Artificer Specialist: The Demon Forger

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The Demon Forger

Those who specialize on the art of demon forging act as a gateway between the realm of the mortals and the Abyss. They use their forging skills to create vessel to capture and enslave demons and after that, they keep forging the demon and giving them new abilities to fulfill their needs. As powerful as the demon forger is, every power has it's price. Sometimes the demon escape the control of their masters, causing every kind of problems where they pass. This gave a bad reputation for any artificer that specialize in this skill.

Devil Forger Features

Level Feature
3rd Curse Proficiency, Soul Forge, Cursed Infusions
5th Curse Expertise
9th Curse Mastery
15th Master of Demons

Demon Forger Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Demon Forger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Level Spells
3rd Command, Detect Evil and Good
5th Crown of Madness, Darkness
9th Speak with Dead, Summon Lesser Demons
13th Blight, Summon Greater Demon
17th Contact Other Plane, Hallow

Cursed Proficiency

Starting at 3rd level, your soul becomes bounded to the Abyss. You gain the ability to speak and write Abyssal. You also have advantage on Wisdom (Survival) checks to track demons, as well as on Intelligence ability checks to recall information about them.

In addition, you can also speak with demons in the realm of the Abyss. During a short or long rest, you can meditate for 10 minutes to enter in contact with a random demon in the Abyss that wants to reach the material plane. If you know the true name of a demon, you can choose to enter in contact with that demon instead.

You can ask any question to that demon, but it doesn't have any obligation to respond you in a truthfully way. You can also request that demon to be summoned as your Night Creature with your Soul Forge Ritual feature.

If the demon doesn't want to be disturbed, it can make a Wisdom saving throw against your Spellcasting Ability. If it succeeds, you cannot enter in contact with it ever again. If it fails, that demon must wait another month to repeat this saving throw again.

Soul Forge

Starting at 3rd level, you learn how to transform dead bodies into vessels for demons to possess it. You can spend one Spell Slot to make a 1-hour Ritual to create these demons called Night Creatures. You can make this Ritual once during a short or long rest.

The Ritual requires a small or medium size non-demonic dead body with all its limbs intact and some herbs with healing properties worth 50 pieces of Gold. If you use a small body, you create a Nightling Creature and if you use a medium body you create a normal Night Creature. Their stat blocks are shown in the end of this sub-class.

The Night Creature assumes a form that you want, as long as it retains the original number of limbs and size of the body used for its Soul Forge Ritual. It will always look fiendish in nature and will always look suspicious for those around it.

As soon as you finish this Ritual, you can try to bound that demon to you. The Night Creature must then make a Wisdom saving throw against your Spellcasting Ability. If you know the true name of the demon possessing the body, it rolls this Saving throw with disadvantage. If it fails the saving throw, it becomes friendly to you and your companions and obeys your commands in Abyssal (no action required by you). If it succeeds, it breaks from your control and acts as a normal demon, which usually involves attacking all creatures nearby. You can only control one Night Creature at the time.

In combat, the Night Creature you control 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the Night Creature can take any action of its choice, not just Dodge.

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Cursed Infusions

Starting at 3th level, you learn how to modify your Night Creatures with cursed infusions.

When you gain this feature, you can choose to replace as many infusions you know with these cursed infusions. The List with these cursed infusions is shown in the End of this sub-class.

You can then infuse your Night Creatures as if it was a non-magical item with only 1 cursed infusion.

Whenever you gain a level in this class, you can replace up to three infusions you learned with other three cursed infusions from the Cursed Infusion List.

Curse Expertise

At 5th level, you become an expert in demonology and learn how to modify your Night Creatures with more curses. You can now Infuse your Night Creature with 2 cursed infusions at the same time, but this counts as infusing 2 different items.

In addition, your Night Creature attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Cursed Multiattack

At 5th level, your Night Creature becomes more ferocious and more eager to kill. It can now use its action to make 2 attacks.

Curse Mastery

At 9th level, you learn how to infuse your Night Creature with 3 cursed infusions at the same time, but this counts as infusing 3 different items.

Master of Demons

At 15th level, you mastered the ability to create Night Creatures. When a non-demonic creature dies within 60 feet of you, you can use your reaction to expend one of your spell slots to transform that creature into a Night Creature. It is treated as if it was created by your Soul Forge feature, but it's maximum hit points becomes 15 times the level of the spell slot you expended to create that demon.

That Night Creature becomes friendly to you and your companions, even if you do not control it. After 1 hour, it starts to act as a normal demon again.

Cursed Infusions

The Demon Forgers learned how to modify their Night Creatures, changing their appearance and abilities.

The description of each cursed infusion tells you the type of modification the Night Creature gets. Some infusions can change the stat block of the Night Creature completely. In this case, a Night Creature can only have 1 cursed infusion that changes its stat block.

Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.

Cursed Infusions List:

Aquatic Structure.

Your Night Creature now gain physical characteristics of a fish. It gains a swimming speed of 30 feet and it can breathe under water.

Fetid Cloud.

The Night Creature can use its action to use the ability below:

Fetid Cloud (3/Day): A 10-foot radius of disgusting green gas extends out from the Night Creature. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

Mole Claws.

Your Night Creature now resembles a mole. It gains 60 feet tremorsense and a burrow speed of 10 feet.

Wolf in Sheep's clothing.

Once you finish a long rest, you can alter the appearance of your Night Creature, as if you were casting the spell Alter Self on it. This alteration lasts until you finish anohter long rest. The Night Creature's Charisma stat also becomes 10.

Precision Instincts.

Prerequisite: 5th-level artificer.

Your Night Creature battle instincts become more sharpened. It gains a +2 bonus to attack and damage rolls it makes on melee attacks.

Sharp Claw.

Prerequisite: 5th-level artificer.

The Claws of your Night creature becomes sharper. Your Night Creature gains 1d6 slashing damage to its claw attack.

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Cursed Healing.

Prerequisite: 7th-level artificer.

Your Night Creatures body now can magically heal itself.

At the start of each of its turns, it regains hit points equal to its Constitution modifier if it has at least 1 hit point. It also regains lost limbs when it finishes a short or long rest.

Demon Wings.

Prerequisite: 7th-level artificer.

Your Night Creature gains demonic wings. It gains a flying speed of 30 feet.

Night Servant.

Prerequisite: 7th-level artificer. (Requires attunement)

You now infuse your Night Creature with cursed powers so it can assume the form of an Abyssal Knight. You now replace the stat block of your Night Creature with the stat block of a Night Servant. The stat blocks of the creature is shown in the end of this sub-class.

Night Spider.

Prerequisite: 7th-level artificer. (Requires attunement)

You now infuse your Night Creature with cursed powers so it can assume the form of an Abyssal Spider. You now replace the stat block of your Night Creature with the stat block of a Night Spider. The stat blocks of the creature is shown in the end of this sub-class.

Abyssal Shadow.

Prerequisite: 9th-level artificer. (Requires attunement)

You now infuse your Night Creature with cursed powers so it can assume the form of an Demonic Shadow. You now replace the stat block of your Night Creature with the stat block of a Abyssal Shadow. The stat blocks of the creature is shown in the end of this sub-class.

Cursed Magic.

Prerequisite: 9th-level artificer. (Requires attunement)

Your Night Creature can now gain the ability to cast spells. Its Intelligence stats also becomes 18.

Innate Spellcasting: The Night Creature's spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells:

Frequency Spells
At will Thaumaturgy
3/day each Disguise Self, Inflict Wounds
1/day each Flame Sphere, Flame Blade
Burning Soul.

Prerequisite: 11th-level artificer.

Your Night Creature gains resistance to fire and cold damage. It also gains the following trait:

Heated Body. A creature that touches the Night Creature or hits it with a melee attack while within 5 feet of it takes 1d6 fire damage. In addition, all your Night Creature's attacks deal additional 1d6 fire damage.

Stone Armor:

Prerequisite: 11th-level artificer.

Your Night Creature's body is now cover with blocks of stone. It gains Resistance from Bludgeoning, Piercing and Slashing damage from non-magical attacks, as well as a bonus of 3 to its AC.

Deadly Claw:

Prerequisite: 13th-level artificer.

The Claws of your Night creature become much sharper and deadlier. Your Night Creature gains 2d6 slashing damage to its claw attack.

Killer Instincts:

Prerequisite: 13th-level artificer.

Your Night Creature battle instincts naturally make him a ferocious killer. It gains a +3 bonus to attack and damage rolls it makes on melee attacks. In addition, any melee attack roll it makes is a critical hit on a roll of 19 or 20 on the d20.

Shamantic Demon:

Prerequisite: 13th-level artificer, and the Demon must have Cursed Magic infused in it.

Your Night Creature Spellcasting ability is now even stronger. Its Intelligence stats also becomes 20.

Innate Spellcasting: The Night Creature's spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells:

Frequency Spells
At will Thaumaturgy, Disguise Self, Inflict Wounds
3/day each Flame Sphere, Flame Blade
1/day each Fear, Fireball
Night Troll:

Prerequisite: 15th-level artificer. (Requires attunement)

You now infuse your Night Creature with cursed powers so it can assume the form of an Abyssal Troll. You now replace the stat block of your Night Creature with the stat block of a Night Troll. The stat blocks of the creature is shown in the end of this sub-class.

Night Angel:

Prerequisite: 15th-level artificer. (Requires attunement)

You now infuse your Night Creature with cursed powers so it can assume the form of a fallen angel. You now replace the stat block of your Night Creature with the stat block of a Night Angel. The stat blocks of the creature is shown in the end of this sub-class.

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Night Creature Stats


Night Creature

Medium fiend, chaotic evil


  • Armor Class 15 (natural armor)

  • Hit Points its Constitution modifier + your Intelligence modifier + 5 times your artificer level (the demon has a number of Hit Dice [d8s] equal to your artificer level)

  • Speed 30ft.


STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 14 (+2) 9 (-1) 14 (+2) 7 (-2)

  • Saving Throws Str +6, Wis +4
  • Skills Athletics +6, Perception +4
  • Condition Immunities exhaustion
  • Senses Darkvision 60ft., passive Perception 14
  • Languages Abyssal
  • Challenge 1/2

Actions

Claw Attack. Melee Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage.


Nightling Creature

Small fiend, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points its Constitution modifier + your Intelligence modifier + 5 times your artificer level (the demon has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 12 (+1) 9 (-1) 14 (+2) 7 (-2)

  • Saving Throws Dex +5, Wis +4
  • Skills Acrobatics +5, Perception +4,
  • Sleight of Hand +5, Stealth +5
  • Condition Immunities exhaustion
  • Senses Darkvision 60ft., passive Perception 14
  • Languages Abyssal
  • Challenge 1/2

Actions

Claw Attack. Melee Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage.


Night Spider

Medium fiend (demon), chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points its Constitution modifier + your Intelligence modifier + 5 times your artificer level (the demon has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 9 (-1) 11 (+0) 4 (-3)

  • Saving Throws Str +5, Dex +7
  • Skills Stealth +7
  • Condition Immunities exhaustion
  • Senses Blindsight 10 Ft., Darkvision 60ft.,
  • passive Perception 10
  • Languages Abyssal
  • Challenge 5

Spider Climb: The Night Spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense: While in contact with a web, the Night Spider knows the exact location of any other creature in contact with the same web.

Web Walker: The Night Spider ignores Movement restrictions caused by webbing.


Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 Hit Points, the target is stable but Poisoned for 1 hour, even after regaining Hit Points, and is Paralyzed while Poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an action, the Restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

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Night Servant

Medium fiend, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points its Constitution modifier + your Intelligence modifier + 5 times your artificer level (the demon has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 17 (+3) 9 (-1) 14 (+2) 7 (-2)

  • Saving Throws Str +7, Dex +7
  • Skills Acrobatics +7, Athletics +7, Perception +5
  • Condition Immunities exhaustion
  • Senses Darkvision 60ft., passive Perception 15
  • Languages Abyssal
  • Challenge 5

Actions

Sword Attack. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) slashing damage.

Crossbow Attack. Ranged Weapon Attack: +7 to hit, reach 20/60ft., one target. Hit 9 (1d10 + 4) piercing damage.

Reactions

Parry. The Night Servant adds 2 to his AC against one melee attack that would hit him. To do so, it must see the attacker and be wielding a melee weapon.


Abyssal Shadow

Medium fiend (demon), chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points its Constitution modifier + your Intelligence modifier + 5 times your artificer level (the demon has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 30ft.

STR DEX CON INT WIS CHA
1 (-5) 18 (+4) 12 (+1) 14 (+2) 14 (+2) 7 (-2)

  • Saving Throws Dex +7, Wis +5
  • Skills Stealth +7
  • Damage Vulnerabilities Radiant
  • Damage Immunities Necrotic, Poison
  • Condition Immunities exhaustion, grappled,
  • paralyzed, petrified, poisoned, prone, restrained
  • Senses Darkvision 120ft., passive Perception 12
  • Languages Abyssal
  • Challenge 5

Light Sensitivity. While in bright light, the Abyssal Shadow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Shadow Stealth. While in dim light or darkness, the Abyssal Shadow can take the Hide action as a bonus action.


Actions

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) psychic damage or, if the demon had advantage on the attack roll, 14 (3d6 + 4) psychic damage.

Following Shadow. The Abyssal Shadow chooses one creature within 10 feet of it. That creature must then succeed on a Wisdom saving throw, or the Abyssal Shadow hides inside the creature normal shadow. A creature can also willing fail this save. While the Abyssal Shadow is hidden in this way, it occupies the same space as that creature, it becomes incapacitated and it cannot take any damage. Other creatures cannot detect the Abyssal Shadow while it's hidden this way, unless they use a spell such as Detect Evil and Good. The Abyssal Shadow can willingly exit the creature's shadow at anytime. It forcefully exits the creature's shadow if that creature takes any radiant damage, or if a spell such as Protection from Evil and Good is cast on that creature.

Forgemaster

Night Troll

Large fiend, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points its Constitution modifier + your Intelligence modifier + 5 times your artificer level (the demon has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)

  • Saving Throws Str +7, Con +8
  • Skills Athletics +7, Perception +2
  • Condition Immunities exhaustion
  • Senses Darkvision 60ft., passive Perception 12
  • Languages Abyssal, Giant
  • Challenge 5

Keen Smell. The Night Troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The Night Troll regains 10 hit points at the start of its turn. If the Night Troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Giant Claw Attack. Melee Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage.


Night Angel

Medium fiend, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points its Constitution modifier + your Intelligence modifier + 5 times your artificer level (the demon has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 30ft., fly 30ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 16 (+3) 14 (+2) 7 (-2)

  • Saving Throws Str +8, Con +6
  • Skills Acrobatics +6, Athletics +8, Perception +5
  • Condition Immunities exhaustion
  • Senses Truesight 30 Ft., passive Perception 15
  • Languages Abyssal, Celestial
  • Challenge 5

Innate Spellcasting. The Night Angel's spellcasting ability is Intelligence (spell save DC 14). The Night Angel can innately cast the following spells:

At will: Detect evil and good.

3/day each: Sanctuary, Searing Smite.

Actions

CurseSword Attack. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 10 (1d10 +5) slashing damage plus 5 (1d10) necrotic damage.

Credits

Image on page 1 made by @allysonmaciel on Instagram (https://www.instagram.com/p/B-R9RNoHU9g/)

Image on page 2 made by ttenri on Devianart (https://www.deviantart.com/ttenri/art/I-suspect-you-have-questions-779859355)

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