Fighter
Base Class: Fighter

Some warriors do not seek power — they survive it.

A Blood Fghter has forged a pact with a living demonic weapon, or perhaps the weapon forged the pact with them. These weapons are ancient fiends bound into steel, bone, or obsidian. They whisper promises of strength, vengeance, and glory.

But every swing of the weapon risks letting the demon inside come closer to claiming the wielder's body and soul.

The relationship is not simple possession. It is a struggle for control.

Some warriors master the weapon.

Others become it.

Level 3: Bound Demon Weapon

You bind your soul to a demonic entity that manifests as a weapon.

Choose one melee weapon to serve as your bound demon weapon. This weapon becomes magical and is considered part of you.

You cannot be disarmed of this weapon unless you are incapacitated.

If the weapon is ever more than 5 feet away from you, you can summon it to your hand as a bonus action.

If it is lost or destroyed, it reforms at your side at the end of your next long rest.

Sentience

Your weapon is sentient, containing the will of a bound demon with the following base ability scores:

Intelligence: 12

Wisdom: 14

Charisma: 16

The weapon is Chaotic Evil and constantly urges you toward violence, domination, and destruction. It may attempt to influence your decisions at the DM’s discretion.

The demon communicates with you telepathically while you are attuned to the weapon.

Named Demon Weapons

In rare cases, the demon within your weapon reveals its true name or is replaced by a more powerful entity.

These Named Demon Weapons possess greater will and power:

A Named Demon Weapon replaces the Intelligence, Wisdom, and Charisma scores of your weapon with its own.

It remains your bound weapon.

Level 3: Demonic Surge

The demon inside the weapon can flood your body with abyssal power.

When you hit with your Demon Weapon, you can activate Demonic Surge.

Add 1d6 necrotic damage to the attack.

You can do this a number of times equal to your proficiency bonus per long rest.

If you use this feature when you have no uses remaining:

Roll a DC 12 Wisdom saving throw.

Failure:

The demon takes partial control and you must immediately make another attack against the nearest creature.

Level 7: Hellish Resilience

Your body begins adapting to the demonic presence.

You gain:

• Resistance to necrotic damage

• Advantage on saving throws against being frightened

 Every time the player rolls a Natural 1 on an attack or drops to 0 HP, the demon attempts to seize control.

The player makes a DC 13-15 Charisma or Wisdom save.

 On a failure, the DM takes control of the character for one round, or the character is "dominated" and forced to fulfill the sword's dark desires (like bathing the blade in blood).

Reskinning Subclasses: Use the Psi Warrior subclass and flavor the Guarded Mind feature (level 10) as the character’s mental training finally allowing them to resist the demon’s influence more effectively.

Once per long rest.

Level 10: Demon’s Hunger

The demon weapon feeds on violence.

When you reduce a creature to 0 HP, you gain one of the following benefits:

Choose one:

• Gain temporary HP equal to your Fighter level

• Immediately make another weapon attack as a bonus action

• Recharge one use of Demonic Surge

Level 15: Bloodlust Possession

The demon can partially manifest through you.

As a bonus action, you can allow the demon to partially possess you for 1 minute.

During this time:

• Your Demon Weapon deals +1d8 necrotic damage

• You gain advantage on Strength checks and saves

• Your speed increases by 10 ft

However, each turn you must succeed on a DC 15 Wisdom saving throw or attack the nearest creature.

Once per long rest.

Level 18: Avatar of the Abyss

You and the demon weapon become nearly inseparable.

As an action, you transform into a demonic avatar for 1 minute.

While transformed:

• You gain resistance to all damage except radiant

• Your weapon attacks deal +2d8 necrotic damage

• When you kill a creature, you regain 20 HP

When the transformation ends:

Make a DC 17 Wisdom saving throw.

Failure:

You gain one level of exhaustion as the demon attempts to claim your body.

Once per long rest.

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