | |||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +11 | +11 | Demoniac Descent IX | 14 | |||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +11 | +11 | Elemental Aura +5 | 15 | |||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +12 | +12 | Demon Traits, Demon Release, Demoniac Descent X | 15 | |||||||||||||||||||||||||||||||||||
Class Skills (5 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Demonslayer.
Weapon and Armor Proficiency: Demonslayers are masters of unarmed combat, preferring martial fighting to weapons. As such they have the Improved Unarmed Feat at 1st level and do an additional HD of damage when not using a weapon. While not requiring additional weapons, each Demonslayer has the choice of being proficient in one other weapon type of their choice. In the case of armor, a Demonslayer can only use Light armor as anything heavier will disrupt their fighting.
Demonslayer Special Abilities
Elemental Mastery: What separates a Demonslayer from other spellcasters is their total devotion to a single element to the near exclusion of the others. This has allowed them total control and synchronization with their chosen element, making their bodies living conduits for the primal forces of nature. Evry Demonslayer has the power to cast spells with their element changing their shape to them (example: Fire: Fireball or somthing else with fire), to cast this spell the Demonslayer has to do a concentration throw of 15. Their element is determined by the first Demon they have killed, changing their appearance, personality, and in some cases the way they live. There are 10 different varieties of Demonslayers: Fire, Water, Wind, Earth, Ice, Lightning, Metal, Poison, Light, and Dark. Each could be considered a class all their own and are fully listed below.
Fire: Wielders of one of the four Primal elements, Fire Demonnslayers are as blazing and hotheaded as their element. Fire Demonslayers have killed a Red Demon to wield flames as an extension of their own body. They are hotheaded and incredibly confident in their power, making excellent fighters. Their body is extrimely hot and they gain (+5 resist Cold).They draw their power from elemental fire and can survive the hottest temperatures without effect, but will get queasy around any large body of water. -They also have bonus spells from Fire and Destruction Domains.
- Other bonuses: +4 Strength, +3 Constitution, +6 Intimidate, -2 Wisdom
- Attack bonus: All attacks will set the target ablaze for 1d6 damage for 1d4 rounds unless Fortitude 10+Charisma Modifier is rolled.
Water: Wielders of the Primal element of Water, Water Demonslayers are calm and collected, more apt to think the situation through than their Fire counterparts. Water Demonslayers have killed a Blue Demon to wield the forces of water. They are intelligent and diplomatic people, choosing planning over fighting, as such they are of a more supportive nature when compared to more warrior-like Demonslayers. As their powers grow they start to have a light blue glow to their bodies with a lightening of the hair and eyes. They have become known as powerful healers. They can survive under the most intense pressures of the ocean floor. -They also have bonus spells from Water and Healing domains.
- Other Bonuses: +4 Intelligence, +2 Dexterity, +6 Heal, +4 Diplomacy, +2 Constitution, Water Breathing
- Attack Bonus: Weakening unless Fortitude 10+Wisdom Modifier is rolled. Their water attacks deal +1d6 because of the high water pressure the enemy is subjected to.
Earth: Wielders of the Primal element of Earth, the Earth Demonslayers are living mountains with near infinite patience and a love of simplicity and the natural world. Earth Demonslayers have killed a Green Demon. They are not provacative fighters as other Demonslayer instead they prefer to attack the enemy in a smart way. They are powerful beings, if a bit slow moving, but have the force of mountains behind them. Their skin becomes rocky and tough as their bond with the element grows, with green eyes.-They also have bonus spells from Earth and Plant domains.
- Other Bonuses: +3 Wisdom, +3 Constitution, +4 Concentration, +4 Handle Animal, +4 AC, -20ft movement speed
- Attack Bonus: Temporary Petrify unless Fortitude 10+Wisdom Modifier is rolled.
Wind: Wielders of the Primal element of Wind, the Wind Demonslayers are curious adventure seekers, never staying in one place for long. Wind Demonslayers have killed a white Demon. They are the tricksters, controlling the skies and journeying the world. They have a great love of open spaces and are masters of flight but are generally weaker than most.-They also have bonus spells from Travel and Weather domains.
- Other Bonuses: +2 Dexterity, +2 Intelligence, gains Fly as a spell, +20ft Movement Speed, -2 AC
- Attack Bonus: Daze unless Fortitude 10+Intelligence Modifier is rolled. Also deal 1 damage for 1d4 rounds with all his attack (also abilities).
Lightning: Lightning Demonslayers have Killed a Yellow Demon to weild the element of Lightning. Lightning Dragonslayers also love the desert and usually reside there, they also have great knowledge and gain a +2 to knowledge and spot checks. -They also have bonus Spells from the Weather and Destruction domains.
Ice:Ice Demonslayers have killed a Light Blue Demon to weild the element of frost.Ice Demonslayers gain a bonus when it comes to fighting on snow, as such in deserts it loses that advantage. -They also have bonus Spells from the Air and Water domains.
- Other Bonuses:+2 Constitution, +2 Strength, -2 Intelligence, +1 AC
- Attack Bonus: Freeze unless Fortitude 10+Intelligence Modifier is rolled. unarmed or natural can be slashing, bludgeoning, or piercing.
Poison:Poison Demonslayers Have killed a Purple to weild the element of acid. Poison Demonslayers are Chaotic Evil because of the corruption of the devil inside them, and as such these Demonslayers are evil-tempered, cunning, and malevolent. These Demonslayers have no regard for life and will splash acid at anyone that attacks their treasure or their companions. -They also have bonus Spells from the Death, Trickery and Mind domains.
Metal:Metal Demonslayers have killed a Grey demon to weild the power of metal. These Demonslayers are pranksters, joke tellers, and riddlers, they easily fit in to any group and are charasmatic and outgoing. Through years of intense training they have trained their skin to have like a metallic coat and are highly resillient to most metal weapons. These Demonslayers tend to have eyes of turquiose. -They also have bonus Spells from the War and Artifice domains.
- Other Bonuses: +2 Charisma, +3Wisdom, +2 Diplomacy,+2Gather Information
- Attack Bonus: extra x2 to criticals, unarmed or natural can be slashing or bludgeoning
Light: Wielders of the very life force of the universe, the element of Light, the Light Demonslayers are the most powerful spellcasters of all the Demonslayers. They have killd one of the powerful divine Demons to wield one of the most primal forces of nature. They are Lawful beings as Light is Order and will tend to be of a more uptight nature than most. Physically they are weaker than other Demonslayers but are masters of healing and the most powerful of spellcasters. As they power up they will give off a light glow, and their hair and eyes will gain a silvery color. They are fundamentally linked to Darkness as well as Light if they become Evil by killing people with cruelty they can become Darkness Demonslayer. -They also have bonus spells from the Healing, Liberation and Luck domains.
- Other Bonuses: +2 Charisma, +2 Dexterity, Their touch functions as heal light wounds to friendly targets, Detect Evil as a spell-Like ability and they also have +4 to heal
- Attack Bonus: Blind unless Fortitude 10+Intelligence Modifier is rolled. His attacks burn the target for 1 damage every round for 1d4 rounds.
Dark: Wielders of death, the counterpoints to life, Darkness, the Dark Demonslayers move unseen throughout the world wielding powerful magics to fuel their own ends. They have killed a a wickedly evil entity known as Black Demon and they have become masters of death and shadows. They are Evil at heart, as a result of their training, and move unbeknownst to the world rivaling Assassins in their art. They don not wield the powerful magics of their Light brethren but are masters of curses and the controlling of others. They are fundamentally linked to Light, and should they drift towards Good they may rise to the Light. -They also have bonus spells from the Darkness, Death, and Destruction domains.
Absorb Element: Demonslayers are masters of their element, and due to their close affinity for it they are able to absorb it into themselves to heal or strengthen themselves. A Demonslayer has the ability to consume their elemental type, whether from a magical source or not it doesn't matter. Doing this will heal the Demonslayer proportionally to the amount consumed. Small: 1hp, Medium: 2hp, Large: 3hp, Huge+: 5hp. Magical sources will also replenish the Demonslayers Mental Stability: Small: 1int mod, Medium: 2int mod, Large: 3int mod, Huge+: 5int mod.
- In the case of Light and Dark Demonslayers, their element doesn't appear naturally and their only source comes from 2 places: Divine/Necrotic spell, and the actual life force of living creatures. They have the ability to drain the energy of others they come in contact with if they succeed in Will vs. Fortitude, draining an amount equal to 1d6 . If the resulting drain will kill the target, the soul is consumed as well. These are inherently Evil acts and will push the character towards that side of the spectrum and whatever consequences that brings. This energy can also heal others, pushing towards the Good end. There is the potential for a Light Demonslayer to turn to Dark and Vice Versa.
Runic Power: Those who become Demonslayer gain powerfull runes on their arms. This runes are where they take energy to cast their spells. This runes also give to Demonslayers +2Strength and +2 on Strength checks.
Natural Finesse: A Demonslayer is also a master of unarmed combat and has turned his body into a living weapon. This has the same effect as the Feat Weapon Finesse which allows you to switch Strength in attacks with Dexterity. This also provides an extra 10ft to movement speed and grants a bonus +1 to attack while unarmed or using natural weapons. Any natural or unarmed attack will do an extra 1d6 damage.
Overlimit Spellcast: Every Demonslayer have a huge power, for this they can cast spell also if they have used all their daily spell. To cast these spell they lose 1 of their int modifier. They can cast these spell until their int modifier reach +0. At +0 they have to do a Will save to don't lose control and become an Half-Demon.
- Half-Demon form: when you fail your will save throw you become an Half-Demon. In this Form you gain +4Strength and -4Intelligence, you can't cast your normal spells but only those of the Demoniac Descent and to cast them you have to do a concentation check of +10. Your unarmed attacks deal 2d6 more damage.
DeathBringer: As their Demoniac nature begins to emerge, the same wariness given towards Demons starts to be shown to the Demonslayer. The Demonslayer gains a Frightful Presence equal to their Level+Strength modifier. This will also give a bonus +4 to Intimidate an a -2 to Diplomacy.
Demoniac Descent: The main defining aspect of a Demonslayer's magic is their ability to incorporate it into their martial fighting style. They can become living magical weapons, wrapping magic around themselves to increase their physical attack power, as such these attacks are considered unarmed or natural weapon for the Demonslayer. They effects of the various Demon attacks vary by element and grow stronger as the Demonslayer trains with them. At each rank of this ability the Demonslayer is allowed to further acquire/train one these abilities making them stronger and more versatile. This abilities are considered as spells so you have to spend your spells per day or mental stability.
Demon's Ray: The character takes energy from his runes and concentrate it on his hands, than he fires a 25ft(+5ft per Rank) ray of the element of the Demonslayer applying the effects of the element. This Ray deals 4d8 + (1d8 per rank in ability) damage. This spell can be used only once per day in normal conditions. This spell can be used once again if you absorb your element.
Demon's eye: You have unleashed your Demon power that allows you to see in a confused way what will happen in 1d4 + (1d4 per rank in ability) rounds in the future.
Runic chain: The Demonslayer takes energy from his runes and extend them making them become chains. After that he can use this chains in two different ways:
- He can grab an enemy and drain his life for 1d6 + (1d4 per rank in ability)
- He can Stun an enemy for 1d4 + (1d4 per rank in ability)
while he is using his runes like chains The Demonslayer can't cast other spells except for Runic Chain.
Memento Mori: The Demonslayer uses part of his Mental Stability to crate a 4x4 Dark Magic in a range of 30 feet that deals 5d6 + (1d6 per rank in ability). To use this ability you need to have at least 18Intelligence and it costs 2int modifier. This spell can be used once a day without exception. Absorbing your element doesn't gives you this spell back.
Demon's orb: The Demonslayer fires an orb made of his element dealing 2d6 + (1d6 per rank in ability) and applies status effect (like elemental status damages or effects). This spell can be used once a day in normal conditions. You can cast again this ability if you absorb your element.
Runic armor: The Demonslayer extend his runes all over his body. Elemental energy is wrapped around the player in the form of armor, providing a +3(+1 per rank) bonus to AC and Spell Resistance of 1(+3 per Rank). He gains bonus from this form and it can stay for 10*Intelligence rounds. The bonus are as followed:
- Fire: Immunity to Cold and 1d6 Fire on contact
- Water: Immunity to Fire and a +2/rank on Reflex saves
- Wind: 2x Movement speed, Flight(good) and bleeding the enemies for 2 damage every round for 1d4 rounds on contact (melee attacks only).
- Earth: 1/2 Movement speed, +6 AC and +6 to Strength
- Ice: +4 AC and 1d6 Cold on contact
- Lightning: 3x Movement Speed and paralysis on contact unless a Fortitude Save DC 10(Wisdom Modifier+1 per Rank) is rolled.
- Poison: Weaken on contact and Acid touch.
- Weaken: -4 Constitution and -2 AC
- Acid Touch: Poison the enemy for 1d4 damage every round for 2 rounds on contact.
- Metal: 1/2 Movement Speed, +6 AC and +6 to Strength
- Light: 2x Movement Speed, +2 AC and counter mind control + purification on contat.
- Purification: ally: purificate any disease. Against enemy: your attacks deal + 1d6 damage
- Dark: Invisibility and Control on contact unless a Will Save DC 10(Charisma Modifier+1 per Rank) is rolled or that target person or creature is immune to Mind-Effecting.
Ex-<-pluralized class name->
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Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
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<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"-> |
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"->
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Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World
“ | <-Some quote from a character of this class-> | ” |
—<-NPC name->, <-race-> <-class-> |
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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10 | <-not so common knowledge->. |
15 | <-rare information->. |
20 | <-very rare information->. |
<-pluralized class name-> in the Game
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Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
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