Difference between revisions of "Demonblade (5A)"

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The demon lord himself can be a named creature, or you can have a bond with the Abyss itself or some creature there unknown to you.
 
The demon lord himself can be a named creature, or you can have a bond with the Abyss itself or some creature there 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.
 
Once forged, this bond is unbreakable. Regardless of what you do, your soul is damned and your powers are yours to command.
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== Otherworldly Patron Features ==
  
 
=== Expanded Spell List ===
 
=== Expanded Spell List ===
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* The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
 
* The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
  
=== Demonic Intervention ===
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=== Soul-Wrenching Blade ===
 
At 14th level,
 
At 14th level,
you can call on your patron to intervene on your behalf when your need is great.
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when you hit with a melee 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.
Imploring your patron's aid requires you to use your action.
 
If you are unable to take any actions for any reason, like being mind controlled or unconscious, you can still call for intervention on your turn.
 
Roll 1d20. If you roll a number equal to or lower than your warlock level, your patron intervenes.
 
The DM chooses the nature of the intervention; the effect of any warlock spell is appropriate, as is the negation of all hostile spells and effects affecting you, or your patron may simply teleport you to a safe location.
 
If your patron intervenes, you can't use this feature again for 7 days. Otherwise, you can try to use it again after you finish a long rest.
 

Revision as of 22:52, 29 September 2021

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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 there 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.

Otherworldly Patron Features

Expanded Spell List

Demonblade Expanded Spells
Spell Level Spells
1 Absorb Elements, False life
2 Dust Devil, See Invisibility
3 Elemental Weapon, Phantom Steed
4 Evard's Black Tentacles, Summon Elemental
5 Animate Objects, Circle of Power

Demonic Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with heavy armor, shields, and martial weapons.

Blood and Souls

When you kill a living or undead creature, you can choose one of two benefits. Constructs are neither living or undead and so do not count.

  • You and all fiends or elementals summoned or created by a spell that you cast regain hit points equal to your proficiency bonus + your Charisma bonus.
  • 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.

Demonic Soul

At 10th level, any fiend or elemental that you conjure are more resilient than normal. Any fiend or elemental summoned or created by a spell that you cast gains two benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • 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 melee 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.