Demoniac
A tiefling, clad in blood red armor carved with strange, Abyssal runes, stands ready as a noble paladin prepares to charge at him. As the paladin runs towards him, summoning divine power, the tiefling, a type of demonic knight called a demoniac, pulls the fiendish energy of the Abyss to resist the paladin's divine might. Before the paladin can smite him, though, the tiefling unleashes a wave of necrotic energy, knocking the paladin backwards. The tiefling quickly runs forward, and strikes the paladin with a sword blazing with Abyssal might.
A human kneels down before a lesser, yet powerful, demon. She holds out her arms and turns them upwards, exposing her forearms to the steaming brand the demon now holds. Having been instructed in the ritual beforehand, the human mutters a memorized string of demonic words, and strange, Abyssal energy begins to radiate from her. The demon bathes in this energy for a moment, before muttering a prayer of his own and moving forward, leaning down, and pressing the brand to her forearms, one at a time. The human clenches her teeth in agony, but does not cry out (for she knows that showing such a sign of weakness will get her killed). Now, branded upon her forearms, are arcane, demonic runes that give her power, but also mark her servitude to the demon princes of the Abyss.
Whatever their origin, demoniacs have one greater purpose- to serve the Abyss and carry out the will of the demon princes. Whether they be colonists, serving to spread the fiends of the Abyss throughout the planes, warriors, fighting on the front lines of the Blood War, or agents, gathering information about the greater world, the enemy, or something else, demoniacs can be found all throughout the planes. These mighty warriors, sometimes called "anti-paladins," gain their martial and magical prowess from strange Abyssal rituals they must go through to become demoniacs.
Demonic Power
A demoniac gains its power by going through an Abyssal ritual. To go through this ritual, wannabe demoniacs often search out or summon demons of the Abyss, sometimes lesser demons who strive to rise to up to be equal with the demon princes, or a representative of a demon prince. On the other hand, some demoniacs gained their powers through years of search, wandering the lands in search of records documenting the Abyssal ritual, and finally performing it upon themselves. No matter how a demoniac gains its power, all demoniacs have Abyssal runes branded into some part of their body, in at least two places. These runes are the source of power, that hold the power of the demoniac, and that draw from the power of the Abyss.
Never Normal
A demoniac never leads a normal life. Demoniacs throughout the world are feared, due to their Abyssal roots, and rarely find welcome in any settlement. A demoniac is often on the move, leading a life of adventure in the name of their Abyssal master. Those few independent demoniacs who gained their powers without demonic assistance are still unwelcome in most settlements, and often live a free-roaming life, wandering the world, looking for excitement, riches, and work (although hated in most settlements, among some, the
Demoniac
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Abyssal Rune | — | — | — | — | — |
| 2nd | +2 | Fighting Style, Spellcasting, Abyssal Smite | 2 | — | — | — | — |
| 3rd | +2 | Abyssal Constitution, Aura of Horror | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
| 5th | +3 | Extra Attack | 4 | 2 | — | — | — |
| 6th | +3 | Abyssal Rune feature | 4 | 2 | — | — | — |
| 7th | +3 | Warrior of the Abyss | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
| 9th | +4 | ─ | 4 | 3 | 2 | — | — |
| 10th | +4 | Abyssal Conquerer | 4 | 3 | 2 | — | — |
| 11th | +4 | Abyssal Rune feature | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
| 13th | +5 | ─ | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Necrotic Terror | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Boon of a Demon Prince | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | ─ |
| 17th | +6 | ─ | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Abyssal Rune feature | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Abyssal Intervention | 4 | 3 | 3 | 3 | 2 |
fearsome reputation of demoniacs has gained them renown as excellent warriors, thugs, and assassins). Some demoniacs deceive those who hire them, in order to carry out orders from the Abyss. On the other hand, some Abyssal demons appreciate the treasure and rewards this work brings, and help the demoniac along.
Demoniacs are willing to do anything to carry out orders. Whether they be from a cult leader they serve, a client who has hired them, or directly from the Abyss itself, demoniacs put their life on the line time and time again to serve. Many demoniacs get too confident in their might, and come to think that the might of the Abyss prevents them from dying- which is totally untrue. Many over-confident demoniacs have died attempting to take on enemies or dungeons greater than themselves.
Creating a Demoniac
The most important aspect of a demoniac character is how he or she got his or her Abyssal powers. Did you gain your powers through careful study, uncovering the secrets to the ancient, Abyssal ritual? Did you call upon another, more powerful demoniac to aid you in your transformation into
one? Were you born with these demoniac powers, a cambion of one of the Abyssal demons? Or did you find a way to contact the demons of the Abyss, and make a pact with them? Different Abyssal runes are branded into you through each method, each detailed at the end of the class description.
Furthermore, think about what drove you to become a demoniac. Were you awestruck by the sight of another wielding the powers of the Abyss? Do you have demonic ancestry in your bloodline, and want to harness it? Did another demoniac see your potential, and convert you? Or were you simply filled with lust and greed to wield the might of the Abyss?
As wielders of the power of the Abyss, demoniacs are rarely of any good alignment. Most have no qualms against killing, stealing, or other crimes, as long as they put their needs forwards. Some demoniacs, though, especially those with no ties to the demons of the Abyss, use their evil powers for good, standing alongside paladins, fighting evil.
Quick Build
You can make a demoniac quickly by following these suggestions. First, Strength should be your highest score, followed by Intelligence. Second, choose the Soldier or Criminal background.
Class Features
As a demoniac, you gain the following class features.
Hit Points
Hit Dice: 1d10 per demoniac level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per demoniac level after first
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Intelligence
Skills: Choose two from Athletics, Arcana, Intimidation, History, Religion, and Investigation
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
Abyssal Rune
To become a demoniac, you must take part in an ancient Abyssal ritual, in which Abyssal runes are branded into some part of your body. When you make a demoniac character, at 1st level, choose the Rune of Study, the Rune of Servitude, or the Rune of the Cambion, detailed at the end of the class description.
Your choice grants you features at 1st level and again at 6th, 11th, and 18th level. Those features include rune spells and the Abyssal Blessing feature.
Rune Spells
Each Abyssal Rune has a list of associated spells. You gain access to these spells at the levels specified in the rune description. Once you gain access to a rune spell, you always have it prepared. Rune spells don't count against the number of spells you can prepare each day.
If you gain an rune spell that doesn't appear on the
demoniac spell list, the spell is nonetheless a demoniac spell for you.
Abyssal Blessing
Your rune allows you to draw upon the power of the Abyss to fuel magical effects. Each Abyssal Blessing option provided by your rune explains how to use it.
When you use your Abyssal Blessing, you choose which option to use. You must then finish a short or long rest to use your Abyssal Blessing again.
Some Abyssal Blessing effects require saving throws. When you use such an effect from this class, the DC equals your demoniac spell save DC.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a fighting style more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature that you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Blind FIghting
Being unable to see a creature doesn't impose disadvantage on your attack rolls against it, provided the creature isn't hidden from you.
Interception
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Spellcasting
By 2nd level, you have learned to draw on Abyssal magic through strange, arcane rituals and to cast spells. See chapter 10 of the Player's Handbook for the general rules on spellcasting and the end of the class description for the demoniac spell list.
Preparing and Casting Spells
The demoniac table shows how many spell slots you have to cast your spells. To cast one of your demoniac spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of demoniac spells that are available for you to cast, choosing from the demoniac spell list. When you do so, choose a number of demoniac spells equal to your Intelligence modifier + half your demoniac level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level demoniac, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st or 2nd level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of demoniac spells requires time spent in prayer and meditation, carrying out Abyssal rituals to harness the magical power: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your demoniac spells, since their power derives from your knowledge of arcane, Abyssal rituals. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a demoniac spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use a holy symbol (which is treated as an Abyssal symbol) as a spellcasting focus for your demoniac spells.
Abyssal Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one demoniac spell slot to deal necrotic damage and poison the target, in addition to the weapon's damage. The extra damage is 2d4 for a 1st level spell slot, plus 1d4 for each spell level higher than 1st, to a maximum of 5d4. The damage increases by 1d6 if the target is a celestial. In addition, the target must make a Constitution saving throw against your spell save DC, or be poisoned until the end of it's next turn.
Abyssal Constitution
By 3rd level, the power of the Abyss had made you tougher. You have resistance to poison damage, and advantage on saving throws against being poisoned.
Aura of Horror
When you reach 3rd level, you can choose emanate a frightening aura of Abyssal power. When you use this power, choose a number of creatures within 30 feet of you equal to your Intelligence modifier. All of the creatures you choose must make a Charisma saving throw against your spell save DC or be frightened of you until the end of your next turn.
You can use this feature a number of times equal to your Intelligence modifier (minimum of one). You regain all expended uses at the end of a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase on ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 in this way.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Warrior of the Abyss
By 7th level, you have learned to harness the power of the Abyss to infuse your weapons with necrotic energy. When you hit a target with a melee weapon attack, you can choose to do necrotic damage instead of the original damage type.
Abyssal Conquerer
By 10th level, your powers have grown enough that you can use your Abyssal powers to gain allies. As an action, you can use this power to cause up to two corpses within 30 feet of you to become Abyssal Wretches (see the Abyssal Wretch stat block in Mordenkainen's Tome of Foes ) under your control. The Abyssal Wretches act directly after your turn, and they are under your control for 24 hours, after which they return to their previous state as inanimate corpses.
You can use this feature a number of times equal to 1 + your Intelligence modifier. You regain all expended uses when you finish a long rest.
Necrotic Terror
At 14th level, you have learned to unless a powerful blast of necrotic, Abyssal energy to decimate your foes. As an action, you can unleash a wave of necrotic energy from yourself, pulling the energy from the depths of the Abyss. Each creature within 30 feet of you must make a Dexterity saving throw against your spell save DC, taking 8d6 necrotic damage on a failure or half as much on a success. You can use this feature once, regaining an expended use with the completion of a long rest.
Boon of a Demon Prince
At 15th level, you gain a demonic boon, pulling from the power of one of the demon princes of the Abyss. Choose one of the following boons:
Boon of Baphomet
As a bonus action, you can magically create a psychic link with one creature you can see. For the next hour, as a bonus action, you learn the current distance and direction to the target if it is on the same plane of existence as you. The link ends if you are incapacitated or if you use this ability on a different target.
Boon of Demogorgon
Choose Intelligence, Wisdom, or Charisma. You gain advantage on saving throws of that type.
Boon of Fraz-Urb'luu
You have advantage on Wisdom (Perception) checks. Once per short rest, as a bonus action, you can detect all hidden creatures within 10 feet of you.
Boon of Graz'zt
As a reaction when you take damage from a critical hit, you can give yourself advantage on one ability check, saving throw, or attack roll until the end of your next turn.
You can use this ability twice, and regain all expended uses at the end of a short or long rest.
Boon of Juiblex
You can infuse your weapons with acid just by touching them. As a bonus action, you can touch the blade of a melee weapon you are holding, or the ammunition of ranged weapon you are holding, and change the damage type to acid instead of the original damage type.
Boon of Orcus
You radiate a protective aura. Any creatures (of your choice) within 5 feet of you are immune to the frightened condition.
Boon of Yeenoghu
You gain the following natural weapon: Gnashing Jaws. Melee Weapon Attack: bonus to hit equal to your proficiency bonus plus your Strength modifier, reach 5 ft., one target. Hit: 1d4 + your Strength modifier piercing damage. On a hit, you can also expend one 1st level demoniac spell slot to gain temporary hit points equal to the damage you dealt.
Boon of Zuggtmoy
You are immune to the charmed condition. Also, you learn the poison spray cantrip.
Abyssal Intervention
By 20th level, you have grown so powerful that you can ask the demons of the Abyss for aid. As an action, describe aloud what intervention you seek. Then, roll a d20 and add your Intelligence modifier. If the total is equal to 20 or higher, a demon intervenes. The DM determines the nature of the intervention, and the exact effects.
If a demon intervenes, you can't use this feature again for 7 days. Otherwise, you regain use of this feature after the completion of a long rest.
Abyssal Runes
To become a demoniac, you must undergo an ancient Abyssal ritual. During this ritual, Abyssal runes are branded onto your skin (you choose where). These runes are the source of your power, and they are what allow you to pull power from the Abyss. Depending on how you performed the ritual, you have different runes, and therefore different abilities. Choose one of the following Abyssal Runes.
Rune of Study
The Rune of Study is the only rune that has been documented, and the only one that can be found without assistance. Therefore, the rune of study is the Abyssal Rune that demoniacs who gained their powers through years of search and study have branded into them. Demoniacs of the Rune of Study are often selfish and antisocial, keeping to themselves and doing things that benefit them while carefully observing their enemies to learn their weaknesses. Furthermore, demoniacs of the Rune of Study are often manipulative, rather than using direct force.
Rune Spells
You gain rune spells at the demoniac levels listed.
| Demoniac Level | Spells |
|---|---|
| 3rd | charm person, identify |
| 5th | detect thoughts, gift of gab** |
| 9th | clairvoyance, sending |
| 13th | arcane eye, divination |
| 17th | animate objects, commune |
Abyssal Blessing: Knowledge of Demons
At 1st level, when you choose this rune, you gain an Abyssal Blessing option. As an action, you can activate this Abyssal Blessing. Choose one creature you can see within 30 feet of you. You learn its damage weaknesses, resistances, and immunities (if any), as well as its remaining HP as a percentage of its total (for example, if the creature has a total of 10 HP, and has 2 HP remaining, you learn
Intelligent Defense
Starting at 1st level, Wwhile you are wearing light or medium armor, you can choose to use your Intelligence modifier instead of your Dexterity modifier to determine your AC (all limitations still apply, and if you have a negative Dexterity modifier, it is applied no matter what).
Demonic Insight
At 6th level, you have learned to call on the power of the Abyss to allow you to better place your attacks for maximum damage. When you hit a creature with a weapon attack, you can activate this ability to turn that hit into a critical hit.
You can use this feature once. You regain an expended use at the end of a long rest.
Unusual Nature
By 11th level, you have learned to harness the power of the Abyss to grant yourself unusual capabilities. You no longer need food or drink.
Abyssal Blessing: Abyssal Transformation
At 18th level, this rune grants you another Abyssal Blessing option. As a bonus action, you can invoke this blessing to transform into a Rutterkin (see the stat block in Mordenkainen's Tome of Foes). You can stay in this form for up to an hour, unless you dismiss it earlier (no action required), or are reduced to 0 HP. When you are reduced to 0 HP, you return to your normal form, at the amount of HP you had before you transformed. If you take more damage than you have remaining in your Rutterkin form, the remaining damage carries over to your normal form (For example, if you have 20 HP remaning in your Rutterkin form, and 130 in your normal form, and take 30 damage, your Rutterkin form is reduced to 0 HP, and you revert to your normal form. Then, since you took 10 more damage than your Rutterkin form had, you take 10 more damage in your normal form, reducing you to 120 HP).
Rune of Servitude
The Rune of Servitude is gained when you swear servitude to a demon, or a greater demoniac. This rune grants Abyssal powers that allow for the control of others, as a patron's power of control carries over into its demoniac underlin. The Rune of Servitude is the easiest route for someone to take to become a demoniac (unless they are a demonic cambion). Many demoniacs of the Rune of Servitude serve on the front lines of the Blood War, but others are deployed throughout the planes as adventures, searching for allies and treasure for their masters. Many demoniacs of the Rune of Servitude take a lesser companion or disciple, as they like the feeling of being in control, as opposed to always being controlled by their patron.
Rune Spells
You gain rune spells at the demoniac levels listed.
| Demoniac Level | Spells |
|---|---|
| 3rd | find familiar, shield |
| 5th | find steed, hold person |
| 9th | enemies abound*, spirit guardians |
| 13th | charm monster, summon greater demon* |
| 17th | dominate person, hold monster |
Abyssal Blessing: Patron's Hunter
At 1st level, when you choose this rune, you gain an Abyssal Blessing option. You gain this Abyssal Blessing from your patron, to help you search for creatures and treasure that your patron wants, but you can use it for your own use, as well. As an action, you can speak the name of a specific treasure or creature (it must be its exact, full name). You learn what plane of existence it is on. In addition, if it is on the same plane as you, you learn how many miles it is from you, and in which direction it lies.
Patron's Protection
Starting at 1st level, you are in servitude to a demon or another, more powerful demoniac. You are valuable to them,
and they grant you special protection to help you stay alive. You gain a +1 bonus to your AC.
Forceful Command
By 6th level, you have learned to call on some of your patron's imposing power to command other creatures to do your will. As a reaction when you take damage, you can force one creature you can see within 30 feet to make a melee weapon attack against one other creature within 5 feet of it.
You can use this feature once. You regain an expended use at the end of a long rest.
Always Alert
By 11th level, your patron has granted you unusual powers that allow you to always be alert. You no longer need sleep. Instead, to gain the benefit of a long rest, you must spend 8 hours doing only light activity, such as reading, eating, or keeping watch (walking around on patrol would not be acceptable).
Abyssal Blessing: Demonic Curse
At 18th level, you gain a new Abyssal Blessing Option. You have learned to call upon your patron to curse another creature. After you hit a creature with an attack (of any kind), you can summon Abyssal power to place a curse on them (no action required). To hold this curse, you must concentrate on it (use the concentration rules in Chapter 10 of the Player's Handbook ). The curse lasts for a minute, unless the creature is killed or you lose concentration. While under the effect of this curse, a creature is woozy and disoriented. Attack rolls against them have advantage, and they have disadvantage on attack rolls.
Rune of the Cambion
The Rune of the Cambion is very rare, as only demonic cambions, those who already have demonic blood in them, are granted this rune. The Rune of the Cambion allows a demonic cambion to harness his or her inner power, and become a powerful demoniac. Many cambions, who are rarely accepted in normal society, become demoniacs, to live a free, adventurous life. Demoniacs of the Rune of the Cambion often value their freedom above all else. Furthermore, demoniacs of the Rune of the Cambion sometimes become cult leaders, as their demonic blood makes them more in touch with the will of the Abyss. A demoniac of the Rune of the Cambion draws the most raw power from the Abyss, and therefore often fight on the front lines of battle.
Rune Spells
You gain rune spells at the demoniac levels listed.
| Demoniac Level | Spells |
|---|---|
| 3rd | magic missile, searing smite |
| 5th | flame blade, scorching ray |
| 9th | pulse wave****, lightning bolt |
| 13th | fire shield, wall of fire |
| 17th | flame strike, maelstrom |
Abyssal Blessing: Fiery Shroud
When you choose this rune at 1st level, you gain an Abyssal Blessing option. As a bonus action, you can invoke this Abyssal Blessing to summon a fiery shroud that surrounds your body. The shroud lasts for 1 minute, but you must concentrate on it as you would a spell (see Chapter 10 of the Player's Handbook for the rules on concentration). While the shroud is active, if you are hit by a melee weapon attack, the attacker also takes 1d4 fire damage as your shroud burns them (you still take the regular damage from the weapon attack).
Extra Proficiency
Starting at 1st level, the might of the Abyss is apparent in your appearance. You gain proficiency in Charisma (Intimidation) checks, and advantage on Charisma (Intimidation) checks if you are in darkness, as the darkness accentuates your demonic, Abyssal features.
Demonic Features
At 6th level, your demonic bloodline has started to become more apparent. Choose one of the following bloodlines to gain traits specific to one of the demon princes:
Bloodline of Baphomet
You are a cambion of Baphomet, the Horned King. You are a natural hunter, and you learn the hunter's mark spell. Also, you sprout horns like those a bull upon your head, and you can make a melee weapon attack with them:
Goring Horns. Melee Weapon Attack: bonus to hit equal to your proficiency bonus + your Strength modifier, reach 5 ft., one target. Hit: 1d6 + your Strength modifier piercing damage.
Bloodline of Demogorgon
Your bloodline is known for its rage and brute strength. You like to meet challenges with force. You sprout a pair of tentacles from your shoulders, above your arms, similar in appearance to those upon Demogorgon, the demon prince. They cannot be used for precision, and only simple tasks, such as opening doors, can be done with them. You can also make a melee weapon attack with them as an action:
Tentacle Whip. Melee Weapon Attack: bonus to hit equal to your proficiency bonus + your Strength modifier, reach 10 ft., one target. Hit: 1d4 + your Strength modifier slashing damage and 1d4 poison damage. You can spend a 1st level demoniac spell slot to increase one of the d4 to a d6, or two 1st level spell slots to increase both d4s to d6s.
Bloodline of Fraz-Urb'luu
Your bloodline is known for its deceitful trickery ways. You are also fast, and can escape on a pair of Abyssal wings. When you choose this bloodline, you sprout a pair of black raven wings, and gain a flying speed equal to your walking speed. Also, choose between Dexterity (Stealth) and Charisma (Deception). You gain proficiency in whichever you choose.
Bloodline of Graz'zt
You are able to defend yourself by distracting your enemies with pleasure. As a reaction when you are hit by an attack that originated from a creature within 5 feet of you,
you can cause that creature to be overwhelmed with pleasure, causing that creature to fall prone, unaware of it's surroundings, for 1 minute.
Bloodline of Juiblex
Your bloodline is a strange one, for Juiblex is an alien creature of slime. You gain some of Juiblex's power. You secrete a sticky mucus with which you can stick to walls. You gain a climbing speed of 20 feet.
Also, you are able to channel that mucus to create a Gray Ooze under your control. It acts directly after your turn in the initiative order, and you decide what it does on its turn.
You can summon a Gray Ooze once. You regain an expended use at the completion of a long rest.
Bloodline of Orcus
Due to your bloodline's relation with undeath, you have begun to become more and more like an undead creature. You do not need to breath, and you can move without making a sound. Due to this, you gain advantage on Dexterity (Stealth) checks that you make to avoid being heard. Also, you learn the false life spell.
Bloodline of Yeenoghu
Your bloodline is one of bestial, primal instinct. You gain strange, shapeshifting powers, and can transform into a hybrid between a hyena and your current state. As an action, you can transform into your hybrid form. Use the Gnoll stat block for this form. This form lasts for an hour, unless you dismiss it earlier (no action required) or drop to 0 hit points. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in hybrid form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You can use this ability a number of times equal to your Intelligence modifier (minimum of one). You regain all expended uses at the end of a long rest.
Bloodline of Zuggtmoy
Due to your strange, fungal ancestry, you are constantly surrounded by a shroud of normally harmless spores. As an action, you can provoke these spores to release poisonous gas. All creatures within 10 feet must make a Constitution saving throw against your spell save DC or take 1d6 poison damage.
You can use this ability a number of times equal to your Intelligence modifier (minimum of one). You regain all expended uses at the end of a long rest.
Demonic Immunity
By 11th level, your demonic bloodline has become apparent enough that normal diseases don't effect you. You are immune to disease.
Abyssal Blessing: Demonic Servants
By 18th level, you have grown powerful enough that you can summon weak demons to aid you. As an action, you can call upon the might of the Abyss to cause two small demons to appear in front of you (use the Cackler stat block from Guildmasters' Guide to Ravnica).
These demons follow you until destroyed. They act directly after your turn in the initiative order, and you decide what they do on your turn. They cannot take the Attack action unless you take a bonus action to command them to. If you do not command them to do anything, they take the Dodge action on their turn.
Demoniac Spell List
The following spells are available to all demoniacs.
1st Level
Absorb Elements
Arms of Hadar
Bane
Burning Hands
Chaos Bolt*
Chromatic Orb
Command
Compelled Duel
Comprehend Languages
Detect Evil and Good
Detect Magic
Disguise Self
Dissonant Whispers
Distort Value**
False Life
2nd Level
Acid Arrow
Aganazzar's Scorcher***
Alter Self
Augury
Cloud of Daggers
Crown of Madness
Darkness
Heat Metal
3rd Level
Animate Dead
Bestow Curse
Counterspell
Dispell Magic
Erupting Earth***
Fast Friends**
Fear
Feign Death
Fireball
Melf's Minute Meteors***
4th Level
Banishment
Black Tentacles
Blight
Compulsion
Death Ward
Faithful Hound
5th Level
Arcane Hand
Banishing Smite
Cloudkill
Contagion
Destructive Wave
Enervation
*Included in Xanathar's Guide to Everything
**Included in Acquisitions Incorporated
***Included in Elemental Evil Player's Companion
****Included in Explorer's Guide to Wildemount