While reaching the message boards on ENWorld, I stumbled across the subclass below created by RustyDemiGod. I loved the concept so much and thought it fit in really well as an option for the setting I’m working on for my own home games. I liked it so much I asked if I could share it here and make it more readily available to my players.
Demonology Domain
Theology and Demonology have always been two sides of the same coin. For as long as scholars have studied the divine, others have studied the profane. Clerics that study demons are forced to walk a fine line between salvation and damnation. Will you use this knowledge to fight back corruption, or will you take the easy way to power?Demonology Domain Spells
1st Chaos Bolt, Protection from Good and Evil3rd Shatter, Flock of Familiars
5th Magic Circle, Summon Lesser Demons
7th Banishment, Summon Greater Demon
9th Planar Binding, Contact Other Plane
-Demonic Knowledge: When you choose this Domain at 1st level, you have a rudimentary knowledge of demonic lore. You are able to speak, read, and write Abyssal fluently. Additionally, you gain proficiency with 2 of the following skills: Arcana, Religion, Investigation, History, or Insight.
-Bound Underling: At 1st level, you gain the Find Familiar ritual spell. This spell always summons a Quasit. This counts as a Cleric spell for you, and does not count against the number of spells that you can prepare each day.
If you wish to conceal your familiar you may, as a Bonus Action, absorb your familiar into your body. If your familiar is reduced to 0 HP you may also absorb it as a Reaction. Expelling the demon back into physical form requires no action. If you die while joined you will both die.
While absorbed you can hear your familiar’s voice in your mind, and if you will it, allow it to speak through you.
-Channel Divinity: Chastise Fiends: Starting at 2nd level, you can use your Channel Divinity to turn or command the damned.
As an Action, you present your unholy symbol, and one Fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned Fiend must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use 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.
At 5th level, whenever a Fiend fails it’s saving throw against your Chastise Fiends feature, the Fiend is Charmed for 1 minute. After the Charm expires the Fiend knows that it was charmed, and who charmed it.
-Unholy Strikes: When you reach 8th level, you are blessed with unholy might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1D8 Necrotic damage to that creature. Once you deal this damage, you cannot use this feature again until the start of your next turn.
-Tongue of the Black Speech: At 17th level, you gain the ability to speak a few words of the foulest demon lord’s curses. You gain Disintegrate, Power Word: Pain, Power Word: Stun, and Power Word: Kill as bonus spells. You add these spells to your list of Domain Spells, and like other Domain Spells, they are always prepared and count as Cleric spells for you. These spells require on the verbal components for you.
All text of the Demonology Domain was written by ENWorld user RustyDemiGod. Reposted with permission. Image is from Pixabay under a non-attribution, free-use license.
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