Fighter
Base Class: Fighter

Fighters who train in the way of the Demon begin by accepting their own emotions and vowing to act on them whenever possible. This is where the title of Demon comes from as many of these adherents end up acting on their worst emotions or losing themselves to emotion and becoming monsters. To outsiders Demons seem to be erratic murderers who eventually transform themselves into horrific beasts that plague the realm.

Those who follow these ways know that the embracing of emotion is only the first step and often the most dangerous for themselves and other. True power comes from controlling these emotions and not allowing them to dictate your actions, while still allowing them to act upon you. To these fighters only when you can feel the full range of emotions can they empower you and make you whole. The best leader is one who can feel what their subordinates feel, the fiercest combatant is one who can feel the fear and rage of their enemy.

A Demon is one who embraces emotion. They feel these emotions to their fullest extent, often appearing to others as erratic or crazy. Demons cry when sad and laugh when happy, flipping on a dime as their feelings rage through them. However, when you truly feel emotions as a Demon does, you risk losing yourself to them.

Embrace Emotion

At 3rd level, you feel emotion deeper than others. You have a pool of emotional dice, which are each a d6. You start with one and increase this pool by one each time you use an emotion to a max of four. This pool is reset to one on a short rest.

If you roll the same number on any two of your emotional dice then you break. Additionally if you use an emotion while at four dice, you break.

When you break, you lose control of your emotions and fall into a fit of whichever emotion caused you to break. Your emotional dice pool is reset to one. Additionally you are restrained until the end of your next turn and take an amount of damage equal to a roll of your emotional dice pool, as you have an uncontrollable fit of whichever emotion caused you to break. If this damage is enough to bring you to zero then you make death saves as normal, however, if you fail all death saves naturally (eg. not as a result of damage) then you become a demon under the DM's control.

You learn two emotions of your choice from the list below and each time you gain a level in this class, you can replace one emotion you know with a different one from this feature. You gain another emotion at 7th level, 10th level, and 15th level. 

Hate - Once on each of your turns, immediately after you hit a target within 15 feet of you with an attack and deal damage to it with a weapon, you can add your emotional dice pool, rolling it and dealing extra damage to the target equal to the number rolled.

Love -  When you or another creature you can see within 10 feet of you makes a saving throw, you can use your reaction to add half your emotional dice pool, rounding up, to the save.

Fear - When you or another creature you can see within 10 feet takes damage, you can use your reaction to roll your emotional dice pool and reduce the damage by the number rolled.

Joy - When you make an ability check you may add half your emotional dice pool, rounding up, rolling it and adding it to the result.

Sorrow - As an action you gain a number of temporary hit points equal to a roll of your emotional dice pool. Then, all creatures of your choice within 15 feet of you that can see or hear you must make a wisdom saving throw. On a failed save creatures have disadvantage on attacks against you until the start of your next turn. On a successful save creatures have advantage on attacks against you until the start of your next turn.

Pride - As an action roll your emotional dice pool twice, the total is how many hit points of creatures this ability can affect. Creatures within 15 feet of you are affected in ascending order of their current hit points. Starting with the creature that has the lowest current hit points, each creature affected by this ability gain the charmed or frightened condition (chosen when using this ability) until one hour passes or they take any damage. 

Indifference - You gain the ability to cast Sanctuary and can cast it without components. When casting sanctuary in this way you target a number of creatures within the range at random equal to the amount of dice in your emotional dice pool.

If an emotion or class feature requires a saving throw, the DC equals 8 plus your Wisdom modifier plus your proficiency bonus.

 

Sense Emotion

At 7th level you gain insight into others emotional states. As an action, you make a Wisdom (Insight) check against a creature you can see and hear, contested by the target's Charisma (Deception) check. If you succeed, for one minute, you know what emotions they are feeling, with what intensity, and towards who or what if applicable.

You can use this feature a number of times equal to your wisdom modifier per long rest.

 

Restrain Emotion

At 10th level, any emotions with a range less than 30 ft increase to 30 ft and the max of the emotional dice pool increases to 6d6

Additionally, once per short rest you can break without becoming restrained.

 

Absorb Emotion

You learn to take the emotions of other into yourself. You may cast the Calm Emotions spell. For every creature affected you may add or remove 1d6 from your emotional dice pool, this cannot bring you above 6d6 or below 1d6.

You can use this feature a number of times equal to your Wisdom modifier per long rest.

Peerless Demon

At 18th level you have achieved full control over your emotions and achieved unity of mind and body.

You now break when 3 dice from your emotional pool match values, instead of 2.

Additionally, once per long rest you may max out your emotional dice pool for one minute. During this time you cannot break.

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