Cursed Eye. Whenever the demoman is healed by magical means, there's a 10% chance the demoman will regrow his eye and then it will pop out of his head and summon monoculous (TF2 boss that is demo's missing eye) that has the statblock of a chaotic evil giant bat with 300 hit points, an intelligence of 25, it's flying speed is hover, and it can cast fireball at will.
Class Weapons. The demo does not have all the following weapons listed, he only has one primary, one secondary, and one melee.
- Primary. Instead of choosing a weapon for a primary the Demoman can choose Ali Babas Wee Little Boots which grants him an 25 more hit points and additionally if he's using a shield he becomes 5 ft. faster. He can also have the base jumper as a primary which grant him immunity to fall damage and he can choose to descend up to 20 ft. slower when falling.
- Secondary. Demomans sticky bombs take two turns to arm depending on the sticky bomb launcher and all of them can be detonated at once regardless of it is his turn or not.
Grenade Launcher (Primary). Ranged Weapon Attack: +12 to hit, range 25/40 ft., 1 target. Hit: 40 (6d12 + 10) fire damage plus 12 (3d8) fire damage to every creature within 5 ft. of the target and if the attack doesn't hit the grenade lands on the nearby ground within 10 ft. of the target and detonates at the start of the Demomans next turn and deals 3d8 fire damage to all creatures and objects within 5 ft. of it.
Loch-n-Load (Primary). Ranged Weapon Attack: +15 to hit, range 40/60 ft., 1 target. Hit: 40 (6d12 + 10) fire damage and if the grenade hits the ground instead it shatters and becomes disarmed.
Iron Bomber (Primary). Ranged Weapon Attack: +15 to hit, range 25/40 ft., 1 target. Hit: 40 (6d12 + 10) fire damage plus 6 (3d4) fire damage to each creature within 5 ft. of the target and if the attack doesn't hit the grenade lands on the nearby ground within 5 ft. of the target and detonates at the start of the Demomans next turn and deals 3d4 fire damage to all creatures and objects within 5 ft. of it.
Loose Cannon (Primary). Ranged Weapon Attack: +12 to hit, range 25/40 ft., 1 target. Hit: 18 (4d8) bludgeoning damage and the target is knocked back 5 ft., additionally the grenade lands on the nearby ground regardless of within 10 ft. of the target and detonates at the start of the Demomans next turn and deals 5d8 fire damage to all creatures and objects within 5 ft. of it. and if the creature that was hit by the initial attack is caught in the blast they take an automatic critical hit.
Stickybomb Launcher (Secondary). The demoman fires up to 2 stickybombs into a place within 30 ft. of him, upon detonation it deals 35 (7d10) fire damage to each creature. The demoman can have up to 8 stickybombs out at once. If the demoman is caught in the blast he only takes half damage and can be launcher up to 30 ft far and 10 ft. in the air for every stickybomb he was caught in the blast of in a direction of his choice.
Scottish Resistance (Secondary). The demoman fires up to 3 stickybombs into a place within 30 ft. of him that take until the start of the demo's next turn to arm, upon detonation it deals 35 (7d10) fire damage to each creature within 10 ft. of it. The demoman can have up to 14 stickybombs out at once and he can choose to detonate specific sticky bombs instead of all of them at once. If the demoman is caught in the blast he only takes half damage and can be launcher up to 30 ft far and 10 ft. in the air for every stickybomb he was caught in the blast of in a direction of his choice.
Quickiebomb Launcher (Secondary). The demoman fires up to 2 stickybombs into a place within 30 ft. of him, upon detonation it deals 25 (5d10) fire damage to each creature within 10 ft. of it. The demoman can have up to 8 stickybombs out at once and the bombs arm the second they make contact with the ground. If the demoman is caught in the blast he only takes half damage and can be launcher up to 25 ft far and 10 ft. in the air for every stickybomb he was caught in the blast of in a direction of his choice.
Sticky Jumper (Secondary). The demoman fires up to 2 stickybombs into a place within 30 ft. of him, upon detonation it deals no damage to. The demoman can have up to 8 stickybombs out at once. If the demoman is caught in the blast he can be launcher up to 45 ft. far and 15 ft. in the air for every stickybomb he was caught in the blast of in a direction of his choice.
Bottle (Melee). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 24 (4d10 + 8) slashing or bludgeoning damage.
Eyelander (Melee). Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 24 (4d10 + 8) slashing damage and if the attack kills the target the demo receives a permanent extra 15 maximum hit points and a 5 ft. speed bonus. The demoman cannot randomly crit with this weapon and has 15 less maximum hit points prior to getting a kill. If he is killed with this item he drops a Legendary Eyelander (See description).
Half-Zatochi (Melee). Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 16 (2d10 + 8) slashing and if the attack kills the target the demoman gains temporary hit points equal to half his current hit points.
Ullapool Caber (Melee, 1/day). Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 5 (1d10) bludgeoning damage plus 60 (9d12+10) fire damage and the Demoman takes 2d12 fire damage.
Scottmans Skull Cutter (Melee). Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 30 (5d10 + 8) slashing and the demomans speed is reduced by 10 ft. for one minute.
Persian Persuader (Melee). Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 24 (4d10 + 8) slashing damage and if the demoman can make an attempt to recharge his shield charge. If the demoman uses this weapon he only deals half damage with his stickybomb and grenade launchers.
Pain-Train (Melee). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 30 (5d10 + 8) piercing damage and the demoman gains vulnerability to piercing damage until the end of his next turn.
Claidheamh Mòr (Melee). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 34 (6d10 + 8) slashing damage and the demoman can travel and additional 20 ft. if he used his charge with this weapon but in return he gains vulnerability to all damage for until the start of his next turn.
Chargin' Targe (Secondary, Recharge 6). The demoman charges a minimum 20 ft. and a maximum of 40 ft. in a straight line and then he can make a critical melee attack using his action. This also grants him resistance to fire, cold, acid, and lightning damage.
Splendid Screen (Secondary, Recharge 4-6). The demoman charges a minimum 20 ft. and a maximum of 40 ft. in straight line and then he can make a critical melee attack using his action. This also grants him the ability to take 1d12 less damage to fire, cold, acid, and lightning damage.
Tide Turner (Secondary, Recharge 6). The demoman charges a minimum 30 ft. and a maximum of 50 ft. in any way he likes and then he can make a critical melee attack using his action. This also grants him the ability to take 1d8 less damage to fire, cold, acid, and lightning damage.
Description
"Their gonna bury your what's left of you in a soup can!" *Que long Demoman laugh*
Demoman is a Scottish one eyed mercenary who thanks to a curse from a book called the Bombanomicon that he opened after a Merasmus the Wizard (TF2 Boss) told him to sit still and wait for him to prepare the interview for the job he trying to get when he was kid which granted him access to enchanted swords and abilities, also it make his left eye turn into a giant fireball shooting eyeball called Monocolous if he ever does get it back.
Legendary Eyelander - Long Sword - Very Rare: The Legendary Eyelander grants a 1d8 force damage bonus while moving and grants it's user a 10 temporary hit point bonus and a 10 ft. speed boost for one minute upon landing a killing blow with it.
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Posted Feb 25, 2026