Demon

by thegamemasters

Search GM Binder Visit User Profile

Demon

Demons are a mostly carnivorous, vampire-like species whose primary diet is humans, consuming their flesh and mostly the blood. Sunlight is deadly to them and will burn them to ash, so they strictly operate at night.
Level Proficiency Bonus Features Rage Demon Blood
1st +2 Rage, Darkvision, Unarmored Defense 2
2nd +2 Demon Blood, Unarmored Movement 2 2
3rd +2 3 3
4th +2 Ability point increase 3 4
5th +3 Extra attack, 3 5
6th +3 4 6
7th +3 4 7
8th +3 Ability point increases 4 8
9th +4 4 9
10th +4 Extra attack(2), 5 10
11th +4 5 11
12th +4 Ability point increases 5 12
13th +5 5 13
14th +5 Diamond Soul, 5 14
15th +5 Timeless Body 5 15
16th +5 Ability point increases 6 16
17th +6 6 17
18th +6 Extra attack(3) 6 18
19th +6 Ability point increases 6 19
20th +6 Muzan blood 6 20
Level Unarmored movement
1st
2nd +10
3rd +10
4th +10
5th +10
6th +15
7th +15
8th +15
9th +15
10th +20
11th +20
12th +20
13th +20
14th +25
15th +25
16th +25
17th +25
18th +30
19th +30
20th +30

Class Features

As a Demon, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Demon level
  • Hit Points at 1st Level: 1d8 + con modifier
  • Hit Points at Higher Levels: 1d8 (or 6) + con modifier for each Demon level after 1st

Proficiencies


  • Armor: Shields,
  • Weapons: Simple Weapons,
  • Tools: 1 type of artisan tools or thieves tools

  • Saving Throws: Strength Constituion
  • Skills: Choose two from skills: Athletics, Deception, Intimidation, Nature, Perception, Sleight of Hand, Stealth, Survival

Equipment

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

  • (a) Greatclub or (b) QuarterStaff
  • *(a)*Dungeoneers pack or (a) explorers pack
  • Dagger and a shield

Darkvision.

You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Unarmored Defense

While you are wearing no armor and not wielding a shield, your AC equals 10 + your dexterity modifier + your constituion modifier

Rage

In battle, you fight with primal Ferocity. On Your Turn, you can enter a rage as a bonus Action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

• You have advantage on Strength checks and Strength Saving Throws.

• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll.

• You have Resistance to bludgeoning, piercing, and slashing damage.

Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a bonus Action.

Once you have raged the maximum number of times for your Demon level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Demon Blood

Starting at 2nd Level, your Blood allows you to harness The Magical energy of Blood Demon bloods. Your access to this energy is represented by a number of Demon points. Your Demon level determines the number of points you have, as shown in the Points column of the Demon table.

You can spend these points to fuel various Demon features. You stblood knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more Demon features as you gain levels in this class.

When you spend a Demon point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended Blood back into yourself. You must spend at least 30 minutes of the rest meditating to regain your blood points.

Some of your Blood features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:

Blood save DC = 8 + your Proficiency bonus + your Constitution Modifier

Flurry of Blows

Immediately after you take the Attack Action on Your Turn, you can spend 1 blood point to make two Unarmed strikes.

Patient Defense

You can spend 1 blood point to take the Dodge Action as a bonus Action on Your Turn.

Step of the Wind

You can spend 1 blood point to take the Disengage or Dash Action as a bonus Action on Your Turn, and your jump distance is doubled for the turn.

Flames of the Phoenix

As an action, you can expend a use of your Blood to create a 15-foot cone of magical fire from your hands. Each creature in the cone takes fire damage equal to 2d6 + your monk level, or half damage on a successful Dexterity saving throw.

Grasp of Stone

When you hit a creature with an unarmed attack, you can expend a use of your Blood to catch the creature in your crushing grip. The creature must succeed on a Strength saving throw or be grappled by you. Until this grapple ends, your unarmed attacks automatically hit the creature, but it has advantage on all melee attacks against you.

Heart-Stopping Strike

When you hit a creature with an unarmed attack, you can expend a use of your Blood to magically disrupt its life force. The creature takes maximum damage from the attack, including any damage from your martial damage dice.

Hurricane Defense

As a reaction when you are missed by a melee attack, you can expend a use of your Blood to magically hurl the attacking creature away from you. The creature must succeed on a Strength saving throw or be thrown up to 30 feet through the air in a straight line away from you, landing prone and taking 3d6 bludgeoning damage.

Stone’s Defense

As a reaction when you take damage, you can expend a use of your Blood to magically reduce the damage to 0.

Stunning Strike

When you hit a creature with an unarmed attack, you can expend a use of your Blood to try to stun that creature. The creature must succeed on a Wisdom saving throw or be stunned until the end of your next turn. A creature that is a nonhumanoid or of a size larger than yours makes this saving throw with advantage.

Touch of Stony Doom

When you hit a creature with an unarmed attack, you can expend a use of your Blood to magically cause its flesh to become like brittle stone. The target must succeed on a Constitution saving throw or else become vulnerable to bludgeoning damage for 1 minute.

Vengeful Flame

If you are reduced to 0 hit points or fewer or are even killed, you can expend one use of your Blood to cause magical flames to lash out. Choose up to three creatures within 50 feet of you. Each of those creatures takes 20 fire damage, plus an additional 20 fire damage for each unexpended use of Blood you have remaining.

Vortex Punch

When you hit a creature with an unarmed attack, you can expend a use of your Blood to spawn a swirling mote of magical wind. Each creature in a 50-foot line that must include the target of your attack must succeed on a Strength saving throw or take 2d6 force damage and be pushed up to 30 feet in a direction of your choice. This movement must be in a straight line.

Warrior’s Gale

In place of your movement and before taking your action on your turn, you can expend a use of your Blood to magically fly up to 40 feet. If your flight ends in midair, you do not fall until the end of your turn.

Wholeness of Body

As an action, you can expend a use of your Blood to magically regain hit points equal to your monk level + your Constituion Modifier.

Unarmored Movement

Starting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Demon table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move. Fiery Soul When you are hit by a melee attack, you can use your reaction to expend a use of your Blood to channel magical fire into the attacker. The attacker takes fire damage equal to 5 + your monk level, or half damage on a successful Constitution saving throw.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Diamond Soul

Beginning at 14th level, your mastery of blood grants you Proficiency in all Saving Throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 blood point to Reroll it and take the second result.

Timeless Body

At 15th level, your Blood sustains you so that you suffer none of the Frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Muzan blood

At 20th level, when you roll for Initiative and have no blood points remaining you regain 4 blood points.

Ranks

Demons are divided into 5 ranks. Once a human turns into a demon they reside in rank 1, if that demon gains more strengh by consuming more blood they could get moved up a rank.

Most Demons stay in rank 1 or 2 since the power difference is noticeable in the 3rd rank, only the most powerful demons reside in the 4th rank these demons are called upper moons. The 5th rank can only hold 1 demon and thats Muzan Kibutsuji although the are a few to gain this rank.

  • Week Demon (Level 1-5)
    All demons have started off in this rank these demons are greedy and always itching to gain even the tiniest drop of power

  • Strong Demon (Level 6-10)
    The Demons that have gained this rank have lived for more years than the human life span, most of the demons that are in this rank have gained a special ability called a blood demon art.

  • Lower Moon 6-1 (Level 11-15)
    Usually only the talented demons stay in this rank these demons have been hand picked from the demon king.

  • Upper Moon 6-1 (Level 16-19)
    A few select numbers of talented and experienced Demons have reached this rank and because of their extreme power they report directly under Muzans orders

  • Demon king (Level 20)
    As said Before only one demon can be in this rank and thats muzan kibutsuji but if a upper moon gains strength beyond the demon kings control that Upper moon can overthrow the Demon King and take his spot
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.