Fel Study - Demoniac

Demons have hounded Azeroth for millenia, and even before the War of the Ancients, small scouting forces have poked and prodded at the edges of the planet's safety. When the Zandalari Empire was at its peak these demons were dealt with by a certain few who became one with the demons - taking their very essences into themselves to better combat the threat, and to understand them. These were the Demoniacs.

In the modern era the demoniac practices are far less prevalent than they used to be, but a select few still practice it, and tablets of their teachings have spread across the world over time allowing many from other cultures to take up the mantle in turn, though some do so for more selfish reasons than the original demoniac practicitioners.

Becoming a demoniac is a not inconsequential practice however, as once bonded to a demon you are connected with them in life and death both. The extent to which the demon manifests a personality once its essence is forcibly bonded with the demoniac varies, with some seeming to be a second consciousness while others seem to have no effect whatsoever on a warlock's consciousness, or conscience.

Expanded Spell List

The Demoniac fel study lets you choose from an expanded list of spells when you learn a warlock spell. The following are added to the warlock spell list for you.

Expanded Spell List
Spell Level Spells
1st Command, Detect Evil and Good
2nd Enhance Ability, Warding Bond
3rd Haste, Summon Shadowspawn
4th Elemental Bane, Summon Greater Demon
5th Contact Other Plane, Planar Binding

Heart of Fel

When you first take this study at 1st level and take a demon into your body your entire being is strengthened. You can calculate your armour class as 13 + your dexterity modifier while unarmoured and not wearing a shield. At 9th level in this class, this increases to 15 + your dexterity modifier.

In addition, you gain +1 to your maximum hit points for each warlock level you have.

Fel Sense

You are keenly connected to demon kind, and have an almost supernatural ability to sense them. As an action you can open your awareness. Until the end of your next turn you know the location of any Fiend type creature within 60 feet of you, even if they are behind total cover.

you can use this feature a number of times equal to 1 + your Intelligence modifier, refreshing on a long rest.

Demonic Sacrifice

By reaching 6th level in this class you learn a special ritual allowing you to summon a demon and then immediately sacrifice it to bond its special powers to you, augmenting the demon you already hold inside yourself. The boon you gain from performing this ritual changes depending on which demon you sacrifice from the list, as follows:-

  • Imp: You add your Intelligence modifier to any fire damage dealt by a warlock spell or ability.
  • Voidwalker: While below half health and conscious, you regain hit points equal to your charisma modifier at the start of each of your turns. In addition, the damage you take from Life Tap is halved (minimum 1).
  • Incubus/Succubus: You add your Intelligence modifier to any necrotic damage dealt by a warlock spell or ability.
  • Felhunter: Whenever you cast a warlock spell that expends a spell slot, roll a d6. On a 6 the spell slot is not expended. This also applies to Fel Arcanum of up to 7th level.

You can change which demon you have sacrificed at the end of a short or long rest. If you have the Embrace of the Twisting Nether feature, you cannot have the same demon summoned as the demon you sacrificed with this feature.

Manifest Sacrifice

At 10th level you can harness the power of your sacrificed demon in a more active way, as follows:

  • Singe Magic (Imp): As a bonus action you can cast Dispel Magic as a 4th level spell. You may still cast a leveled spell with your Action. If this dispels a spell effect from a creature, that creature takes 1d6 fire damage.
  • Shadow Bulwark (Voidwalker): As a bonus action you gain temporary hit points equal to your warlock level plus your charisma modifier for 1 hour.
  • Seduce (Incubus/Succubus): As a bonus action you can lock eyes with one creature within 30ft that can see you and force them to make a Wisdom saving throw. On a failed save, the creature becomes charmed for 1 minute. While charmed by this feature, the creature is incapacitated and has a speed of 0. Seduce ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
  • Spell Lock (Felhunter): As a reaction you can cast Counterspell as a 4th level spell.

Manifest Sacrifice can be used a number of times equal to half your proficiency bonus (rounded up), refreshing on a long rest. At 20th level, it also refreshes when you use your Shadow Master feature.

Fel Affinity

Having been bonded with a demon for so long grants you an affinity for demons. You have advantage on any Intelligence and Charisma ability checks while dealing with all Fiend-type creatures or similar demonic entities from 10th level in this class.

Metamorphosis

From 14th level you can fully bring forth the power of the demon within as an action. When you do so, you gain the following features:

  • You size changes to Large.
  • Your creature type changes to Fiend.
  • All damage you take is reduced by your Intelligence modifier, and you add your Intelligence modifier to your armour class.
  • You gain a fly speed of 20ft, but you must end your turn on solid ground.
  • You are engulfed in fel flames. Creatures that hit you with a melee weapon attack while within 5ft of you take 2d6 fire damage. This damage bypasses Fire Resistance, and treats Fire Immunity as Resistance instead.

You also gain access to three special abilities, each of which can be used as a bonus action, which are as follows. There are no limit on how many times you can use these bilities, but you cannot use the same one on consecutive turns:-


Demonic Leap. You leap through the air to a point within 60ft of you, crashing down with immense weight. Creatures within a 10ft radius circle of you take 2d10 bludgeoning damage and are knocked prone. On a successful strength save against your spell save DC, they take half damage and remain standing. The movement from Demonic Leap does not provoke opportunity attacks.


Shadow Cleave. You extend a shadowy claw, hitting all creatures in a 15ft cube in front of you. They take 4d10 necrotic damage, or half as much on a successful dexterity saving throw.


Challenging Howl. You unleash a howl to challenge those around you. Hostile creatures within a 15ft radius must succeed on a wisdom saving throw. If they fail, they must spend their next turn moving as close to you as possible and use their action on taking the Attack action against you.

Metamorphosis lasts for 1 minute and can be used once, refreshing on a long rest. At 20th level, it also refreshes when you use your Shadow Master feature.

Expel Sacrifice

From 14th level when you are reduced to 0hp and not killed outright, you can choose to expel your sacrificed demon from your body, losing their benefit. In return, you are instead reduced to 1hp.