Tuesday, January 7, 2025

Demon Blade rewrite

 Demon Blade rewrite. Nicer version Here 

You start with Yourself, a suit of well-preserved armor unearthed from a tomb and a docile but mundane chariot

Skill: The afterlife, way of war and religion of a people. Usually long dead. 

A: Demon blade, Chariot, Soul harvest.

B: Soulcasting

C: +1 attack

D: Court of blades. 


Demon blade: You are a +template weapon of your choice, you cannot be destroyed by mundane means. Though, you cannot speak or move by yourself if your host is destroyed.

You roll your mental scores as usual. You use the physical scores of your host. The mental stats are usually cha/wis/int, and the physical are dex/con/str.

You may dominate any who wield you. If they are unwilling, it will take a week for them to be broken. If they are not broken, you make any rolls for actions they would not like at -2. 

They can also act out to take or prevent a single action, though each time they act out, they grow three days closer to possession. 


Chariot: Chariots are willing hosts, chariots gain [level] additional HD (this is instead of the normal levels you would get). 

Chariots can wield you expertly and perform manoeuvres as a fighter even if they do not have the expertise or physical condition (as in, if they are ill or too weak). 

Chariots and broken do not immediately turn on you if disarmed. They will be compelled to retrieve you until they are sanctified by a priest. 

Soul harvest: You harvest a soul when it dies after being cut by you (this does not need to be the final blow). You can hold [level] souls within you. The HD of the soul is X. You may heal your chariot by Xd6 as an action by consuming the soul. Angelic souls are not consumed, but are instead burnt out until the next sunrise or sunset and remain within you. Demonic souls are returned to hell upon consumption. If your chariot dies, their soul is also harvested. 

Soulcasting: You may instead cast a spell below as an action by consuming a soul. You gain [level] spells from the list below. You can also earn spells by killing witches, warlocks, angels, demons, paladins or clerics (1 spell from their list that you do not already have, decided by dm). You cast the spells as a MU, with X/2 non-returning MD.  

Extra attack: Can be used even if you don't use your main action to attack. 

Court of blades: [level] magical weapons can join your court. If they are magical, they gain sentience and gain an appropriate spell from any list they can cast 1/day at 2MD. All can communicate and share senses with court members and their chosen wielder when within 100m. They must report to you once per week. If they do not, they are cursed, and gain -2 until they achieve penance by killing a powerful mythical creature. 

Blunt weapons are also allowed, but they do not need to be reminded of their inferiority. 



Spell list

1. Burning Blade
R: 0   T: self (blade)  D: 10 minutes
The demon blade does an additional +X fire damage on a hit.

2. Dance of Hell
T: self (blade)  D: X rounds,
You function as a dancing weapon. You still maintain control of your chariot.

3. Deathgrip
R: 50'  T: creature
If a creature fails a save, it is pulled adjacent to you. You may make a basic melee attack against it if you wish.


4. Demon Claw

T: self (blade)
For one round, you can make all the melee attacks of the highest HD demon you've ever killed. (Yes, keep track of the highest HD demon you've ever killed.)

5. Disguise
R: 0 T: self (chariot)  D: X hr
You appear as someone else of comparable size. This is only an illusion, but it also changes your voice to match.

6. Heartripper
R: 20' T: creature
If a creature has Xd3 remaining HP or less, its heart is ripped out of its chest and into your hand.  No save.  This is usually fatal.  No effect on creatures that lack hearts.

7. Hell bolts
R: 50'  T: object  D: 0
You fire X bolts at the target.  Each bolt requires its own ranged attack roll and does 1d8 damage on a hit.

8. Inferno
R: 20'  T: self  D: X turns
Everything takes 1d6 fire damage each turn (Con check for half). Flammable things catch on fire. You are immune to fire damage for the duration of this spell.

9. Reap
T: hit enemy
Free action when the demon blade does melee damage. Deal +Xd3 damage.

10. Salvage the Chariot
T: self (chariot)
Instead of dying, the chariot survives with X HP and is stunned for 1d6-X rounds (min 1).  You still suffer the other effects of the injury (broken limbs, etc.).


11. Summon Lemure
R: 20'  T: piece of floor  D: 1 min
You summon a XHD obedient Lemure.

12. Possession: Self (host)

You may inject a soul from your storage into your host, supplanting the soul of the current resident and pulling them into your storage.

This will replace the personality and mental stats of the host to that of the soul, and somewhat alter the appearance of the body to fit the new soul. 

You may consume an additional soul to change X stats of your host to match the physical stats of the soul. 

 

13: Chariot of the gods: Add [x] to all physical rolls for [x] rounds. Double speed. 


Original blog by Arnold K. https://goblinpunch.blogspot.com/2016/01/new-class-demon-blade.html 

Art by jiro(ninetysix)


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