Devil Summoner (5e Class)


Introduction

This class is meant to replicate being a Devil Summoner from the SMT video game series. Devil Summoners make use of specialized computer devices called "COMPS." These devices are equipped with the "Demon Summoning Program" which can be used to summon and control demons.

Law, Chaos, or Neutral

Devil Summoners are frequently thrust into circumstances far beyond their control, relying on demons to survive. These Summoners wield great power, and must often make choices to decide the fate of the world itself. The question is, will you side with Law? Chaos? Or will you opt for a world of balance?

Creating a Devil Summoner

Quick Build

You can make a Devil Summoner quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength, Constitution, or Dexterity. Second, choose the Folk Hero background.

Class Features

As a Devil Summoner you gain the following class features.

Hit Points

Hit Dice: 1d8 per Devil Summoner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Devil Summoner level after 1st

Proficiencies

Armor: Light, and medium
Weapons: Guns, light crossbow, one handed weapons
Tools: Playing cards, and one other of your choice
Saving Throws: Wisdom, Intelligence
Skills: Investigation, animal handling, deception, and persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A COMP(this can be a weapon or a device attached to your arm) or (b) {{{item1b}}}
  • (a) 10 throwing knives(1d4 piercing) or (b) A staff
  • (a) Flying sword(summon) or (b) Skeleton(summon)
  • (a) Shadow(summon) or (b) Magmin(summon)

Table: The Devil Summoner

LevelProficiency
Bonus
FeaturesSummoning points—Spell Slots per Spell Level—
1st2nd3rd4th
1st+2Pact forging, Summoning5
2nd+2Fighting style5
3rd+2Subclass choice102
4th+2Ability Score Improvement103
5th+3Extra attack153
6th+3Subclass feature153
7th+3Enhanced summon2042
8th+3Ability Score Improvement2042
9th+4Enhanced magic2542
10th+4Subclass feature2543
11th+4Devour3043
12th+4Ability Score Improvement3043
13th+5Enhanced attack35432
14th+5Subclass feature35432
15th+5Guaranteed crit40432
16th+5Ability Score Improvement40433
17th+6Transmute45433
18th+6Dual summon45433
19th+6Ability Score Improvement504331
20th+6Restoration504331

Pact forging

You have the power to not only communicate with any non humanoid creature but also forge a pack with said creature, allowing you to summon them to help you in battle. you can have a number of creatures in your stock equal to double your proficiency bonus.

Summoning

It costs double the creatures CR(Summoning points) rounded up, to summon them. Summoning costs a bonus action, and you can only have one summon summoned at once. the creature is summoned 5ft from you(assuming there's enough space)

Fighting style

Choose a fighting style.


Subclass Feature

At 3rd level, you chose a Type. Choose between Embryon or Demi fiend, detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra attack


Enhanced summon

You can spend a spell slot to either, give your summon an extra d8 of damage or a d8 of healing. the higher the spell slot the more d8's

Enhanced magic

Gain 3 metamagic options from the sorcerer class. use Summoning points to use them.

Devour

You can feed one summon to another. the enhanced creature gains one resistance from the devoured creature, if you choose a resistance the monster already has than it becomes an immunity. One attack from the devoured creature. and 1/4 of the creatures total hp added to theirs. but the enhanced creatures CR doubles.

Enhanced attack

You can spend 5 SP to add an extra die to either your or your monsters attack, costs your bonus action.

Guaranteed crit

You can spend 15 SP for either you or your summon to auto crit on one attack.

Transmute

You can turn your creatures into either a piece of armor, a weapon, or a special card that can let you "teach" an ability to another summon or yourself.

Dual summon

You can now summon 2 creatures instead of one.

Restoration

You can instintaly gain 30 SP points once per long rest.

EMBRYON

Why not turn into your summon's?

<!-Transform->

3rd level. You can turn into a creature in your stock. you gain the physical stats(STR, DEX, CON), but keep your mental stats(CHA, WIS, INT). you add the creatures HP to yours. You gain the creatures attacks, ressistances, unique abilities, and AC. while you can still summon while transformed you cant summon the creature you are currently transformed into.

<!-Terror->

6th level. You can turn into your summon to give yourself advantage on intimidation rolls.

<!-Hunger->

10th level. You take an action to eat a corpse to regain 4d12 HP. and gain bonus XP equal to the creatures CR times your(curent) constitution modifier.

<!-Anger->

14th level. you gain the ability to rage like a barbarian. it also gives you a plus 2 to AC during the rage.

DEMI FIEND

<!-who needs a COMP anyway.->

<!-Free Summon->

3rd level. You no longer need a COMP to summon.

<!-FIST->

6th level. You can punch good. your fists deal a d8 now.

<!-Mighty Fist->

10th level. you can spend 20 SP to throw either a radiant or necrotic ball that deals 15d6 in a 30ft sphere to any location you can see.

<!-Ultimate Punch->

14th level. your fists now deal a d12 plus their radiant or necrotic

Devil Summoner Spell List

You know all of the spells on the basic Wizard spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->


Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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