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Daemancy Homebrew Class Release V1
Daemancy Homebrew Class Release V1
Designer: Prison
Editor: Prison, Adeex
Art Director: Artsy Prison
Graphic Designer: Graphic Prison (Sounds like an R Rated Movie)
Template: Simple Microsoft Word Template by Laura
Hirsbrunner (Seriously check this thing out)
Cover Illustrator: Wizards of the Coast
Interior Illustrators: Wizards of the Coast
Special Thanks: Adeex my fraternity brother, inspired the
construction of the class and the features within.
Playtesters: Mokan, Seb, and Adeex. They know who they are.
Disclaimer: Any real-life demonic summons caused by this guide are the fault of the reader.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is copyright 2020 by Colton Shane Taylor and published under the Community Content Agreement for Dungeon Masters Guild.
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TABLE OF CONTENTS
Credits .................................................................................... 1
Table of Contents.................................................................. 2
What is a Daemancer? .......................................................... 3
Daemancy in the world ................................................................3
Options for the more cautious wizard ......................................3
Daemancy: Teamwork with the DM ..........................................3
DM’s Guide to Daemancy .......................................................3
Creating a Daemancer .......................................................... 4
Intentions and Ideals ................................................................... 4
Daemancer Physical Trait .......................................................... 4
Psychology ..................................................................................... 4
Caste of Daemancy ............................................................... 5
Subclass Details .................................................................... 5
Demonic Rite ................................................................................. 5
Self-Aware Spellbook .................................................................. 5
Simple Binding Ritual ................................................................. 5
Golem Binding ......................................................................... 5
Totemic Binding ..................................................................... 5
Integral Binding ...................................................................... 5
Named Bindings (Infusions) ..................................................... 6
Table of Lesser Demons ........................................................ 6
Sentient Spell Book ...................................................................... 7
Upgraded Binding Rituals .......................................................... 7
Multi Golem Matrix ................................................................ 7
Advanced Golem Crafting ..................................................... 7
Lasting Totems ....................................................................... 7
Chain Binding .......................................................................... 7
Extended Binding ................................................................... 7
Redirected Siphon .................................................................. 7
Demonic Integral Infusion ......................................................... 8
Daemancy Spells ................................................................... 9
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WHAT IS A
DAEMANCER?
DAEMANCY IN THE WORLD
As I peered into the depths of the hells I witnessed many
atrocities, some of which have scarred my mind forever. More
astonishingly I discovered something odd, I discovered a
strange essence, a tangible form of magic.
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CREATING A
DAEMANCER PHYSICAL TRAIT TABLE
D8 Odd Feature
1 Your teeth have sharpened into fangs
PSYCHOLOGY
away from the sentient demon hand he keeps on him.
There are so many ways to interpret an interest into
Daemancy for all the different alignments.
If you just want to start and don’t care for backstories Daemancy is very taxing on the mind of an individual;
feel free to use the handy table below maybe it has caused some lasting trauma to your character
or maybe it has strengthened their resolve and given new
DAEMANCER IDEALS TABLE cause for them to fight. Keep all these things in mind when
D100 Alignment Ideal creating a Daemancer.
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CASTE OF DAEMANCY
The other wizards define their magic teachings by schools; we SIMPLE BINDING RITUAL
are different. We are not merely students of magic; we are a
At the 6th level you have expanded your knowledge of
Caste above all others. Demons and now know how to siphon extra life away from
the hells and use it to your advantage. You may use this
—Unknown Purveyor of Daemancy, Daemonic Rites Part I
ability (EQUAL to CON mod) per day, regaining charges
after a long rest. You may funnel the energy into one of
Long have the magics of Demons and Devils confounded three forms every time it is cast.
the wide-eyed scholars of the mortal plains, no
more. Those wizards that seek to bind themselves Each option has the potential to grow stronger at Level 12
with fiends eventually find their way to the school of
Daemancy, Daemon Magic. Through this school, one can
siphon energy from the Hells and bind it to their own will.
In some cases, the greatest Daemancers have struck
GOLEM BINDING
bargains with Demon Lords to gain boons in battle. Be You take 1 minute to create a small 1-foot tall golem from
warned, not every wizard is cut from the same cloth, and any material around you so long as it is natural. The golem
some may succumb to fiendish desires much quicker than can blend into the material it is made of as though it has
others. turned invisible. You may see through the eyes of the
golem as though it is a familiar (See Find Familiar). The
Daemancy consists of many applications of the arcane, Golem may also be used in combat (See stat Block Attached
all of which are designed to give the caster an edge in PG 6). The golem lasts for 10 minutes or until it is
battle. From extending and enhancing your own abilities to destroyed.
breaking down your enemies piece by piece, Daemancy can
TOTEMIC BINDING
and should be used to dominate the field.
Many Daemancers become reclusive due to the taboo You may bind the energy to a small totem that must be
nature of their studies and are rarely seen outside their crafted in advance. The totem can be made of any material
own abodes. Daemancers may be called upon during times (Amount determined by the DM) and requires one hour as
of war with the hells, whether they side with the mortals or well as a vial of blood to create; the material does not affect
fiends in these matters is less important than the the power of the totem. The binding and planting of the
knowledge they provide. A single Daemancer may turn the totem takes 1 Action. Once bound the totem must be
tide of war without casting a single spell. planted into the ground to provide its effects. It gives off a
SUBCLASS DETAILS
10ft radius that causes any creature seen as a foe by the
caster to slow, the creature must pass a CON saving throw
equal to the wizards spell DC or their movement is reduced
to 0 and they remain at the edge of the radius. They regain
DEMONIC RITE movement at the beginning of their next turn. The totem
lasts for 1 minute and is destroyed when the effect ends. It
cannot be ended prematurely.
Beginning when you select this Caste at 2nd level, you do
not need magic chalk to complete any spells; rather you
may substitute it for your own blood. You also learn the
infernal language if not already known.
INTEGRAL BINDING
At the cost of 10 HP, you force the Demonic energy into
SELF-AWARE SPELLBOOK your own body to give yourself resistance to Fire, Cold, or
Acid damage for 10 minutes.
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Tiny Construct, unaligned
Demonic Construct. While the Golem is a construct it still falls
Armor Class 12 under the fiend category and is affected by any spell or effect that
Hit Points 10 (2d6 + 2) applies to fiends.
Speed 25 ft. Slight Sentience. The Golem has its own initiative and will complete
instructions to the best of its abilities on its own turn. The owner may use
STR DEX CON INT WIS CHA their bonus action to give it a new command.
14(+2) 8 (-1) 10 (+0) 3(-4) 10 (+0) 3 (-4) Fancy Familiar. The golem may perform any action that a familiar from
‘Find Familiar’ could
Saving Throws STR +4, DEX +1 Simple Minded. The golem only has movement and action on its turn
Skills N/A
Damage Resistances N/A
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious Multiattack. The golem makes 2 attacks on its turn.
Senses Blindsight, Passive Perception 10
Flail. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: (1d4 + 2)
Languages Languages known by creator
Bludgeoning damage.
Challenge 1/8 (25 XP)
REDIRECTED SIPHON
You may choose to upgrade on of your binding rituals, this
decision cannot be changed once made. Choose one option
from below, every binding ritual has two options to pick Rather than pulling the energy from the hells you can
from. siphon it from another creature. Roll a ranged spell attack
roll and choose a target within 20ft. If the attack lands they
take 10 points of Necrotic Damage and Integral Binding is
MULTI GOLEM MATRIX activated. If activated in this way the damage to yourself is
If upgraded in this way you may summon more than one reduced to 5 points. If you fail to hit the target you still
golem at a time; each takes one minute to craft, but they expend a Binding Ritual Charge.
share the vial of blood and therefore a mind. You cannot
give the golems separate tasks to complete but you may
task one with aiding the other. They will aid each other
how they see fit.
LASTING TOTEMS
Through experience in Totem craft you have discovered
a way to make them last indefinitely. You may still create
and use simple totems. Advanced totems must be made
from the following:
• 200GP worth of Gems, Precious metal, or obsidian
• 1 vial of Demon Blood
• 1 vial of mortal blood
• 1 vial of Holy Water
CHAIN BINDING
Perhaps the effect of the totems could be improved? If
upgraded in this way any creature stopped by your totem is
now restrained. They remain this way until they pass a DC
15 STR check at the beginning of their turn.
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Slight Sentience. The Golem has its own initiative and will complete
Tiny Construct, unaligned instructions to the best of its abilities on its own turn. The owner may use
their bonus action to give it a new command.
Armor Class 14 Fancy Familiar. The golem may perform any action that a familiar from
Hit Points 10 (2d6 + 2) ‘Find Familiar’ could
Speed 25 ft. Flying 25ft Simple Minded. The golem only has movement and action on its turn
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DAEMANCY SPELLS • You may change a part of your body to resemble a
demonic appendage. This is merely and illusion and has
no physical benefit.
BLOOD BOIL • Change the color of flames around you, you may also
The caster chooses a target they can see within range, the The caster extends their consciousness into the astral
target must pass a strength saving throw or be pulled up to plain and leaves their own body to self-destruct where
25 feet toward the caster. they stand. All creatures within 25ft of the caster must
make a DEX saving throw. On a failed save each creature
takes 35d6 fire damage and half on a success. If a creature
TRUE HELLISH REBUKE is killed by this ability their life force is substituted for the
4th-level daemancy casters. The caster’s body reforms from this energy (5HP
for every killed creature) and the astral projection returns
Casting Time: Reaction (in which you take in response to
to its host (Costing a Bonus Action) if there is a body left. If
being damaged by a creature within 60 feet of you that
no creature is killed by the explosion the body of the caster
you can see)
is destroyed.
Range: 60ft
Components: V, S
Duration: Instant VISAGE OF IMMORTALITY
You point your finger, and the creature that damaged 9th-level daemancy
you is momentarily surrounded by hellish flames. The Casting Time: 12 Hours
creature must make a Dexterity saving throw. It takes 3d12 Range: Self
fire damage on a failed save and is restrained until the end Components: V, S, A gemstone worth 2000GP, 1 Gallon of
of their next turn, or half as much damage on a successful Blood, 100lbs of Clay, 200GP of Gold Dust, 100GP of
one. Magic Chalk, 400 sq. ft of space
Duration: Up to One Year
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d12 for You have discovered a way to cheat death by way of
each slot level above 1st Daemancy. Taking a page from the ever-living nature of
demon kind. This spell requires the help of 2 others to
complete, they need not be spellcasters to aid you. Over the
FANTASIA course of 12 hours you complete the following steps.
Cantrip • Create a magic circle with Magic Chalk
Casting Time: 1 Action • Line the circle with gold dust mixed with the Gallon of
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minute detail. The clay will begin to sculpt itself into the
form of the caster.
• Once the clay has fully taken the form of the caster it is
infused with life energy from the hells and made flesh.
• Finally, it is stored within pocket dimension housed with
the gemstone.
• To release the body, the gem must be shattered,
rendering the pocket dimension sundered and no longer
usable.
• If the original caster is dead the body will reanimate with
their life force
• If the caster is trapped in the astral plane they may enter
the body and assume control of it.
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