Base Class: Fighter
You have heard of the power of the infernal denizens that inhabit the 9 rings of the hells. These beasts are some of the most dangerous enemies known throughout the plains of the existence. However, you know all too well the only way you could stop their eternal advances on our world is to use their own power against them. As you carve your way through their ranks, using their own powers to your benefit, you have become part of the thing you set out to destroy. But you know it was the right choice, even if those around you shunned your choices. Many see you as a demon but you would make the choice again if it would save the world and the ones you love and hold dear.
The Path of the Demon, Demonic Runes
Beginning at 3rd level, once you pick this Archetype you may also chose one of the following paths. Once you pick a path you must take the options appropriate to your chosen path. You are also able to apply demonic runes to each item you have and can have different runes applied to different items (each new item you acquire you may apply runes to them if you so choose) with a maximum of two active runes. At 3rd level you get to learn two runes that you can apply to your equipment. Each time you gain a class feature you may learn one additional rune and have one additional active rune. For the runes to be affective the item(s) must be equipped to the user.
Demon Paths:
Path of the Demon's survival: Every time you role a natural 20 on a weapon attack roll you gain health equal to half of the damage you deal.
Path of the Demon's fury: Add 1 relevant dice used in all demon powers (all powers that are affected with this buff have the * symbol or the buff is mentioned in the feature's description)
Demonic runes:
Rune of Vitality: Your weapon glows with a red light, imbuing it with life stealing properties. Every time you deal damage, role 1D6 and heal that much.
Rune of elements*: Your weapon glows with the colour described by the effect of your choice. Add 1D4 damage to your damage roles, and the target takes an additional 1D4 damage relevant to the type chosen at the start of their next turn. (pick one of the following effects: Fire - Orange, Lighting - Light Blue, Cold - Dark Blue, Poison - Green, Necrotic - Black, Bleed - Red).
Rune of Fear: Whenever you role a natural 20 on your hit die the target is feared until the start of your next turn. (legendary creatures and creatures who are resistant or immune to fear are not affected).
Rune of Darkness: Whenever you roll a Natural 20 you cast the Hex spell on the target which lasts till the start of your next turn.
Rune of Light: Whenever you are attacked, the attacker must make a saving throw or they are blinded till the end of their next turn. This may not be applied to weapons.
Rune of Defence: You gain resistance to Bludgeoning, Piercing and Slashing damage from non-magical weapons. This may not be applied to weapons.
Rune of Haste: As a bonus action you may activate this rune to double your movement speed for one minute.
Rune of Taunting: As a reaction whenever an ally is targeted by a physical attack within 5ft of you, that attack is directed at you instead.
Rune of Warding: Whenever you fail a saving throw as a reaction you may trigger this rune and re-roll the saving throw.
Rune of the Brute: On a successful melee attack the target must make a strength save. On a failed save they are knocked prone.
Demonic Strike
Beginning at 7th level your demon power increases your damage output. Whenever you deal damage add D6 equal to your Demon hunter level as shown on the table. This feature is buffed by the Path of the Demon's Fury.
|
Demon Level |
Damage Boost |
|
7th |
1D6 |
|
10th |
2D6 |
|
15th |
3D6 |
|
18th |
4D6 |
Becoming the Demon
Beginning at level 10, you gain the ability to polymorph in a demon of your choice with CR equal to your current fighter level. You can do this on your turn as an action, and your equipment merges with your new form excluding any items you are currently wielding. While in this form, your stats remain the same, and you gain 3D10 temporary hit points (gaining an addition hit die for this transformation at 13th, 16th and 19th level). This effect ends at the start of your forth turn after initiating this effect, or you lose all temporary hit points gained in this manner.
When you are in this Demon form you attack with the weapon(s) equipped, you gain temporary hit points equal to 3D your class hit dice (which has to be rolled everytime you go into Demon form) and you gain the ability to fly and have a flight speed of 60ft.
Demonic Devestation
Beginning at 15th level you can apply this effect, add a number of D4 equal to half your fighter level rounding up and add them to the damage total. You can only use this once per short rest.
Demon's last stand
Beginning at 18th level when you take damage that reduces your health below 0, your health is reduced to 1 and you are immune from damage till the start of your next turn. This can only be used once after a short or long rest.
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Posted Nov 9, 2018Hey
First of all thank you for even taking the time to look at my creation it means a lot.
In regards to it not listing the abilities on the character sheet the only advice I can give is if you haven't already enable homebrew content that might work. If it doesn't then I can only suggest contacting the D&D Beyond team and asking them for assistance.
Let me know how using this subclass goes.
Regards
Wargunner28
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Posted Nov 9, 2018None of the listed abilities show up on character sheet. Also way too OP if running with a party.