Demonblade (5A)
Starfox's 5th Edition Fan Page |
This is a Warlock otherworldly patron for 5A.
Your patron is a demon lord, a creature of vast power that lusts for the souls of intelligent creatures—sent not in meek submission but through violence. The demon lord himself can be a named creature, or you can have a bond with the Abyss itself or some creature who's identity is unknown to you. Once forged, this bond is unbreakable. Regardless of what you do, your soul is damned and your powers are yours to command—an angry patron can work against you, but cannot take your powers. The best you can hope for is to leave a legacy to the world.
Many demonblades are accomplished warriors, but their focus on physical combat often makes them less able to cast offensive spells. Instead, they use their spells to call for aid, usually supernatural creatures to fight for them.
Otherworldly Patron Features
Expanded Spell List
Spell Level | Spells |
1 | Absorb Elements, False life |
2 | See Invisibility, Summon Beast |
3 | Elemental Weapon, Phantom Steed |
4 | Giant Insect, Summon Elemental |
5 | Animate Objects, Circle of Power |
Demonic Warrior
At 1st level, you acquire the training necessary to master battle. You gain proficiency with medium and heavy armor, shields, and martial melee weapons.
Blood and Souls
At 1st level, when you reduce a creature to zero hit points, you can choose one of two benefits.
- You and all creatures summoned or created by you heal hit points equal to half your warlock level.
- Cast a warlock spell with a casting time of one action as a bonus action before the end of your current turn.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You also gain proficiency with Constitution saving throws.
Demonic Soul
At 10th level, any fiend or elemental that you conjure are more resilient than normal. Any creature summoned or created by a spell that you cast gains two benefits:
- The creature appears with more hit points than normal: increase its maximum hit points by 5 per level of the spell.
- The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Soul-Wrenching Blade
At 14th level, when you hit with a weapon attack, you do 1d8 necrotic damage in addition to the normal damage of the attack. If you are wielding a melee weapon in two hands, you instead add 1d12 necrotic damage.
Variant
- Warmonger—Subclass made non-aligned.