Demonblade

Demonblades are an ancient pact of warriors who were cursed by Sizorrah, losing their left arm and receiving a Demon Claw in its place. Demonblades train to use their right arm to wield weapons normally reserved for two hands, and can channel their fury into their Demon Claw for fiery attacks and abilities.

## Demonblade Table

Demonblade abilities by phase
 Phase 2
 Phase 3
 Phase 4
 Phase 5

## Demonblade Abilities by Phase

### Phase 1

**Demon Claw:** Upon becoming a Demonblade, you lose your left arm, and gain a Demon Claw in its place. The Demon Claw is a large, red, metallic claw, that cannot be destroyed, removed, or altered by any means while you live. If the arm is removed on your death, demonic corruption prevents anything from being attached near the stump of your once-arm. If you are resurrected after losing the claw, you can perform a one-hour ritual to form a new one from a jet of fire that spews from your left stump.

The claw is too massive and unwieldy to be able to hold any weapon, or really hold anything for that matter. When you attack, you can choose to attack with the claw instead of your other hand's weapon, but you cannot use the claw for Two-Weapon Fighting. The claw is considered a Finesse weapon and deals 1d6 slashing damage, and you are proficient with it.

You can use the Demon Claw to gain advantage on Athletics checks when climbing or suspending yourself from a fall by impaling your Claw into a wall or cliff.

**Demonblade Initiate:** You begin your training as a Demonblade. You are able to wield weapons with the Two-Handed property with only one hand. However, attacks you make with such a weapon are at a disadvantage. In addition, you are proficient in Athletics

**Demonic Fury:** You are able to channel your fury into your claw to empower it. You can enter a Demonic Fury for a number of rounds per day equal to half your level (rounded down) plus your constitution modifier (minimum 1). During Demonic Fury, you gain the following effects:

* You have advantage on Strength Checks and Strength Saving Throws
* You have resistance to Fire, Piercing, and Slashing damage
* Damage with Strength-based weapon attacks increases by 2. This bonus damage increases to 3 at level 9 and 4 at level 16
* You are unable to cast or concentrate on spells
* Your Demon Claw deals an additional 1d6 damage as fire. This increases to 2d6 at level 9 and 3d6 at level 16.

If you have the Rage class feature, you cannot enter Demonic Fury while raging. In later phases, you can sacrifice some of your Demonic Fury rounds to unleash special powers (Flame Buster, Hell Geyser, Demon Cleave, Infernal Blast, and Hell Eruption) . You do not need to be in the middle of a Fury in order to use these powers. You regain your spent rounds of Demonic Fury after a long rest.

### Phase 2

**Blade Familiarity:** You no longer are at a disadvantage when making attacks with Two-Handed weapons using a single hand.

**Flame Buster:** At the cost of two rounds of Demonic Fury, you can unleash a short-range explosive blast from the palm of your Demon Claw as a Standard Action. Each creature in a 15-foot cone must make a Dexterity save (DC=8+Proficiency+CON mod). Each creature in the cone takes 3d6 fire damage, or half as much on a successful save. In addition, flammable objects in the area that aren't being worn or carried are set alight. The damage of this ability increases by 1d6 at level 4 and for every 4 levels after, up to 8d6.

**Hell Geyser:** At the cost of two rounds of Demonic Fury, as a Standard Action you can implant your Demon Claw into the ground and shoot a blast from it, causing the blast to shoot out of the ground at a far away location. Choose a point in a 60 foot range. Any creature directly on that point must make a Dexterity save (DC=8+Proficiency+CON mod). That creature takes 6d6 fire damage, or half as much on a successful save. If this creature fails its save, it is also knocked prone. Other creatures within a 5 foot radius of that point must also make a Dex save, and take half as much damage, or no damage on a successful save. This damage increases by 1d6 at level 4 and for ever 4 levels after, up to 11d6.

### Phase 3

**Sharpened Claw:** Your Demon Claw is upgraded to a +1 weapon, and you can use it when attempting to disarm a creature, giving you advantage on disarm attempts.

**Masochism:** As a move action, you can gouge your chest with the Demon Claw, dealing 3d6 slashing damage to yourself and causing you to enter Demonic Fury for a number of rounds equal to 1/4 of the damage done (rounded down, minimum 1). You can choose to not be affected by Slashing resistance for this effect. You may use these bonus Demonic Fury rounds to use abilities that consume them, consuming the bonus rounds before your normal Demonic Fury rounds. If your Demonic Fury dissipates early, any unused bonus rounds from this ability are lost. If you use this ability during Demonic Fury, it will extend the current Fury, using the bonus rounds before using your normal Demonic Fury rounds. After using this ability, you may not use it again until one minute has passed since your last Fury ended. In Phase 5, you can choose to deal between 3d6 to 6d6 slashing damage.

**Demon Cleave:** At the cost of 2 rounds of Demonic Fury, you can use your Demon Claw to cleave your enemies as a Standard Action. When you use this ability, you can make an attack roll with your Demon Claw on up to 3 nearby creatures in melee range. In addition to the normal effects of the attack, enemies hit also suffer 3d6 fire damage. This bonus fire damage increases by 1d6 at level 4 and for every 4 levels after, up to 8d6.

### Phase 4

**Infernal Blast:** By spending 5 rounds of Demonic Fury, you can implant a devastating explosive into the core of a creature. As a standard action, make a melee attack with the Demon Claw against a creature. If the attack succeeds, you impale the creature with the claw, dealing its normal melee damage, and shortly after releasing an explosive blast while the creature is impaled. The blast deals 10d8 fire damage, and deals an additional 1d8 at level 4 and every 4 levels after, up to 15d8 fire damage. The blast removes the claw from the creature, and on a failed Con save (DC=8+Proficiency+CONmod) knocks the creature back up to 25 feet. You must declare that you are using this ability before the attack roll, and missing the attack will waste the explosive charge.

**Hell Eruption:** By spending 8 rounds of Demonic Fury, you can unleash a barrage of Hell Geysers around you as a Standard Action. Pick 6 points within a 60 yard range, with each point being at least 10 feet away from the other points. Each of these points unleashes a Hell Geyser, dealing the appropriate amount of damage. The geysers are not released simultaneously, instead rapidly erupting in a random sequence, and as such any creature big enough to be affected by multiple geysers gets a separate save for each.

### Phase 5

**Demonblade Specialization:** Upon reaching the final phase, you can choose to specialize in one of the two ultimate fighting styles of the Demonblades

#### **Specialization - More Blade than Demon**

You devote yourself to training your blade, utilizing your Demon Claw almost exclusively for Fury abilities. During Demonic Fury, you scrape your blade along your claw, causing your held melee weapon to gain an additional 3d6 fire damage on hit.

You are able to use your held melee weapon instead of your Demon Claw for the Demon Cleave ability.

When you are hit in melee, you can attempt to block the attack with your Demon Claw. As a reaction, you may add +2 to your AC against an attack. You can expend one round of Demonic Fury to increase this AC bonus to 3.

You can expend one round of Demonic Fury to make an attack with your held melee weapon as a bonus action after using Hell Geyser, Flame Buster, or Infernal Blast.

When you use your Masochism ability, you can choose to not enter a Demonic Fury with it. You must declare that you are using Masochism this way before using the ability. When you use Masochism this way, it stores the bonus Demonic Fury rounds, though these stored rounds cannot be used to enter a Fury, and instead can only be used for using abilities that consume Demonic Fury rounds. You cannot use Masochism, either this way or the standard way, if you are holding on to bonus Demonic Fury rounds. As a free action, you can dismiss any bonus Demonic Fury rounds you are holding.

This specialization is more oriented towards a burst-damage playstyle.

#### **Specialization- More Demon than Blade**

You sacrifice your other arm for a second Demon Claw. Your Demon Claws are upgraded to deal 1d10 slashing damage, and during Demonic Fury both claws gain the bonus fire damage provided by Demonic Fury. In addition, you gain Dual Wielder as a bonus feat, and you may use your Claws to engage in Two-Weapon Fighting. If you have the Extra Attack class feature, you can use a bonus action to make an additional attack with your other Claw for each standard attack you make.

When you use Demon Cleave, you can make the attacks with both claws for each enemy, though you do not gain another instance of the extra fire damage granted by Demon Cleave.

During your Demonic Fury, you can not be knocked unconscious or killed by damage, but every round you spend in the Fury while below 1HP costs two rounds of Demonic Fury instead of one. If you have less than 2 rounds of Demonic Fury while your HP is below 1, then your Fury ends.

Regular life will be a bit more challenging though, without any hands that can actually grip things.

This is a more consistent damage-oriented specialization.