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Dungeons & Dragons Roleplaying Secret Craft

DnD Secret Crafts Fiendologist

Dungeons and Dragons – Mystara Secret Crafts

Secret Craft of the Master of Fiends

aka Fiend Masters, Fiendologist, Demonologist and Masters of Fiends

Making pacts with the fiends working with the sphere of entropy.

  • Activation Costs: 1 point per circle for Manifestation, Power and Downtime Activity unless otherwise specified.
  • Source Material: This secret craft was built from material gained from various editions of the game. Source Material from MGP1001 (Encyclopaedia Arcane – Demonology – The Dark Road, also MGP1026), MGP1016 (Encyclopaedia Arcane – Conjuration – By Bell, Book and Candle), Ultimate Prestige Classes Vol 2 (Drow Infernalist)

List of Fiendologists

  • Initiate
  • 1st Circle

Fiendologist Craft Locations

Characters in these locations can activate a secret craft without expending points on a success or failure, but still suffer the full effects of a critical failure. In some instances, a critical success enhancement has become permanent.

Craft Magical Items – Fiendologist

Ranks of the Fiendologist

Fiendologist Initiate

To become an initiate, one must find a connection to a god of fiends.

Secret Craft – Fiendologist – Initiate

  • Craft Bonus = Proficiency + Cha + circle +2 (dark aspected and Giant characters)
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Cha mod + circle achieved +2 (dark aspected and Giant characters).
  • Bonus Language – Giant (Jotun) and Abyssal (Demon) or Infernal (Devil)
  • Associated Sphere – Usually a Immortal of Giant or Outcast pantheon, of Entropy, or any Immortal who is a Patron of the fiends is valid.
  • Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
  • Artefacts of Fiends (Fiend) You can make a craft check to use a artefact of Fiends without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Fiends affecting attuned magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.

Fiendologist Additional Crit Effects

  • Fiendologist Additional Craft Mishap: In addition to the base base critical failure effect you are wreathed in your spiritual energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this hit point damage also affects everyone in your manifestation. Your initial interactions are treated as hostile for all fiends for the duration of the manifestation.
  • Fiendologist Additional Craft Boon: In addition to the base critical failure effect you are wreathed spiritual energy but feel invigorated by the effect (from the standard boon), this hit point healing also affects everyone in your manifestation. Your initial interactions are treated as helpful for all fiends for the duration of the manifestation.

Associated Classes:

  • Barbarian
  • Bard – School of Lore (ph54)
  • Cleric – Knowledge Domain (ph59)
  • Druid
  • Monk
  • Paladin
  • Rogue
  • Sorcerer
  • Warlock
  • Wizard – School of Conjuration (ph116)

Spell ListSecret CraftFiendologist (Fiend)
(Demons, Devils and Evil based spells)

Cantrip – Assassin’s Mark (bls15)

1st Level Spells – Assassin’s Coin (bls14), Hellish Rebuke (ph251), Hex (ph252), Inflict Wounds (ph254), Mercurial Smite (bls86), Serpent’s Gaze (bls104), Spirit Cartographer (bls112)

2nd Level Spells – Blood Geyser (bls23), Boost Potency (bls25), Chanting (bls29), Death Rattle (bls40), Find SteedRO (ph241), Fortify Armour (bls61), Wisdom of the Divine (bls128)

3rd Level Spells – Divine Mantle (bls47), Favour Mount (bls56), Godly Patronage (bls64), Retribution (bls99), Spirit Guardians (ph279), Summon Lesser Demons (xge167), Tenacious Blade (bls116), Tongues (ph284), Yellow Smoke (bls130)

4th Level Spells – Aura of Tsathogga (bls16), Balance of the Mind (bls17), Banishment (ph218), Bubble Goop (bls26), Demon Flesh (bls42), Divine Communion (bls46), Elemental Bane (xge155), Hand of Judgement (bls66), Summon Greater Demon (xge166)

5th Level Spells – Corrupt Water (bls35), Dark Empowerment (bls39), Dispel Evil and Good (ph234), Enervation (xge155), GeasRO (ph245), Harmony of the Gods (bls68), Holy Blazon (bls71), Infernal Calling (xge158), Lower Spell Resistance (bls83), Unholy Glare (bls122), Vile Vintage (bls123), Weaken Fiendish Will (bls126)

  • 6th Level – Blood of the Hydra (bls23), Dust of Death (bls49), Extract Life (bls55), Hound of Hell (bls72), Serpent Hands (bls104), Spiritbreaker (bls113)
  • 7th Level – Chain Enervation (bls28), Chill of Evil (bls31), Divine Intervention (bls47), Hellforging – R (mhh173)
  • 8th Level – Divine Assimilation (bls45)
  • 9th Level – Curtain of Fire (bls38), Divine Inspiration (bls47), Form of the Gods (mhh168), Mammon’s Due – R (mwb431), Quicken Assassin (bls96)

R – Ritual Spells.
Sourcebooks: bls, mhh, xge

Fiendologist 1st Circle (Apprentice)

Secret Crafts – Fiendologist – 1st Circle

Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.

Fiendologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate an light aura 10ft radius. Fiends of your chosen type are treated as one stage friendlier when in this aura.

Fiendologist Apprentice Enhancements and Powers (Requires Fiendologist Apprentice to be active) Your chosen a type of Fiend (Demon or Devil) gives you access to powers based on that choice.

Demonic Fiends (Chaotic)

  • Abyssal Contract (Power SB 1 DC 16) You can use Contact Other Plane as per the spell.
  • Demon Summons – Lesser (Enhancement SB 1 DC 16) As a short rest, you can summon a Demon up to 6 HD, or 3 of 3 HD or less.
  • Fiend Specialisation (Enhancement SB 1 DC 16) Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed. You can have active as many spells as circles you have achieved circles in the craft

Devilish Fiends (Lawful)

  • Devil Summons – Lesser (Enhancement SB 1 DC 16) As a short rest, you can summon a Devil up to 6 HD, or 3 of 3 HD or less.
  • Fiend Specialisation (Enhancement SB 1 DC 16) Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed. You can have active as many spells as circles you have achieved circles in the craft
  • Infernal Contract (Power SB 1 DC 16) You can use Contact Other Plane as per the spell.

Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artefacts.

  • Fiend Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
  • Fiend Familiar (SB 1+) You spend a week to training a familiar to be one with the fiends. This provides tba. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Outcast or Giant pantheon). You cannot recover the soul burn while you retain the familiar.
  • Fiend Companion (SB 1+): You spend a week to training a companion to be one with the fiends. This provides tba. This will cost you 1 soul burn per character level (or 1 point if you have the companion class feature or follow the Outcast or Giant pantheon). You cannot recover the soul burn while you retain the companion.
  • Fiend Mount (SB 1+) You spend a week to training a mount to be one with the fiends. This provides tba. This will cost you 1 soul burn per character level (or 1 point if you have the mount class feature or follow the Outcast or Giant pantheon). You cannot recover the soul burn while you retain the mount.
  • Beast Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.
Fiendologist 2nd Circle (Journeyman)
Work in Progress
  • Secret Crafts – Fiendologist – 2nd Circle
Fiendologist 3rd Circle (Adept)
Work in Progress
  • Secret Crafts – Fiendologist – 3rd Circle
Fiendologist 4th Circle (Master)
Work in Progress
  • Secret Crafts – Fiendologist – 4th Circle
Fiendologist 5th Circle (Grand Master)
Work in Progress
  • Secret Crafts – Fiendologist – 5th Circle

Secret Craft References

  • Activation Costs: 1 SB point per circle for Manifestation, Enhancement, Power and Downtime Activity unless otherwise specified.
  • Secret Craft Attempt = d20 + Prof + Abi mod + circle achieved.
  • Craft Check: The craft check is a d20 plus your proficiency and the associated attribute modifier. This craft check must use the language associated with the craft as part of the check. You add your circle level to the roll with Initiates being +0. For every 5 points you exceed the target number you reduce the Soul Burn cost by 1. For every point you fail the roll by, you can choose to succeed by adding those point to the soul burn cost as long as it was not a critical failure.
    • Base Critical Failure: A roll of a 1 on the craft check is a curse from your patron, and you suffer a mishap. The standard thing that happens is that you increase your soul burn by the Crit Effect Modifier, then it reduces your hit point maximum by the Crit Effect Modifier, and lastly it causes hit point damage equal to the Crit Effect Modifier. Check each of the crafts for what additional effect happen during a mishap.
    • Base Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. The standard thing is that you reduce your Soul Burn by the Crit Effect Modifier, then it can restore damage to your maximum hit points by the Crit Effect Modifier, and lastly it refreshes you repairing hit points equal to the Crit Effect Modifier . Check each of the crafts for what happens during a boon.
    • Crit Effect Modifier: This is 1 + circle ability level + character level.
      • So a 8th level character using a 2nd circle ability would have a crit effect modifier of 11.
      • A 4th level character with a 1st circle ability would have a modifier of 6.
      • A 12th level character with s 3rd circle ability would have a modifier of 16.
      • A 16th level character with a 4th circle ability would have a modifier of 21.
      • A 20th level character with a 5th circle ability would have a modifier of 25.
  • Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved.
  • Manifestation – Lasts until the end of a long rest, you expend it, or you dismiss it as a free action. You can extend a craft manifestation for 1 soul burn after a long rest to last until your next long rest without the need for a craft check. Manifestations gives you access to Manifestation Aspects, Enhancements and Powers.
  • Manifestation Aspect – Selected as the version of the manifestation used when you activate the Manifestation.
  • Enhancement – Lasts as long as the manifestation is active.
  • Power – Has a limited duration, but needs the manifestation active to use.
  • SB – Soul Burn. Each point of Soul Burn is a reduction to your maximum hit points. If your Soul Burn ever reduces your hit point total to zero your character is destroyed based in the craft and sponsor. Soul Burn can be recovered via downtime or other methods all with GM approval.

Content Update

Secret Crafts

Overview, Downtime: Secret Crafts, Spellcasters

Elemental Crafts: (6) Air, Darkness, Earth, Fire, Water – Combining Craft – Elements

Necromancy Crafts: (6) Blood, Devour, Grave, Reanimate, Shade – Combining Craft – Necro

Racial Crafts: (38) Alchem, Beast, Bureau, Celest, Chaos, Chrono, Craft, Crypt, Diplomat, Diviner, Dragon, Elven, Entertain, Fiend, Heal, Mech, Mental, Merch, Music, Nature, Portal, Preserve, Protect, Rad, Sail, Shape, Skald, Sky, Spirit, Spy, Star, Sumon, Tech, Void, Wagon, War, Weapon, Witch

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