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⠀Demon

⠀for CreatorWorks'
Demon
The Forsaken
Demon

D
emons were once Angels, the hands of the Almighty
who sculpted Creation from the Void, who rebelled
against Him, fought a war, and lost. They were
imprisoned for millennia in Hell, but the seal trapping
them was cracked, and the Demons have escaped
into a world thousands of years removed from
everything they have ever known.
Class Features
Hit Points
Hit Dice: 1d10 per Demon level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier
per Demon level after 1st
Proficiencies
Weapons: Simple weapons, Martial weapons
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Insight,
Intimidation, Medicine, Nature, Perception, or Persuasion.
Possession
As a being of pure spirit, you do not naturally have a body. Instead, .
you have the ability to overtake a body and use it for yourself. Also as an action when incorporeal, you can possess an
As an action when incorporeal, you can force one creature you inanimate nonmagical object no larger than 5 feet in any
can see within 5 feet of you to make a Charisma saving throw at dimension. While you possess the object, you are aware of your
your Demon spell save DC (see below). On a failure, the creature is surroundings as if you were in the object's space. You can't move
possessed by you; your incorporeal form disappears, and the or use reactions. The only action you can take is to leave the object
target is incapacitated and loses control of its body. You now as a bonus action. This happens automatically if the object is
control the body, but this doesn't deprive the target of awareness. broken or destroyed. You can communicate telepathically with
Your incorporeal form can't be targeted by any attack, spell, or anyone who is touching or carrying the object. The object counts
other effect; spells and effects that would do so target your as magical while you are possessing it, and with DM permission
possessed body instead. You use your game statistics in place of may have other magical effects equivalent to an Uncommon magic
the possessed creature's--using the greater of your or their current item, such as adding a +1 bonus to attack and damage rolls if it is
hit points--with the addition of any special actions that are part of a weapon, or granting a +1 bonus to AC if it is a ring, etc.
the creature's body, such as a wolf's bite attack. You don't auto- When the possession ends, your incorporeal body appears in an
matically gain access to the creature's knowledge, class features, unoccupied space within 5 feet of the target. A target is immune to
or proficiencies, but you can communicate with the creature your Possession for 24 hours after succeeding on the saving throw
inside their mind, including being able to target them with magic, or after the possession ends, though it can choose to forgo this
so they can share knowledge or skill with you if they can be immunity if it consents to the possession.
convinced to. A creature possessed this way is permitted an While incorporeal your speed is 0 but you have a flying speed of
additional saving throw every 24 hours, ending the possession on 60 feet. You are immune to poison damage and you have
a success. If the creature dies while you are possessing it, the resistance to necrotic damage and to bludgeoning, piercing, and
possession ends. A dying creature possessed by you has advantage slashing damage from nonmagical attacks that aren't silvered. You
or disadvantage on its death saves (your choice), and if you stop can move through other creatures and objects as if they were
possessing a creature while it is dying, the creature either difficult terrain, but you take 1d10 force damage if you end your
stabilizes or dies (your choice). turn inside an object. You are invisible, but to those who can see
If you start possessing a creature while it is dying, and then it invisible things you appear to be in your Exalted Form (see below).
dies within the next minute while you are still possessing it, you You can't affect anything on the Material Plane except with
are bonded to the body, able to use it freely as your own. While Possession or with spells that don't require material components.
possession bonded to a dead body, you count as Undead in Most importantly, at the end of each minute while incorporeal,
addition to a Fiend. Your incorporeal form can't be targeted by any you must make a DC 13 Charisma saving throw, taking a level of
attack, spell, or other effect, and you use your game statistics in exhaustion on a failure. While incorporeal, having 0 hit points
place of the possessed body's, in addition to any special actions doesn't knock you unconscious and you do not make death saves,
that are part of the body, such as a wolf's bite attack. You have but any effect that would cause a failed death save inflicts a level of
access to all of the dead creature's surface memories, giving you exhaustion. If you die from exhaustion or are killed outright in
advantage on any attempt to pretend to be the creature, but you another way while incorporeal, you are sucked back into Hell to
can't communicate with it as its soul has departed, and it can't save spend the rest of eternity in the prison you just barely escaped.
against the possession. The only way the possession can end is if You should start the game having already successfully
the body dies, if you end the possession as an action on your turn, possessed something; discuss with your DM whether you start
or if you are driven out by an effect such as dispel evil and good. play possessing a living creature, a dead body, or an object.
3
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Demon
Level Proficiency Bonus Features Cantrips Known Spell Slots Slot Level Wretch Powers
1st +2 Possession, Caste, Unholy — — — —
2nd +2 Pacts, Creed 3 2 1st —
3rd +2 Wretch, Exalted Form 3 2 2nd 2
4th +2 Ability Score Improvement 4 2 2nd 2
5th +3 Extra Attack 4 2 3rd 4
6th +3 Caste Feature 4 2 3rd 4
7th +3 — 4 2 4th 6
8th +3 Ability Score Improvement 4 2 4th 6
9th +4 — 4 2 5th 8
10th +4 Caste Feature 5 2 5th 8
11th +4 Reality Warp (6th level) 5 3 5th 10
12th +4 Ability Score Improvement 5 3 5th 10
13th +5 Reality Warp (7th level) 5 3 5th 10
14th +5 Caste Feature 5 3 5th 12
15th +5 Reality Warp (8th level) 5 3 5th 12
16th +5 Ability Score Improvement 5 3 5th 12
17th +6 Reality Warp (9th level) 5 4 5th 14
18th +6 Caste Feature 5 4 5th 14
19th +6 Ability Score Improvement 5 4 5th 14
20th +6 Apotheosis 5 4 5th 16

Caste Cantrips
In the beginning, the Heavenly Host were divided into seven You know two cantrips of your choice from the Demon spell list.
Celestial Castes, each with a different purpose in Creation. You learn an additional Demon cantrip of your choice at 4th level
Choose your Caste from among the seven options detailed at and again at 10th level.
the end of this class description. Your choice grants you features at
1st level and again at 6th, 10th, 14th, and 18th level. Spell Slots
The Demon table shows how many spell slots you have to cast
Unholy your Demon spells of 1st through 5th level. The table also shows
As a creature who has fallen from the Almighty's sight, you are what the level of those slots is; all of your spell slots are the same
vulnerable to the Faith of the devoted. You gain the Vulnerable: level. To cast one of your Demon spells of 1st level or higher, you
Crosses, Phobia: Crosses (at the 3 point level), Allergy: Crosses (at must expend a spell slot. You regain all expended spell slots when
the 3 point level), Vulnerable: Holy Water, and Vulnerable: Holy you finish a short or long rest, so long as it has been no more than
Ground Flaws for no Bonus Points. You can spend Bonus Points 24 hours since you last acted on one of your Pacts.
to reduce the 3 point Flaws to the 2 or 1 point levels. For example, when you are 5th level, you have two 3rd-level spell
slots. To cast the 1st-level spell witch bolt, you must spend one of
Pact Magic those slots, and you cast it as a 3rd-level spell.
Before the rebellion, the Angels were powered by the Almighty's Preparing Spells of 1st Level and Higher
faith in them. Now that He has forsaken them, the Demons must You prepare the list of Demon spells that are available for you to
gain faith from other sources, such as human Souls. cast, choosing from the Demon spell list. When you do so, choose
At 2nd level, you gain the ability to form Pacts with humans, a number of Demon spells equal to your spellcasting ability
performing wonders and miracles for them in exchange for their modifier + your Demon level (minimum of one spell). The spells
faith in you to power those miracles. As a ten minute ritual, you must be of a level for which you have spell slots.
can communicate with a humanoid creature to establish a Pact For example, if you are a 3rd level Demon with a spellcasting
between you. Your side of the Pact will be to fulfill some service ability of 16, your list of prepared spells can include six spells of
for the creature that you and they agree upon; their side of the 1st or 2nd level, in any combination. Casting a spell doesn't
Pact will be to give you access to their Soul, which powers your remove it from your list of prepared spells. You can change your
spells. This has no inherent negative effect on the human, but you list of prepared spells when you finish a long rest.
can negotiate additional stipulations to the Pact if you wish.
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Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your
Demon spells.
Ritual Casting
You can cast any Demon spell you know as a ritual if that spell has
the ritual tag.
Spellcasting Ability
Choose Charisma or Intelligence to be your spellcasting ability for
your Demon spells. You use the chosen ability whenever a spell or
feature refers to your spellcasting ability. In addition, you use the
chosen ability modifier when setting the saving throw DC for a
Demon spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
your Charisma or Intelligence modifier

Spell attack modifier = your proficiency bonus +


your Charisma or Intelligence modifier
Creed
As you move past your desperate escape from Hell and start
settling into your new life in the modern world, you must decide
what to do with your new existence, how you will deal with your
fellow escapees, and your beliefs about your position relative to
each other, to humanity, and to the Almighty.
At 2nd level you choose a Creed from among the options
detailed at the end of this class description. Your choice grants you
a feature and an expanded spell list. Your beliefs may be more
complex or not perfectly aligned with your choice, and that's fine.
Just choose the closest match to your intent.
Whenever you gain a level in this class, if your beliefs or
intentions have shifted, you can swap your chosen Creed for a new
one, replacing the feature and any relevant spells known.
Wretch
As you live your new life according to your Creed, out in the world
and no longer imprisoned, the struggle between your dual celestial
and infernal natures begins to take shape.
At 3rd level, you gain two Wretch Powers of your choice from
the Monstrous and/or Penitent lists at the end of this class
description. The Wretch Powers column of the Demon table
shows when you gain additional Wretch Powers of your choice.
Some Demon features will care about how many of your Wretch
Powers are Monstrous and how many are Penitent; Monstrous
Wretch Powers make you more demonic, while Penitent Wretch
Powers make you more angelic.
Each time you gain a level in this class, you can replace one of
your Wretch Powers with another Wretch Power you could gain at
that level, possibly shifting your Penitent/Monstrous balance.
Exalted Form
At 3rd level you gain the ability to unleash your infernal/celestial
power, occasionally revealing a glimpse of your true self.
As an action while incorporeal or while possessing a creature or
body, you can take your Exalted Form. You can stay in this form for
a number of hours equal to half your Demon level (round down),
after which you can't use this feature again until you finish a long
rest. You can end your Exalted Form early as a bonus action on
your turn. While in Exalted Form and incorporeal you are visible,
you can affect the Material Plane, and you automatically succeed
on incorporeal saving throws to avoid exhaustion. However, you
automatically fail all such saves until you possess something if you
are still incorporeal when your Exalted Form ends.
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If you have more Monstrous Wretch Powers than Penitent, your Apotheosis
Exalted Form is awful and horrifying to mortals, a grotesque
demonic monstrosity of horns and fangs and scales and ichor. If At 20th level, you ascend to a new level of power closer to what
you have more Penitent Wretch Powers than Monstrous, your you had in the days before the Fall. What kind of power it is, and
Exalted Form is awesome and terrifying to mortals, a shining what you do with it, is up to the choices you made along the way.
angelic being of radiant gold and bright eyes and white feathers. If Abomination
you have the same number of Monstrous and Penitent Wretch
Powers, your Exalted Form is bizarre and frightening to mortals, If all your Wretch Powers are Monstrous, you become an
an eldritch combination of shapes and colors that can't be defined. Abomination, a horrific slavering beast of fang and claw and ichor
When you take your Exalted Form, each creature within 120 who ravages its way through the world for no will but your own.
feet of you that is aware of you must succeed on a Wisdom saving Fuck Creation, fuck morality, fuck righteousness, fuck the
throw at your Demon spell save DC or become frightened of you Almighty. Point me at something fun to kill.
for 1 minute. You regain one expended spell slot for each While in Exalted Form, you have resistance to all damage, your
humanoid frightened in this way. A creature can repeat the saving melee weapon attacks score a critical hit on a roll of 19 or 20 on
throw at the end of each of its turns, ending the effect on itself on a the d20, and you can attack three times instead of twice when you
success. If a creature's saving throw is successful or the effect take the Attack action on your turn.
ends for it, the creature is immune to being frightened by your Archangel
Exalted Form from then on.
While in Exalted Form, you can use your spellcasting ability If all your Wretch Powers are Penitent, you become an Archangel,
modifier for the attack and damage rolls of your melee weapon a wonderful and terrifying being of glory and awe, the very image
attacks in place of Strength or Dexterity, your unarmed strikes of what you were before the Fall. You are the Creator's glory made
deal 1d6 damage (radiant if you have more Penitent Wretch, manifest in the world, guided now not by his rules but by your own
necrotic if you have more Monstrous, force if they are equal) in righteous will. You are the judge who will bring mercy to those
place of the bludgeoning damage normal for an unarmed strike, who need it and vengeance to those who deserve it.
and you shed dim light in a 10 foot radius. At 8th level the While in Exalted Form, your aura of bright light is considered
unarmed strike damage die increases to 1d8, the dim light radius true sunlight. Whenever an enemy creature starts its turn in the
becomes 20 feet, and you also gain a flying speed of 40 feet. At bright light, the creature takes 10 radiant damage. Whenever a
16th level the unarmed strike damage die increases to 1d10, the friendly creature starts its turn in the bright light, it regains 1d6 hit
light radius becomes 20 feet of bright light and an additional 20 of points. Friendly creatures also have advantage on all saving
dim light, and the flying speed increases to 60 feet. At 20th level, throws while in the bright light.
the unarmed strike damage die increases to 1d12, the light radius Archdevil
becomes 30 feet of bright light and an additional 30 of dim light, If you have at least one Penitent Wretch Power but more
and the flying speed increases to 90 feet. Monstrous Powers than Penitent, you become an Archdevil, a
Ability Score Improvement master of magic and mortal manipulation, twisted by sin and
darkness but not fully a creature of Hell.
At 4th level, and again at 8th, 12th, 16th and 19th level, you can Whenever you fail a Charisma check, you can roll again and use
increase one ability score of your choice by 2, or you can increase the second result. In addition, you learn one additional Reality
two ability scores of your choice by 1, or you can choose a Feat or Warp each of 6th-, 7th-, 8th-, and 9th-level. You do not gain
5 Bonus Points worth of Merits. additional uses of Reality Warp, only an additional option to use
Extra Attack with each spell level.
Beginning at 5th level, you can attack twice, instead of once, Seraph
whenever you take the Attack action on your turn. If you have at least one Monstrous Wretch Power but more
Penitent Powers than Monstrous, you become a Seraph, a master
Reality Warp of healing, support, and protection, blessed by righteous light but
The modern weave of reality generally doesn't allow spellcasting not fully a creature of Heaven.
beyond one-quarter of a creature's character level, thus 5th-level is Whenever a friendly creature within 30 feet of you rolls a 1 on a
the maximum level of spell a mortal Hedge Mage and most other d20, you can use your reaction to let the creature reroll the die and
supernaturals can attain. But you were an Angel, the very hands of use the second result. In addition, whenever you cause a creature
the ALmighty Creator Himself. Yours are the hands that built the to regain hit points, that creature regains an additional 1d6 hit
weave of reality, and you can warp its weft to your whim, if you are points. Finally, you can use the Help action as a bonus action on
careful to do so in a way that does not break anything. your turn, and whenever you use the Help action the assisted
At 11th level, you learn one way to warp reality safely without creature also gets a 1d6 bonus to the assisted roll.
disturbing the weave. Choose one 6th-level spell from the Demon
spell list as this Reality Warp. Sphinx
You can cast your Reality Warp spell once without expending a If you have the same number of Monstrous and Penitent Wretch
spell slot. You must finish a long rest before you can do so again. Powers, you become a Sphinx, an intimidating immutable
At higher levels, you gain more Demon spells of your choice that inscrutable creature of balance. There is no good without evil, but
can be cast in this way: one 7th-level spell at 13th level, one 8th- evil must not be allowed to flourish. Yin and yang, light and dark,
level spell at 15th level, and one 9th-level spell at 17th level. You you sit in the middle, a beautiful ineffable unreachable gray.
regain all uses of your Reality Warp when you finish a long rest. Choose Wisdom or Intelligence checks. Whenever you fail a
You can expend a use of Reality Warp as though it were a spell check of the chosen type, you can roll again and use the second
slot of the same level. This does not allow you to prepare Demon result. In addition, while in Exalted Form, you have truesight 120
spells of 6th level or higher. feet and the effects of a protection from evil and good spell.
6
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Castes
Your Caste is which of the seven types of Angel you were created
as, and thus what type of Demon you became once fallen.
Herald
The First Caste were once the flag bearers of the Almighty and
bringers of his word. They served as messengers of God before the
War, and as leaders and generals during the War.
Heralds commonly become Loyalists, as Lucifer was their chief,
or Manipulators if they are more independently minded. They
rarely become Slaughterers, preferring control over destruction.
Expanded Spells
The following spells are on the Demon Spell List for you:
Level Spell
0th dancing lights, produce flame
1st command, compelled duel
2nd find steed, shatter
3rd daylight, sending
4th charm monster, find greater steed, fire shield
5th dawn, flame strike
6th sunbeam
9th meteor swarm

Voice of Authority
Starting at 1st level, you can invoke your celestial authority to drive
an ally to attack. If you cast a spell with a spell slot of 1st level or
higher and target an ally with the spell, that ally can use their
reaction immediately after the spell to make one weapon attack Order's Wrath
against a creature of your choice that you can see. Starting at 18th level, enemies you designate for destruction wilt
If the spell targets more than one ally, you choose the ally who under the combined efforts of you and your allies. Once on each of
can make the attack. your turns when you hit a creature with a weapon attack, you can
curse that creature until the start of your next turn. The next time
Order's Demand one of your allies hits the cursed creature with an attack, the
You were created to be the Voice of the Almighty, and His authority target also takes 2d8 psychic damage, and the curse ends.
still rings in your voice. Starting at 6th level, as an action, you can
speak a command word, and each creature of your choice that can Guardian
see and hear you within 30 feet of you must succeed on a Wisdom The Second Caste once watched over humanity like their own
saving throw or be charmed by you until the end of your next turn children. They served as protectors of humanity before the War,
or until the charmed creature takes any damage. You can also and defenders and wardens during the War.
cause the effects of the command spell on any of the charmed Guardians commonly become Repentants, and rarely become
creatures when they fail the saving throw. Once you use this Manipulators or Slaughterers, due to their love for their human
feature, you can't do so again until you finish a long rest. charges.
Embodiment of Law
At 10th level, you become remarkably adept at channeling magical Expanded Spells
energy to compel others. When you cast a spell of the The following spells are on the Demon Spell List for you:
enchantment school whose casting time is one action using a spell Level Spell
slot of 1st level or higher, you can change the spell's casting time
to 1 bonus action for this casting. 0th resistance, spare the dying
You can use this feature a number of times equal to your 1st protection from evil and good, sanctuary
spellcasting ability modifier (minimum of once), and you regain all
expended uses of it when you finish a long rest. 2nd lesser restoration, pass without trace
3rd aura of vitality, magic circle
Scornful Rebuke
4th stoneskin, aura of purity
Starting at 14th level, those who dare to strike you are psychically
punished for their audacity. Whenever a creature hits you with an 5th circle of power, dispel evil and good
attack, that creature takes psychic damage equal to your 6th forbiddance
spellcasting ability modifier (minimum of 1) if you're not
incapacitated. 9th invulnerability
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Lay on Hands Architect
Your celestial touch can heal wounds, neutralize poisons, and cure The Third Caste created the world and the tools for those upon it
disease. You have a pool of healing power that replenishes when to use. They were inventors and world sculptors before the War,
you take a long rest. With that pool, you can restore a total number and weapon- and armor-smiths during the War.
of hit points equal to 5 times your Demon level.
As an action, you can touch a creature and draw power from the Architects can be found in all Creeds except Slaughterers,
pool to restore a number of hit points to that creature, up to the generally preferring to create rather than destroy.
maximum amount remaining in your pool. Expanded Spells
Alternatively, you can expend 5 hit points from your pool of The following spells are on the Demon Spell List for you:
healing to cure the target of one disease or neutralize one poison
affecting it. You can cure multiple diseases and neutralize multiple Level Spell
poisons with a single use of Lay on Hands, expending hit points
separately for each one. 0th magic stone, shillelagh
This feature has no effect on undead and constructs. 1st goodberry, grease

Blessed Healer 2nd cloud of daggers, magic weapon


Beginning at 6th level, the healing spells you cast on others heal 3rd elemental weapon, glyph of warding
you as well. When you cast a spell of 1st level or higher that 4th fabricate, stone shape
restores hit points to a creature other than you, you regain hit
points equal to 2 + the spell's level. 5th creation, wall of stone
6th create homunculus
Aura of the Guardian
Starting at 10th level, you can shield others from harm at the cost 9th true polymorph
of your own health. When a creature within 10 feet of you takes
damage, you can use your reaction to magically take that damage, Bonus Proficiency
instead of that creature taking it. This feature doesn't transfer any You gain proficiency with one type of artisan's tools of your choice.
other effects that might accompany the damage, and this damage
can't be reduced in any way. Create Object
While in Exalted form, the range is increased to 30 feet. As an action, you can channel the magic of Creation to create one
nonmagical item of your choice in an unoccupied space within 10
Celestial Resilience feet of you. The item must appear on a surface or in a liquid that
Starting at 14th level, you gain temporary hit points whenever you can support it. The Wealth value of the item can't be more than
finish a short or long rest. These temporary hit points equal your one fourth your Demon level, and the item must be Medium or
Demon level + your spellcasting ability modifier. Additionally, smaller. The created item disappears after a number of hours
choose up to five creatures you can see at the end of the rest. equal to your proficiency bonus.
Those creatures each gain temporary hit points equal to half your Once you create an item with this feature, you can't do so again
Demon level + your spellcasting ability modifier. until you finish a long rest. Starting at 3rd level, you can expend a
Supreme Healing
spell slot of 2nd level or higher to use this feature again. You can
have only one item created by this feature at a time; if you use this
Starting at 17th level, when you would normally roll one or more action and already have an item from this feature, the first one
dice to restore hit points with a spell, you instead use the highest immediately vanishes.
number possible for each die. For example, instead of restoring The size of the item you can create with this feature increases
2d6 hit points to a creature, you restore 12. by one size category when you reach 6th level (Large) and 14th
level (Huge).

8
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Animate Object Seer
Starting at 6th level, as an action you can target a Large or smaller The Fourth Caste set the universe running like clockwork and
nonmagical item you can see within 30 feet of you and animate it could read its movements like no other. They were weavers of fate
as though it were the target of an animate objects spell. The item and astrology before the War, and became master tacticians and
is friendly to you and your companions and obeys your commands. strategists during the War.
It lives for 1 hour, until it is reduced to 0 hit points, or until you die.
The item acts on your initiative. You can command it to move up Seers become Philosophers most of all, which is no surprise,
to its speed and take the Dash or Dodge action as part of your turn and rarely become Repentants, as they saw the Rebellion in the
and it will do so. You can use a bonus action to command it to take weave of fate and are not quick to turn their back on it.
any other Action instead of Dash or Dodge and/or a Bonus Action; Expanded Spells
it will do so immediately and repeat that Action and/or Bonus The following spells are on the Demon Spell List for you:
Action on your turn in subsequent rounds until it becomes
impossible or you command it otherwise. Level Spell
Once you animate an item with this feature, you can't do so
again until you finish a long rest, unless you expend a spell slot of 0th message, true strike
3rd level or higher to use this feature again. You can have only one 1st detect magic, hunter's mark
item animated by this feature at a time; if you use this action and
already have a dancing item from this feature, the first one 2nd augury, locate object
immediately becomes inanimate. 3rd clairvoyance, divination

Spell-Storing Item 4th arcane eye, locate creature


At 10th level, you learn how to store a spell in an object. Whenever 5th rary's telepathic bond, scrying
you finish a long rest, you can touch one simple or martial weapon 6th true seeing
or one item that you can use as a spellcasting focus, and you store
a spell in it, choosing a 1st- or 2nd-level spell you know with a 9th foresight
casting time of one action.
While holding the object, a creature can take an action to Star Map
produce the spell's effect from it, using your spellcasting ability You are guided by the pattern of the heavens. As a one-hour ritual
modifier. If the spell requires concentration, the creature must using some form of writing implement (pen and paper, carving a
concentrate. The spell stays in the object until it's been used a stone tablet, a smartphone paint app, etc) you can create a Star
number of times equal to twice your spellcasting ability modifier Map. You must be able to see the stars for the entirety of the ritual.
(minimum of twice) or until you use this feature again to store a While holding your Star Map, you have the following benefits:
spell in an object. You know the guidance cantrip.
Improved Creation You know the guiding bolt spell. It doesn't count against your
Starting at 14th level, when you use your Create Object feature, number of spells known.
you can create more than one item at once. The number of items You can cast guiding bolt without expending a spell slot. You
equals your spellcasting ability modifier (minimum of two items). If can do so a number of times equal to your proficiency bonus,
you create an item that would exceed that number, you choose and you regain all expended uses when you finish a long rest.
which of the previously created items disappears. Only one of You can only have one Star Map at a time; if you create a new
these items can be of the maximum size you can create; the rest one, the old one loses its power.
must be Small or Tiny.
Twist Fate
Creation Mastery Starting at 6th level, you have the ability to twist the strands of
Starting at 18th level, the maximum number of items animated at fate. When another creature you can see makes an attack roll, an
a time by your Animate Object feature and imbued with a spell by ability check, or a saving throw, you can use your reaction to roll
your Spell-Storing Item feature increase from 1 to 1 + your 1d4 and apply the number rolled as a bonus or penalty (your
spellcasting ability modifier (minimum 2). choice) to the creature's roll. You can do so after the creature rolls
but before any effects of the roll occur.
You can use this feature a number of times equal to your
spellcasting ability modifier (minimum of once), and you regain all
expended uses when you finish a short or long rest.
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Aligned to the Firmament Meridian
Starting at 10th level, your true self is aligned to the perfect order The Fifth Caste were set to inspire humanity to the heights of pure
of the stars. While in Exalted Form, attack rolls against you can't truth. They oversaw the seas and oceans before the war, and were
have advantage, and your attack rolls, ability checks, and saving muses and healers during the War.
throws can't have disadvantage.
Meridiae often become Manipulators, as their inspirational
Shooting Stars powers serve well for social engineering, and many become
Starting at 14th level, as an action you can launch a glowing mote fascinated by the storied quests of the Loyalists and Philosophers.
of light at a point you can see within 60 feet of you. Each creature Expanded Spells
within a 15-foot cube originating from that point is showered in The following spells are on the Demon Spell List for you:
sparks and must make a Dexterity saving throw at your Demon
spell save DC, taking 3d4 radiant damage on a failed save, or half Level Spell
as much damage on a successful one. At 18th level, the radiant
damage becomes 5d4 instead of 3d4. 0th gust, lightning lure
You can do this a number of times equal to your spellcasting 1st fog cloud, create or destroy water
ability modifier (minimum of once), and you regain all expended
uses when you finish a long rest. 2nd dust devil, gust of wind
3rd call lightning, tidal wave
Visions of the Past
Starting at 18th level, you can call up visions of the past that relate 4th control water, ice storm
to an object you hold or your immediate surroundings. You spend 5th control winds, maelstrom
at least 1 minute in meditation, then receive dreamlike, shadowy
glimpses into the past. You can meditate in this way for a number 6th chain lightning
of minutes equal to your Intelligence score, and must maintain 9th storm of vengeance
concentration during that time, as if you were casting a spell.
Once you use this feature, you can't use it again until you finish Healing Inspiration
a short or long rest. You can inspire others through stirring words or music. To do so,
Object Reading. Holding an object as you meditate, you can see you use a bonus action on your turn to choose one creature other
visions of the object's previous owner. After meditating for 1 than yourself within 60 feet of you who can hear you. That
minute, you learn how the owner acquired and lost the object, as creature gains one Bardic Inspiration die, a d6.
well as the most recent significant event involving the object and Once within the next 10 minutes, the creature can roll the die
that owner. If the object was owned by another creature in the and add the number rolled to one ability check, attack roll, saving
recent past (within a number of days equal to your Wisdom score), throw, damage roll, or spell healing roll it makes. The creature can
you can spend 1 additional minute for each owner to learn the decide to use the Bardic Inspiration die after it rolls, but before the
same information about that creature. DM declares the effects of the roll. Once the Bardic Inspiration die
Area Reading. As you meditate, you see visions of recent events is rolled, it is lost. A creature can have only one Bardic Inspiration
in your immediate vicinity (a room, street, tunnel, clearing, or the die at a time.
like, up to a 50-foot cube), going back a number of days equal to Alternately, as a bonus action you can heal one creature you can
your Wisdom score. For each minute you meditate, you learn see within 60 feet of you, spending a number of Bardic Inspiration
about one significant event, beginning with the most recent. dice. Roll the dice you spend, add them together, and restore a
Significant events typically involve powerful emotions, such as number of hit points equal to the total plus 1 per die spent.
battles and betrayals, marriages and murders, births and funerals. You can use this feature a number of times equal to your
However, they might also include more mundane events that are spellcasting ability modifier (a minimum of once). You regain any
nevertheless important in your current situation. expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain
levels in this class. The die becomes a d8 at 6th level, a d10 at 10th
level, and a d12 at 14th level.
Font of Inspiration
Beginning when you reach 6th level, you regain expended uses of
Healing Inspiration when you finish a short or long rest.
In addition, whenever you enter Exalted form, roll 1d4. You gain
that many Bardic Inspiration dice. This can push your total above
your maximum, but any Bardic Inspiration dice beyond your
maximum are lost when you leave Exalted Form.
Heart of the Storm
At 6th level, you gain resistance to lightning and thunder damage,
and while in Exalted Form you have a swimming speed equal to
your walking speed and can breathe water as easily as air.
Starting at 8th level, your swimming speed in Exalted Form is
equal to your flying speed.
Starting at 14th level, while you are in Exalted Form you gain
immunity to lightning and thunder damage.
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Wild
The Sixth Caste created and oversaw the plants and animals that
were to serve under humans. They were the gardeners and
shepherds before the War, and beastmasters and cavalry during
the War.
Some Wilds become Loyalists, remaining loyal to their top
general, but many fall to the ways of the Slaughterers. Few become
Manipulators, as their powers aren't ideal for social engineering.
Expanded Spells
The following spells are on the Demon Spell List for you:
Level Spell
0th infestation, primal savagery
1st animal friendship, beast bond
2nd alter self, enlarge/reduce
3rd gaseous form, speak with plants
4th giant insect, polymorph
5th insect plague, reincarnate
6th wind walk
9th shapechange

Wild Shape
While possessing a creature or a dead body, you can use your
action to magically shapeshift that body into a beast that you have
seen before. You can use this feature twice. You regain expended
uses when you finish a short or long rest.
Your Demon level determines the beasts you can shift into:
Level Max. CR Limitations Example

Storm Aura 1st Level/4 No flying or swimming speed Wolf


Starting at 10th level, you emanate a stormy, magical aura while in 3rd Level/3 No flying speed Crocodile
Exalted Form. The aura extends 10 feet from you in every 6th+ Level/3 — Giant Eagle
direction, but not through total cover. At 18th level, the range of the
aura extends to 30 feet. You can stay in a beast shape for a number of hours equal to half
When you enter Exalted Form, and again on each of your turns your Demon level (round up). Your possessed body then reverts to
as a bonus action for the duration, you can choose one other its normal form unless you expend another use of this feature. You
creature you can see in your aura. The target must make a can revert it earlier by using a bonus action on your turn. It auto-
Dexterity saving throw. The target takes 1d6 lightning damage on matically reverts if you fall unconscious or if the possession ends.
a failed save, or half as much damage on a successful one. The While you are transformed, the game statistics of your
damage increases to 2d6 at 14th level and 3d6 at 18th level. possessed creature or body are replaced with the game statistics
In addition, creatures of your choice within your Storm Aura of the chosen beast. It is as though you had possessed a creature
have resistance to lightning damage, can breathe water as easily or body of the chosen type until the body reverts.
as air, and gain a swimming speed equal to their walking speed. You choose whether your equipment falls to the ground in your
Raging Storm space, merges into your new form, or is worn by it. Worn
At 14th level, the power of the storm you channel grows mightier, equipment functions as normal, but the DM decides whether it is
lashing out at your foes. When you hit a creature in your Storm practical for the new form to wear a piece of equipment, based on
Aura with an attack, you can use your reaction to force that the creature's shape and size. Your equipment doesn't change size
creature to make a Strength saving throw. On a failed save, the or shape to match the new form, and any equipment that the new
creature is knocked prone, as if struck by a wave. form can't wear must either fall to the ground or merge with it.
Equipment that merges with the form has no effect until you leave
Storm's Sanctuary the form.
When you reach 18th level, creatures of the sky and sea sense the Starting at 3rd level, you can use Wild Shape as a bonus action
storm within you and become hesitant to attack you. When a beast instead of an action.
or elemental creature with a swimming or flying speed attacks Animal Companion
you, that creature must make a Wisdom saving throw against your At 6th level you gain the Animal Companion Merit for no Bonus
Demon spell save DC. On a failed save, the creature must choose a Point cost. If you already have the Animal Companion Merit, you
different target, or the attack automatically misses. The creature is gain 4 Bonus Points to spend on other Merits instead.
aware of this effect before it makes its attack against you.
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Expanded Wild Shape Master of Endings
At 10th level, you can use Wild Shape to take celestial, dragon, Starting at 6th level, necrotic damage you deal ignores resistance
elemental, fiend, monstrosity, or plant shapes as though they were to necrotic damage, and treats immunity to necrotic damage as
beasts (you must still have seen the creature before). You can only resistance. Starting at 18th level, necrotic damage you deal
take the shape of evil dragons and fiends if your Penitent Wretch ignores both resistance and immunity to necrotic damage.
Powers do not outnumber your Monstrous; you can only take the
shape of good dragons and celestials if your Monstrous Wretch Path to the Grave
Powers do not outnumber your Penitent. Starting at 10th level, you can mark another creature's life force
for termination. As an action, you choose one creature you can see
Nature's Sanctuary within 30 feet of you, cursing it until the end of your next turn. The
When you reach 14th level, creatures of the natural world sense next time you or an ally of yours hits the cursed creature with an
your connection to nature and become hesitant to attack you. attack, the creature has vulnerability to all of that attack's damage,
When a beast or plant creature attacks you, that creature must and then the curse ends. Once you use this feature, you can't do so
make a Wisdom saving throw against your Demon spell save DC. again until you finish a short or long rest.
On a failed save, the creature must choose a different target, or the
attack automatically misses. On a successful save, the creature is Split Necromancy
immune to this effect for 24 hours. The creature is aware of this Starting at 14th level, when you cast a necromancy spell that
effect before it makes its attack against you. targets only one creature, you can have it target a second creature.
Beast Spells Keeper of Souls
Beginning at 18th level, you can cast many of your Demon spells in Starting at 18th level, you can seize a trace of vitality from a
any shape or host body. You can perform the somatic and verbal parting soul and use it to heal the living. When an enemy you can
components of a Demon spell while possessing any creature or see dies within 60 feet of you, you can use your reaction to cause
body, but you still aren't able to provide material components one creature of your choice that is within 60 feet of you to regain
unless the host has hands and access to them. hit points equal to the enemy's number of Hit Dice.
Reaper
The Seventh Caste destroyed what was created by the other
Castes when it grew beyond its time and use, to make room for
new creations. They were harvesters and gravetenders before the
War, and ghostly assassins during the War.
Reapers often become Repentants, feeling responsible for
humanity's mortality and wishing to find a way back to before the
Fall, or Philosophers to at least understand the reason behind it
all. A few become Slaughterers, obsessed with death, but almost
none become Loyalists, as those of the Seventh Caste generally
feel little loyalty to the First of the First.
Expanded Spells
The following spells are on the Demon Spell List for you:
Level Spell
0th chill touch, toll the dead
1st dissonant whispers, ray of sickness
2nd gentle repose, ray of enfeeblement
3rd animate dead, speak with dead
4th blight, death ward
5th negative energy flood, raise dead
6th create undead
9th power word kill

Death Smite
As a Reaper, your job is to hasten those who are past their alloted
time toward their intended end. When you hit a creature with an
attack, you can expend one spell slot to deal necrotic damage to
the target, in addition to the attack's damage. The extra damage is
2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher
than 1st, to a maximum of 6d8 total.

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Creeds Loyalist
Philosopher Loyalists look for the missing Lucifer, and hope he will again lead
them in the war against Heaven. They believe in his mission and
Philosophers want to unravel the puzzles to the motives of the his love for humanity and continue working for the cause even as
Almighty, and possibly to existence itself. They are seekers of they seek the return of their old leader.
knowledge, solvers of riddles, and collectors of history. Loyalists rarely become Abominations or Archangels - as
Philosophers often become Sphinxes, seeking information Lucifer himself and the quest to find him is more complex than
equally from their angelic and demonic sides, and rarely become pure holiness or pure sin - but they can be found equally among all
Abominations, as there is little to be gained in esoteric pursuits by three other Apotheosis types, depending on their opinion of
giving fully into the monster. Lucifer and personal method of seeking him.
You gain proficiency with the History skill. If you are already You gain proficiency with the Insight skill. If you are already
proficient, you gain Expertise with it instead. proficient, you gain Expertise with it instead.
Expanded Spells Expanded Spells
The following spells are on the Demon Spell List for you: The following spells are on the Demon Spell List for you:
Level Spell Level Spell
0th encode thoughts, mind sliver 0th green-flame blade, booming blade
1st comprehend languages, identify 1st searing smite, wrathful smite
2nd detect thoughts, mind spike 2nd branding smite, spiritual weapon
3rd intellect fortress, tongues 3rd blinding smite, crusader's mantle
4th confusion, phantasmal killer 4th guardian of faith, staggering smite
5th legend lore, synaptic static 5th banishing smite, holy weapon
6th mental prison 6th planar ally
9th weird 9th gate

Manipulator Slaughterer
Manipulators seek to enslave and use humanity to overthrow Slaughterers want to end existence in the most violent manner
Heaven. They are master charmers, expert manipulators, and use possible. They are the ultimate nihilists, caring for nothing but to
Pacts to gain the upper hand when and wherever possible. survive long enough to destroy as much as possible.
Manipulators often become Archdevils, and rarely become Slaughterers almost always become Abominations for obvious
Archangels, as the manipulation of humanity usually requires a reasons, though a few may become Archdevils. Almost none
significant dip into the dark side. become Sphinxes, Serpahs, or Archangels.
You gain proficiency with the Deception skill. If you are already You gain proficiency with the Intimidation skill. If you are
proficient, you gain Expertise with it instead. already proficient, you gain Expertise with it instead.
Expanded Spells Expanded Spells
The following spells are on the Demon Spell List for you: The following spells are on the Demon Spell List for you:
Level Spell Level Spell
0th friends, vicious mockery 0th acid splash, poison spray
1st charm person, distort value 1st arms of hadar, burning hands
2nd calm emotions, suggestion 2nd aganazzar's scorcher, dragon breath
3rd fast friends, incite greed 3rd fireball, hunger of hadar
4th charm monster, compulsion 4th vitriolic sphere, wall of fire
5th geas, modify memory 5th cloudkill, destructive wave
6th mass suggestion 6th disintegrate
9th wish 9th ravenous void
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Repentant Demon Spell List
Repentants hope to be forgiven, rejoin Heaven and restore Earth
to where it was before The Fall. They are loving, compassionate, Cantrips 4th-Level
remorseful, or as others would put it, deeply naïve. Control Flames Dimension Door
Reconciliers often become Archangels or Seraphs, as they seek Eldritch Blast Elemental Bane
to defend and to heal, and almost none become Abominations. Light Evard's Black Tentacles
You gain proficiency with the Medicine skill. If you are already Mage Hand Gravity Sinkhole
proficient, you gain Expertise with it instead. Mending Greater Invisibility
Minor Illusion Hallucinatory Terrain
Expanded Spells Mold Earth Shadow of Moil
The following spells are on the Demon Spell List for you: Ray of Frost Sickening Radiance
Shape Water 5th-Level
Level Spell Shocking Grasp Antilife Shell
0th sacred flame, virtue Thaumaturgy Awaken
1st healing word, shield of faith 1st-Level Commune with Nature
Armor of Agathys Far Step
2nd lesser restoration, prayer of healing
Bane Hold Monster
3rd beacon of hope, mass healing word Bless Mislead
Cause Fear Seeming
4th banishment, freedom of movement
Chaos Bolt Telekinesis
5th greater restoration, mass cure wounds Cure Wounds Wall of Force
Detect Magic Wall of Light
6th heal
Earth Tremor 6th-Level
9th mass heal Expeditious Retreat Circle of Death
Find Familiar Eyebite
Hellish Rebuke Gravity Fissure
Hex Investiture of Flame
Inflict Wounds Investiture of Ice
Jump Investiture of Stone
Magnify Gravity Investiture of Wind
Purify Food and Drink Scatter
Silent Image Soul Cage
Sleep Tasha's Otherworldly Guise
Witch Bolt
Zephyr Strike 7th-Level
2nd-Level Divine Word
Blindness/Deafness Etherealness
Crown of Madness Finger of Death
Darkness Fire Storm
Earthbind Power Word Pain
Hold Person Prismatic Spray
Invisibility Reverse Gravity
Mirror Image Teleport
Misty Step Temple of the Gods
Phantasmal Force 8th-Level
See Invisibility Abi-Dalzim's Horrid Wilting
Shadow Blade Control Weather
Silence Dark Star
Wristpocket Earthquake
Zone of Truth Feeblemind
3rd-Level
Maddening Darkness
Bestow Curse Power Word Stun
Counterspell 9th-Level
Dispel Magic Blade of Disaster
Fear Imprisonment
Fly Prismatic Wall
Major Image Time Ravage
Meld into Stone Time Stop
Remove Curse
Revivify
Thunder Step
Water Breathing
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Fang of Vitriol
Wretch Powers While in Exalted Form, once per turn you can have your unarmed
Monstrous strike deal an additional 1d6 acid damage on a hit. You can take
this power a second time at 5th level, a third time at 11th level, and
Action Surge a fourth time at 17th level, increasing the acid damage by an
While in Exalted Form, you can take one additional action on your additional 1d6 each time.
turn. Once you use this feature, you must finish a short or long If your Penitent Powers do not outnumber your Monstrous, the
rest before you can use it again. You can take this Power a second acid damage increases by an additional 1d6.
time at 17th level. If you do, you can use this feature twice before a
rest, but only once on the same turn. Fiendish Vigor
You can cast false life on yourself at will as a 1st-level spell, without
Aura of Misfortune expending a spell slot or material components.
While in Exalted Form, when an enemy creature within 10 feet of If your Penitent Powers do not outnumber your Monstrous, you
you rolls a 20 on an attack roll, ability check, or saving throw, they can cast it as a 2nd-level spell instead of 1st-level.
must reroll the die and use the new roll. If your Penitent Powers
do not outnumber your Monstrous, the radius increases to 30 feet. Flurry of Blows
When you take the Attack action on your turn, you can make one
Shadow Cloak attack with a light melee weapon or one unarmed strike as a
The aura of dim light produced by your Exalted Form dims bright Bonus Action. If your Penitent Powers do not outnumber your
light as easily as it lightens darkness. At 16th level, the aura of Monstrous, when you take the Attack action on your turn, you can
bright light is replaced with an aura of darkness. Your vision and make two such attacks as a Bonus Action instead.
the vision of friendly creatures is not impeded by these effects.
Hide of Ichor
Dread Gaze While in Exalted Form, your skin excretes a corrosive oil, giving
As an action, lock eyes with a creature you can see who can see you advantage on all attempts to escape restraints or grapples. If
you who is within 30 feet of you. They must make a Wisdom you take this Power a second time, the oil becomes corrosive
saving throw at your Demon spell save DC or be paralyzed until enough to deal damage. While in Exalted Form, whenever
the end of your next turn. You must then finish a short or long rest someone makes physical contact with you for the first time in a
before you can do this again. turn or starts their turn in contact with you (such as with an
unarmed strike or a grapple), they take 1d6 acid damage. If your
Dreadful Word Penitent Powers do not outnumber your Monstrous, the acid
Prerequisites: 7th level damage is 2d6.
You can cast confusion once using a Demon spell slot. You can't
do so again until you finish a long rest. Mask of Many Faces
You can cast disguise self at will, without expending a spell slot.
Mire the Mind
Prerequisites: 5th level
You can cast slow once using a Demon spell slot. You can't do so
again until you finish a long rest.
One with Shadows
Prerequisites: 11th level
When you are in an area of dim light or darkness, you can use
your action to become invisible until you take an action or a
reaction, or are in an area of bright light.
Rage
In battle, you fight with primal ferocity. On your turn, you can
spend a Demon spell slot to enter a Rage as a bonus action.
While raging, you gain the following:
Advantage on Strength checks and Strength saving throws.
Disadvantage on Wisdom checks and Wisdom saving throws.
When you make a melee weapon attack using Strength, you
gain a +2 bonus to the damage roll. This bonus increases to +4
if all your Wretch Powers are Monstrous.
You have resistance to all damage that isn't acute.
You can't cast or concentrate on spells.
Your rage lasts for 1 minute. It ends early if you are knocked
unconscious or if you use your bonus action and succeed on a DC
13 Wisdom save to end it on your turn.
If you are raging and there are no visible enemies to chase or
attack, you must make a DC 13 Anger Rampage Check to avoid
turning on allies and bystanders.
15
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Sculptor of Flesh
Prerequisites: 7th level
You can cast polymorph once using a Demon spell slot. You
can't do so again until you finish a long rest.
Spider Climb
You gain a climbing speed equal to your walking speed. You can
use this speed to move up, down, and across vertical surfaces and
upside down along ceilings, all while leaving your hands free.
Sturdy Defense
Your Armor Class equals 10 + your Dexterity modifier + your
Constitution modifier.
Walking Corpse
Prerequisite: 11th level
When you possess a corpse as an object using your Possession
feature, after a full hour possessing it you can expend a 6th-level
or higher Reality Warp to possession-bond the corpse as though it
was a creature that died within one minute of you possessing it.
Your infernal power restores the body to its state immediately
before death, healing wounds and rot and regenerating any
missing body parts. You can't use this feature on a corpse that is
decayed or destroyed beyond what could be turned into a zombie
by the animate dead spell.
Penitent
Aura of Courage
While in Exalted Form, creatures of your choice within 10 feet of
you can't be frightened. If your Monstrous Powers do not
outnumber your Penitent, the radius increases to 30 feet.
Aura of Protection
While in Exalted Form, when any creature of your choice within
10 feet of you must make a saving throw, it gains a bonus to the
saving throw equal to your spellcasting ability modifier (minimum
+1). If your Monstrous Powers do not outnumber your Penitent,
the radius increases to 30 feet.
Aura of Purity
While in Exalted Form, creatures of your choice within 10 feet of
you can't become diseased, have resistance to poison damage, and
have advantage on saving throws against effects that cause any of
the following conditions: blinded, charmed, deafened, frightened,
paralyzed, poisoned, and stunned. If your Monstrous Powers do
not outnumber your Penitent, the radius increases to 30 feet.
Aura of Vitality
While in Exalted Form, you can use a bonus action to cause one
creature of your choice within 10 feet of you to regain 1d6 hit
points. You can take this Power a second and third time,
increasing the healing by 1d6 each time. If your Monstrous
Powers do not outnumber your Penitent, the radius increases to
30 feet and the healing increases by an additional 1d6.
Celestial Shield
Your Armor Class equals 10 + your Dexterity modifier + your
spellcasting ability modifier.
Cleansing Touch
Prerequisite: 14th level
As an action you can end one spell on yourself or on one willing
creature that you touch. You can use this feature a number of
times equal to your spellcasting ability modifier (minimum once).
You regain expended uses when you finish a long rest.
16
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Consecration Tolerance Holy Water Tolerance
You lose the Vulnerable to Holy Ground Flaw. If your Monstrous You lose the Vulnerable: Holy Water Flaw. If your Monstrous
Powers do not outnumber your Penitent, the hallow spell treats Powers do not outnumber your Penitent, Holy Water treats you as
you as a celestial rather than a fiend. a celestial rather than a fiend.
Diamond Soul Lay on Hands
Prerequisite: 11th level Your touch can heal wounds. You have a pool of healing power that
You gain proficiency with all saving throws. replenishes when you take a long rest. With that pool, you can
restore a total number of hit points equal to your Demon level.
Divine Sense As an action, you can touch a creature and draw power from the
As an action, you can open your awareness to detect the location pool to restore a number of hit points to that creature, up to the
of any celestial, fiend, shapechanger, or undead within 60 feet of maximum amount remaining in your pool.
you that is not behind total cover. You know the type (celestial, You can take this Power a second time, increasing your pool of
fiend, shapechanger, or undead) of any being whose presence you healing power to 3 x your Demon level.
sense, but not its identity. Within the same radius, you also detect If your Monstrous Powers do not outnumber your Penitent, the
the presence of any place or object that has been consecrated or size of your pool of healing power is doubled.
desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Purity of Body
spellcasting ability modifier. When you finish a long rest, you Your celestial power makes any body you possess immune to
regain all expended uses. disease and poison while you are possessing it.
If your Monstrous Powers do not outnumber your Penitent, you
detect the type and presence of such creatures automatically if Purity of Nourishment
they are in range, but must spend a use of the feature to pinpoint You can cast purify food and drink at will, without expending a
their locations. spell slot.
Feathered Rescue Stillness of Mind
You can cast feather fall at will, without expending a spell slot. You can use your action to end one effect on yourself that is
causing you to be charmed or frightened.
Holy Defense
While in Exalted Form, you have resistance to bludgeoning, Tongue of the Sun and Moon
piercing, and slashing damage from nonmagical weapons. If your Prerequisite: 13th level
Monstrous Powers do not outnumber your Penitent, you have You reach back to the time before the shattering of Babel,
resistance to bludgeoning, piercing, and slashing damage from gaining the ability to understand all spoken languages. Moreover,
nonmagical weapons even when not in Exalted Form. any creature that can understand a language can understand what
If you take this power a second time, you have resistance to all you say when you wish it to.
damage except radiant while in Exalted Form.
Tranquility
Holy Symbol Tolerance Prerequisite: 11th level
You lose the Allergy: Crosses Flaw. If your Monstrous Powers do You can enter a special meditation that surrounds you with an
not outnumber your Penitent, you lose the Phobia: Crosses Flaw. aura of peace. At the end of a long rest, you gain the effect of a
If you take this power a second time, you lose the Vulnerable: sanctuary spell at your Demon spell save DC that lasts until the
Crosses Flaw. start of your next long rest (the spell can end early as normal).
⠀For Use With
⠀CreatorWorks'
Thanks for
Reading!

©2021 Caleb Wichman


For use with CreatorWorks' Classic Monsters
Written and designed by Caleb Wichman, with advice and suggestions from the
Storyteller's Vault Monday Writers' Group.
Inspired by the Holy Bible, the legend of Faust, Dante's Divine Comedy, Milton's
Paradise Lost, and the World of Darkness series of roleplaying games.
All art sourced from Unsplash.com

This document 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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