Dungeons & Demons
A D&D Campaign in the Demon Cycle Universe
As the sun sets each night, demons rise from the Core. Only the ancient ward magic can protect humanity from the darkness below.
A D&D Campaign Setting in Peter V. Brett's Demon Cycle Universe
A D&D Campaign in the Demon Cycle Universe
As the sun sets each night, demons rise from the Core. Only the ancient ward magic can protect humanity from the darkness below.
As the sun sets each night, demons rise from the Core - a hellish dimension beneath the earth. These creatures, known as corelings, hunt humanity with savage intelligence. Only the ancient ward magic, symbols of power drawn with precision, can repel their attacks and protect the living.
All demons share these characteristics:
Ward magic is built from individual runes — symbols of power that can be combined to create powerful effects. Each rune belongs to one of two categories: Action (what it does) and Element (what energy it channels). A special component, the Demon Bone Core, powers the most advanced combinations. Each combo specifies what it applies to — circle, weapon, armor, or skin.
Passive wards work continuously once applied. Active wards cost 1 charge (flat, regardless of rune count). Circle wards never cost charges — limited by drawing time and material durability.
Crafted from demon remains (DC 16 Arcana, 1 hour). Required for Tier 5 effects. Knowledge must be learned — not intuitive. Consumed on use for single-activation effects.
Non-Wardwright characters can hold a maximum of 1 demon charge at a time. Wardwrights can hold Level + WIS mod.
The DM needs to add a map image.
DM: Place your map image (e.g., world-map.jpg) in the data/ folder, then use "Map Settings" to set the filename.
Character creation guides, backgrounds, and custom classes will be added here.
Planned content: Ward Dancer, Desert Warrior, Herb Gatherer backgrounds and more.
In the Demon Cycle world, Jongleurs are traveling entertainers — singers, storytellers, acrobats, and musicians who carry news and culture between the isolated fortress cities. Most are simply performers. But a rare few have discovered something extraordinary: that music itself can affect corelings.
A legendary fiddler, maimed in a demon attack as a child, was the first to prove that instrumental music could mesmerize, lure, enrage, and even control demons. His discovery opened an entirely new front in humanity's war against the Core — one fought not with wards and weapons, but with melody and will.
The Jongleur class adapts the D&D Bard for the Demon Cycle setting, replacing arcane inspiration with the raw power of performance over demonkind.
| Hit Dice | 1d8 per Jongleur level |
| Primary Ability | Charisma |
| Saving Throws | Dexterity, Charisma |
| Armor | Light armor |
| Weapons | Simple weapons, hand crossbows, longswords, rapiers, shortswords |
| Tools | Three musical instruments of your choice |
| Skills | Choose any three |
| Level | Features | Cantrips | Spells Known | Fascination Die |
|---|---|---|---|---|
| 1 | Coreling Fascination, Spellcasting | 2 | 4 | d6 |
| 2 | Expertise, Road Knowledge | 2 | 5 | d6 |
| 3 | Jongleur Tradition | 2 | 6 | d6 |
| 4 | Ability Score Improvement | 3 | 7 | d6 |
| 5 | Font of Inspiration | 3 | 8 | d8 |
| 6 | Tradition Feature | 3 | 9 | d8 |
| 7 | Demon's Lullaby | 3 | 10 | d8 |
| 8 | Ability Score Improvement | 3 | 11 | d8 |
| 9 | — | 3 | 12 | d8 |
| 10 | Secrets of the Road | 4 | 14 | d10 |
| 11 | — | 4 | 15 | d10 |
| 12 | Ability Score Improvement | 4 | 15 | d10 |
| 13 | — | 4 | 16 | d10 |
| 14 | Tradition Feature | 4 | 18 | d10 |
| 15 | — | 4 | 19 | d12 |
| 16 | Ability Score Improvement | 4 | 19 | d12 |
| 17 | — | 4 | 20 | d12 |
| 18 | Master Performer | 4 | 22 | d12 |
| 19 | Ability Score Improvement | 4 | 22 | d12 |
| 20 | Song of the Core | 4 | 22 | d12 |
You have learned that certain melodies, rhythms, and tonal patterns can captivate the minds of corelings, overriding their predatory instincts with an irresistible compulsion to listen.
As a bonus action, choose one coreling within 60 feet that can hear you. It must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your CHA modifier) or be charmed for 1 round. While charmed, the coreling moves toward you and cannot attack.
You can use this feature a number of times equal to your Charisma modifier (minimum 1) per long rest. Your Fascination die starts at d6 and scales as shown in the class table.
You have learned to channel power through ancient melodies and performances rather than arcane incantation. Your spells are themed as songs, stories, and musical effects. You use a musical instrument as your spellcasting focus, and Charisma is your spellcasting ability.
Your spell list is identical to the Bard spell list. Spell slots follow the standard Bard progression.
Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using either of the chosen proficiencies. At 10th level, choose two more proficiencies to gain this benefit.
Jongleurs travel every road, visit every hamlet, and hear every tale. You can add half your proficiency bonus (rounded down) to any ability check you make that doesn't already include your proficiency bonus. The road teaches many things.
At 3rd level, you choose a Tradition that shapes the nature of your performance and its effect on corelings. Your Tradition grants features at 3rd, 6th, and 14th level.
You regain all expended uses of Coreling Fascination when you finish a short or long rest.
Your performance can soothe even the savage minds of demons. You gain two benefits:
Your travels across fortress cities, through desert warrior camps, along coastal trading ports, and into hidden libraries have exposed you to techniques from every tradition. Choose two spells from any class's spell list. These spells count as Jongleur spells for you. You learn two additional spells this way at 14th and 18th level.
Your performance resonates with supernatural potency. If you roll initiative and have no uses of Coreling Fascination remaining, you regain one use.
You have learned to resonate with the frequency of the Core itself — the primal vibration that gives rise to all demonkind. As an action, you can perform the Song of the Core to produce one of the following effects (once per long rest):
Some Jongleurs discovered that bowed string instruments — the fiddle above all — produce tonal frequencies that resonate directly with coreling physiology. A skilled fiddler can drive demons into frenzies, lure them into traps, or turn them against each other. The tradition was born in taverns and perfected on the road, where a single musician with a battered fiddle could mean the difference between a village surviving the night or being overrun. A master fiddler can conduct an entire demon horde like a symphony of destruction.
When you successfully use Coreling Fascination on a coreling, you can choose one additional effect:
You have mastered the art of sustaining your hold over corelings through continuous performance. As an action, you can begin a sustained performance that requires concentration (as if concentrating on a spell). While concentrating, you can target up to two corelings within 90 feet that can hear you.
Each target must make a Wisdom saving throw (DC = 8 + proficiency + CHA modifier) at the start of each of your turns. On a failure, you choose any one Demon Dance effect to apply to that target (Frenzied Melody, Luring Song, or Discordant Wail). You may choose different effects for each target.
The effect persists for as long as you maintain concentration. On each subsequent turn, you can use your action to continue the performance — affected corelings repeat the saving throw, and you choose new effects for any that fail. A coreling that succeeds on its save is freed from the current effect but can be targeted again on your next turn.
Once per long rest, you can perform a devastating symphony that tears at the minds of all nearby corelings. You must play for 1 minute (10 rounds, concentration). All corelings within 120 feet must make a Wisdom saving throw (DC = 8 + proficiency + CHA modifier) or be charmed for 10 minutes.
Charmed demons attack each other instead of your party. If you take damage, your concentration breaks and the effect ends.
Before there were instruments, there was the human voice — the oldest and most primal form of performance. Practitioners of the Voice tradition have discovered that the spoken word, war chant, and battle cry carry a different kind of power over corelings than instrumental music. Where fiddlers manipulate demons through melody, Voice performers shatter their will through raw conviction. Their tradition traces back to desert warrior chanters who sang battle hymns at dusk to steel themselves against the rising, and to old storytellers whose tales carried a spark of something more than mere words. A master of the Voice does not play for demons — they command them.
Your voice carries supernatural force against demonkind. When you successfully use Coreling Fascination on a coreling, you can choose one additional effect:
Your voice bolsters your allies' resolve against the terrors of the night. You gain the following benefits:
Once per long rest, you can speak a single word of power that carries the authority of sunlight itself. As an action, you release the Voice of the Dawn — a sound that is felt as much as heard:
In the Demon Cycle world, Wardwrights are warriors who have taken the fight against corelings to its most primal extreme — inscribing ward magic directly into their own flesh. Where warders protect walls and weapons, the Wardwright becomes the weapon.
The first wardwright in living memory tattooed offensive combat wards across his entire body. But he discovered something even more forbidden: by consuming the flesh of demons he killed, he could absorb their Core magic, gaining supernatural strength, speed, and healing. The more he fought and fed, the more he transformed — becoming something neither fully human nor demon.
The Wardwright class adapts the D&D Monk for the Demon Cycle setting. Unlike other classes, the Wardwright's power comes from ward tattoos (discovered through the Rune system) and demon charges gained by eating corelings. The class provides a martial framework and a vastly expanded charge pool — where a normal person can hold 1 charge and sustain 1 passive tattoo, the Wardwright can hold dozens, sustain many, and push past the limits of sanity to activate more.
| Hit Dice | 1d8 per Wardwright level |
| Primary Ability | Dexterity and Wisdom |
| Saving Throws | Strength, Dexterity |
| Armor | None (Warded Flesh replaces armor) |
| Weapons | Simple weapons, martial weapons with the Light property, warded fists |
| Tools | Warder's tools (tattooing kit) |
| Skills | Choose 2: Acrobatics, Athletics, Arcana, Intimidation, Perception, Survival |
The Wardwright's charge pool dwarfs what any normal person can sustain. Where a typical character holds at most 1 demon charge at a time, a Wardwright's body has been conditioned to store and channel vastly more Core energy.
| Maximum Charges | Wardwright Level + Wisdom modifier |
| Dawn Recovery | Regain charges equal to your Wisdom modifier at dawn (residual Core energy). Does not exceed your maximum. |
| Feast Recovery | Gain charges by consuming slain corelings (see Feast on Your Enemies) |
| Drain Recovery | Gain charges via Siphara (Drain) rune combinations, same as any character |
| Ward Save DC | 8 + Wisdom modifier + proficiency bonus |
Every time you spend charges to activate a ward effect, the Core energy surges through your body. Push too hard in a single day and the Core pushes back.
| Failed Saves | Effect |
|---|---|
| 1st | Shaken: Disadvantage on Wisdom checks and Wisdom saving throws for 1 hour. Your eyes flicker with Core light. |
| 2nd | Feral Lash: You immediately attack the nearest creature (ally or enemy) with one unarmed strike. You regain control afterward but feel the pull. |
| 3rd | Berserker Rage: You attack the nearest creature each turn for 1 minute (WIS save DC 15 at end of each turn to end early). You cannot distinguish friend from foe. Your wards blaze uncontrollably. |
| 4th | Core Seizure: You lose control of your character to the DM for 1d4 rounds. The Core acts through you — targeting whoever it perceives as a threat. |
| 5th+ | Permanent Madness: You gain a permanent madness effect (determined by the DM). Only a Greater Restoration, Wish, or a quest to purge the Core taint can cure it. |
| Level | Features | Charge Pool | Tattoo Slots | Max Activations/Day |
|---|---|---|---|---|
| 1 | Warded Flesh, Feast on Your Enemies | 1 + WIS | 1 | 1 |
| 2 | Ward Charge Pool | 2 + WIS | 1 | 2 |
| 3 | Deflect Attacks, Wardwright Path | 3 + WIS | 1 | 2 |
| 4 | Ability Score Improvement | 4 + WIS | 1 | 3 |
| 5 | Extra Attack, Warded Strikes | 5 + WIS | 2 | 3 |
| 6 | Empowered Strikes, Path Feature | 6 + WIS | 2 | 4 |
| 7 | Evasion | 7 + WIS | 2 | 4 |
| 8 | Ability Score Improvement | 8 + WIS | 2 | 5 |
| 9 | Improved Consumption | 9 + WIS | 3 | 5 |
| 10 | Heightened Wards, Self-Restoration | 10 + WIS | 3 | 6 |
| 11 | Path Feature | 11 + WIS | 3 | 6 |
| 12 | Ability Score Improvement | 12 + WIS | 3 | 7 |
| 13 | Deflect Energy | 13 + WIS | 4 | 7 |
| 14 | Disciplined Survivor | 14 + WIS | 4 | 8 |
| 15 | Core Hunger | 15 + WIS | 4 | 8 |
| 16 | Ability Score Improvement | 16 + WIS | 4 | 9 |
| 17 | Path Feature | 17 + WIS | 5 | 10 |
| 18 | Superior Defense | 18 + WIS | 5 | 11 |
| 19 | Ability Score Improvement | 19 + WIS | 5 | 12 |
| 20 | Avatar of the Core | 20 + WIS | 5 | Unlimited |
You have inscribed protective ward runes directly into your skin. Your body is a weapon and a fortress. While you are wearing no armor and not wielding a shield, you gain the following benefits:
Your unarmed strikes deal 1 + STR or DEX modifier bludgeoning damage (standard unarmed). They count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks, but only against corelings. Against non-coreling creatures, they are mundane until level 6.
This is what separates you from everyone else. Others charge wards in sunlight or risk their lives with drain runes. You charge them with blood and ichor.
When you reduce a coreling to 0 HP, you can use a bonus action to consume its flesh. You gain demon charges equal to half the coreling's CR (minimum 1, maximum equal to your proficiency bonus). The consumed coreling cannot reform for 1d4 days.
You can also consume a recently slain coreling (dead within 1 hour) as an action outside of combat.
Your body has adapted to hold more Core energy than any normal person could survive. Your maximum demon charges equals your Wardwright level + your Wisdom modifier (compared to a maximum of 1 for non-Wardwright characters).
You regain charges equal to your Wisdom modifier at dawn as residual Core energy replenishes your reserves. Your Ward save DC equals 8 + your Wisdom modifier + your proficiency bonus.
You start knowing three ways to spend charges as class features:
Your body wards instinctively flare to deflect incoming strikes. When you are hit by a melee or ranged attack, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier + your Wardwright level.
If you reduce the damage to 0, you can spend 1 demon charge to make one Unarmed Strike against the attacker (if within reach) as part of the same reaction.
At 3rd level, you choose a Path that defines how you channel the power of your wards and consumed demon essence. Your Path grants features at 3rd, 6th, 11th, and 17th level.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Your ward-channeled attacks can disrupt a creature's inner balance. Once per turn when you hit a creature with an Unarmed Strike, you can spend 1 demon charge to attempt a Warded Strike. The target must succeed on a Constitution saving throw or be stunned until the start of your next turn.
Against corelings, the target has disadvantage on this saving throw as your wards resonate with destructive frequency against their Core-born flesh.
Your unarmed strikes now count as magical against all creatures, not just corelings. Your fists glow with visible ward light.
Your instincts and ward-enhanced reflexes let you dodge out of certain area effects. When you are subjected to an effect that allows a Dexterity saving throw to take half damage, you instead take no damage on a success and half damage on a failure.
Your body has adapted to process demon essence with greater efficiency. You gain the following benefits:
Your ward tattoo mastery has reached a new threshold. Active ward tattoos you activate have their duration doubled (e.g., 1 minute becomes 2 minutes). Additionally:
The Core essence in your blood purges impurities. As an action, you can spend 2 demon charges to end one of the following effects on yourself: blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned.
Your Deflect Attacks feature now works against all damage types, not just weapon attacks. You can reduce damage from spells, breath weapons, and elemental attacks using the same reaction.
Your body is saturated with ward energy and demon essence. You gain proficiency in all saving throws. Additionally, when you fail a saving throw, you can spend 1 demon charge to reroll it. You must use the new result.
The Core energy in your blood has become self-sustaining to a degree. When you roll initiative and have 0 demon charges, you regain charges equal to your Wisdom modifier (minimum 1). Your body draws on residual demon essence stored deep in your cells.
Additionally, your Madness Threshold increases by 3 — your will has learned to master the Core's pull.
Your ward tattoos have become so dense and potent that they project a persistent aura of protection. While you have at least 1 demon charge, you gain resistance to all damage except force and psychic.
You have become what the first wardwright could only glimpse — a being of pure ward energy sustained by the Core itself. As an action, you can spend 10 demon charges to enter the Avatar State for 1 minute:
The path pioneered by the first wardwright. Those who walk this path master the art of ward tattooing, learning to inscribe their own flesh and channel power through ink and blood with terrifying efficiency. A painted warrior can activate wards faster, sustain them longer, and push their tattoos further than any other Wardwright — but every new mark brings them closer to something inhuman.
You have learned to tattoo wards onto your own body without assistance. You gain the following benefits:
Your ward network has grown into an interconnected system that amplifies itself. You gain:
Your body is now extensively covered in interlocking ward tattoos that form a comprehensive system of offense and defense. You gain:
The boundary between your ward-infused body and the Core itself has blurred. You gain:
While the Path of the Painted Man emphasizes ward tattoos and measured consumption, the Path of the Eater embraces the demon's hunger without reservation. Eaters consume demon flesh voraciously, absorbing the raw essence of each coreling type to manifest their stolen power directly. Desert warrior outcasts who stumbled onto this dark practice called themselves the Stomach Clan — warriors who fought with stolen demon power rather than wards. They are feared, reviled, and undeniably effective.
You have developed the ability to consume demon essence in the heat of combat with such ferocity that you absorb the creature's traits. When you consume a coreling (via Feast on Your Enemies), you also gain a Demon Aspect based on the type of demon consumed. The aspect lasts for 1 minute. Activating a Demon Aspect costs no additional demon charges beyond the normal consumption.
You can only have one Demon Aspect active at a time. Gaining a new one replaces the previous.
Your body processes demon essence with ravenous efficiency:
You can maintain two Demon Aspects simultaneously. When you gain a third, you choose which one to replace. Additionally, when you use Flurry of Wards while a Demon Aspect is active, each unarmed strike can benefit from the aspect's bonus damage.
Your appearance shifts based on your active aspects — your skin might take on a faint reddish hue (Flame), your eyes might slit vertically (Sand), or frost might cling to your breath (Snow). These changes fade when the aspects end. For now.
You have consumed so much demon essence that you have become something beyond human classification. You gain:
In the Demon Cycle world, Couriers are the bravest souls alive — men and women who travel between warded cities through demon-infested wilderness, carrying messages, goods, and hope. They are not scholars of ward theory or tattooed extremists; they are practical warriors who have learned to inscribe wards on shields, armor, and surfaces to survive the night roads.
Where the Wardwright internalizes ward magic through tattoos and consumed demon flesh, the Courier masters external ward inscription — painting circles on the ground, etching runes into shield faces, and reinforcing armor with protective patterns. Their fighting style combines martial weapon mastery with tactical ward deployment, making them the frontline defenders of any party brave enough to travel after dark.
The Courier class adapts the D&D Fighter (Battlemaster) for the Demon Cycle setting. The Courier's superiority dice fuel combat maneuvers built around fast reflexes, demon anatomy knowledge, and the tactical activation of ward patterns already inscribed on their equipment. The class provides a durable, shield-focused martial framework with ward-based utility.
| Hit Dice | 1d10 per Courier level |
| Primary Ability | Strength |
| Secondary Ability | Intelligence (Arcana — required for ward inscription) |
| Saving Throws | Strength, Constitution |
| Armor | All armor, shields |
| Weapons | Simple weapons, martial weapons |
| Tools | Warder's tools (field inscription kit) |
| Skills | Choose 2: Athletics, Arcana, Perception, Survival, Intimidation, Investigation |
As a veteran of the demon roads, you have developed combat techniques that combine martial reflexes, knowledge of demon anatomy, and the smart activation of ward patterns already inscribed on your equipment. These maneuvers are powered by superiority dice — representing your reserves of focus, stamina, and ward energy. Each maneuver involves either a physical technique honed through experience, or the deliberate enabling or disabling of runes already present on your shield, weapon, or armor.
| Superiority Die | d8 (levels 2–9) → d10 (levels 10–17) → d12 (levels 18–20) |
| Starting Dice | 4 (at level 2) |
| Additional Dice | +1 at levels 7, 10, and 15 |
| Recovery | All expended dice recharge on a short or long rest |
| Maneuvers Known | 5 (at level 2), +2 at levels 7, 10, and 15 |
| Maneuver Save DC | 8 + proficiency bonus + Intelligence modifier |
| Level | Features | Dice | Die |
|---|---|---|---|
| 1 | Fighting Style, Ward Scribe, Shield Bearer | — | — |
| 2 | Superiority Dice (4), Warded Armor | 4 | d8 |
| 3 | Courier Discipline (subclass) | 4 | d8 |
| 4 | Ability Score Improvement | 4 | d8 |
| 5 | Extra Attack, Field Repair | 4 | d8 |
| 6 | Ability Score Improvement | 4 | d8 |
| 7 | Discipline Feature, +1 Die | 5 | d8 |
| 8 | Ability Score Improvement | 5 | d8 |
| 9 | Indomitable (1), Adaptive Warding | 5 | d8 |
| 10 | Discipline Feature, +1 Die | 6 | d10 |
| 11 | Two Extra Attacks | 6 | d10 |
| 12 | Ability Score Improvement | 6 | d10 |
| 13 | Indomitable (2), Layered Wards | 6 | d10 |
| 14 | Ability Score Improvement | 6 | d10 |
| 15 | Discipline Feature, +1 Die | 7 | d10 |
| 16 | Ability Score Improvement | 7 | d10 |
| 17 | Action Surge (2), Indomitable (3) | 7 | d10 |
| 18 | Discipline Feature | 7 | d12 |
| 19 | Epic Boon | 7 | d12 |
| 20 | Master Warden | 7 | d12 |
You learn 5 maneuvers of your choice at level 2 and learn 2 additional maneuvers at levels 7, 10, and 15. You can replace one maneuver you know with a different one each time you gain a level in this class. Each maneuver represents a combination of battlefield reflexes, knowledge of demon anatomy, and the smart activation of runes already inscribed on your equipment.
When you hit a creature with a weapon attack, you can expend one superiority die to add it to the attack's damage roll. You drive forward with a practiced shield thrust or weapon strike, exploiting the creature's momentum — the target must make a Strength saving throw or be pushed 15 feet away from you.
When you hit a creature with a weapon attack, you can expend one superiority die to add it to the attack's damage roll. You activate the binding rune etched into your weapon — a brief ward pattern anchors to the target, reducing its speed by 10 feet until the end of your next turn. Against corelings, the binding resonates with their Core essence and the speed reduction is 15 feet instead.
When an ally within 5 feet of you is hit by an attack, you can use your reaction to expend one superiority die. You interpose your warded shield, adding the die roll to the ally's AC against that attack. If the attack still hits, the shield's wards absorb some of the impact — the ally has resistance to the attack's damage.
When you hit a creature with a weapon attack, you can expend one superiority die. Your knowledge of anatomy — demon or otherwise — lets you target a weak point. If you have the Percutia (Strike) rune discovered, you add the superiority die to the attack's damage roll. Regardless of whether the rune is unlocked, if the target is a coreling, it has disadvantage on the next attack roll it makes before the end of its next turn as the precision blow disrupts its coordination.
As a bonus action, you can expend one superiority die to activate a defensive rune pattern on an ally's armor or shield that you can touch. The ally gains temporary hit points equal to the die roll + your Intelligence modifier. If the ally is not wearing warded equipment, you can quickly trace a temporary pattern that fades after the effect ends.
When an ally within 10 feet of you would be subjected to forced movement or knocked prone, you can use your reaction to expend one superiority die and rush to their side, bracing them with your body and shield. The forced movement or prone effect is negated entirely. You move to a space adjacent to the ally as part of this reaction (this movement does not provoke opportunity attacks).
When you hit a coreling with a weapon attack, you can expend one superiority die to activate the offensive runes on your weapon, dealing additional radiant damage equal to twice the die roll. The seared coreling cannot reform for 24 hours if slain by this attack. Against non-coreling creatures, the additional radiant damage equals the die roll (1x instead of 2x). Requires: Percutia (Strike) rune discovered.
As an action, you can expend one superiority die and make an Arcana check (DC 13) to rapidly inscribe a simple 5-foot-radius ward circle on the ground — no other class can draw a ward circle this fast. On a success, the circle functions as a standard ward circle: corelings cannot willingly enter or pass through it. The circle has hit points determined by the materials used — chalk or charcoal gives it HP equal to the die roll; inscribed into stone or wood with proper tools gives it HP equal to the die roll + your Intelligence modifier. Corelings can attempt to break the circle by attacking it. On a failed Arcana check, the ward is flawed and does not activate, but the superiority die is still expended.
The circle lasts for 1 minute or until its hit points are reduced to 0. Drawing in dirt with a finger functions the same as chalk but at disadvantage on the Arcana check.
When a coreling misses you with a melee attack, you can use your reaction to expend one superiority die and make a melee weapon attack against the creature. Your reflexes and knowledge of demon attack patterns let you exploit the opening — on a hit, you add the die roll to the damage as radiant damage. If you are wielding a warded shield, you have advantage on this attack roll.
During a short rest, you can expend one superiority die to inscribe a temporary healing ward on one willing creature. That creature regains hit points equal to the die roll + your Intelligence modifier, without needing to spend a Hit Die. Requires: Sania (Heal) rune discovered.
When you hit a creature with a weapon attack, you can expend one superiority die to add it to the attack's damage roll. You activate the Luxara (Light) rune on your shield or weapon, releasing a brief flare of ward light that disorients the target — the next attack roll made against this target before the start of your next turn has advantage. Requires: Luxara (Light) rune discovered.
As a bonus action, you can expend one superiority die to activate a specific elemental ward on your armor or shield, granting yourself or a creature you touch resistance to one damage type of your choice until the start of your next turn. The damage type must correspond to an elemental rune you have discovered and inscribed on your equipment (e.g., Flamara for fire resistance, Glacia for cold). Requires: at least one elemental rune discovered and inscribed.
You adopt a particular style of fighting as your specialty. Choose one of the following options:
You are trained in the practical art of ward inscription. You can inscribe ward patterns on shields, armor, surfaces, and objects using warder's tools. You know a number of ward patterns equal to 2 + your proficiency bonus, chosen from the runes your party has discovered.
Your expertise with warded shields provides additional protection against the demons of the Core:
You gain 4 superiority dice and learn 5 combat maneuvers of your choice. Your superiority die is a d8. These dice fuel your maneuvers — each one representing a burst of focus, a flash of ward activation, or an exploit of demon anatomy. See the Combat Maneuvers section above.
The ward patterns inscribed on your armor resonate with protective energy when you steel yourself for battle. As a bonus action, you can activate your armor's wards to gain temporary hit points equal to 1d8 + your Intelligence modifier. These temporary hit points last until the start of your next short or long rest.
Once you use this feature, you must finish a short or long rest before you can use it again. You must be wearing armor with at least one ward inscribed on it to use this feature.
At 3rd level, you choose a Discipline that defines your approach to surviving the roads and protecting others. Your Discipline grants features at 3rd, 7th, 10th, 15th, and 18th level.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
You can restore damaged ward inscriptions on equipment under pressure. As an action, you can touch a warded item (shield, armor, or weapon) and make an Arcana check (DC 10 + the number of runes inscribed on the item). On a success, the item gains temporary hit points equal to your superiority die roll + your Intelligence modifier, preventing it from being destroyed. On a failure, the repair fails and the use is still expended.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You can reroll a saving throw that you fail. If you do so, you must use the new roll. You can use this feature once between long rests. You gain additional uses at 13th level (2 uses) and 17th level (3 uses).
Your ward knowledge has become flexible enough to adjust on the fly. When you finish a short rest, you can swap one maneuver you know for a different one from the maneuver list.
You can attack three times whenever you take the Attack action on your turn.
You have learned to layer multiple ward effects onto a single trigger. When you use a maneuver, you can expend two superiority dice to apply a second maneuver to the same trigger (e.g., a weapon attack that both pushes and slows, or a reaction that both shields and grounds).
You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and you regain all expended uses when you finish a long rest.
You can push yourself beyond your normal limits. On your turn, you can take one additional action. You can use this feature twice between short or long rests.
You have become the supreme practitioner of external ward magic. You gain the following benefits:
The Discipline of the Road is followed by Couriers who specialize in speed, scouting, and survival in the open wilderness. Road Couriers are the fastest messengers and the most elusive fighters — they survive not by standing and fighting, but by knowing when to fight, when to run, and how to make the roads themselves an ally. They are the ones who make the impossible journeys between distant cities, outrunning demons and delivering hope.
Your experience navigating demon-haunted roads has sharpened your senses and reflexes:
Your ability to dodge and weave through danger is unmatched:
Your field experience has made you extraordinarily fast at ward work. You gain the following benefits:
When a coreling hits an ally within 30 feet of you with an attack, you can use your reaction to:
As an action, you can create a 60-foot-long, 10-foot-wide warded corridor on the ground. The corridor lasts for 10 minutes and provides the following effects:
Once you use this feature, you must finish a long rest before you can use it again.
The Discipline of the Wall is followed by Couriers who have traded mobility for absolute defensive mastery. Where Road Couriers survive by outrunning the night, Wall Couriers survive by becoming immovable. They are the shield-bearers who hold the line when ward circles fail, the living walls that stand between demons and the people they protect. Their ward work emphasizes barriers, fortification, and punishing anything foolish enough to attack them directly.
As a bonus action, you can enter a Bulwark Stance, planting yourself and activating your shield's ward network. While in Bulwark Stance:
The stance lasts until the start of your next turn. You can use this feature a number of times equal to your Constitution modifier (minimum 1), and you regain all expended uses when you finish a short or long rest.
Your warded shield and armor crackle with retaliatory energy. When a coreling hits you with a melee attack, it takes 1d6 force damage as your wards discharge. This damage increases to 2d6 at 15th level.
Your mastery of ward inscription on equipment has reached a new level. You gain the following benefits:
Your mental fortitude is as impenetrable as your ward circles:
When you are reduced to 0 hit points, your wards erupt in a final desperate blast of energy:
Once you use this feature, you must finish a long rest before you can use it again.
Custom rules and mechanics for the campaign will appear here.
The DM can add house rules, ward magic mechanics, and more.
Unlocked lore, story discoveries, and campaign revelations.
This section will be populated as your party discovers secrets in the campaign.
NPCs your party has encountered will appear here.
This section will grow as you meet characters in your adventures.
The CR values are tuned for the ward magic system, not vanilla 5e. All demons have lower HP than the DMG CR tables suggest. This is intentional — ward combos add significant bonus damage, encounters use multiple demons, and Sunlight Destruction already provides a universal weakness. Low HP prevents combat from becoming a slog.
Characters rely on defensive circles for survival. Available runes: Defensia (Ward), Ignis (Fire), Terrus (Earth), Fortis (Force), Revelara (Detect). All Tier 1 combos are free circles — no charges needed. Direct combat is extremely dangerous. Encounters should emphasize ward maintenance, fleeing to safety, and the terror of night.
Players gain trapping circles, elemental weapons, and their first active ward (Sonic Pulse). Introduce Vinculia (Bind), Siphara (Drain), Glacius (Cold), and Sonara (Sound). Warded Weapons make basic demon-fighting possible. Draining Circles let players harvest charges.
The game-changer: Percutia (Strike) arrives around level 5. Combined with elemental runes, players can now deal serious damage. Sania (Heal) arrives as a rare discovery. Skin wards and combat fists become available.
Luxara (Light) and Mentis (Mind) arrive as major campaign milestones. Sunlight Strike prevents reforming. Mind Ward Circle counters Mind Demons. Warded Armor and Binding Circles provide serious defense and control.
The pinnacle of ward magic, requiring Demon Bone Cores crafted from demon remains. These combos are campaign-defining rewards: Demonslayer, Demon Prison, Sanctum of the Sun, The Painted Circle, and The Core Seal.
How each demon compares to standard 5e CR expectations, and why the differences are intentional.
| Demon | CR | HP | AC | Avg DPR | Key Strength | Weakness |
|---|---|---|---|---|---|---|
| Flame | 2 | 33 | 13 | 8 | Fire Breath AoE, swarm numbers | Water, cold damage |
| Wood | 3 | 52 | 14 | 17 | Tree Stride mobility, Stealth +7 | Fire vulnerability |
| Water | 3 | 58 | 13 | 15 | Swim 60ft, Capsizing Charge | Lightning vuln, disadvantage on land |
| Field | 3 | 45 | 13 | 16+ | Pack Tactics, 50ft + Dash bonus = 100ft | No resistances, lowest HP at CR 3 |
| Snow | 3 | 52 | 14 | 16 + 3.5 aura | Cold immune, Chilling Aura (auto 1d6) | Fire vulnerability |
| Wind | 4 | 60 | 14 | 18 (25 dive) | Fly 80ft, Flyby, Dive Attack +2d6 | Low ground speed, no resistances |
| Sand | 4 | 65 | 15 | 17 | Burrow 40ft, Tremorsense, ambush | No special resistances, Earthen wards block |
| Mimic | 7 | 112 | 16 | 29 | Shapechanger, Daylight Adaptation, infiltration | Detect + Light wards reveal disguise |
| Rock | 10 | 184 | 18 | 40 | Siege Monster, nonmagical resistance, Earthshaker | DEX 8, slow, no ranged defense vs casters |
| Mind | 13 | 127 | 15 | 22-108 | Telepathic Command, dominate, summon demons | Low HP/AC, Mind Ward Circle blocks it |
All demons have lower HP than standard 5e CR tables because ward magic adds +1d4 to +2d8 bonus damage per hit. A Demonslayer-warded weapon adds +2d8 (avg 9) per attack — that would trivialize a CR 10 creature with standard HP. The reduced pools keep combat tense even with powerful wards.
Quick-reference encounter compositions by party level. Assumes a party of 4 PCs with level-appropriate ward access.
| Party Level | Easy | Medium | Hard | Deadly |
|---|---|---|---|---|
| 1-2 | 1 Flame Demon | 2 Flame Demons | 1 Wood/Field Demon | 2 Field Demons (pack tactics!) |
| 3-4 | 2-3 Flame Demons | 2 Wood/Snow + 1 Flame | 1 Wind/Sand + 2 Field | 3-4 Field Demons (100ft speed packs) |
| 5-7 | 3 mixed CR 3 demons | 1 Wind + 1 Sand + 2 Field | 1 Mimic Demon + 2 Field bodyguards | 1 Mimic + 1 Wind + 3 Field/Wood |
| 8-10 | 2 Mimic Demons | 1 Rock Demon | 1 Rock + 2 Wind + 2 Sand | 1 Rock + 1 Mimic + 4 mixed CR 3 |
| 11-13 | 2 Rock Demons | 1 Mind + 2 Mimic bodyguards | 1 Mind + 2 Mimic + 1 Rock | 1 Mind + 3 Mimic + 2 Rock + field swarm |
| 14+ | 1 Mind + 4 Mimic | 2 Mind Demons (coordinated) | 2 Mind + 4 Mimic + 2 Rock | Full demon army siege (see Demon Swarm rules) |
Use this to build tension during a full night siege. Each phase, the corelings probe the ward circle.
| Phase | Time | What Arrives | Ward Damage |
|---|---|---|---|
| 1 - Rising | Sunset + 30min | Flame Demons (scouts) | 1d4 per demon per round |
| 2 - Gathering | Sunset + 1hr | Wood/Field/Snow join | 2d4 per round total |
| 3 - Assault | Midnight | Wind/Sand arrive, coordinated attacks | 3d6 per round total |
| 4 - Siege | Deep night | Rock Demon (if present in area) | 4d8 per round (Siege Monster) |
| 5 - Withdrawal | Pre-dawn | Demons retreat, stragglers linger | 1d4 per round |
How to run each demon type intelligently. Common corelings are animalistic but cunning; Mind Demons are strategic masterminds.
Pack Tactics (advantage) + 50ft speed + Dash as bonus action = 100ft per round with advantage on every attack. A pack of 4 Field Demons with Pack Tactics deals an average of 64 DPR with advantage. This can TPK a level 3 party in one round. Use with caution — 2-3 is usually sufficient.
Mind Demons should be revealed gradually. First, encounters feel "too coordinated." Then an NPC mentions "a demon that thinks." Then the party finds evidence of telepathic control. Only then reveal the Mind Demon entry.
When to introduce each rune and tier of combinations. This is a suggestion — adjust based on your campaign's pacing. The system now uses 33 curated combos across 5 tiers, from bare survival to demon suppression.
| Tier | Levels | Runes to Introduce | Key Combos Unlocked | How to Introduce |
|---|---|---|---|---|
| 1 | 1-3 | Defensia (Ward), Ignis (Fire), Terrus (Earth), Fortis (Force), Luxara (Light), Revelara (Detect) | Basic Ward Circle, Warming Circle, Deep Foundation, Hardened Circle, Light Circle, Alarm Ward | Ward at session 1. Elements via warder toolkits, guild libraries, mentors. All circles, all free, all passive. |
| 2 | 3-5 | Vinculia (Bind), Siphara (Drain), Glacius (Cold), Sonara (Sound) | Snare/Draining Circle, Tremor Ward, Resonance Circle, Warded Weapon, Ember/Frost Edge, Sonic Pulse | Krasian texts for Bind, combat encounters for Drain. First weapons and area effects. Sonic Pulse is the first active (1 charge). |
| 3 | 5-7 | Percutia (Strike), Sania (Heal) | Flaming/Frozen/Impact Strike, Grasping Weapon, Skin Ward, Combat Fists, Warded Instrument, Mending Touch | Major milestone. Strike is a quest reward — changes game from survival to combat. Heal is a rare discovery. |
| 4 | 7-9 | Mentis (Mind), Velocia (Speed) | Sunlight Strike, Warded Armor, Mind Ward Circle, Binding Circle, Coreling Lantern, Swiftfoot Ward | Major milestone. Light+Strike combos arrive. Mind introduced with Mind Demon storyline. Speed for Wardwrights. |
| 5 | 9+ | Demon Bone Core (crafted component) | Demonslayer, Demon Prison, Sanctum of the Sun, The Painted Circle, The Core Seal | Requires Demon Bone Core + advanced rune knowledge. Each combo is a campaign-defining reward. The Core Seal is legendary. |
Which ward combinations are most effective against each demon type. Updated for the 5-tier system.
| Demon | Best Offensive Ward | Best Defensive Ward | Useless Against It |
|---|---|---|---|
| Flame | Frozen Strike (+2d6 cold total) | Warming Circle (fire-resistant material) | Fire-based wards (it resists fire) |
| Wood | Flaming Strike (+1d6, fire vuln = doubled) | Warming Circle, Coreling Lantern (vs stealth) | Cold-based wards (no special effect) |
| Water | Any lightning source (vulnerability) | Land-based ward circles (disadvantage on land) | Cold wards (it resists cold) |
| Field | Grasping Weapon (stops 100ft mobility) | Binding Circle (DC 15 trap) | Nothing — no resistances or immunities |
| Snow | Flaming Strike (+1d6, fire vuln = doubled) | Warming Circle (fire-resistant material) | All cold-based wards (cold immune) |
| Wind | Sonic Pulse (15ft radius catches flyers) | Roofed ward circle, Snare Circle | Ground-only ward circles (it flies over) |
| Sand | Impact Strike (force bypasses ambush) | Deep Foundation (blocks burrowing), Tremor Ward | Fire wards (it resists fire) |
| Mimic | Demonslayer (bypasses all resistance) | Coreling Lantern (reveals disguise) | Nonmagical weapons (it resists BPS) |
| Rock | Demonslayer (bypasses stone hide resistance) | Hardened Circle (+10 HP), Demon Prison | Nonmagical weapons, poison |
| Mind | Any physical damage (low HP/AC) | Mind Ward Circle (blocks telepathy), Sanctum of the Sun | Psychic damage (immune), charm/fear (immune) |
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