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School of Demonology

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
School of Demonology
An Arcane Tradition
There are few schools as risky or as dangerous as that of
demonology. To study demons, devils and their ilk in an
attempt to learn their secrets and obtain their service is to
play with wildfire. Yet, the rewards can be great.
Impish Companion
When you select this school at 2nd level, you learn to speak,
read and write abyssal and infernal. You also add the Find
Familiar spell to your spellbook if it is not there already. The
spell doesn't count against your number of spells known.
When you cast this spell, you can choose one of the normal
forms for your familiar or you may choose an Imp as your
familiar instead. Your familiar is always a fiend, regardless of Awaken the Blood Avatar by Kekai Kotaki
the form you choose.
It may not target creatures within your warding
Pentagram Magic pentagram nor enter their space, and it automatically fails
Additionally at 2nd level, you can create a magical pentagram all saving throws it makes against your imprisoning
to protect you or your allies from harm or to imprison your pentagram.
foes. As a bonus action, you may create a magical pentagram
around a creature you can see within 60 feet of you. When Greater Pentagram
you do, choose one of the following options: At 10th level, your pentagrams are stronger. When you use
your pentagram feature to create a pentagram while another
Warding pentagram. The creature gains temporary is still active, the first one doesn't disappear. If you then use
hitpoints equal to your Intelligence modifier, it also adds 1 this feature to create a third one, the one you created first
+ half your proficiency bonus (rounded down) to its AC disappears.
and has advantage on Wisdom saving throws as long as it Additionally, whenever you create a warding pentagram,
remains within the pentagram. the creature has advantage on all Dexterity and Constitution
Imprisoning pentagram. The creature makes a saving throws it makes as long as it remains within the
Charisma saving throw against your spell DC, if it fails its pentagram. Whenever you create an imprisoning pentagram,
speed becomes 0, it can’t benefit from any bonus to its the creature is restrained, and cannot teleport, move or be
speed, and it cannot make opportunity attacks as long as it moved by other means as long as it is contained within the
is contained within the pentagram. The creature can pentagram.
repeat the saving throw at the end of each of its turns.
When the creature succeeds, the pentagram disappears. If Demonic Mastery
the creature is a fiend, it has disadvantage on the first Starting at 14th level, you can use your demonic knowledge
saving throw it makes. to bring fiends under your control, even if you didn't summon
Your pentagram lasts for 1 minute and occupies the space them. As an action, you can choose one fiend that you can see
occupied by the chosen creature, but does not move with it. A within 60 feet of you that can hear you. You learn that
pentagram disappears early if the creature within it leaves its creature's true name, and use it to try and control it. The
space or if you use this feature again to create another one. creature must make a Charisma saving throw against your
Once you've used this feature a number of times equal to wizard spell save DC. If it succeeds, you can't use this feature
your proficiency bonus, you may not do so again until you on it again. If it fails, it becomes friendly to you and obeys
finish a long rest. your commands until you use this feature again.
Powerful fiends are harder to control in this way. If the
Dark Summoner target has a CR rating of 3 or higher, it has advantage on the
At 6th level, you learn how to better control the demons and saving throw. If it fails the saving throw and has a CR of 5 or
devils you summon. Whenever you would make a deception, higher, it can repeat the saving throw at the end of every hour
insight, intimidation or persuasion check against a fiend, you until it succeeds and breaks free. Fiends with a CR of 15 or
may add your Intelligence modifier to the roll. higher are immune to this feature.
Additionally, whenever you summon a fiend using a
Conjuration spell you learn its true name, if it has one, and
the fiend gains the following characteristics:
It gains temporary hitpoints equal to your Wizard level.
It adds 1d4 to ability checks it makes that aren't contested
by you and attack rolls it makes when the target isn't you.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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