Demonic Surge Image
Prerequisite: Requires a Tabaxi Race
 

You assume a Tabaxi Lord form for a maximum of 1 hour. This can be deactivated as a free action before the hour is complete.

  • Demonic Presence: Your form changes to resemble a Tabaxi Lord, all creatures within a 30ft radius must make a Constitution Saving Throw or be frightened for 1 turn.
  • Demonic Resilience. You gain 2 temporary hit points per character level.
  • Demonic Strength. Your strength increases to 14.
  • Berserk. Rolling a 1 on an Attack becomes a natural 20. However, if you are not Berserk, you must also make a Wisdom Saving Throw. If you fail the save, you go Berserk. Your Demonic Resilience and Demonic Presence reactivate. While Berserk, you must move to and attack the nearest creature, you may decide ties. You gain Advantage on all your attacks. At the end of any turn that you didn't go Berserk in, you may make another Wisdom Save to end this condition.

Process of Perfection.  (The Process of Perfection progresses at the discretion of the DM. The player may also find a cure for this curse.) The demonic curse pulls and tugs at your will, beckoning the afflicted to succumb. As you use your demonic abilities, you lose more of yourself to the powers within you. This will slowly force a character to become evil if they progress to the "Perfected" form and it isn't cured. If the player is cured, regardless of their level of perfection, they will revert to their original alignment and lose the Demonic Surge Feat.

  • Tainted: you have access to 1 demonic ability at a time. (Any Alignment)
  • Enthralled: you have access to 2 demonic abilities at a time. (Any non-good Alignment)
  • Perfected: You have access to all 3 demonic abilities at a time. (Chaotic Evil Alignment)

When you use Demonic Surge, choose a number of options equal to your Process of Perfection, the effects of which last for the duration of the feature. While the feature lasts, you can end one option as an action to gain the benefits of a different one, If you gain a benefit this way, Demonic Presence does not activate again.

  1. Demon Claws. You gain Multiattack and your Cat's Claws attack deals an additional 1d4 poison damage.
    • Multiattack. You can make two Cat's Claws attacks per turn.
    • Poison damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
  2. Demon Maw. Your teeth sharpen and your saliva becomes a viscous acid. You can make a Bite or Acid Spit attack as a Bonus Action.
    • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage plus 1d4 acid damage.
      • Acid damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
    • Acid Spit. (reach 60ft.) Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d10 acid damage.
      • This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  3. Demonic Agility. Your legs strengthen and you gain heightened balance. You gain the Pounce ability.
    • Your speed is increased by 10ft and you cannot be affected by difficult terrain. 
    • Pounce. If you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. 

 

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