Demonologist

While called demonologists by must folk, this arcane tradition makes use of devils as well, summoning evil outsiders to harness them for arcane power, interrogate them for lost lore, or use them to perform physical tasks. The study of demons is one that most look on as evil, yet there are those who study these extra-planar foes of all life with an eye towards combating them. This is not to say that some, or even most, demonologists are fighting the good fight, many turn to the study of demons as a short cut to greater power. A short cut it is, for if a demonologist is not easy, they will find themselves double crossed, over extended, and at the mercy of the very creatures they are studying.

Occult Studies

Starting at 2nd level when you choose this tradition, your studies into the occult, forbidden lore, and the ways of evil outsiders begin to yield benefits. At the following levels you gain the listed bonus spells scribed in to your spellbook.

Demonologist Bonus Spells
Wizard Level Bonus Spells
1st find familiar, protection from evil and good
3rd augury, fiendish servant*
5th conjure lesser fiend*, magic circle
7th banishment, conjure fiend*
9th dispel evil and good, planar binding

Demonic Contracts

At 6th level, you begin to forge contracts with fiends. These contracts are written in blood and largely inviolate. Worse, to challenge the contract you must appeal to a court of fiends, not a pleasant option at all. During a short rest you may call upon these contracts to perform one of the following, but must make some form of payment in return (due when you use this feature). You may call upon your contracts twice, and regain use of this feature following a long rest. Unless otherwise noted, the effects of a contract last until you take a long rest.

Arcane Knowledge

You may change out one spell you have memorized for a different one form the wizard spell list. This spell does not need to be one in your spellbook, and you only have enough knowledge of the spell to cast it. You may not scribe this spell in to your spellbook; the fiend you have bargained with has corrupted it in some form that prevents this. In exchange for this knowledge, you must sacrifice a hit die to the fiend.

Fiendish Energies

Your contract causes the fiend to fuel you with energies from the lower planes. You regain a number of levels of spell slots equal to your Intelligence modifier + your proficiency bonus. The fiendish energies coursing through your body cause horrendous pain and exacerbate any injury you receive. You may not regain hit points until you have taken a long rest.

Fiendish Healing

The bargain struck in the black of night allows the fiend to heal your injuries, but at a high cost. Your regain hit points equal to your Wizard level, but these leave a tell tale mark on your body. These marks take the form of scars, extra nipples, unusual growths of hair, horns, spikes, and other alterations of your body. They fade in time, but until you take a long rest you have disadvantage on all Charisma (Deception and Persuasion) checks.

Fiendish Protection

Your deal with a fiend forces them to sheath your body in protective energies. Add your Intelligence modifier to your AC. However, you must pay the price and all of your attacks are hampered by the wicked glow that surrounds you, as does any attempts at stealth. You suffer disadvantage on all attack rolls and Dexterity (Stealth) checks.

Hidden Lore

The fiend imparts secrets into your head, granting you great knowledge of a single topic in mere seconds. Choose a number of skills equal to your Intelligence modifier, you gain proficiency with these skills, or if already proficient, add your proficiency bonus twice to checks made with these skills. The fiend must make room for this knowledge, or perhaps steals your some of your mind to give to another, and you lose proficiency with an equal number of skills.

Hellfire

Beginning at 10th level, when you cast a spell that inflicts damage, you add your Intelligence modifier in fire damage to the damage dealt. You may choose to enact a bargain with a fiend to enhance this damage, adding it to every die rolled for damage, but if you do so you cannot use your demonic contracts feature until you take a long rest, and all active contracts come to an end.

Bound Demon

At 14th level, you have secured the ongoing service of a fiendish creature of CR 4 or less. This creature serves you, but is bound by contract not by any sense of affection or loyalty. You must fulfill your part of the bargain, most likely offering your soul upon your death or some other high price you hope to never have to pay. The fiendish creature will follow you orders, but interprets them as they see fit.

Section 15: Copyright Notice

The Lost Lands World Setting: 5th Edition Rules Addendum, © 2020, Frog God Games; Author Kenneth Spencer

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