The Demonologist

by KaiTries5

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The Demonologist

An imp, invisible to mortal eyes, spies on the band of heroic adventurers as they make their way through the hellfire-scorched ruins of a town. When it appears to the imp that one of them, a tiefling clad in a red cloak, casts a spell, the group suddenly stops. Without a moment's hesitation, the tiefling turns and sends crimson flame hurtling towards the imp's position, incinerating it instantly.

An elf stops to rest by a rocky outcropping----the exact same outcropping that a group of bandits uses to ambush travelers. When three such bandits walk up to her and demand all her money, she wastes no time. With a glare and a fiery red glint in her eyes, a burning sigil sears into the leader's forehead, causing him to yell out in pain. The elf then draws two swords and charges at him.

The townsfolk cower from the charging demon when suddenly, an unknown figure appears from around a corner and reaches out towards the demon. The human man growls and the villagers watch as horns sprout from his forehead, his fingers sharpen into claws, and two leathery wings rip the back of his tunic. The transformed man then grabs the demon by the neck and slams it into the ground.

Demonologists are masters of using demonic magic against demons themselves.

When Hell Encroaches

In times where the demonic legions of Hell invade the mortal realm, there are always some who take up an ancient, long-lost art. An art that is dangerous, even to the wielder, and that many lose themselves trying to master.

Demonology. The practice of using demonic magic to hunt down and destroy demons. Though the practice is, in one form or another, forbidden by the current society, many risk their life and sanity to revive it in dire straits. And the people will accept them----or at least tolerate them----for a time, because when Hell itself wishes to destroy your town, who else stands a chance at defending it?

A Necessary Evil

Many view the use of demonic magic, even when used to fight demons, as inherently evil. Indeed, once whatever conflict or calamity that necessitated their existence ends, many of the remaining demonologists will go into hiding to avoid being persecuted for their knowledge and powers.

It is impossible to deny demonology's efficacy, though. A single well-trained demonologist can stand their ground against entire swarms of demons. They can apply the same techniques to other creatures as well, proving effective combatants and worthy allies in a variety of situations.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose demonologist as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already a demonologist.

Proficiencies Gained. If demonologist isn't your initial class, here are the proficiencies you gain when you take your first level as a demonologist: Light armor, medium armor, and shields.


































Spell Slots. Add half your levels (rounded up) in the demonologist class to the appropriate levels from other classes to determine available spell slots.

Class Features

As a demonologist, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per demonologist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per demonologist level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Religion, Investigation, Perception, Survival, Insight, Deception, or Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • (a) An arcane focus or (b) a component pouch
  • Leather armor, any simple weapon, and two daggers

The Demonologist
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Demonology, Hellfire 3 2 2
2nd +2 Demonic Brand 3 2 2
3rd +2 Infernal Sect 3 3 3
4th +2 Ability Score Improvement 3 3 3
5th +3 Sect feature 3 4 4 2
6th +3 Reveal Deceit (30 feet) 4 4 4 2
7th +3 Eradicate Demon (CR 1) 4 5 4 3
8th +3 Ability Score Improvement 4 5 4 3
9th +4 Sect feature 4 6 4 3 2
10th +4 Eradicate Demon (CR 2) 4 6 4 3 2
11th +4 Impunity 4 7 4 3 3
12th +4 Ability Score Improvement 4 7 4 3 3
13th +5 Sect feature, Eradicate Demon (CR 3) 4 8 4 3 3 1
14th +5 Reveal Deceit (60 feet) 5 8 4 3 3 1
15th +5 Impunity Improvement 5 9 4 3 3 2
16th +5 Ability Score Improvement 5 9 4 3 3 2
17th +6 Sect feature 5 10 4 3 3 3 1
18th +6 Eradicate Demon (CR 4) 5 10 4 3 3 3 1
19th +6 Ability Score Improvement 5 11 4 3 3 3 2
20th +6 Fire and Brimstone 5 11 4 3 3 3 2

Spellcasting

You have extensively studied the magic of demons and how to wield it against them.

Cantrips Known

At 1st level, you know three cantrips of your choice from the demonologust spell list. You learn additional demonologist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Demonologist table.

Spell Slots

The Demonologist table shows how many spell slots you have to cast your 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.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the demonologist spell list.

The Spells Known column of the Demonologist table shows when you learn more demonologist spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the demonologist spells you know and replace it with another spell from the demonologist spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your demonologist spells, as your spells are drawn from your research on demons and their magic. 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.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack Modifier = Your proficiency bonus + your Intelligence modifier




























Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your demonologist spells.

Demonology

You have extensively studied demons----their behaviors, their nature, and their magic. You gain the following benefits.

  • You have advantage on checks to track fiends, recall knowledge about fiends, identify fiends, or investigate fiendish activity.
  • You learn how to speak, read, and write Infernal.

Hellfire

The fire you wield is drawn directly from Hell, and burns impossibly hot. When you deal fire damage either by using a demonologist feature or casting a demonologist spell, you ignore resistance to fire damage.

Demonic Brand

At 2nd level, you can sear a brand of demonic power into your enemy's flesh, increasing your power against them. As a bonus action, you can expend a demonologist spell slot and choose a creature within 30 feet of you that you can see. For the next minute, that target is branded by you.

When you create the brand, and once per round when you hit a branded creature with an attack, the branded creature takes 1d4 fire damage for each level of the spell slot expended to create the brand. For example, if you expend a 3rd level spell slot to create the brand, the branded creature takes 3d4 fire damage. This damage is referred to as your brand damage.

You can have any number of active brands, but a creature cannot carry more than one brand at a time.

Infernal Sect

At 3rd level, you develop a specialized methodology for taking down demons. Choose from the Sect of Binding, the Sect of Devastation, the Sect of Hatred, the Sect of Inquisition, the Sect of Metamorphosis, or the Sect of Purification, each detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 5th, 9th, 13th, and 17th level.

Reveal Deceit

At 6th level, you have learned how to detect demons and the forms of trickery they employ. As an action, you can open your awareness to demonic trickery within a 30-foot radius of you. Until the end of your next turn, you gain the following benefits.

  • You know the location of any fiend within the radius, as well as any portals that lead to the Lower Planes.
  • You can see through any illusion within the radius, and you can see the true form of any creature or object concealed by illusion or transmutation magic, including invisible creatures and objects.
  • You know if a creature knowingly tells a lie within the radius.

When you reach 14th level, the radius of this feature increases to 60 feet.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). When you finish a long rest, you regain all expended uses.

Eradicate Demon

At 7th level, you can instantly destroy lesser demons. As an action, you can choose one fiend within 30 feet of you. If its Challenge Rating is 1 or lower, it instantly dies and its body is reduced to ash.

As you gain levels in this class, the maximum CR of the fiend increases; CR 2 at 10th level, CR 3 at 13th level, and CR 4 at 18th level.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). When you finish a long rest, you regain all expended uses.

Impunity

At 11th level, your experience with fighting demons makes you especially resilient to their magic. You gain resistance to fire damage, and you have advantage on saving throws against the charmed, frightened, and poisoned conditions.

Starting at 15th level, a creature can now take your brand damage twice per round, instead of once.

Fire and Brimstone

At 20th level, you have fully mastered the art of fighting demons. You gain the following benefits.

  • You become immune to fire damage.
  • Your demonologist features and spells ignore immunity to fire damage, as well as resistance.
  • You regain all expended uses of your Reveal Deceit and Eradicate Demon features when you finish a short rest.

Sect of Binding

Followers of the Sect of Binding use their knowledge of demons to not just imprison them, but to subjugate them. They turn demons over to their will, commanding them to fight against their very own. In their eyes, no matter which one dies, the world has the benefit of one less demon to contend with.

Sect of Binding Features
Demonologist Level Feature
3rd Hell's Chains, Bound Demon
5th Bind Evil
9th Dark Evolution
13th Fight Fire with Fire
17th Dark Evolution, Bind Evil

Hell's Chains

When you choose this sect at 3rd level, your Demonic Brand feature improves.

Any creature branded by you has their movement speed halved for the duration of the brand.

Bound Demon

Also at 3rd level, you have bound a lesser demon to your will. You can summon it as a bonus action, causing it to appear in an unoccupied space of your choice within 30 feet of you.

The demon is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying demon Companion stat block, which uses your proficiency bonus (PB) in several places.

In combat, the demon shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the demon can take any action of its choice, not just Dodge. You can command your bound demon with the same bonus action to take to use your Demonic Brand feature.

The demon remains until it is reduced to 0 hit points, until you use this feature to summon the demon again, or until you die. Anything the demon was wearing or carrying is left behind when the demon vanishes.

Once you summon the demon, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.

Bind Evil

At 5th level, you can bind your most wicked foes. You learn the Hold Person spell, which does not count against the number of spells you know. When you cast this spell, you can choose either a humanoid or a fiend as the target.

When you reach 17th level, you also learn the Hold Monster spell, which likewise does not count against the number of spells you know.

Dark Evolution

At 9th level, your demon grows in power. Your bound demon gains one of the following benefits of your choice.

  • Flight. Your bound demon grows wings, granting it a fly speed of 30 feet.
  • Shapechange. Your bound demon can take the Shapechange action, allowing it to assume the form of any Medium humanoid or to revert back to its original form.

At 17th level, you can choose to grant your demon one of the above benefits or one of the following benefits.

  • Resilient. Your bound demon becomes immune to fire damage, and becomes resistant to bludgeoning, piercing, and slashing damage.
  • Vehement. Your bound demon's Fiery Claw and Hell's Flame attacks have their damage die increased by two sizes (such as a d6 to a d10 or a d8 to a d12).

Fight Fire with Fire

At 13th level, your demon serves your ends, even against its own kind. Your bound demon benefits from your Hellfire feature, and when it hits a creature branded by you with an attack, that creature takes the brand's damage. A creature can still only take your brand damage once per round.


Bound Demon

Medium fiend


  • Armor Class 14 + PB (natural armor)
  • Hit Points 5 + five times your demonologist level (the demon has a number of hit dice [d10s] equal to your demonologist level)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (0) 6 (-2) 14 (+2)

  • Saving Throws Str +3 plus PB, Cha +2 plus PB
  • Skills Athletics +3 plus PB, Intimidation +2 plus PB
  • Damage Resistances fire
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 8
  • Languages any languages you speak
  • Proficiency Bonus (PB) equals your bonus

Depths of Hell. Magical darkness doesn't impede the demon's darkvision.

Actions

Fiery Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB fire damage.

Hell's Flame. Ranged Spell Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d6 + PB fire damage.

Reactions

Consume (3/day). When a living creature dies within 30 feet of the demon, it consumes part of its soul, regaining 2d8 + PB hit points.

Sect of Devastation

Followers of the Sect of Devastation believe that the only way to end the demonic threat is to eradicate it entirely. No other solution exists; the inhabitants of Hell must be wiped out for the mortal races to be completely safe. To this end, they use the destructiveness of demons against them, unleashing the power of Hell upon its denizens.

Sect of Devastation Features
Demonologist Level Feature
3rd Flames of Fury, Wreak Havoc
5th Chaotic Blaze
9th Ruinous
13th Rampant Destruction
17th Apocalypse

Flames of Fury

When you choose this sect at 3rd level, your Demonic Brand feature improves.

You roll d6's for your brand damage, instead of d4's.

Wreak Havoc

Also at 3rd level, you can invoke your brand with spells of great destruction. When a branded creature fails a saving throw against a demonologist spell you cast that deals damage, they take the brand's damage. A creature can still only take your brand damage once per round.

Chaotic Blaze

At 5th level, you can summon flames around yourself or your foes. Whenever you cast a demonologist spell of 1st-level or higher that deals damage, you can choose yourself or one of the targets of the spell. Every creature within 5 feet of the chosen creature then takes fire damage equal to twice the level of the spell, not including the chosen creature.

You can only use this feature once per round, even if you cast multiple spells in a round.

Ruinous

At 9th level, your spells are particularly destructive. When you cast a demonologist spell that deals damage, you can add your Intelligence modifier to one of the damage rolls.

Rampant Destruction

At 13th level, you can create multiple brands at once. When you use your Demonic Brand feature, you can create any number of brands instead of one. You must expend a spell slot for each brand you create, and each creature can still only carry one of your brands at a time.

Apocalypse

At 17th level, your destruction knows no bounds. When you roll dice to deal damage with a demonologist spell or demonologist feature, you can choose to instead choose the maximum value for each die (for example, 5d6 becomes 30).

You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.























































Sect of Hatred

Followers of the Sect of Hatred do not rely solely on magic to defeat demons----they resort to the use of weaponry to do it. They personally hunt demons down and fight them head-on, empowered by demonic magic. It is said that only a deep, personal resentment of Hell's denizens would motivate a demonologist to employ the methods of this sect.

Sect of Hatred Features
Demonologist Level Feature
3rd Animosity, Hunter's Hatred
5th Extra Attack
9th Demon Blades
13th Unending Pursuit
17th Slayer of Legions

Animosity

When you choose this sect at 3rd level, your Demonic Brand feature improves.

When you use your Demonic Brand feature, you can make a weapon attack as part of that bonus action. Alternatively, when you take the Attack action, you can use your Demonc Brand feature as part of that action.

Hunter's Hatred

Also at 3rd level, you have picked up the techniques to fight demons head on. You gain the following benefits.

  • You gain proficiency in martial weapons.
  • Your movement speed increases by 10 feet.
  • You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Demon Blades

At 9th level, you can infuse your weapons with demonic power. When you finish a long rest, you can touch one or two weapons with which you are proficient and infuse them with demonic energy. The chosen weapons become magical for the purposes of overcoming resistance to nonmagical attacks and damage, and when you hit a creature with them, they deal an additional 1d6 fire damage.

This persists until you use this feature again to choose new weapons to gain this benefit.

Unending Pursuit

At 13th level, you are so determined to hunt your prey that you would pursue them to the ends of the planes. As a bonus action, you can teleport to an unoccupied space adjacent to a creature branded by you, so long as that creature is within a number of feet equal to 10 + 10 x the level of spell slot expended to create that brand.

Slayer of Legions

At 17th level, you are capable of destroying entire demonic legions in the blink of an eye. You learn the Steel Wind Strike spell, which does not count against the number of spells you know. For you, this spell deals fire damage instead of force damage, and you can use a ranged weapon as the material component.

You can cast this spell once without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest; however, you can still cast the spell using spell slots as normal.

Sect of Inquisition

Followers of the Sect of Inquisition are aware of the simple truth that knowledge is power----therefore, more knowledge equates more power. They seek to learn everything there is to know about demons, so that they might turn those secrets against them.

Sect of Inquisition Features
Demonologist Level Feature
3rd Infernal Inquiry, Scholar of Hell
5th Fiery Interdiction
9th Reveal Power
13th Interrogate
17th Judge and Jury

Infernal Inquiry

When you choose this sect at 3rd level, your Demonic Brand feature improves.

When a creature within 30 feet of you makes an attack against a creature branded by you, you can use your reaction to grant the attacker advantage on the triggering attack roll.

Scholar of Hell

Also at 3rd level, you have spent more time studying demons than most. When you make a check that could benefit from your Demonology feature, instead of making the check with advantage, you can choose to automatically succeed. You can do this a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a long rest.

You also learn the Detect Magic spell, which does not count against the number of spells you know, and can cast it at will, without expending a spell slot.

Fiery Interdiction

At 5th level, you can punish your foes for daring to attack your allies. When a creature that you can see within 30 feet of you makes an attack roll, you can force that creature to make a Constitution saving throw against your demonologist spell save DC. On a failed save, you impose disadvantage on the triggering attack roll, and the target takes fire damage equal to your demonologist level.

You have a number of uses of this feature equal to your Intelligence modifier, and regain all expended uses when you finish a long rest.

Reveal Power

At 9th level, you are an expert at revealing deception. You can now use your Reveal Deceit feature as a bonus action.

Additionally, you can also reveal the power of your foes. When you use Reveal Deceit, choose one creature within the effect's radius. You learn one of the following characteristics of that creature (you choose which).

  • The creature's current and maximum hit points
  • The creature Armor Class
  • All of the creature's saving throw proficiencies
  • All of the creature's skill proficiencies
  • All of the creature's damage resistances and immunities
  • All of the creature's condition immunities

Alternatively, instead of learning one of the above characteristics, you can choose to grant a creature within the effect's radius advantage on their next attack roll against the chosen creature.

Interrogate

At 13th level, the strikes of your allies can invoke your brand. When you use your Infernal Inquiry feature to grant advantage on an attack roll against a branded target and the attack hits, the branded creature takes the brand's damage. A creature can still only take your brand damage once per round.

Judge and Jury

At 17th level, nothing goes unnoticed by you. Once per round, you can use the reaction granted by your Infernal Inquiry feature or your Fiery Interdiction feature without using your reaction. You cannot take more than one reaction during a single turn using this feature.




























Sect of Metamorphosis

Followers of the Sect of Metamorphosis undergo the risky, but powerful process of transforming into demons. They believe that the best way to combat monsters is to become one yourself. Though many lose themselves doing this, turning into the enemy they swore to destroy, those that succeed are unstoppable enemies of Hell.

Sect of Metamorphosis Features
Demonologist Level Feature
3rd Revel in Pain, Demonic Transformation
5th Extra Attack
9th Wicked Wings
13th Demon Blood
17th Devil's Defiance

Revel in Pain

When you choose this sect at 3rd level, your Demonic Brand feature improves.

Once per turn when you deal your brand damage, you gain temporary hit points equal to the damage dealt.

Demonic Transformation

Also at 3rd level, you can partially transform into a demon. If you have at least one brand active, you take on a more demonic appearance, gaining the following benefits.

  • Your skin hardens, granting you an AC of 13 + your Intelligence modifier. You only gain this benefit if you are not wearing armor or wielding a shield.




























  • You gain an unarmed strike that deals 1d8 bludgeoning, piercing, or slashing damage (you choose which). It uses your Intelligence modifier for the attack and damage rolls. You decide what form it takes: sharp claws, large horns, a barbed tail, or another demonic feature of your choice.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Wicked Wings

At 9th level, you can sprout demonic wings. While under the effects of your Demonic Transformation feature, you have a flight speed of 30 feet.

Demon Blood

At 13th level, demonic blood flows through you, protecting you from your foes. When a branded creature hits you with an attack, you can use your reaction to gain a bonus to your AC against the triggering attack, potentially causing it to miss. The bonus to your AC is equal to the level of spell slot expended to create that creature's brand.

If you use this reaction and the attack misses, the attacker takes the brand's damage. A creature can still only take your brand damage once per round.

Devil's Defiance

At 17th level, your refusal to die rivals that of the devils of Hell. When you are reduced to 0 hit points, you can choose to expend a demonologist spell slot. You immediately regain 10 hit points per level of the spell slot, and every creature of your choice within 30 feet of you takes 5 fire damage per level of the spell slot.

Once you use this feature, you can't use it again until you roll initiative or until you finish a long rest.

Sect of Purification

Followers of the Sect of Purification blend the methodology of demonologists with that of priests. They wield divine and demonic magic in tandem, both to devastating effect. To them, destroying demons is about more than eradicating Hell's denizens; it also means healing the harm they've dealt to the world.

Sect of Purification Features
Demonologist Level Feature
3rd Brand of Sanctity, Sacred Magic
5th Aura of Restoration
9th Purge Deceit
13th Divine Decree
17th Heaven's Assent

Brand of Sanctity

When you choose this sect at 3rd level, your Demonic Brand feature improves.

Your brand damage is radiant, instead of fire. Additionally, when you place a brand on a creature, you can choose to purify it. When you place a purified brand on a creature, that creature regains hit points equal to the brand's damage. When a creature with a purified brand takes damage, you can use your reaction to invoke the brand, restoring hit points to that creature equal to the brand's damage.

Sacred Magic

Also at 3rd level, you learn to wield the magic of the gods. When your Spellcasting feature lets you learn a demonologist cantrip or a demonologist spell of 1st level or higher, you can choose the new spell from the cleric spell list or the demonologist spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a demonologist spell for you.

Additionally, whenever you cast a demonologist spell that deals fire damage, you can choose for that casting of the spell to deal radiant damage instead. Radiant damage benefits from your Hellfire feature as if it were fire damage.

Aura of Restoration

At 5th level, you can exude an aura of cleansing magic. You learn the Lesser Restoration spell, which does not count against the number of spells you know.

When you reach 17th level, you also learn the Greater Restoration spell, which likewise does not count against the number of spells you know.

When you cast either of the spells granted by this feature, you can choose to turn it into an aura, allowing it to affect each creature of your choice within 10 feet of you. Once you do this, you can't do so again until you finish a long rest.

Purge Deceit

At 9th level, you can eradicate deceptive magic. When you use your Reveal Deceit feature, you can choose to expend 2 uses to purge deceit. Instead of the normal effects of Reveal Deceit, you gain the following benefits.

  • You immediately dispel every illusion within the effect's radius.
  • You reveal every invisible creature within the effect's radius, making them visible.
  • You close any portal to the Lower Planes within the effect's radius.
  • You force every creature within the effect's radius to revert to its normal form if it was shapeshifted.

When you purge deceit, you can also expend 2 uses of your Eradicate Demon feature. When you do, every demon within the effect's radius with a CR at or below the threshold is destroyed as per that feature.

Once you purge deceit, you cannot do so again until you finish a long rest.

Divine Decree

At 13th level, you can invoke your brands through sheer will. As a bonus action, you can choose one creature within 30 feet of you branded by you. Roll the brand's damage; the creature takes radiant damage equal to the result, or regains hit points equal to the result if the brand was purified.

Heaven's Assent

At 17th level, you are backed by the righteous will of the heavens. When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 5d4 hit points to a creature, you restore 20.

Your purified brands benefit from this feature, but only when you use a reaction to invoke them, not when you use your bonus action to do so as per your Divine Decree feature.

Demonologist Spell List

Cantrips (0 Level)
  • Blade Ward
  • Control Flames
  • Create Bonfire
  • Fire Bolt
  • Friends
  • Green-Flame Blade
  • Light
  • Mage Hand
  • Message
  • Minor Illusion
  • Produce Flame
  • Thaumaturgy
1st Level
  • Absorb Elements
  • Bane
  • Burning Hands
  • Cause Fear
  • Charm Person
  • Command
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Distort Value
  • False Life
  • Hellish Rebuke
  • Hex
  • Identify
  • Illusory Script
  • Protection from Evil and Good
  • Sanctuary
  • Searing Smite
2nd Level
  • Aganazzar's Scorcher
  • Alter Self
  • Blur
  • Darkness
  • Enthrall
  • Flame Blade
  • Flaming Sphere
  • Heat Metal
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Locate Object
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Protection from Poison
  • Pyrotechnics
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Suggestion
3rd Level
  • Ashardalon's Stride
  • Bestow Curse
  • Counterspell
  • Daylight
  • Dispel Magic
  • Fast Friends
  • Fear
  • Fireball
  • Melf's Minute Meteors
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Sending
  • Summon Lesser Demons
4th Level
  • Banishment
  • Charm Monster
  • Dimension Door
  • Elemental Bane
  • Fire Shield
  • Greater Invisibility
  • Locate Creature
  • Summon Greater Demon
  • Wall of Fire
5th Level
  • Banishing Smite
  • Circle of Power
  • Contact Other Plane
  • Dispel Evil and Good
  • Hold Monster
  • Immolation
  • Infernal Calling
  • Mislead
  • Planar Binding
  • Teleportation Circle

The Demonologist

An Intelligence half-caster that fights hellfire with hellfire. Brand your enemies with infernal magic! Eradicate demons and other monsters! Join one of six Sects and wield their demonic techniques!

Created by: u/KaiTries5

Artist Credits:
Cover - Human Red Inquisitor, by Larian Studios
Page 1 - Antarioch, by Karbo
Page 1 - Tiefling Female Warlock, by ThestralPony
Page 3 - Evander, by Lin Romanov
Page 5 - Diablo Fire Mage, by ByanEl
Page 6 - Demon Hunter, by Palamarchuk Mikhail
Page 7 - Ulwazi the Mage, by David Kegg
Page 8 - Satan, by crow-god
Page 9 - Priest of Urabrask, by ClintCearly
Page 10 - The Warlock, by Bogdan-MRK
Back - La Prophétie du Royaume de Lur, by Alexandre Chaudret

Other Credits:
Page Stains by Jared Ondricek
Demonologist Icon by Game-icons.net