"One spark can light the heavens, one soul can shatter eternity!"

Custom Class- Demifiend

Demi-fiend

In the heart of a chaotic world, a figure stands.

Caught between the mortal realm and the chaotic world of demons. They are a human who has transcended their mortality to become a symbol of power.

Restriction

As the demi-fiend is to represent mankind’s part in determining the cessation or continuation of worldly conflict, This class can only be taken by a human character. Half-races are not valid.

Class Features

As a Demi-fiend, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per Demifiend level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Demiurge level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

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

  • (a) a quarterstaff or (b) any simple weapon
  • (a) a scholar’s pack or (b) an explorer’s pack
  • Leather armor and a holy symbol

Alignment Awakening

At 1st level, you choose an alignment that represents your character’s moral and ethical compass: Law, Chaos, or Neutral. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Any ability that causes a target to make a saving throw has the DC calculated as follows:  8 + your proficiency bonus + your Wisdom modifier

Spellcasting ability: Wisdom

Law

Your character believes in order, structure, and discipline. You gain the following benefits:

  • Order’s Command: At 1st level, you can use your action to command a creature to halt. The creature must succeed on a Wisdom saving throw or be paralyzed until the end of its next turn.
  • Law’s Protection: At 6th level, you gain resistance to psychic damage.
  • Order’s Dominion: At 10th level, you can cast the spell dominate person once without expending a spell slot. You regain the ability to do so when you finish a long rest.
  • Law’s Ascendancy: At 14th level, you can cast the spell planar ally once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Chaos

Your character believes in freedom, adaptability, and change. You gain the following benefits:

  • Chaos Strike: At 1st level, you can use your action to make an unarmed strike. On a hit, the target takes the 1d10 psychic damage. this increases to 3d10 at 6th level, 5d10 at 10th level, and 7d10 at 14th level
  • Chaos Shield: At 6th level, you gain resistance to damage from spells.
  • Chaos Warp: At 10th level, you can cast the spell teleport once without expending a spell slot. You regain the ability to do so when you finish a long rest.
  • Chaos Ascendancy: At 14th level, you can cast the spell wish once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Neutral

Your character believes in balance, harmony, and neutrality. You gain the following benefits:

  • Balance of Power: At 1st level, you can use your action to heal a creature you touch. The creature regains hit points equal to 1d8 + your spellcasting ability modifier. This healing increases by an additional d8 at 6th,10th, and 14th level.
  • Harmony’s Shield: At 6th level, you gain resistance to necrotic and radiant damage.
  • Balance Shift: At 10th level, you can cast the spell reincarnate once without expending a spell slot. You regain the ability to do so when you finish a long rest.
  • Neutral Ascendancy: At 14th level, you can cast the spell true resurrection once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Choosing and Changing Magatamas

At 5th level, you can choose one Magatama from the list that matches your alignment attribute (Law, Neutral, or Chaos). The chosen Magatama grants you its associated ability, resistance, and weakness.

You can change your current Magatama after a short or long rest. During the rest, you must meditate and focus on the new Magatama you wish to adopt. At the end of the rest, you lose the benefits of the old Magatama and gain the benefits of the new one.

Upon reaching 14th level, You may have two active magatama of your alignment at a time.

Magatama NameAbility GrantedResistanceWeaknessAlignment
MarogarehGrants the ability to cast the shield spell once per long rest without expending a spell slot.Resistance to force damageVulnerability to psychic damageLaw
AnkhGrants the ability to cast the healing word spell once per long rest without expending a spell slot.Resistance to necrotic damageVulnerability to radiant damageLaw
ShiranuiGrants resistance to fire damage.Resistance to fire damageVulnerability to cold damageNeutral
KamudoGrants a +1 bonus to Strength saving throws.Resistance to bludgeoning damageVulnerability to psychic damageChaos
NarukamiGrants the ability to cast the call lightning spell once per long rest without expending a spell slot.Resistance to lightning damageVulnerability to thunder damageLaw
HifumiGrants a +1 bonus to Dexterity saving throws.Resistance to slashing damageVulnerability to bludgeoning damageNeutral
MiasmaGrants resistance to poison damage.Resistance to poison damageVulnerability to radiant damageChaos
MurakumoGrants a +1 bonus to attack and damage rolls with melee weapons.Resistance to psychic damageVulnerability to force damageNeutral
DjedGrants the ability to cast the counterspell spell once per long rest without expending a spell slot.Resistance to radiant damageVulnerability to necrotic damageLaw
SophiaGrants the ability to cast the revivify spell once per long rest without expending a spell slot.Resistance to necrotic damageVulnerability to radiant damageLaw
GehennaGrants the ability to cast the hellish rebuke spell once per long rest without expending a spell slot.Resistance to fire damageVulnerability to cold damageChaos
AdamaGrants a +1 bonus to Constitution saving throws.Resistance to bludgeoning damageVulnerability to slashing damageNeutral
NirvanaGrants the ability to cast the calm emotions spell once per long rest without expending a spell slot.Resistance to psychic damageVulnerability to force damageLaw
AnathemaGrants resistance to necrotic damage.Resistance to necrotic damageVulnerability to radiant damageChaos
GundariGrants a +1 bonus to Intelligence saving throws.Resistance to psychic damageVulnerability to force damageChaos
VimanaGrants the ability to cast the levitate spell once per long rest without expending a spell slot.Resistance to force damageVulnerability to psychic damageNeutral
KailashGrants a +1 bonus to Wisdom saving throws.Resistance to psychic damageVulnerability to force damageLaw
SatanusGrants the ability to cast the banishment spell once per long rest without expending a spell slot.Resistance to radiant damageVulnerability to necrotic damageChaos
MasakadosGrants immunity to a damage type of your choice: acid, cold, fire, lightning, or thunder.Immunity to chosen damage typeVulnerability to a different damage type of your choiceNeutral
Magatama NameAbility GrantedResistanceWeaknessAlignment
GaeaGrants the ability to cast the entangle spell once per long rest without expending a spell slot.Resistance to acid damageVulnerability to fire damageNeutral
GeisGrants the ability to cast the compulsion spell once per long rest without expending a spell slot.Resistance to psychic damageVulnerability to radiant damageChaos
IyomanteGrants the ability to cast the speak with animals spell once per long rest without expending a spell slot.Resistance to cold damageVulnerability to fire damageLaw
MuspellGrants the ability to cast the burning hands spell once per long rest without expending a spell slot.Resistance to fire damageVulnerability to cold damageChaos
WadatsumiGrants the ability to cast the create or destroy water spell once per long rest without expending a spell slot.Resistance to cold damageVulnerability to lightning damageLaw
MasakadosGrants immunity to a damage type of your choice: acid, cold, fire, lightning, or thunder.Immunity to chosen damage typeVulnerability to a different damage type of your choiceNeutral

Demon Summoning

At 6th level, you gain the ability to summon demons that correspond to your alignment. Your character gains 10 Macca points.

As an action, you can spend a number of Macca to summon a demon, which appears in an unoccupied space you can see within 60 feet of you. The demon is friendly to you and your companions and obeys your commands to the best of its ability. It disappears when it drops to 0 hit points or after 24 hours, or dismissed as a bonus action.

Macca points are restored when the summoned demon disappears or is dismissed.

The type of demon you can summon depends on your alignment:

Law

  • Imp (2 macca point): A small, devilish creature that is skilled in manipulation and deceit.
  • Spined Devil (3 macca points): A larger, more powerful devil that can hurl spines at its enemies.

You unlock the following extra summon at 10th level

  • Erinyes (5 macca points): A devilish warrior with the ability to fly and a deadly skill in combat.

You unlock the following extra summon at 15th level

  • Bone Devil (10 macca points): A large devil known for its deadly stinger and ability to command lesser devils.

Chaos

  • Quasit (2 macca point): A small, chaotic demon that can shape-shift and turn invisible.
  • Succubus/Incubus (3 macca points): A charming and deceptive demon that can drain life with a kiss.

You unlock the following extra summon at 10th level

  • Vrock (5 macca points): A large, vulture-like demon with a screech that can stun its enemies.

You unlock the following extra summon at 15th level

  • Hezrou (10 macca points): A large toad-like demon that emits a nauseating odor.

Neutral

  • Dretch (2 macca point): A small, grotesque demon that can release a cloud of toxic gas.
  • Shadow Demon (3 macca points): An incorporeal demon that can move through other creatures and objects.

You unlock the following extra summon at 10th level

  • Yochlol (5 macca points): A shape-shifting demon that serves as a handmaiden to powerful demonic entities.

You unlock the following extra summon at 15th level

  • Nycaloth (10 macca points): A yugoloth that excels in aerial combat.

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