Demonologist: D&D 5 Edition Class
Demonologist: D&D 5 Edition Class
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per demonologist
level after 1st
Proficiencies
Armor: None
Tools: None
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your
background:
Spellcas 4 2
ting
1 2 1 2
Chain 4 3
of
hatred,
Contract
2 2 magic 1 2
3 2 1 2 4 3 1
4 2 1 2 4 3 2
4 3 3 1
Contract
5 3 magic 2 3
Chain 4 3 3 2
of
hatred
6 3 feature 2 3
7 3 3 3 4 3 3 2 1
8 3 3 3 4 3 3 2 2
Chain 4 3 3 2 2 1
of
hatred
9 4 feature 3 3
10 4 3 3 4 4 3 2 2 2
5 4 3 2 2 2 1
Contract
11 4 magic 5 4
12 4 5 4 5 4 3 2 2 2 1
13 5 5 4 5 4 3 2 2 2 2 1
Chain 5 4 3 2 2 2 2 1
of
hatred
14 5 feature 5 4
5 4 3 2 2 2 2 1 1
Contract
15 5 magic 7 5
16 5 7 5 5 4 3 2 2 2 2 1 1
17 6 7 5 5 4 3 2 2 2 2 1 1 1
5 4 3 2 2 2 2 1 1 1
Contract
18 6 magic 9 6
19 6 9 6 5 4 3 2 2 2 2 1 1 1
Chain 5 4 3 2 2 2 2 1 1 1
of
hatred
20 6 feature 12 6
Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first
glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the
Spells Listing for the wizard spell list.
Cantrips
At 1st level, you know 4 cantrips of your choice from the wizard spell list. You learn additional
wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the
demonologist table.
Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your
spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in
your mind.
The demonologist table shows how many spell slots you have to cast your demonologist spells
of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of demonologist spells that are available for you to cast. To do so, choose a
number of demonologist spells from your spellbook equal to your Intelligence modifier + your
demonologist level (minimum of one spell). The spells must be of a level for which you have
spell slots.
For example, if you’re a 3rd-level demonologist, you have four 1st-level and two 2nd-level spell
slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd
level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic
missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it
from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of
demonologist spells requires time spent studying your spellbook and memorizing the
incantations and gestures you must make to cast the spell: at least 1 minute per spell level for
each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your demonologist spells, since you learn your spells
through dedicated study and memorization. You use your Intelligence whenever a spell refers to
your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving
throw DC for a demonologist spell you cast and when making an attack roll with one.
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in
your spellbook. You don’t need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your
demonologist spells.
Each time you gain a demonologist level, you can add two wizard spells of your choice to your
spellbook for free. Each of these spells must be of a level for which you have spell slots, as
shown on the Demonologist table. On your adventures, you might find other spells that you can
add to your spellbook (see the “Your Spellbook” sidebar).
YOUR SPELLBOOK
The spells that you add to your spellbook as you gain levels reflect the arcane research you
conduct on your own, as well as intellectual breakthroughs you have had about the nature of the
multiverse. You might find other spells during your adventures. You could discover a spell
recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient
library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it
to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher
and copy it.
Copying that spell into your spellbook involves reproducing the basic form of the spell, then
deciphering the unique system of notation used by the wizard who wrote it. You must practice
the spell until you understand the sounds or gestures required, then transcribe it into your
spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents
material components you expend as you experiment with the spell to master it, as well as the
fine inks you need to record it. Once you have spent this time and money, you can prepare the
spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book—for
example, if you want to make a backup copy of your spellbook. This is just like copying a new
spell into your spellbook, but faster and easier, since you understand your own notation and
already know how to cast the spell. You need to spend only 1 hour and 10 gp for each level of
the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you
have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to
find new spells to do so, as normal. For this reason, many Demonologists keep backup
spellbooks in a safe place.
The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own
decorative flourishes and margin notes. It might be a plain, functional leather volume that you
received as a gift from your master, a finely bound gilt-edged tome you found in an ancient
library, or even a loose collection of notes scrounged together after you lost your previous
spellbook in a mishap.
Contract magic
As a genius abjurer, you spend most of your time practicing in magic, connected with Abjuration
and one other school of your choice, but deeper you go into the magic, more you have to
sacrifice in return.
On 1st, 5th,11th,15th and 18th you have to determine, which school you won’t be able to develop
further in, resulting only in 2 schools on the 18, Abjuration and one you choose in the very
beginning. Which means, you cannot get any new spell in banned schools. In return you get an
ability to make up and maintain contracts with Available types of creatures.
Make a contract
To make up the contract, you should pay in ink, precious metal and gems stated amount of gp.
and spend 8 hours, which results in 1 point of Exhaustion. Also, at the very end of the ritual, you
must Succeed Arcane skill check and Constitution Save with DC = 8 + CR to make up the
contract.
After performing the first 4 hours of the ritual, the random creature of selected type and CR will
be summoned. If you know the name of the creature, you’ll get an advantage on any roll during
the ritual and will summon not a random, but exact creature.
During the last 4 hours of the ritual the contract should be established. As a result of making it
up, demonologist gets the right to summon a creature for 1 hour every day or get the same
benefits based on the contract (up to DM, optional).
You can’t summon a creature with spellcasting ability, unless the demonologist has 20th level or
contract manifest only one simple command to this creature, such as “Kill someone”, “Cast
something”, “Where is detonator” and so on, but after completing contract or after 1 minute,
creature will be immediately forced to return to its plane of existence, and it can’t harm you in
any means. Otherwise, the creature must act on its best to accomplish the commands,
manifested by the caster in any means. To do so, the caster should spend Action to manifest
the command. It may be of any complexity the creature can understand.
To activate the contract and summon the creature, the demonologist should spend slots equal
to the CR of the creature, every spell slot higher level spend gives additional 2 hours duration up
to 24 hours.
If the summoned creature is dropped to 0 hp or dies, it disappears, and the demonologist may
not activate it’s contract until next sunrise or 24 hours.
At 1st level demonologist gets his first contract with no gp. cost not higher then ½ CR or Imp, or
Quasit.
Number of spell Available types of
CR Cost slots to activate creatures
⅛ and Fiend
lower 25 -
Fiend
¼ 50 1
Fiend
½ 75 1
Fiend
1 100 1
Fiend, Fey
2 500 2
Fiend, Fey
3 1000 3
Fiend, Fey
4 1500 4
Fiend, Fey
5 2000 5
Fiend, Fey
6 2500 6
Fiend, Fey,
7 3000 7 Elemental
Fiend, Fey,
8 4000 8 Elemental
Fiend, Fey,
9 5000 9 Elemental
Fiend, Fey,
12 10000 12 Elemental
Chain of hatred
Requires attunement
Chain of hatred is the most feared and well-known instrument of demonologists. It is usually
made from magical metal, such as mithril, adamantine or blood iron.
Leveling, demonologist gets an opportunity to enhance his chain, giving it new features (only),
but he should pay in gp. for each.
At 2nd level it has characteristics as Whip, counts as magical weapon in means to overcome
resistance and demonologist is proficient with it.
Starting from 6th level, chain counts as Rope of Entanglement against Affected types of
creatures and treats unbreakable (only Dex. base save) for whose, who’s CR is equal or lower,
than affected.
If the creature is Entangled, the demonologist may use his bonus action to activate Hatred.
While being Entangled, the creature has Disadvantages on all attacks and Saving throws, also
the creature can’t regain hp.
If the chain suffers catastrophic damage as being broken while trying to restrain too powerful
creature, it deals 1d6 necrotic damage per CR of the monster over Affected CR to demonologist.
Example: If a demonologist of 7th level tries to Entangle 12 CR creature and it succeeds the Str.
Save, demonologist will suffer 3d6 necrotic damage.
Chain can be restored after a 2 hours ritual that may be performed during long rest.
Protection.
Hatred.
If creature is Entangled by Chain of Hatred, demonologist can spend Bonus Action to deal
regular weapon damage of the Chain + Int + Prof.
Hold.
If the creature is Entangled by Chain of Hatred, the demonologist can spend Action to make the
creature suffer an effect, similar to Hold Monster for 1 minute. Once per short rest.
Banishment.
If a creature is hit by Chain of Hatred, the demonologist can spend Bonus Action to make the
creature suffer an effect, similar to Banishment for 1 minute. Once per short rest.
Binding
If the creature is Entangled by Chain of Hatred, the demonologist can spend full round action to
force the creature to make a Charisma save. On failed save all Legendary actions of the
Entangled creature are restricted till the end of the Entanglement. Creature can make Charisma
saves new each time it takes damage.
Spellist
Same as wizard, but with some spell banned:
7 Simulacrum