OGC:Diabolist (5e Class)

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Diabolist

Class Features

As a diabolist you gain the following class features.

Hit Points

Hit Dice: 1d8 per diabolist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per diabolist level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: Ceremonial relics
Saving Throws: Wisdom, Charisma
Skills: Choose three from Arcana, Deception, Insight, Intimidation, Perception, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dagger or (b) a sickle
  • a light crossbow and 20 bolts
  • (a) a holy symbol or (b) an arcane focus
  • (a) a priest's pack or (b) a scholar's pack

Table: The diabolist

LevelProficiency
Bonus
Conjuring PointsNecromantic TouchFeaturesCantrips Known
1st+211d8Spellcasting, Masterful Presence, Necromantic Touch3
2nd+221d8Corrupted Blood, Diabolic Strike3
3rd+221d8Summoning, Dark Path3
4th+231d8Ability Score Improvement3
5th+342d8Dark Psyche4
6th+342d8Rotting Familiar, Dark Path feature4
7th+352d8Banisher, Effigy4
8th+362d8Ability Score Improvement4
9th+463d8Dark Path feature5
10th+473d8Breathless, Diabolic Blood5
11th+483d8Expanded Mind5
12th+483d8Ability Score Improvement5
13th+594d8Scion of Evil5
14th+5104d8Diabolic Essence5
15th+5104d8Dark Path feature6
16th+5114d8Ability Score Improvement6
17th+6125d8Unbound Soul6
18th+6125d8Dark Path feature6
19th+6135d8Ability Score Improvement6
20th+6145d8Master of Evil6

Spellcasting

To make a deal with the devils, you have had to push your body and mind to the limit. The benefits of this have been many, and include the ability to cast simple spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric and wizard spell lists. You learn one additional cantrip at 5th level, 10th level, and 15th level.

Spellcasting Ability

Wisdom is your spellcasting ability for your diabolist spells, since you draw your spells from a dark connection in your soul with things from the beyond. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a diabolist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Conjuration

Your pacts with unholy patrons grants you powers beyond the ken of most mortals. By beseeching your patrons for favors, you can summon forth allies from the dark planes of the multiverse, or tap into their powers directly.

  • Conjuring Points. You have one conjuring point, and you gain more as you reach higher levels, as shown in the Conjuring Points column of the Diabolist table. You regain spent all conjuring points when you finish a long rest, minus those spent maintaining a bond with diaboli.
  • Summon Familiar. You may cast the find familiar spell by spending one conjuring point in addition to the usual spell components. This familiar must be a fiend.
  • Conjured Magic. You are able to cast any cleric or wizard spell with the ritual tag. You must cast this spell as a ritual, but you do not know these spells—instead you borrow them from the spirits bound to you. When you cast a ritual, you must spend a number of conjuring points equal to the spell’s level.

Masterful Presence

Your presence is so intense, creatures cannot help but flinch at the idea of invoking your wrath. While you are not wearing any armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

Necromantic Touch

Also at 1st level, the fell pacts you’ve made allow you manifest energy antithetical to life and revitalizing to the forces of evil. As an action, you may make a melee spell attack, dealing 1d8 necrotic damage to a living creature on a hit. When you target one of your diaboli with this ability, you restore the creature’s hit points instead. If you kill a living creature using your necromantic touch, you gain a number of temporary hit points equal to the damage you dealt with the killing blow, even if the target did not have that many hit points remaining. You may gain a maximum number of temporary hit points this way equal to twice your diabolist level.

At 5th, 9th, 13th, and 17th level the damage you deal with your necromantic touch increases by 1d8.

Corrupted Blood

Beginning at 2nd level, you gain resistance to poison damage and advantage on saving throws to resist being poisoned.

Diabolic Strike

Also at 2nd level, your touch becomes anathema to life. When you hit a target with your necromantic touch, choose one of the following:

  • You do additional necrotic damage to the target equal to your Charisma score.
  • The target is blinded until the beginning of your next turn.
  • The target is deafened until the beginning of your next turn.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one 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 using this feature.

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Spell List

You know all of the spells on the basic spell list and additional spells based on your archetype.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing

Prerequisites. To qualify for multiclassing into the diabolist class, you must meet these prerequisites: Wisdom or Charisma 13

Proficiencies. When you multiclass into the diabolist class, you gain the following proficiencies: Simple weapons, ceremonial relics, and one skill from the class' skill list.


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Alchemist from EN Publishing, © 2017, EN World; Author Various Authors, based on original material by EN Publishing. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains Open Game License v1.0a material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
EN Publishing Transcribed Content
EN Publishing
Races Faun (5e Race) Gremlin (5e Race) Spriggan (5e Race)
Classes Alchemist (5e Class) Cardcaster (5e Class) Diabolist (5e Class) Feywalker (5e Class) Noble (5e Class) Occultist (5e Class)
Character Options Alchemist's Apprentice (5e Background) Bloodkeeper's Barricade (5e Background) Epitheos Monastery (5e Background)
Feats Abyssal Hide (5e Feat) Alchemical Artillerist (5e Feat) Astrologer (5e Feat) Balor Wings (5e Feat) Bloodkeeper Arts (5e Feat) Cardshark (5e Feat) Cartomancy (5e Feat) Chosen of Fortune (5e Feat) Cosmic Ritualist (5e Feat) Couatl Crest (5e Feat) Deva Wings (5e Feat) Devil’s Arm (5e Feat) Dretch Belch (5e Feat) Expeditious Alchemy (5e Feat) Greased Lightning (5e Feat) Holy Drive (5e Feat) Imp’s Eye (5e Feat) Infernal Horns (5e Feat) Infernal Mask (5e Feat) Intuitive Diviner (5e Feat) Metaknowledge (5e Feat) Mounted Musketeer (5e Feat) Pernicious Poisoner (5e Feat) Planetar Visage (5e Feat) Solar Gaze (5e Feat) Soul of Light (5e Feat) Swordsaint (5e Feat) Unicorn Horn (5e Feat) Vrock Feathers (5e Feat)
Equipment Alchemical Torch (5e Equipment) Ammunition, Bullet (50) (5e Equipment) Ammunition, Fire Arrow/Bolt (20) (5e Equipment) Ammunition, Rounds (20) (5e Equipment) Ammunition, Shot (20) (5e Equipment) Barrel Chain Rifle (5e Equipment) Blunderbuss (5e Equipment) Carbine (5e Equipment) Elephant Gun (5e Equipment) Elephant Pistol (5e Equipment) Facemold Paste (5e Equipment) Fire Lance (5e Equipment) Flintlock Revolver (5e Equipment) Glacial Effector (5e Equipment) Gun Cane (5e Equipment) Gun Kit (5e Equipment) Gun Shield (5e Equipment) Hand Blunderbuss (5e Equipment) Hand Cannon (5e Equipment) Harmonica Pistol (5e Equipment) Harmonica Rifle (5e Equipment) Harquebus (5e Equipment) Harquebus Hybrid (5e Equipment) Hexagonal Rifle (5e Equipment) Hybrid Pistol (5e Equipment) King's Walking Staff (5e Equipment) Lead Ingot (5e Equipment) Lever Action Carbine (5e Equipment) Lever Action Pistol (5e Equipment) Matchlock Musket (5e Equipment) Matchlock Pistol (5e Equipment) Midnight Dust (5e Equipment) Musket (5e Equipment) Needle Rifle (5e Equipment) Pepperbox Pistol (5e Equipment) Pepperbox Rifle (5e Equipment) Pistol (5e Equipment) Pocket Pistol (5e Equipment) Powder Flask (5e Equipment) Repeating Flintlock Pistol (5e Equipment) Rest (5e Equipment) Revolver (5e Equipment) Revolving Blunderbuss (5e Equipment) Revolving Carbine (5e Equipment) Revolving Rifle (5e Equipment) Rifle (5e Equipment) Rotating Revolver (5e Equipment) Saber (5e Equipment) Smoke Bomb (5e Equipment) Sparksprig (5e Equipment) Triangular Bayonet (5e Equipment) Turret Pistol (5e Equipment) Turret Rifle (5e Equipment) Volley Musket (5e Equipment) Volley Pistol (5e Equipment)
Magic Items Adamantine Bullet (5e Equipment) Bloodkeeper Crystal (5e Equipment) Calamity Blade (5e Equipment) Dire Bear Mask (5e Equipment) Dragon's Breath Shot (5e Equipment) Figurine of Wondrous Power: Agate Cat (5e Equipment) Goblin Mask (5e Equipment) Hag Mask (5e Equipment) Hill Giant Mask (5e Equipment) Jawbreakers' War Mask (5e Equipment) Mask of Humanity (5e Equipment) Mask of the Dragon (5e Equipment) Mask of the Feychild (5e Equipment) Mask of the Infernal Offspring (5e Equipment) Mask of the Shamed Royal (5e Equipment) Moon Powder (5e Equipment) No-Headed Coin (5e Equipment) Octopoid Mask (5e Equipment) Rain Match (5e Equipment) Spark Staff (5e Equipment) Stoneborn Death Mask (5e Equipment) The Ghost Hood (5e Equipment) The Proclaimer (5e Equipment) The Slashed Faces (5e Equipment) Visage of the Vampire (5e Equipment)
Spells Astromancy (5e Spell) Conjure Deep Abomination (5e Spell) Dreaming Tide (5e Spell) Drowning (5e Spell) Eclipse (5e Spell) Herculean Force (5e Spell) Putrefy Food (5e Spell) Universal Potion (5e Spell)
Variant Rules Capacity (5e Variant Rule) Chain Fire (5e Variant Rule) Double-Action (5e Variant Rule) Experimenting and Grafting (5e Variant Rule) Firearm Customization (5e Variant Rule) Loud (5e Variant Rule) Match Loading (5e Variant Rule) Misalignment (5e Variant Rule) Misfire (5e Variant Rule) Rest (5e Variant Rule) Shot (5e Variant Rule) Turret Chain Fire (5e Variant Rule) Unwieldy (5e Variant Rule) Volley (5e Variant Rule)
Creatures, Templates and NPCs Abrikandilu (5e Creature) Accuser Devil (5e Creature) Bibliognost (5e Creature) Black Icer (5e Creature) Blazing Spider (5e Creature) Blutsauger (5e Creature) Bolt-Thrower (5e Creature) Cacodaemon (5e Creature) Carrow (5e Creature) Clockwork Knight (5e Creature) Cloud Spider (5e Creature) Contract Devil (5e Creature) Djehuty (5e Creature) Forvirskrípi (5e Creature) Gear Spider (5e Creature) Geode Spider (5e Creature) Granitehead (5e Creature) Grimlock Brute (5e Creature) Grimlock Supplicant (5e Creature) Grinder (5e Creature) Hlaupa (5e Creature) Hydrodaemon (5e Creature) Knútadraugr (5e Creature) Littoral Spider (5e Creature) Living Spellbook (5e Creature) Magma Elemental (5e Creature) Maw Swarm (5e Creature) Mubida (5e Creature) Mud Elemental (5e Creature) Ochokochi (5e Creature) Oculite (5e Creature) Plaguebelly (5e Creature) Poludnitsa (5e Creature) Revilock (5e Creature) Revilock Paragon (5e Creature) Samovila (5e Creature) Sand Elemental (5e Creature) Slithering Crown (5e Creature) Slitherwhite (5e Creature) Smoke Elemental (5e Creature) Snow Angel (5e Creature) Steam Elemental (5e Creature) Storm Elemental (5e Creature) Thanadaemon (5e Creature) Thornfist (5e Creature) Thuull (5e Creature) Titivullus (5e Creature) Troglodyte Meatseeker (5e Creature) Troglodyte Wallower (5e Creature) Viy (5e Creature) Wailer on the Ice (5e Creature) Warmonger Devil (5e Creature) Íssax (5e Creature)
gollark: You have structs and they can have methods, and implement interfaces (traits).
gollark: Rust supports kindofOOP, but sanely, through composition, since it has no inheritance.
gollark: Don't use OOP?
gollark: * mediocre-est
gollark: I mean, they're about the same length, but *still*.
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