Base Class: Wizard
The School of Demonology explores the forces and knowledge of the lower planes. As part of their studies, wizards use their knowledge of demonic lore to assert their will over demons and devils alike.
Most students of this school as seen are deranged and mad due to dabbling with the demonic. Some use this knowledge to prevent outbreaks of demonic influence and to learn new means of handling the such. Although, there is always the temptation of forbidden knowledge, and easy access to greater power that comes with dealing in these kinds of forces. Whatever the reason may be, students of demonology rarely live to an old age for one reason or another.
Student of Demonic Lore
At 2nd level, your studies of fiends and their history grant you a better grasp of the languages they speak. You gain proficiency in the Abyssal and Infernal languages, if you did not already know them.
Additionally, whenever you make an Intelligence check related to demons, devils, or other demonic knowledge, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Demonic Servant
At 2nd level, you make your first successful attempt at placing an extra planar creature under your control. You add the find familiar spell to your spellbook if it is not there already. When you cast find familiar, you can choose an imp or quasit as your familiar.
In combat, the familiar 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 one of the actions in its stat block or the Dash, Disengage, or Help action.
Infernal Chains
At 6th level, you add the summon lesser demons spell to your spellbook if it is not there already. When you cast summon lesser demons you may choose the option from the demon summoning table, rather than roll for it.
When you cast the spell and on each of you turns, you can command the demons (as a free action) for what they must do on their next turn. After a command is given, the demons must make a Charisma saving throw. On a failed save, the demons will obey the command to the best of their ability. On a successful save, they will ignore your command and you cannot issue a command to the demon for the remaining duration of the spell.
Devil Tongued
At 10th level, you have become accustomed dealing with fiendish beings and how to deal with them. You have advantage on Charisma checks against fiends and when you summon a fiend with a CR equal to half of your wizard level (round down) or lower, they will not attack you.
Master of the Infernal
At 14th level, your experience with demonic forces has taught you how fiends think and, more importantly, what they fear. Your sheer force of will can be enough to crush the fiend’s resistance to your control.
As an action, force a fiend that you can see within 30ft to make a Charisma saving throw with a DC equal to your Spell Save DC. On a failed save, they are under your control for the next minute, making additional saving throws at the end of its turns. Once a creature has been enslaved this way it is immune to this ability for the next 24 hours.
Once you use this ability you cannot use it again until the next long rest.

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