School of Fiendology

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School of Fiendology

The school of fiendology is perhaps the only school of magic with a worse reputation than the school of necromancy. Fiendologists utterly devote themselves to the study of the various demons and devils that make their homes in the lower planes of existence. The study of such evil lore, dealing with fiends, and fighting them leaves a distinct and sometimes horrid effect on a fiendologist’s mind, body, and soul.

The vast majority of fiendologists are madmen, sadists, and power hungry wizards who have turned to most evil creatures in all the known planes of existence for power. While the majority are evil, there are fiendologists who seek to use the powers of fiends against the Nine Hells and Abyss; they believe that the sacrifice of their bodies and souls are a small price to pay to gain power to drive off greatest threat to the material plane, demons and devils.

Deal with the Devils

Starting at 2nd level, you learn the soul steal spell which you always have prepared and it doesn't count against the number of spells you can prepare each day. Additionally, you are able to perform a diabolic ritual that takes 1 hour to perform. The ritual summons one Erinyes (MM p.73) summoner variant, which is not under your control, but also not hostile unless attacked. You are able to negotiate demonic contracts with, and also trade souls for spell scrolls as described in the spell scroll table.

The soul of a creature may be worth more than another soul, a creature harvested through soul steal that was destined for the lower planes has a soul value of 1, the soul value of a creature harvested through soul steal that was destined for anywhere else has a soul value. The soul value of a creature harvested through soul rend that was destined for the lower planes has a soul value of 3, The soul value of a creature harvested through soul rend that was destined for anywhere else has a soul value of 4.

Soul Value Spell Scroll Wizard Level Requirement
8 1st-Level 1st
16 2nd-Level 3rd
24 3rd-Level 5th
32 4th-Level 7th
40 5th-Level 9th
56 6th-Level 11th
72 7th-Level 13th
88 8th-Level 15th
104 9th-Level 17th

Flame of the Lower Planes

Also starting at 2nd, you control over hellish flame has greatly increased. Once per round you can reroll one fire damage die. When you reach 6th level you can reroll two fire damage dice, at 10th level three fire damage dice, and at 14th four fire damage dice per round.

Fiendish Form

Starting at 6th level, you take on a portion of the natural abilities of the fiends. You gain resistance to fire and poison damage. You also gain immunity to the charmed and poisoned conditions. Additional, when you reduce a creature to 0 hit points with a spell to gain temporary hit points equal to your wizard level + proficiency modifier + spell level used to reduce the creature to 0 hit points.

Enhanced Fiend

Starting at 10th level, your study and dealings with fiends has allows you to transform your body when injured and allows you to deal better with fiends themselves. As a reaction when you take damage, you can transform your hands into the claws of a fiend, as part of your reaction you can make a melee weapon attack against a creature within 5 feet of you. Subsequently when a creature deals damage to you you can use a reaction to make a melee weapon attack against a creature within range. The claws are magical natural weapons and you can make unarmed weapons strikes dealing 1d8 + Strength modifier slashing damage.

Additionally, when making Charisma or Intelligence (arcana) checks against fiends you add your Intelligence modifier to the roll.

Flame Lord

Starting at 14th level, you gain full mastery over hellish flame. You gain immunity to fire damage. Additionally, you add your intelligence modifier to spells that deal fire damage.


Fiendish Spells

Claws of Bebilith

3rd-Level Transmutation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, Up to 10 minutes

You magically transform the hands of a willing creature into the claws of a bebilith. For the duration the claws are natural weapons, which you can use to make unarmed strikes. You attacks are considered magical for the purpose of overcoming resistances, your unarmed strikes deal 2d8 + your Strength modifier slashing damage. Additionally, for the duration of the spell you have advantage on unarmed strike attacks made demons.

A creature can attempt to can cantrips and spells however, a creature affected by Claws of Bebilith must make a DC15 Intelligence (arcana) check, on a successful one the spell is cast as normal, on a failed check your spell slot is expended and the spell fails.

Dance of Ruin

3rd-Level Evocation


  • Casting Time: 1 Action
  • Range: self (30 foot radius)
  • Components: V, S
  • Duration: Instantaneous

You dance around wildly and chant, with a wave of crackling energy emerging from you. All creatures, other than fiends and tieflings, within a 30 foot radius of you must make a Constitution saving throw, taking 4d12 force damage on a failure, or half as much on a successful on.

At Higher Levels. When you cast this spell using a spell slot of 4th Level or higher, the damage increases by 1d12 for each slot level above 3rd.

Devil's Ego

2nd-Level Transmutation


  • Casting Time: 1 Action
  • Range: Range
  • Components: V, S, M (A small amount of sulfur)
  • Duration: Concentration, Up to 1 hour

You augment creature with the fel nature of the Nine Hells, with the creature gaining a forked tongue. When you make Charisma checks and saving throws you add 1d6 to your rolls. Additionally, you gain immunity to being charmed, and you are treated as a fiend for the purpose of spells and magical effects.

Diabolic Tongue

4th-Level Transmutation


  • Casting Time: 10 minutes
  • Range: self
  • Components: V, S, M (The tongue of a devil)
  • Duration: Concentration, Up to 1 hour

For the duration of this spell your Charisma is 19 (unless it was higher), you are able to speak, read, and write abyssal and infernal, and you gain advantage on all Charisma checks and saving throws.

Fiendcall

4th-Level Divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (The blood of a creature that died no more than 24 hours ago)
  • Duration: Concentration, Up to 10 minutes

You tap into demonic and diabolic knowledge, you gain advantage on all Intelligence (arcana), Intelligence (history), and Intelligence (religion) checks relating to both demons and devils for the duration. Fiendcall cannot provide you with information that has been purposefully and effectively kept secret, like a demon's or devil's true name, however, it can provide you with the information as to where or how the true names of demons and devils can be found.

Fiendflesh

3rd-Level Transmutation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (The flesh of a fiend)
  • Duration: Concentration, Up to 1 hour

You touch a who's skin transforms into a leathery hide, twisted, malformed, and marked with demonic symbols. until the spell ends the target's AC is equal to 8 + your proficiency modifier + your spellcasting modifier. Additionally, the targeted creature gains resistance to fire.

Fiendish Quickening

3rd-Level Transmutation


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, (preserved blood of a fiend or tiefling)
  • Duration: Concentration, Up to 1 minutes

For the duration of the spell, you can use a bonus action to teleport yourself to a point you can see within 30 feet of you. A creature does not have the opportunity against you if you leave melee range through teleportation. Additionally, for the duration you gain resistance to fire, if you do not already have it.

Hellflame

5th-Level Evocation


  • Casting Time: 1 Action
  • Range: Self (30 foot cone)
  • Components: V, S, M (sulfur)
  • Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, an unending geyser of crimson, black, and green flames spews forth. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 6d8 fire damage, which ignores fire resistance on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 6th Level or higher, the damage increases by 1d8 for each slot level above 5th.

Hellflame Storm

9th-Level Evocation


  • Casting Time: 1 Action
  • Range: self (240 feet radius)
  • Components: V, S, M (Hell Iron)
  • Duration: Concerntration, up to 1 minute

You touch the ground at your feet creating a storm comprised of crimson, black, and green flames from the Nine Hells themselves. You become immune to the effects of the hellflame storm for a long as you maintain concentration on the spell. All creatures within 240 feet of you must make a Constitution saving throw, taking 10d8 fire damage, which ignores fire resistance on a failed save, or half as much damage on a successful one. Creatures that end their turn within the affected area must repeat their saving throw.

Creatures that are killed or reduced to 0 hit points are transformed into Lemures (MM p.76) who immediately plane shift to the Nine Hells.

The storm dissipates 2d8 rounds after the spell fails.

Soul Steal

1st-Level Necromancy


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You divert the soul of a creature that died within the last minute into a nonmagical object you are holding.

Soul Rend

2nd-Level Necromancy


  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You target a creature and attempt to rip its soul from its body. A target with at least 5 remaining hit points and a hit point maximum of at least 10 must make a Wisdom saving throw. A creature with more than 5 hit points remaining or with a bit point maximum of less than 10 automatically succeeds its saving throw. On a failed save the target is reduced to 0 hit points and you transfer their soul into nonmagical object you are holding, on a failed save the creature takes 2d6 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of hit points remaining increases by 2 for each slot level above 3rd.

Summon Bebilith

3rd-Level Conjuration


  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (A chunk of iron)
  • Duration: Instantaneous

You summon a bebilith, a CR4 demon that hunts other demons, in an attempt to have the bebilith kill or fend-off another demon. This spell is a risky proposition, as the bebilith can be as likely to attack the conjurer that summoned rather than another demon. You summon the bebilth in an unoccupied space you can see within range. Roll Initiative for the bebilith, which has its own turns. The actions and nature of the bebilith is determined by the bebilith action table.

When you cast this spell make an Intelligence (arcana) check, the result determines the action of the bebilith when summoned.

Bebilith Action Table
DC Action
DC 10 Bebilith attacks the creature that summoned it.
DC 15 Bebilith is hostile to all creatures and attacks any creature (of the DM's choice), within 120 feet of where it was summoned.
DC 20 The Bebilith attacks the demon, until either the demon or nobility flees, if the Bebilith survives it then attacks the summoned and its allies.
DC 25 The Bebilith attacks the demon, until either the demon or nobility flees, thereafter the bebilith flees without attacking the summon and its allies unless attacked.

When you cast this spell using certain higher-level Spell Slots, you can summon an additional bebilith for every two spell slots above 3rd level.


Bebilith

Huge fiend, Chaotic Evil


  • Armor Class 15 (Natural Armor)
  • Hit Points 76 (8d12+24)
  • Speed 40 feet

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 11 (+0) 14 (+2) 7 (-2)

  • Saving Throws STR +6 CON +6
  • Skills Athletics +6, Perception +5, Stealth +5
  • Damage Resistances Cold, Fire, Lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses blindsight 30 Ft., Darkvision 60 ft., Passive perception 15
  • Languages Abyssal, Telepathy 120 Ft.
  • Challenge 4 CR (1,100 XP)

Bebilith Grapple. The bebilith can plane shift an unwilling creature it has grappled.

Innate Spellcasting. The cebilith's innate spellcasting ability is Wisdom (spell save DC 12, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components

1/day Plane shift

Magic Resistance. The bebilith has advantage on Saving Throws against Spells and other magical Effects.

Actions

Multiattack. The Bebilith makes one bite attack and one claw attack.

Bite. Melee weapon attack: +6 to hit, Reach 5 Foot, one target. Hit: 12 (2d8+3) piercing damage plus 7 (2d6) poison damage.

Claw. Melee weapon attack: +6 to hit, Reach 10 foot, one target. Hit: 8 (2d4+3) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or grappled by the bebilith.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one creature. The target is restrained by webbing As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).

 

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