Demonologist

The Demonologist is a mortal scholar of the infernal who binds fiends through geometry and will rather than pacts. Other warlock-adjacent spellcasters kneel before patrons; the Demonologist kneels to no one. They draw summoning circles in blood, salt, and silver-dust, tear a hole between planes, and pull something screaming through. What comes through is not a servant. It is a hostage of the circle—and the moment the Demonologist's discipline slips, it becomes a predator.

Class Features

Hit Die d8
Primary Ability Intelligence, Charisma
Saving Throws Intelligence, Charisma
Archetype Companion
Ability Categories spellcasting, companions, martial_abilities
Caster Progression Half

Proficiencies

Armor Light armor
Weapons Simple weapons
Tools Alchemist's supplies, Calligrapher's supplies
Skills Choose two from Arcana, Deception, History, Intimidation, Investigation, Religion, and Sleight of Hand

Class Resources

Warding Sigils

Max 4

Inscribed protective glyphs that mark creatures as 'not prey' and empower your commands. Maximum value: 4 at class level 1, increasing by 1 at levels 3, 5, 7, 9, and by 2 at levels 6, 15, 19 (maximum 10 at level 19; doubles during any combat where you have at least one fiend summoned once you reach level 20).

Reset
Long Rest
Spending
Spend Warding Sigils on: ward spells (1 per warding spell as listed), Reassert Circle (2), Reassert Grand (4), Planar Mortgage (5), and any martial ability that lists a Sigil cost. A Sigil spend is always declared as part of the action that uses it.
Recovery
Regain all Warding Sigils on a Long Rest. Regain 1 Sigil on a Short Rest spent re-drawing circles (no other activity). Some subclass features (Diabolist's Ledger of Debts) and the Feeding Time ability can restore Sigils during combat, up to the maximum. At level 20, Master of the Sealed Page doubles your maximum during any combat with at least one summoned fiend.

Class Abilities

Spellcasting

Spellcasting Ability Charisma
Cantrips Known 2
Spells Known 4
Ward of the Unbitten
Cantrip abjuration
Casting Time: Action
Range: Touch
Target: One creature
Components: V, S, M (a drop of your blood)
Duration: 1 round
Movement: None
Attack / Save: None
Defense: None

You draw a small glyph in the air; summoned fiends see it and file the wearer under 'property of the boss.'

Rules Text:

The target gains a Warding Sigil glyph. Fiends you have summoned will not target the warded creature with attacks, spells, or harmful abilities for the duration. This ward ends early if the warded creature attacks the fiend. Cantrip upgrade: duration becomes 1 minute at class level 5, and warded creatures gain resistance to fire damage from your fiends at class level 11.

Condition
Conditions: Warded (fiends you summoned cannot target the warded creature)
Duration: 1 round
At Higher Levels:

Duration increases as noted in Cantrip upgrade; fire resistance at class level 11 against your fiends only.

Lesser Summoning (Imp)
Level 1 conjuration
Casting Time: Action (1 minute ritual)
Range: Self (10-foot circle)
Target: Self (summons 1 Imp, CR 1)
Components: V, S, M (chalk and a pinch of iron filings worth 10 gp, consumed)
Duration: Concentration, up to 10 minutes
Movement: None
Attack / Save: None
Defense: None

The smallest hole in reality, and the smallest thing that crawls through it.

Rules Text:

You summon an Imp (SRD statblock) inside your Summoning Circle. The imp acts on its own initiative, is hostile by default (it prefers ranged fire attacks but obeys Circle Discipline checks), and unwarded creatures are fair game. On later casting with higher-level slots, you may instead summon a CR 2 fiend (2nd-level slot) or two imps (3rd-level slot).

Summon
Conditions: Fiend summoned inside circle
Duration: Concentration, up to 10 minutes
At Higher Levels:

2nd-level slot: CR 2 fiend. 3rd-level slot: two imps.

Salt Line
Level 1 abjuration
Casting Time: Action
Range: 60 feet
Target: A line or circle up to 30 feet long on a solid surface
Components: V, S, M (a handful of salt)
Duration: 10 minutes
Movement: None
Attack / Save: None (fiends must make a DC equal to your spell save DC to cross)
Defense: None

An old precaution drawn in a panic is worth ten wards cast in comfort.

Rules Text:

Fiends of CR 5 or lower cannot willingly cross the line. Higher-CR fiends must succeed on a Charisma saving throw against your spell save DC each time they attempt to cross. Creatures of other types pass freely.

Condition
Conditions: Barrier to fiends
Duration: 10 minutes
At Higher Levels:

CR threshold increases by 2 per slot level above 1st.

Infernal Retort
Level 1 evocation
Casting Time: Reaction (when a creature you can see within 60 feet takes damage)
Range: 60 feet
Target: The creature that dealt the damage
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Dexterity save (your spell save DC)
Defense: None

Your circle bites back.

Rules Text:

A whip of hellfire lashes the attacker: 2d6 fire damage on a failed save, half on a success. If you have a fiend summoned, the whip deals 3d6 instead.

Damage
Damage: 2d6 fire
Duration: Instantaneous
At Higher Levels:

+1d6 per slot level above 1st.

Warding Glyph (Mass)
Level 2 abjuration
Casting Time: Action
Range: 30 feet
Target: Up to 3 creatures you can see
Components: V, S, M (silver dust worth 25 gp)
Duration: Concentration, up to 10 minutes
Movement: None
Attack / Save: None
Defense: None

Wards, distributed at scale. Expensive, but cheaper than a funeral.

Rules Text:

Each target gains the Ward of the Unbitten benefit (your summoned fiends cannot target them) plus 1d8 temporary hit points per your class level (maximum 5d8 at level 10). Cost: 1 Warding Sigil in addition to the spell slot.

Buff
Conditions: Warded, Temporary HP 1d8/level (max 5d8)
Duration: Concentration, up to 10 minutes
At Higher Levels:

One additional target per slot level above 2nd.

Summon Minor Fiend (Bearded Devil)
Level 2 conjuration
Casting Time: Action (10-minute ritual)
Range: Self (10-foot circle)
Target: Self (summons 1 Bearded Devil, CR 3)
Components: V, S, M (silver-dust worth 50 gp, consumed)
Duration: Concentration, up to 1 hour
Movement: None
Attack / Save: None
Defense: None

Glaive first. Negotiation never.

Rules Text:

Summons a Bearded Devil (SRD statblock) inside your circle. It acts on its own initiative and prefers to attack the nearest unwarded creature with its glaive. Circle Discipline checks apply normally.

Summon
Conditions: Fiend summoned
Duration: Concentration, up to 1 hour
At Higher Levels:

3rd-level slot: two bearded devils.

Reassert Circle
Level 2 abjuration
Casting Time: Action
Range: Self
Target: One summoned fiend you control or that answers your circle
Components: V
Duration: Instantaneous
Movement: None
Attack / Save: None (automatic)
Defense: None

The glyphs flare white. The fiend remembers where it is.

Rules Text:

Cost: 2 Warding Sigils. One fiend you have summoned is instantly snapped back into obedience for 1 minute without a check, and any fiend that was acting freely must make a Charisma saving throw or be forcibly pulled up to 30 feet back toward its circle along the ground.

Condition
Conditions: Fiend obedience for 1 minute
Duration: 1 minute
At Higher Levels:

None

Fiendish Speech
Level 3 enchantment
Casting Time: Action
Range: 60 feet
Target: One fiend that can hear you
Components: V
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: Charisma save (your spell save DC)
Defense: None

You speak its name-language. It listens, teeth gritted.

Rules Text:

On a failed save, the fiend must obey your verbal commands (as the Command spell's scope, but one command per turn) and cannot attack you for the duration. This works on fiends of any CR, but fiends of CR 10 or higher have advantage on the save. Requires no Warding Sigils when used on fiends you summoned.

Condition
Conditions: Commanded, Cannot attack caster
Duration: Concentration, up to 1 minute
At Higher Levels:

One additional fiend per slot level above 3rd.

Summon Fiend (Chain Devil)
Level 4 conjuration
Casting Time: Action (10-minute ritual)
Range: Self (10-foot circle)
Target: Self (summons 1 Chain Devil, CR 8)
Components: V, S, M (gold-dust worth 100 gp, consumed)
Duration: Concentration, up to 1 hour
Movement: None
Attack / Save: None
Defense: None

It comes wrapped in its own restraints, which is the only mercy involved.

Rules Text:

Summons a Chain Devil (SRD statblock). At the moment of summoning, spend 2 Warding Sigils or it immediately attempts to constrict the nearest creature, warded or not, for its first turn. Requires class level 7 to select.

Summon
Conditions: Fiend summoned
Duration: Concentration, up to 1 hour
At Higher Levels:

5th-level slot: one Chain Devil plus one Bearded Devil.

Unbreakable Circle
Level 5 abjuration
Casting Time: Bonus Action
Range: Self
Target: Self (your active Summoning Circle)
Components: V, S, M (diamond dust worth 100 gp)
Duration: 1 hour
Movement: None
Attack / Save: None
Defense: None

The geometry holds. The geometry always holds, if the chalk is expensive enough.

Rules Text:

Your active circle becomes Unbreakable: fiends inside it gain resistance to damage from your allies, your summons cannot be dispelled, and your concentration on summoning spells cannot be broken by damage. Requires class level 9 to select.

Buff
Conditions: Summon resistance, Unbreakable concentration
Duration: 1 hour
At Higher Levels:

None

Summon Greater Fiend (Horned Devil)
Level 5 conjuration
Casting Time: Action (1-hour ritual)
Range: Self (10-foot circle)
Target: Self (summons 1 Horned Devil, CR 11)
Components: V, S,
Duration: Concentration, up to 1 hour
Movement: None
Attack / Save: None
Defense: None

You called the thing with the pitchfork. Hope the wards are fresh.

Rules Text:

Summons a Horned Devil (SRD statblock). At the moment of summoning, spend 3 Warding Sigils, take 4d10 psychic damage (unresistable), and it arrives obedient for 3 rounds; otherwise it acts freely, and it knows the true names of anyone whose blood is on the circle. Requires class level 13 to select.

Summon
Conditions: Greater fiend summoned
Duration: Concentration, up to 1 hour
At Higher Levels:

None (maximum spell level for this class)

Binding of the True Name
Level 5 abjuration
Casting Time: Action
Range: Touch
Target: One fiend of CR 15 or lower you can see, which must be inside your Summoning Circle
Components: V, S, M (a written contract on vellum worth 250 gp)
Duration: 24 hours
Movement: None
Attack / Save: Charisma save (your spell save DC)
Defense: None

The contract signs itself in the fiend's own blood. It always reads the terms this time.

Rules Text:

On a failed save, the fiend is bound: for 24 hours it obeys your Circle Discipline automatically, cannot leave the circle's plane, and answers three questions truthfully. A fiend that has ever broken a binding with you has advantage on the save. Requires class level 17 to select.

Condition
Conditions: Bound fiend obedience 24 hours, 3 truthful answers
Duration: 24 hours
At Higher Levels:

None (maximum spell level for this class)

Martial Abilities

Aimed Fury
bonus_action 1 Warding Sigil Level 2
Range 60 feet
Target 1 creature
Duration until start of your next turn
Movement None
Attack / Save None (buff to fiend attacks)

As a Bonus Action, designate one creature you can see within 60 feet. Fiends you control have advantage on their first attack roll against that creature before the start of your next turn. The target must not be warded by you. Cost: 1 Warding Sigil.

Rules Text:

Action: Bonus Action. Movement: None. Range: 60 feet. Target: 1 creature. Duration: until start of your next turn. Attack: grants advantage to fiend attacks. Damage: none. Defense change: none. Scaling: at level 9, designated creature is also struck by 1d8 fire from each controlled fiend that hits it.

Buff Effect
Conditions: Fiends you control gain advantage vs. target
Duration: 1 round
Chalk Snare
bonus_action 1 Warding Sigil Level 3
Range 30 feet
Target 5-foot radius point
Duration 1 minute
Movement None
Attack / Save Charisma save

As a Bonus Action, you fling a sketched sigil at a point within 30 feet. The sigil creates a 5-foot-radius trap on the ground; the next fiend of CR 5 or lower to enter it must succeed on a Charisma save (DC 8 + prof + Cha) or be Restrained for 1 minute (repeat save at end of turns). Cost: 1 Warding Sigil.

Rules Text:

Action: Bonus Action. Movement: None. Range: 30 feet throw. Target: 5-foot-radius point. Duration: 1 minute or until triggered. Save: Charisma. Damage: none. Defense: none. Scaling: CR threshold +1 per 4 class levels.

Condition Effect
Conditions: Restrained
Duration: 1 minute
Sic 'Em
bonus_action 1 Warding Sigil Level 4
Range 60 feet
Target 1 controlled fiend
Duration Instantaneous
Movement Fiend's full speed
Attack / Save None (fiend attacks)

As a Bonus Action, command one controlled fiend to move up to its full speed and make one attack immediately. This movement does not provoke opportunity attacks from warded allies. Cost: 1 Warding Sigil.

Rules Text:

Action: Bonus Action. Movement: fiend's full speed. Range: fiend within 60 feet of you. Target: any creature the fiend can reach. Duration: instantaneous. Attack: fiend's own attack. Damage: fiend's own damage. Defense: none. Scaling: at level 10, the attack deals +1d8 fire.

Buff Effect
Conditions: Fiend moves and attacks
Duration: Instantaneous
Emergency Ward
reaction 2 Warding Sigils Level 5
Range 30 feet
Target 1 ally
Duration 1 round
Movement None
Attack / Save None

When an ally within 30 feet is hit by an attack from a fiend you summoned, you can use your Reaction to ward them retroactively: they take half damage from the attack and gain your ward cantrip protection for 1 round. Cost: 2 Warding Sigils.

Rules Text:

Action: Reaction. Movement: None. Range: 30 feet. Target: 1 ally. Duration: 1 round. Attack: none. Damage: halves incoming fiend attack damage. Defense: none. Scaling: none.

Buff Effect
Conditions: Half damage, Warded
Duration: 1 round
Circle Tracer
action 1 Warding Sigil Level 6
Range 30 feet
Target 1 controlled fiend
Duration Instantaneous
Movement 30 feet teleport
Attack / Save None

As an Action, you can redraw a fresh Summoning Circle within 30 feet of yourself and relocate one controlled fiend instantly into it (teleport, no save). Cost: 1 Warding Sigil.

Rules Text:

Action: Action. Movement: fiend teleports up to 30 feet. Range: 30 feet. Target: 1 controlled fiend. Duration: instantaneous. Attack: none. Damage: none. Defense: none. Scaling: at level 11, two fiends.

Buff Effect
Conditions: Fiend repositioned
Duration: Instantaneous
Painful Reminder
action 2 Warding Sigils Level 7
Range 60 feet
Target 1 controlled fiend
Duration Until end of your next turn
Movement None
Attack / Save None

As an Action, lash one controlled fiend with its own circle. It takes 2d10 psychic damage (unresistable) and gains advantage on its next two attack rolls. Fiends reduced to 0 HP by this damage are unsummoned, not destroyed. Cost: 2 Warding Sigils.

Rules Text:

Action: Action. Movement: None. Range: 60 feet. Target: 1 controlled fiend. Duration: until end of next turn. Damage: 2d10 psychic. Defense: none. Scaling: +1d10 at level 10 and level 14.

Damage Effect
Damage: 2d10 psychic
Duration: Instantaneous
Breach Step
bonus_action 1 Warding Sigil Level 8
Range Self
Target Self
Duration 1 round
Movement 30 feet
Attack / Save None

As a Bonus Action, you step through your circle's geometry: teleport up to 30 feet to an unoccupied space you can see, leaving a 5-foot cloud of brimstone that heavily obscures your departure square until the end of the turn. Cost: 1 Warding Sigil.

Rules Text:

Action: Bonus Action. Movement: self 30 feet teleport. Range: self. Target: self. Duration: 1 round (smoke). Attack: none. Damage: none. Defense: none. Scaling: 60 feet at level 13.

Buff Effect
Conditions: Teleport, Obscured departure square
Duration: 1 round
Fiendish Interposition
reaction 2 Warding Sigils Level 9
Range 30 feet
Target Self and 1 controlled fiend
Duration Instantaneous
Movement Position swap within 30 feet
Attack / Save None

As a Reaction when you are targeted by a melee attack, you can swap positions with a controlled fiend within 30 feet; the attack resolves against the fiend instead. Cost: 2 Warding Sigils.

Rules Text:

Action: Reaction. Movement: swap positions within 30 feet. Range: 30 feet. Target: self and 1 controlled fiend. Duration: instantaneous. Attack: redirected. Damage: redirected. Defense: none. Scaling: none.

Buff Effect
Conditions: Attack redirected to fiend
Duration: Instantaneous
Feeding Time
bonus_action 1 Warding Sigil Level 11
Range 60 feet
Target 1 creature
Duration 1 minute
Movement None
Attack / Save None

As a Bonus Action, mark one enemy within 60 feet as Prey (visible red glyph over their head, no save). Fiends you control have advantage on opportunity attacks against the Prey, and you regain 1 Warding Sigil if a fiend reduces the Prey to 0 HP. Cost: 1 Warding Sigil.

Rules Text:

Action: Bonus Action. Movement: None. Range: 60 feet. Target: 1 creature. Duration: 1 minute or until target drops. Attack: none. Damage: none. Defense: none. Scaling: at level 14, controlled fiends also gain +2 damage against the Prey.

Buff Effect
Conditions: Prey marked
Duration: 1 minute
Grand Reassertion
action 4 Warding Sigils Level 15
Range 60 feet
Target All summoned fiends
Duration 1 minute
Movement None
Attack / Save None

As an Action, spend 4 Warding Sigils: all fiends you have summoned are snapped to obedience for 1 minute without checks, your active circles' radii double, and unwarded enemies that end their turn within any circle take 3d8 fire damage. Once used, cannot be used again until a Short or Long Rest.

Rules Text:

Action: Action. Movement: None. Range: 60 feet. Target: all summoned fiends and circles. Duration: 1 minute. Save: none for obedience; fire damage auto-applies to enemies in circles. Damage: 3d8 fire (circle hazard). Defense: none. Scaling: 5d8 at level 17.

Condition Effect
Conditions: Total obedience, Expanded circles, Circle fire hazard 3d8
Duration: 1 minute
Planar Mortgage
bonus_action 5 Warding Sigils Level 18
Range Self
Target Summoned fiends
Duration 1 minute
Movement None
Attack / Save None

As a Bonus Action, spend 5 Warding Sigils and gain one of the following benefits for 1 minute, payable to a fiend of your choice: (a) all your summoned fiends take an extra turn immediately at their initiative count +20 (once per combat), or (b) your summoned fiends each regain 50% of maximum HP. The chosen fiend gains a permanent grudge against you that it will pursue if you ever fail a Circle Discipline check against it.

Rules Text:

Action: Bonus Action. Movement: None. Range: Self. Target: self and summoned fiends. Duration: 1 minute. Attack: none. Damage: none. Defense: none. Healing: 50% max HP to fiends (option b). Scaling: 75% at level 18.

Buff Effect
Conditions: Extra fiend turns or fiend healing
Duration: 1 minute
Dismissal Severance
action 3 Warding Sigils Level 17
Range 60 feet
Target 10-foot radius
Duration Instantaneous
Movement None
Attack / Save Constitution save

As an Action, unsummon one fiend you summoned and detonate its departing essence: each creature you choose within 10 feet of the fiend (warded allies are immune) makes a Constitution save (DC 8 + prof + Cha), taking 6d10 fire and 6d10 psychic damage on a failure, half on a success. Cost: 3 Warding Sigils.

Rules Text:

Action: Action. Movement: None. Range: 60 feet (fiend location). Target: 10-foot radius around fiend. Duration: instantaneous. Save: Constitution. Damage: 6d10 fire + 6d10 psychic. Defense: none. Scaling: +2d10 (each type) at level 20.

Damage Effect
Damage: 6d10 fire + 6d10 psychic fire and psychic
Duration: Instantaneous

Companions

Bound Imp Thrall
fiend
Level 3
Command Bonus Action
Range Self (summons to your space or circle within 30 feet)
Target Self
Duration 1 hour per summoning
Movement 20 ft, fly 40 ft
Attack / Save Sting +5 to hit; poison Con DC 11
Defense AC 13, 10 HP (or 4 x class level)

A petty devil with delusions of promotion, kept permanently on-call through a micro-circle tattooed on your forearm.

Rules Text:

AC 13, HP 10 (5d4, or 4 x class level if summoned via this bond), Speed 20 ft fly 40 ft, CR 1. Attacks: Sting (Melee: +5 to hit, 1d4+3 piercing plus 3d6 poison, Con save DC 11 or poisoned 1 round); Invisibility (at will). Senses: darkvision 120 ft, Magic Resistance (advantage on saves vs. spells). Acquisition: you must summon an imp through play, survive its betrayal attempt (it will make one), and negotiate its permanent service (Charisma check DC 13 contested by its Deception +4). Once bound, it appears as a Bonus Action once per Short Rest without material components, lasts 1 hour, and obeys without Circle Discipline checks for the first 3 rounds each summoning. It refuses to fight other devils without 1 Warding Sigil spent as a bribe. Scaling: +5 HP per class level above 5; sting poison damage increases to 4d6 at class level 11 and 5d6 at 17.

Statistics:
HP
AC 13
STR 6
DEX 17
CON 16
INT 11
WIS 12
CHA 14
Speed:
Walk 20 ft.
Fly 40 ft.
Senses:

Darkvision 120 ft, Magic Resistance

Features:

Sting: melee +5, 1d4+3 piercing plus 3d6 poison (Con DC 11 or Poisoned 1 round), Invisibility at will, Will not attack devils of higher rank without a 1-Sigil bribe

Commands:

Attack, Guard, Spy, Retrieve

Contracted Bearded Devil
fiend
Level 6
Command Action (summon), Bonus Action (command)
Range Self (summons into circle within 30 feet)
Target Self
Duration 1 hour per summoning
Movement 30 ft
Attack / Save Glaive +5 to hit, reach 10 ft
Defense AC 13, 52 HP (or 6 x class level)

A glaive-bearing mercenary of the infernal legions, retained under a signed contract that it reads aloud, mockingly, before each battle.

Rules Text:

AC 13, HP 52 (or 6 x class level), Speed 30 ft, CR 3. Attacks: Glaive (Melee, reach 10 ft: +5 to hit, 1d10+3 slashing plus 2d6 slashing; wounds don't heal naturally or by first-level healing until long rest); Multiattack (2 glaive). Devil's Sight (see in magical darkness 120 ft). Acquisition: summon a Bearded Devil through play and offer it a contract worth 250 gp of equipment, souls, or favors; it accepts on a DC 15 Charisma (Persuasion or Intimidation) or takes 3 Warding Sigils as a signing fee (GM adjudicates). Once contracted, it answers the Lesser Summoning ritual in 1 Action instead of 10 minutes, obeys Circle Discipline checks with a +3 bonus, and gains a +2 attack bonus while you are unharmed. It always demands one item from a fallen enemy, payable within 24 hours, or it defects for the remainder of that combat. Scaling: +4 HP per class level above 9; glaive damage +1d6 at level 13.

Statistics:
HP
AC 13
STR 13
DEX 16
CON 16
INT 12
WIS 14
CHA 11
Speed:
Walk 30 ft.
Senses:

Devil's Sight 120 ft

Features:

Glaive: +5 to hit, reach 10 ft, 1d10+3 slashing + 2d6 persistent slashing wounds, Multiattack: two glaive attacks, Contract clause: demands one item per battle or defects

Commands:

Attack, Hold Position, Glaive Line (attacks all enemies entering its reach this turn)

Chained Horned Executioner
fiend
Level 13
Command Action (summon), Bonus Action (command)
Range Self (summons into circle within 30 feet)
Target Self
Duration 1 hour per summoning
Movement 20 ft, fly 60 ft
Attack / Save Fork +10 to hit; flame +10 to hit, 150 ft
Defense AC 17, 136 HP (or 9 x class level), Magic Resistance

A CR 11 horned devil bound by a true name you carved out of a hellish archive. It hates you with the patience of geology.

Rules Text:

AC 17, HP 136 (or 9 x class level), Speed 20 ft fly 60 ft, CR 11. Attacks: Searing Fork (Melee, reach 10 ft: +10 to hit, 2d6+6 piercing plus 3d6 fire); Hurl Flame (Ranged 150 ft: +10 to hit, 4d6 fire); Multiattack (2 attacks). Infernal Rebuke: any creature that strikes it with a melee attack takes 1d6 fire. Magic Resistance. Acquisition: learned through play—recover a horned devil's true name (archive delve, infernal negotiation, or surviving its summoning twice and extracting its name as a concession), then inscribe the binding at a cost of 500 gp and a permanent 2-point reduction of one ability score of your choice (your own). Once bound, it obeys without checks for 1 round per summoning, after which Circle Discipline checks apply normally (its checks against it are at disadvantage due to the true name). If you are ever Incapacitated while it is summoned, it acts with total freedom and malice. Scaling: +8 HP per class level above 15; flame and fork damage +2d6 each at level 20.

Statistics:
HP
AC 17
STR 22
DEX 17
CON 21
INT 12
WIS 16
CHA 17
Speed:
Walk 20 ft.
Fly 60 ft.
Senses:

Truesight 120 ft, Magic Resistance

Features:

Searing Fork: +10 to hit, reach 10 ft, 2d6+6 piercing plus 3d6 fire, Hurl Flame: +10 to hit, 150 ft, 4d6 fire, Multiattack: two attacks, Infernal Rebuke: melee attackers take 1d6 fire

Commands:

Attack, Hold Position, Annihilate Area (targets all creatures, warded or not, in a 15-foot cube: unwarded creatures take 3d6 fire, no save, once per summoning)

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2
Balance Notes Half-caster (Charisma) with half-caster spell slots (levels 1-5 unlocked at class levels 1,5,9,13,17, matching D&D 5.5 half-caster progression). Summons use existing SRD fiend statblocks (Imp, Bearded Devil, Chain Devil, Horned Devil) with concentration-based durations comparable to Summon spells. The Warding Sigil resource (max 4 at level 1, scaling to 10) gates command and protection abilities, balancing the action-economy advantage of multiple summons against the core weakness: fiends attack allies unless wards and discipline are maintained.
Level Prof. Features Resources Spell Slots
1 +2 Infernal Scholar, Summoning Circle, Warding Sigils Warding Sigils: Proficiency Bonus: L1: 2
2 +2 Fiendish Whispers, Selectable ability unlocks (Aimed Fury) Warding Sigils: Proficiency Bonus: L1: 3
3 +2 Circle Discipline, Subclass chosen, Bound Imp Thrall available (must be acquired through play) Warding Sigils: Proficiency Bonus: L1: 4 L2: 2
4 +2 Ability Score Improvement (feat or +2/+1), Selectable ability unlocks (Sic 'Em) Warding Sigils: Proficiency Bonus: L1: 4 L2: 3
5 +3 Bound Adversary, Selective ability unlocks (Emergency Ward) Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 2
6 +3 Subclass feature (level 6), Contracted Bearded Devil available (must be contracted through play) Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 3
7 +3 Second Circle, Selectable ability unlocks (Painful Reminder) Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 3 L4: 1
8 +3 Ability Score Improvement (feat or +2/+1), Selectable ability unlocks (Breach Step) Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 3 L4: 2
9 +4 Warding Mastery, Selectable ability unlocks (Fiendish Interposition) Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 3 L4: 3 L5: 1
10 +4 Subclass feature (level 10), Summon Fiend (Chain Devil) spell unlock Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
11 +4 Selectable ability unlocks (Feeding Time), Fiendish Speech spell unlock Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
12 +4 Ability Score Improvement (feat or +2/+1) Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
13 +5 Third Circle, Selectable ability unlocks (Grand Reassertion at 15; Circle Tracer upgrade), Chained Horned Executioner available (must be acquired through play), Summon Greater Fiend spell unlock Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
14 +5 Subclass feature (level 14) Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
15 +5 Selectable ability unlocks (Grand Reassertion) Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
16 +5 Ability Score Improvement (feat or +2/+1) Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
17 +6 Planar Barrister, Selectable ability unlocks (Dismissal Severance), Binding of the True Name spell unlock Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
18 +6 Selectable ability unlocks (Planar Mortgage) Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
19 +6 Ability Score Improvement (feat or +2/+1) Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
20 +6 Master of the Sealed Page Warding Sigils: Proficiency Bonus: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2

Class Features

Infernal Scholar (Level 1)

You have studied planar geometry and the true grammar of fiends. You learn the Arcana skill, and you gain proficiency with Calligrapher's Supplies. You always know how many fiends (CR 1 or higher) are present within 60 feet of you and each one's type (devil, demon, or other fiend). Additionally, whenever you make an Intelligence check to recall lore about fiends, planes, or summoning magic, you add twice your Proficiency Bonus.

Summoning Circle (Level 1)

As part of casting a spell or using an ability that summons a fiend, you trace a circle as a Bonus Action or as part of the summoning action. The circle is a 10-foot-radius zone on a solid surface that lasts while the fiend is summoned. A fiend summoned inside its circle gains a +2 bonus to attack rolls and damage rolls (its Furor). While a fiend remains within its circle's space, it cannot teleport or leave the plane. You can sustain one summoned fiend at a time starting at level 1.

Warding Sigils (Level 1)

You can inscribe protective glyphs that tell a summoned fiend 'this one is not prey.' See the Warding Sigils resource entry. You can spend Warding Sigils on ward spells and on the Reassert Circle feature.

Fiendish Whispers (Level 2)

You can speak, read, and write Infernal and Abyssal. You can communicate telepathically with any fiend within 120 feet of you, and fiends can always choose to be honest with you if they wish—but you gain advantage on Charisma (Deception), Intimidation, and Persuasion checks made against fiends, as they recognize a fellow professional when they see one.

Circle Discipline (Level 3)

At the start of each of your turns, if you have a fiend summoned and any creature within 30 feet of that fiend lacks a ward, the fiend may turn on the nearest unwarded creature (GM's choice, or its own preference). As a Bonus Action on your turn, you can make a Charisma check contested by the fiend's Wisdom check to command one summoned fiend to follow simple orders for that turn (attack that target, move there, guard this spot). On a failure, the fiend acts according to its own malice. You gain a cumulative +1 on this check for each previous success against that fiend in the same combat.

Bound Adversary (Level 5)

Choose a fiend you have summoned and survived at least once, or a fiend whose true name you have learned through play (GM adjudicated). This fiend becomes your Bound Adversary: summoning it costs half the normal Warding Sigils (round down), it starts with a ward-like tolerance for you specifically (it will not target you while unwarded creatures remain), and your Circle Discipline checks against it are made with advantage. You may change your Bound Adversary after surviving a summoning of a new fiend.

Second Circle (Level 7)

You can sustain two summoned fiends simultaneously. At the start of your turn, you choose which fiend acts under your Circle Discipline control; the other acts freely (usually targeting unwarded creatures).

Warding Mastery (Level 9)

Your ward spells no longer require concentration, and their duration increases to 10 minutes. When you apply a ward, you may spend 1 additional Warding Sigil to have it also suppress one of the following conditions on the target for the duration: Charmed, Frightened.

Third Circle (Level 13)

You can sustain three summoned fiends simultaneously, and your Circle Discipline Bonus Action may control up to two fiends per turn rather than one.

Planar Barrister (Level 17)

Fiends cannot lie to you directly while within your telepathy range; they must refuse to answer, answer misleadingly, or tell the truth. Your Circle Discipline checks automatically succeed against fiends of CR 10 or lower.

Master of the Sealed Page (Level 20)

Your Warding Sigils maximum doubles during any combat in which you have at least one fiend summoned, and when a fiend you summoned is reduced to 0 Hit Points, you gain temporary Hit Points equal to its Challenge Rating x 5 as its essence floods back through the circle. Additionally, you may summon one fiend of CR 10 or lower without expending a spell slot once per Long Rest.

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