Demon Class 5e

by mikitz

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The Demon

Demon

The lich greeted him plainly, " Demon, I summoned you," she continued, "With your true name — Malum." As the last syllable was uttered, the lich let a hint of pride slip off the tip of her tongue. Malum felt the power of his name compel him into servitude, the weight of a world pushing him into submission; he bowed with a grunt.

"Silently submissive — perfect," she said with undead glee.

Malum finally broke his silence, "Your immortality dangles from a thread, Lich," his voice deep and raspy, full of indignation.

"Yes, yes," she said apathetically, "I have many enemies. Save your breath, Malum."

His bow grew deeper with the utterance of his name, compelling obedience. "I serve you, master," he said.

"Welcome to the material plane, Malum," she said pleased, "Now, listen to my commands."

"As you wish, my Queen," Malum's defeat was palpable.

Spawn of Orcus

Declaring your devotion to Orcus as a humanoid allows you retain the physical features of your chosen race — mostly. A 15-foot barbed tail grows from your tailbone, your legs become dirgitigrade, which makes it hard to stand upright while moving. In addition, your jaw extends, giving you vicious biting power while sprouting shark-sharp teeth and your ears grow larger and more sensitive, as large as a wolf's. In place of your fingers, you sprout claws — dirty smelly claws as sharp as tungston and has hard as diamond.

Your True Name

Should someone know your true name, they have the power to bind you into servitude. They have the power to call you to them at any time just by calling your name three times. They hold power over you, but you're a demon, so they know that you need only kill them to remove that power. Grow stronger, find them, then rid the multiverse of their flesh by consuming it! You must obey all orders that follow your name, even ones that cause you direct harm. E.G. "Malum, kill yourself." or "Malum, kill all elves you see." or "Malum, you must eat the heart of all creatures you kill."

Extra-Abyss Unwelcoming

You are a Demon, known by all to be evil, as such, if you're spotted on any plane other than the Abyss, word travels fast and holy worshippers and Demon slayers will be hot on your tail until they've seen to your death or expulsion personally.

A Demon on the Material

Demons aren't welcome on the material plane. Why are you on the material plane? How did you get here? Perhaps you walked through a portal, which may have alerted nearby authorities to its existance; now you must remove their flesh from this plane. Perhaps you were summoned by someone who knows your true name, someone stronger than you whom you wish to kill once you are strong enough.

Creating a Demon

The horros and plagues of the Abyss tear deep into your tainted soul.

Quick Build

You can make a Demon quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the soldier background.

Note, that Strength affects your claw damage and Armor class. Also, the Medicine (Wisdom) skill will determine how good you are at preparing bodies for consumption. All in all, you need high Charisma, Constitution, Strength, and Wisdom.

Class Features

As a Demon, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Demon level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Demon level after 1st.

Proficiencies

Armor: None

Weapons: None

Tools: None

Languages: Abyssal

Saving Throws: Charisma, Strength

Skills: Intimidation, and choose any two

Equipment

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

  • a large bag of incense, used to fend off the scent of the rotting corpses you'll inevitably be carrying around
Demon
Level Prof. Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th
1st +2 Possession, Consume Flesh, Demon Anatomy
2nd +2 Extraction Methods 2
3rd +2 Layer of the Abyss, Spellcasting 2 3 3
4th +2 Ability Score Improvement 2 4 3
5th +3 Extra Attack 2 4 3
6th +3 Possession Improvement 2 4 4
7th +3 Extraction Improvement 2 5 4 2
8th +3 Ability Score Improvement 2 6 4 2
9th +4 Layer of the Abyss Improvement 2 6 4 2
10th +4 Extraction Improvement 3 7 4 3
11th +4 Extra Attack (2) 3 8 4 3
12th +4 Ability Score Improvement 3 8 4 3
13th +5 Possession Improvement 3 9 4 3 2
14th +5 Demon Lord 3 10 4 3 2
15th +5 Extraction Improvement 3 10 4 3 2
16th +5 Ability Score Improvement 3 11 4 3 3
17th +6 Layer of the Abyss Improvement 3 11 4 3 3
18th +6 Possession Improvement 3 11 4 3 3
19th +6 Ability Score Improvement 3 12 4 3 3 1
20th +6 Demon Prince 3 13 4 3 3 1

Demon Anatomy

Demon Claws

Claw Mastery. You are proficient with your claw attacks, which deal 1d6 + Strength modifier slashing damage on a hit, and have a 5ft reach.

Ambidexterity. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.

Clawfingers. You cannot hold anything when in Demon form as your claws are far too thick and long.

Charge. If you move at least 15 feet straight toward a target and then hit it with a claw attack on the same turn, you may make 3 additional claw attacks, one for each additional limb.

Demon Tail

Tail Mastery. You are proficient with your tail attacks.

Poison Strike. 15 ft reach, 1d8 piercing damage and the target must succeed on a DC spell save Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Restraining Wrap. 10 ft reach, 1d10 bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC Strength (Athletics) check). Until this grapple ends, the target is restrained, you can automatically hit the target with your claw attacks, and you can't make tail attacks against other targets.

Tail Whip. 15 ft reach, 1d12 slashing damage.

Demon Hide

Starting at 1st level, when in your Demon form, your armor class is calculated as follows.

Armor Class = 10 + Constitution modifier + Strength modifier

When possessing a creature, you take on the armor class of the creature you possess.

Demon Sight

Starting at 2nd level, you can see through magical darkness out to 30ft. And, you have 30ft darkvision. If you already have 30ft darkvision, then this increases your darkvision by 30ft.

Possession

As a Demon with the blood of Orcus flowing through your veins, you have the power to possess creatures. This feature improves at 6th, 13th, and 18th level.

1st level. you must collect a form of their DNA, you need to prepare for 8 hours, and must touch the creature.

1st level. If you have already possessed a creature, you need only touch them to repossess them, and the target has disadvantage on the Wisdom saving throw.

6th level. you must collect a form of their DNA, you need only prepare for 4 hours, and must have line of sight.

13th level. you must collect a form of their DNA, you need only prepare for 2 hours, and the creature must be on the same plane as you.

18th level. you must collect a form of their DNA, you need only prepare for 1 hour, and the creature can be on any plane.

Performing a Possession

As a Demon, you can possess willing or unwilling creatures, as long as the target is a playable race from any source book. (DM discretion)

If the creature is unwilling, they must make a Widsom save against your Spell save DC. If the target creature has a holy symbol on them, they have advantage on the save. On a success, you fail to possess them and they are aware of the attempt and your presence. On a failure, you possess them and they blackout from the moment you possess them. You may choose to depart the body at any time at no cost nor harm to the host.

Leaving a Host

There are four ways you can leave a host.

1.) A Willing Departure

You may leave your host at any point in time as a bonus action.

2.) A Forceful Excommunication

You will be forcefully excommunicated from the body if the host reaches 0 HP. Losing a host in this way requires you to make a Constituation saving throw against your Spell save DC to see if any of the damage done to your host leaked through to your soul. On a failure, you come out of the host at half HP. On a success, you come out of the host at full HP.

3.) The Host Becomes Aware

Every day, at dawn, you must make a Wisdom save against the host's Wisdom (Insight) with advantage. On a success, the host remains unaware of your presence. On a failure, the host is aware of you and will try to expel your control over them temporarily.

Once the host is aware, you hear the voice of your host in your head cursing you, damning you back to the Nine Hells. Every day, you must continue to make Wisdom saves against the host's Insight (Wisdom) Ability score at dawn. On a success, you shut the voice up. On a failure, the host regains control of their body and tries to force you out.

Once the host tries to force you out, you must make a Wisdom save against the host's Insight (Wisdom) Ability score. On a failure, you are forcefully excommunicated (See #2 above). On a success, you regain control. Refer back to paragraph 2 of this section.

4.) An Exorcism

Should a holy person attempt to exorcise you, you must make a Wisdom save at disadvantage against the host's Insight (Wisdom) ability score to remain in the host.

If you are exorcised, you must make a Constitution saving throw against your Spell save DC. On a failure, you come out of the host at 1 HP. On a success, you come out of the host at half HP.

Inadequate Body

When possessing a creature, and you wish to use any feature only available to you in Demon form, there is a chance that you'll harm your host's body. The host must make a Constitution save against your Spell save DC. On a fail, they take 2d4 necrotic damage. This increases to 4d4 at 5th level, 6d4 at 10th level, 8d4 at 15th level, and 10d4 at 20th level.

Consume Flesh

Healing potions and healing spells have no effect on you while possessing and while in Demon form. You can only heal by consuming the delectable flesh of mortal creatures that speak at least one language, via hit dice, or via a long rest. Before consumption, you must succeed on a Medicine (Wisdom) check to prepare the body for consumption and to ensure it doesn't rot. A failure means the corpse cannot be consumed. You can heal at any time in this way by spending your Action.

Small creature: restores 1d4 + Constitution modifier; DC 10 Medicine (Wisdom) check

Medium creature: restores 1d8 + Constitution modifier; DC 12 Medicine (Wisdom) check

Large creature: restores 2d6 + Constitution modifier; DC 15 Medicine (Wisdom) check

Huge creature: restores 3d10 + Constitution modifier; DC 18 Medicine (Wisdom) check

Spellcasting

Starting at 3rd level, the blood of Orcus grants you magical powers. See chapter 10 in the Player's Handbook for the general rules of spellcasting and page 7 of this document for the Demon spell list.

Cantrips

You know two cantrips of your choice from the Demon spell list. You learn additional Demon cantrips of your choice at higher levels, learning a 3rd cantrip at 10th level.

Spell Slots

The Demon table shows how many spell slots you have to cast your Demon spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell inflict wounds and have a 1st-level and a 2nd-level spell slot available, you can cast inflict wounds using either slot.

Spells Known of 1st Level and Higher

Starting at 3rd level, you know three 1st-level spells of your choice from the Demon spell list.

You learn an additional Demon spell of your choice at levels indicated in the Demon table under the Spells Known column. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Demon spells you know and replace it with another spell from the Demon spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Demon spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Demon spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast any Demon spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You use your body as your spellcasting focus.

Extraction Methods

Starting at 2nd level, you beging to learn to manipulate your possession victims' brains. Unless otherwise stated, you use your action to perform an Extraction. You learn 2 extraction methods of your choice. You learn one additional methods of your choice at 7th, 10th, and 15th level. Each time you learn new methods, you can also replace one method you know with a different one.

Exctracting

To extract anything from whom you are possessing, you must consume spell slots as dictated by the specific method below. In addition, you must succeed on a Wisdom (Medicine) check equal to 13 plus the spell slot level. If you pass this check and the target chooses to resist, they must fail a Wisdom saving throw against your Spell Save DC. If they succeed, your extraction fails and you do not regain expended spell slots. For example, if an extraction method dictates it requires a 5th-level spell slot, you need not expend a 5th-level spell slot, you need only expend spell slots whose sum equals 5. E.G. one 2nd-level spell slot and one 3rd-level spell slot.

Extraction Methods

Class Feature Extraction. (8th-level spell slot) You can expend an 8th-level spell slot to learn one class feature from whom you are possessing. You retain the knowledge of this class feature forever. To use it, you must replace another class feature with the one you extracted of equal level or higher. You may only swap features immediately after you possess someone. Once you swap features for a target, those features remain forever and cannot be changed under any circumstances.

For example, you are currently possessing a rogue and really like the rogues' eveasion feature, so you extract it. Evasion is a 7th-level feature. Sadly the rogue dies, so you find a new host — a wizard. You want to use the rogue's evasion feature while you possess the wizard, so you can choose any 7th-level feature or higher-level feature to be replaced by the rogue's evasion feature.

Spell Extraction. (7th-level spell slot) You can expend a 7th-level spell slot to learn one spell from whom you are currently possessing. This spell counts towards your number of spells known. You retain this spell forever.

Martial Proficiency Extraction. (6th-level spell slot) You can expend a 6th-level spell slot to learn one weapon or armor proficiency from whom you are currently possessing. You retain this proficiency forever.

Skill Proficiency Extraction. (5th-level spell slot) You can expend a 5th-level spell slot to learn one skill proficiency from whom you are currently possessing. You retain this proficiency forever.

Tool Proficiency Extraction. (4th-level spell slot) You can expend 4th-level spell slot to learn one tool proficiency from whom you are currently possessing. You retain this proficiency forever.

Background Feature Extraction. (3rd-level spell slot) You can expend a 3rd-level spell slot to learn the background feature from whom you are currently possessing. You retain this background feature forever. To use it, you must replace the background feature with one you have extracted on a different host. You may only swap features immediately after you possess someone. Once you swap features for a target, those features remain forever and cannot be changed under any circumstances.

Language Extraction. (2nd-level spell slot) You can expend a 2nd-level spell slot to learn one language from whom you are currently possessing. You retain this language forever.

Memory Extraction. (1st-level spell slot) You can expend a 1st-level spell slot to extract all memories related to a certain subject from whom you are currently possessing.

Layer of the Abyss

When you reach 3rd level, you bind your demonic soul in zealot servitutde to one of the five Demon Lords.

The Queen of Chaos

One of the oldest and most powerful of the obyrith lords, she appeared as having the upper body of corpulent humanoid woman with blue skin and green hair, and the lower body as a mass of mauve tentacles.

3rd level. You gain underwater breathing. And, once per long rest, you can cast the Create Food and Water spell without the need for material components.

9th level. Once per long rest, you can cast Create Undead without the need for material components. The corpses do not become ghouls, instead they become adolescent demogorgons, and you may only create two, instead of three as the spell states. Also, you will lose control of the adolsecent demogorgons after 24 hours should you not use this ability again to regain control. (See page 8 for the Adolescent Demogorgon statblock)

17th level. Once per long rest, you can summon the sahuagin skull crown that your queen wears for 1 minute, which grants you the following benefits.

  • Any creature who gets within 30 ft of you must succeed on a Wisdom saving throw or become frightened of you. Creatures with underwater breathing have disadvantage on this saving throw.
  • Any allies within 30 ft of you cannot become frightened by any means.

Obox-ob

The first Prince of Demons, Obox-ob was defeated and dethroned by the Queen of Chaos, who gave his title to her lover Miska.

3rd level. When Consuming Flesh, the hit points you regain are doubled before any modifiers are applied.

9th level. Once per short rest, you can cast the Poison Spray cantrip (11th level: 3d12 poison damage) as a Bonus Action.

17th level. Once per long rest, you can channel the essence of Obox-ob for 1 minute, causing your flesh to grow razor-sharp bones that protrude from every square inch of your body, granting you the following benefits:

  • Your AC increased by 2
  • Any creature that successfully damages you takes your Charisma modifier times ten piercing damage.

Dagon

A mixture of shark and octopus in appearance, with a fang-filled mouth and many tentacles, all covered in rubbery black skin, Dagon was one of the most fearsome demon lords. He was powerful enough that even the Queen of Chaos feared him.

3rd level. You gain a swimming speed equal to your walking speed.

9th level. Once per short rest, 2 octopus tentacles grow out of your back and last for 1 minute. As an action, you can attempt to grapple creatures within 10 feet of you. Make a melee attack with proficiency for each tentacle against a target you choose.

17th level. Once per long rest, you magically fill a 60-foot cube with poisonous water. Each creature within the cube must make a Constitution saving throw or take 9d8 poison damage and be poisoned. While this creature is poisoned in this way, it has disadvantage on Consitution saving throws. While you are within this cube, you have a swimming speed equal to three times your walking speed.

Pazuzu

Although an obyrith, Pazuzu appeared similar to a human, but with avian feet, four feathered wings, and a bird-like beak. He was an expert at subtly corrupting mortals.

3rd level. You gain a flying speed equal to your walking speed.

9th level. Once per short rest, you expose the obyrith within, causing all creatures within 120 feet to make a Wisdom saving throw against your spell save DC or be frightened for 1 minute. While they are frightened in this way, they fall into a deep kneeling bow, with thier forehead touching the ground/floor on which they once stood. They are considered prone while in this state.

17th level. Warp Creature. Once per long rest, you targets up to three creatures you can see within 120 feet of you. Each target must make a Constitution saving throw against your spell save DC. On a successful save, a creature becomes immune to your Warp Creature for 24 hours. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under your control. The transformation of the body can be undone only by a wish spell.

Pale Night

Pale Night was believed to be the mother of many other demons, including other demon lords, and appeared as a humanoid woman covered in a white shroud. She, however, was a obyrith.

3rd level. You become proficient in Charisma (Deception) checks and Charisma (Persuasion) checks and can double your proficiency when using said skills.

9th level. Once per short rest, you radiate the beauty of the Pale Night's beauty, causing all creatures within 120 feet to make a Wisdom saving throw against your spell save DC or be charmed for 1 minute. While they are charmed in this way, they follow you while complementing you in every way possible. After 1 minute, they make the save again, should they fail, they become permanently charmed by you.

17th level. Warp Creature. Once per long rest, you targets up to three creatures you can see within 120 feet of you. Each target must make a Constitution saving throw against your spell save DC. On a successful save, a creature becomes immune to your Warp Creature for 24 hours. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under your control. The transformation of the body can be undone only by a wish spell.

Demon Lord

Starting at 14th level, you are recognized as a Demon Lord and lesser demons bow to your desires, granting you the following benefits:

  • You can cast the Misty Step spell without the need of a spell slot or material components equal to your Charisma modifier each day.
  • You add your Charisma modifier to weapon attacks as extra nectrotic damage. This in turn makes your weapon attacks magical.
  • You gain Telepathy out to 30 ft.
  • You are so demonic, that any creature who comes within 15 ft of you must make a Constitution saving throw against your spell save DC or become poisoned. When a creature is poisoned in this way, damage you deal to them while in your Demon form doubles.
  • You have advantage on Charisma checks against fiends (demons) equal to your level in Challenege Rating and lower.

Demon Prince

Starting at 20th level, the Abyss itself flows through your demonic veins, granting you the following benefits:

  • You sprout wings from your back, which grant you a flying speed of 60ft.
  • When calculating any damage you deal to a creature, you add your Charisma modifier and your proficieny bonus as extra nectrotic damage. In addtion, when they take this necrotic damage, the victum must make a Constituation saving throw against your Spell save DC or be enshrouded in a cloud of their rotting flesh. Every subsequent turn, at the beginning of their turn, they take half the nectrotic damage they took in the previous turn. (Note that this does NOT stack with the similar effect in Demon Lord)
  • You gain Truesight out to 60ft
  • You are immune to the effects of age, as such any spell or effect that would alter your age has no effect.
  • Darkvision increases to 120 ft.
Cantrips (0 Level)
  • Chill Touch
  • Toll the Dead
  • Poison Spray
  • Acid Splash
1st Level
  • Cause Fear
  • Inflict Wounds
  • Ray of Sickness
  • Chromatic Orb
  • Charm Person
  • Command
2nd Level
  • Blindness/Deafness
  • Gentle Repose
  • Ray of Enfeeblement
  • Melf's Acid Arrow
  • Crown of Madness
  • Suggestion
3rd Level
  • Bestow Curse
  • Vampiric Touch
  • Elemental Weapon
  • Glyph of Warding
  • Incite Greed
  • Tiny Servant
  • Counterspell
  • Summon Lesser Demons
4th Level
  • Blight
  • Shadow of Moil
  • Elemental Bane
  • Vitriolic Sphere
  • Summon Greater Demon
  • Compulsion
5th Level
  • Contagion
  • Enervation
  • Negative Energy Flood
  • Cloudkill
  • Dominate Person


Adolescent Demogorgon

Medium monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3, Stealth +5
  • Senses blindsight 60 ft., passive Perception 13
  • Languages
  • Challenge 4 (1,100 XP)

Features

Blood Frenzy. The demogorgon has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Keen Smell. The demogorgon has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The demogorgon regains 10 hit points at the start of its turn. If the demogorgon takes acid or fire damage, this trait doesn't function at the start of the demogorgon's next turn. The demogorgon dies only if it starts its turn with 0 hit points and doesn't regenerate

Keen Smell. The demogorgon has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The demogorgon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. ?

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage

Source: HftT, page 36

 

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