School of Demonology By DM_Malus Demonologists, also known as Fiend summoners, Devil Worshippers, and Diabolists, are a feared sect of wizards, that through diligent research and dark rituals gain dark powers and a control over the dark inhabitants of the lower planes. As a Demonologist you can summon fiends and give yourself dark powers through unearthly rituals. Some fiend binders are employed by kings as spymasters, using summoned imps for reconnaissance and infiltration. Others use their fiendish magic for domination and conquest. Though most fiend binders only strive for power to do good, the practise of binding demons and devils is seen as evil. Many Demonologists study this not to initially summon fiends, but to better fight against them, having an intense study in and intrinstic understanding of the abyss and nine hells, how to protect and ward off fiends, and fight against them. Profane Knowledge Starting at 2nd level, your dabblings into the Dark Arts and fiendish magicks have given you access to forbidden spells that most would dare not tread. You gain access to a plethora of fiendish profane spells from an expanded list, you gain access to these spells when you are the appropriate level to cast the required spell level for them. Once you gain access to this profane spell, you have it always prepared, and it does not count against the number of spells you can prepare each day. If you have a profane spell that doesn't appear on the Wizard spell list, the spell is nonetheless a Wizard spell for you. Profane Spells Spell Level 1st: Find Familiar*, Hellish Rebuke 2nd: Augury, Zone of Truth 3rd: Conjure Lesser Demon, Magic Circle 4th: Conjure Barlgura, Conjure Shadow Demon 5th: Conjure Vrock, Planar Binding Your Familiar can only be of the Fiend origin. Reflavoring for Devils The spells listed use the UA "That Old Black Magic" spells, however these spells are all themed around Demons. For those that wish to reflavor it as Devils, and having to do with the Nine Hells, below are some suggested alternative creatures with an equal CR or comparable enough in strength to warrant a good change to summon for comparison. 3rd level: 8 Manes or dretches -- 2 imps 4th level: 1 Barlgura -- 1 Barbed Devil 4th level: 1 Shadow Demon -- Succubus/Incubus 5th level: 1 Vrock -- 1 Cambion 6th level: 3 Hell Hounds (works for both types) 7th level: 1 Hezrou -- 1 Chain Devil 8th level: 1 Glabrezu -- 1 Bone Devil 9th level: 1 Goristro -- 2x Erinyes 9th level: 1 Balor > 1 Pit Fiend Extra spells several new spells have been added in addition to the "UA Black Magic" Fiend Conjuration spells mentioned above, they fit the theme of the spells, but help fill in the CR gap and provide some choice and variety. Examples include a 9th level spell to summon a Balor, a 6th level spell to summon three hell hounds, and a 3rd-level spell to summon a Nightmare steed. These will be added soon. Fiendish Rebuke: Starting at 2nd level, your knowedge of the hellish dark arts allows you to not only conjure fiends and bind them, but also how to better combat and defend against them should they ever rise against you. You have learned three incantations from your studies to use against them. These features are as described below: Turn Fiend: As an action, you invoke a powerful wave of arcane energy to repel fiends. As such, any Fiends that can see or hear you within 30 feet of you must make a Wisdom Saving Throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Once you use this feature, you cannot do so again until after a long rest. Starting at 6th level, you can use this feature once between short or long rests.

Bind Fiend: As an action, you can spend a spell slot and attempt to restrain a Fiend that you can see within 60 feet of you. The target must make a Wisdom Saving Throw or be paralyzed for up to 1 minute. At the end of each of its turns, the target can repeat the saving throw. On a success, the effect ends on the target. If this effect lasts for the full duration, and the creature is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane and doesn't return. For every spell slot of 2nd level or higher, you can target one additional Fiend, the Fiends must be within 30 feet of each other when you target them.

Harm Fiend: As an action, you can spend a Spell Slot of 1st level or higher to inflict pain to a Fiend that you can see within 60 feet of you. The fiend must make a Wisdom Saving Throw, or take 3d10 Psychic Damage. Half damage on a successful save. This feature deals an additional 1d10 Psychic Damage for every spell slot you spend of 2nd level or higher. Fiends whose Challenge Rating is lower than your Wizard level, have disadvantage on their saving throws against the above features. Know Thy Enemy Starting at 6th level, your understanding of fiendish nature and their machinations rivals that of even themselves, to the point that you can think just like a Fiend. You can add double your proficiency bonus to ability checks regarding or interacting with Fiends or recalling Information about them. In addition, your knowledge of how to combat them is unrivaled, you have advantage on saving throws against the spells and abilities of Fiends. Focused Conjuration Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage. Dark Empowerment Starting at 14th level, the creatures you bind and summon are sturdier and more tethered to this plane of existence, fusing your own aether to bolster their strenght, making yourself an anchor for them to this plane. Any fiend that you summon or create gains 15 temporary hit points and can add your intelligence modifier to their damage rolls, so long as they remain under your control.