The playtest sorcerer was always something which has intrigued me, being a half caster with full access to weapons/armour, and would change and gain class abilities as its will points ran dry. Gradually shifting more and more melee focused over the course of the adventuring day. Of course that wasn't what we got, and the current sorcerer doesn't resemble that concept remotely.
As a result I'm trying to recreate the concept as a new class which I've decided to call the demonhost. The class focus is on aggressive movement, powerful attacks, and juggling will points between using them to cast spells and powering the untethered possession ability, with pros and cons to doing either. The subclass abilities (not detailed yet), will act much like those of the playtest sorcerer, where as will points are used they emerge granting new abilities over the course of the adventuring day, before it resets on a long rest.
Yes the formatting is a mess. No I don't know what I'm doing!
Demonhost V0.2
Quick Build You can make a demonhost by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the sage background. Third, choose the light and shocking grasp cantrips, along with the 1st-level spells burning hands and shield.
The Demonhost Table
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
Will Points
Max Spell Level
1st
2
Spellcasting, Planar Binding
2
2
4
1
2nd
2
Untethered Possesion
2
2
4
1
3rd
2
Ethereal Senses
2
3
6
1
4th
2
Ability Score Improvement
2
3
6
1
5th
3
Extra Attack
2
4
14
2
6th
3
Bounding Movement
2
4
14
2
7th
3
Planar Binding Feature
2
5
17
2
8th
3
Ability Score Improvement
2
5
17
2
9th
4
-
2
6
27
3
10th
4
Surge of the Abyss
3
6
27
3
11th
4
Enscorcelled Strikes
3
7
32
3
12th
4
Ability Score Improvement
3
7
32
3
13th
5
-
3
8
38
4
14th
5
Planar Binding Feature
4
8
38
4
15th
5
Twisted Flesh
4
9
44
4
16th
5
Ability Score Improvement
4
9
44
4
17th
6
-
4
10
57
5
18th
6
Demonic Blows
4
10
57
5
19th
6
Ability Score Improvement
4
11
64
5
20th
6
Planar Binding Feature
4
11
64
5
Class Features
As a demonhost, you gain the following class features.
Hit Points Hit Dice: 1d8 per demonhost level. Hit Points at 1st-Level: 8 + your Constitution modifier. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per demonhost level after 1st
Proficiencies Armor: All armour, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Constitution, Charisma Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Intimidation, Perception, Persuasion
Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) chainmail or (b) leather armor - (a) a martial weapon and a shield or (b) two martial weapons - (a) two handaxes or (b) any simple weapon - (a) a scholar's pack or (b) an explorer’s pack
Spellcasting The otherworldly entity you have bound to your soul has infused your being with arcane magic. This extraplanar being provides the energy for your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the demonhost spell list.
Cantrips At 1st level, you know two cantrips of your choice from the demonhost spell list. You learn additional demonhost cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Demonhost table.
Will Points The Demonhost table shows how many will points you have to cast your demonhost spells of 1st-level and higher. You expend a number of will points to cast a spell of a given level. You can’t reduce your will point total to less than 0, and you regain all spent will points when you finish a long rest.
For example, when you are 5th level, if you know the 1st-level spell faerie fire, you may expend two will points to cast it at 1st-level, or three will points to cast it at 2nd-level.
Spells known of 1st level and higher You know two 1st-level spells of your choice from the demonhost spell list.
The Spells Known column of the Demonhost table shows when you learn more demonhost spells of your choice. Each of these spells must be of a level for which you can cast spells. For instance, when you reach 4th-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 demonhost spells you know and replace it with another spell from the demonhost spell list, which also must be of a level for which you can cast spells.
Spellcasting Ability Charisma is your spellcasting ability for your demonhost spells, since the power of your magic relies on your ability to coerce the entity which resides within you to do your bidding. 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 demonhost 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
Spell Level Conversion Table
Spell Level
Will Point Cost
1st
2
2nd
3
3rd
5
4th
6
5th
7
Planar Binding At 1st-level, you have undergone a ritual to forcibily bind the essence of a powerful entity to your own soul. Choose one type of entity: Demon, which is detailed at the end of the class description, or another entity. Your choice grants you features when you choose it at 1st-level, and again at 7th, 14th, and 20th level.
Untethered Possession Once you reach second level, you have learnt how to cede a measure of control to the entity within, in order to draw upon its strength and power more deeply.
As a bonus action you can enter an untethered state and gain the following benefits:
- You gain a damage bonus to your melee attacks equal to your proficiency bonus. - You ignore movement penalties from difficult terrain. - You do not require uncosted material components for spells which require them.
Remaining in control during this state is extremely taxing, and for each turn you remain in it you consume spell points equal to one quarter of your demonhost level rounded up, as shown in the demonhost table. It ends instantly if you are knocked unconscious or run out of spell points, or you can choose to end it as a bonus action on your turn.
Ethereal Senses By 3rd level, your senses have began to merge with those of the entity within, sharpening your awareness beyond its natural limits. You a gain blindsight range of 30ft. If you already have the blindsight feature, its range is extended by 30ft.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Bounding Movement At 6th level, your physical form is altered by the rigours of containing by the efforts of containing the additional soul, giving you physical abilities which appear unnatural.
Your walking speed increases by 10ft, and gain a climb speed of 20ft.
Surge of the Abyss Once you reach 10th level, you may allow your concentration to lapse intentionally in order to unleash a burst of energy from within yourself, forcing back those attempting to get too close. You can activate this ability to cause creatures within 10ft of you must make a strength saving throw or be pushed directly away from you to the edge of that radius and be knocked prone. You can use this ability again after a short rest.
Enscorcelled Strikes At 11th level, you have learnt how to channel extraplanar energy into your attacks. When you make an attack action, you can cause the attack to deal an extra 1d8 cold, fire, acid, thunder, or lightning damage (your choice) to the target.
Twisted Flesh By 15th level, your very being is saturated with stolen power, knitting wounds closed with unnatural speed. If you are below half your maximum hit points (rounded down), you may spend one of your hit die + your con modifier as a bonus action in order to regain hit points. You may use this feature a number of times equal to your charisma modifier, and may use it again after a long rest.
Demonic Blows Once you reach 18th level, your blows are fast and powerful enough to impact with staggering force. While you are using the Untethered Possession ability, creatures hit by your melee attacks must succeed on a Constitution saving throw or be stunned until the end of your next turn.
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The playtest sorcerer was always something which has intrigued me, being a half caster with full access to weapons/armour, and would change and gain class abilities as its will points ran dry. Gradually shifting more and more melee focused over the course of the adventuring day. Of course that wasn't what we got, and the current sorcerer doesn't resemble that concept remotely.
As a result I'm trying to recreate the concept as a new class which I've decided to call the demonhost. The class focus is on aggressive movement, powerful attacks, and juggling will points between using them to cast spells and powering the untethered possession ability, with pros and cons to doing either. The subclass abilities (not detailed yet), will act much like those of the playtest sorcerer, where as will points are used they emerge granting new abilities over the course of the adventuring day, before it resets on a long rest.
Yes the formatting is a mess. No I don't know what I'm doing!
Demonhost V0.2
Quick Build
You can make a demonhost by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma.
Second, choose the sage background. Third, choose the light and shocking grasp cantrips, along with the 1st-level spells burning hands and shield.
The Demonhost Table
Bonus
Known
Known
Points
Level
Hit Dice: 1d8 per demonhost level.
Hit Points at 1st-Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per demonhost level after 1st
Armor: All armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Intimidation, Perception, Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chainmail or (b) leather armor
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) two handaxes or (b) any simple weapon
- (a) a scholar's pack or (b) an explorer’s pack
The otherworldly entity you have bound to your soul has infused your being with arcane magic. This extraplanar being provides the energy for your
spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the demonhost spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the demonhost spell list. You learn additional demonhost cantrips of your choice at higher levels,
as shown in the Cantrips Known column of the Demonhost table.
Will Points
The Demonhost table shows how many will points you have to cast your demonhost spells of 1st-level and higher. You expend a number of will points
to cast a spell of a given level. You can’t reduce your will point total to less than 0, and you regain all spent will points when you finish a long rest.
For example, when you are 5th level, if you know the 1st-level spell faerie fire, you may expend two will points to cast it at 1st-level, or three will points
to cast it at 2nd-level.
Spells known of 1st level and higher
You know two 1st-level spells of your choice from the demonhost spell list.
The Spells Known column of the Demonhost table shows when you learn more demonhost spells of your choice. Each of these spells must be of a level
for which you can cast spells. For instance, when you reach 4th-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 demonhost spells you know and replace it with another spell from the
demonhost spell list, which also must be of a level for which you can cast spells.
Spellcasting Ability
Charisma is your spellcasting ability for your demonhost spells, since the power of your magic relies on your ability to coerce the entity which resides
within you to do your bidding. 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 demonhost 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
Cost
At 1st-level, you have undergone a ritual to forcibily bind the essence of a powerful entity to your own soul. Choose one type of entity: Demon, which is
detailed at the end of the class description, or another entity. Your choice grants you features when you choose it at 1st-level, and again at 7th, 14th, and
20th level.
Once you reach second level, you have learnt how to cede a measure of control to the entity within, in order to draw upon its strength and power more
deeply.
As a bonus action you can enter an untethered state and gain the following benefits:
- You gain a damage bonus to your melee attacks equal to your proficiency bonus.
- You ignore movement penalties from difficult terrain.
- You do not require uncosted material components for spells which require them.
Remaining in control during this state is extremely taxing, and for each turn you remain in it you consume spell points equal to one quarter of your
demonhost level rounded up, as shown in the demonhost table. It ends instantly if you are knocked unconscious or run out of spell points, or you can
choose to end it as a bonus action on your turn.
By 3rd level, your senses have began to merge with those of the entity within, sharpening your awareness beyond its natural limits. You a gain blindsight
range of 30ft. If you already have the blindsight feature, its range is extended by 30ft.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, your physical form is altered by the rigours of containing by the efforts of containing the additional soul, giving you physical abilities which
appear unnatural.
Your walking speed increases by 10ft, and gain a climb speed of 20ft.
Once you reach 10th level, you may allow your concentration to lapse intentionally in order to unleash a burst of energy from within yourself, forcing
back those attempting to get too close. You can activate this ability to cause creatures within 10ft of you must make a strength saving throw or be
pushed directly away from you to the edge of that radius and be knocked prone. You can use this ability again after a short rest.
At 11th level, you have learnt how to channel extraplanar energy into your attacks. When you make an attack action, you can cause the attack to deal
an extra 1d8 cold, fire, acid, thunder, or lightning damage (your choice) to the target.
By 15th level, your very being is saturated with stolen power, knitting wounds closed with unnatural speed. If you are below half your maximum hit points
(rounded down), you may spend one of your hit die + your con modifier as a bonus action in order to regain hit points. You may use this feature a
number of times equal to your charisma modifier, and may use it again after a long rest.
Once you reach 18th level, your blows are fast and powerful enough to impact with staggering force. While you are using the Untethered Possession
ability, creatures hit by your melee attacks must succeed on a Constitution saving throw or be stunned until the end of your next turn.