Demonic Flare. When the Demonologist reduces a creature to 0 hit points with a wizard spell, a ring of magical, demonic fire explodes from it in a 10-foot radius. Each creature in the flare must make a DC 14 Dexterity saving throw, taking Cold or Fire damage (demonologist's choice) damage equal to 5 + the level of the spell on a failed save, or half as much on a success. In addition, the demonologist regains hit points equal to that amount.
Spellcasting. The demonologist is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The demonologist has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, poison spray, prestidigitation
1st level (4 slots): burning hands, detect magic, mage armor, shield
2nd level (3 slots): flaming sphere, suggestion
3rd level (3 slots): counterspell, fireball, magic circle
4th level (3 slots): banishment, fire shield, greater invisibility
5th level (2 slots): wall of force
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Description
Demonologists study and hoard lore about the lower planes, their inhabitants, and the methods of summoning and binding said inhabitants. Good demonologists use their knowledge to understand and foil dark summoners, while the more common evil ones hide away and practice their magic in secrecy to prepare their dark schemes.
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