The Diabolist

by KaiTries5

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The Diabolist

The dwarven woman, clad in bear furs, clenches her axe and crouches low. The snowbank obscures her from her prey: a gargantuan yeti. She lies in wait for several moments, waiting for it to get close enough. When it does, she leaps from her hiding position----and as she flies through the air, her skin begins to freeze while shards of ice crystallize around her.

A sick baron lies in his bed, his mind muddled from a burning fever. When an armored human enters his room, he is initially relieved----surely, this must be a paladin, come to cure his ailments! But his relief turns to fear as the human walks over to his bed side, puts a gauntleted hand on the nobleman's chest, and drains the sickly baron of what little remains of his life force.

Embers begin to pour from underneath the red scales of a male dragonborn, the sensation painful but familiar. As the embers surround him, he rushes towards the troll barreling towards him. The two clash, and the dragonborn plunges a red-hot shortsword into the troll's chest, felling the monstrous creature.

Diabolists are wielders of both weapons and dark magic. They let this magic consume them, trading their own vitality for greater and greater powers.

Mysterious Origins

No two diabolists earn their powers in the same manner. It might be an inborn ability inherited from a planar ancestor, a curse from defiling sacred ground, or the boon of a patron entity. The only uniting element of these powers is their consumptive nature. In order to fully utilize the full potential of their magic, diabolists must sacrifice a part of themselves
----physically to be certain, but perhaps emotionally too.

After all, must one become a monster to fight monsters? Many diabolists that find themselves fighting for a good cause justify their methodology in this way: the ends justify the means. Perhaps they do; that is for you to decide.

No Power is Free

As previously mentioned, the dark magic diabolists wield is consumptive, almost parasitic in nature. The source of a diabolist's power is their very vitality, be it the physical blood that runs in their veins or the sanctity of their own soul. This is what they sacrifice in order to achieve the great power they possess. Allowing this power to corrupt them, to take control, it runs quite a risk. In their darkest moments, they do not always have full control of it. A diabolist always has to think: is it worth it?

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose diabolist as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Constitution score of 13 and a Strength score or Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a diabolist.

Proficiencies Gained. If diabolist isn't your initial class, here are the proficiencies you gain when you take your first level as a diabolist: light armor, medium armor, shields, simple weapons, and martial weapons.

Spell Slots. You can add the spell slots you gain from the Profane Magic feature to your spell slots from any other source.




































Class Features

As a diabolist, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per diabolist level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per diabolist level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Athletics, Acrobatics, Religion, Deception, and Intimidation

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a martial melee weapon or (b) two simple melee weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • Two daggers and a dungeoneer's pack

The Diabolist
Level Proficiency Bonus Features Maximum
Corruption
Cantrips
Known
Spells
Known
 Spell
Slots
 Slot
Level
1st +2 Profane Magic, Unholy Covenant 2 2 1 1st
2nd +2 Fighting Style, Corruption, Covenant feature 1 2 2 1 1st
3rd +2 Vile Fortitude 1 2 3 2 1st
4th +2 Ability Score Improvement 2 2 3 2 1st
5th +3 Extra Attack 2 2 4 2 2nd
6th +3 Desecrated Strikes 3 2 4 2 2nd
7th +3 Covenant feature 3 2 5 2 2nd
8th +3 Ability Score Improvement 4 2 5 2 2nd
9th +4 Undaunted 4 2 6 2 3rd
10th +4 Vile Fortitude Improvement 5 3 6 2 3rd
11th +4 Covenant feature 5 3 7 2 3rd
12th +4 Ability Score Improvement 6 3 7 2 3rd
13th +5 Dark Diablerie (4th level) 6 3 8 2 3rd
14th +5 Unholy Presence 7 4 8 2 3rd
15th +5 Covenant feature 7 4 9 2 3rd
16th +5 Ability Score Improvement 8 4 9 2 3rd
17th +6 Dark Diablerie (5th level) 8 4 10 2 3rd
18th +6 Vile Fortitude Improvement 9 4 10 2 3rd
19th +6 Ability Score Improvement 9 4 11 2 3rd
20th +6 Diabolic Sovereign 10 4 11 2 3rd

Profane Magic

Your dabbling with dark magic allows you to manifest spells. This power is sporadic and dangerous, making it less than safe to wield----but you are capable of it nonetheless.

Cantrips Known

At 1st level, you know two cantrips of your choice from the diabolist spell list. You learn additional diabolist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Diabolist table.

Spell Slots

The Diabolist table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your diabolist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, at 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the diabolist spell list.

The Spells Known column of the Diabolist table shows when you learn more diabolist spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 5th level, for example, you learn a new diabolist spell, which can be 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the diabolist spells you know and replace it with another spell from the diabolist spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your diabolist spells, as your as your magic is drawn from your very vitality. You use your Constitution whenever a diabolist spell refers to your spellcasting ability. In addition, you use your Constitution 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 Constitution modifier

Spell Attack Modifier = Your proficiency bonus + your Constitution modifier

Spellcasting Focus

Instead of a traditional hand-held focus or component pouch, you can use your own body as a spellcasting focus for your diabolist spells.

Unholy Covenant

You have a particular affinity with one unholy force, known as your covenant, that shapes and defines your powers. Choose the Covenant of Blood, the Covenant of Flame, the Covenant of Frost, the Covenant of Instinct, the Covenant of Plague, or the Covenant of Shadow, each detailed at the end of the class description.

Your choice grants you features at 1st level and again at 2nd, 7th, 11th, and 15th level.

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Corruption

Also at 2nd level, you can take on the corruptive power of your covenant to bolster your own capabilities. At the start of your turn in combat, you can expend one of your diabolist hit dice and take on a stage of Corruption (no action required). While you have stages of Corruption, you are considered to be under the effects of this feature.

While under the effects of this feature, you gain a pool of d10's equal to your Corruption stage. When you deal damage to a creature, you can spend dice from that pool and roll them, dealing the total result as additional damage to the target. The type of damage is determined by your Unholy Covenant. This pool replenishes at the start of each of your turns in combat, after you take on any additional stages of Corruption (if any).

However, taking on this dark power has its drawbacks. While under the effects of this feature, you take additional damage from all sources equal to your Corruption stage, and any amount of hit points you regain is reduced by your Corruption stage.

Your maximum stage of Corruption is determined by your level in this class, as shown in the Maximum Corruption column of the Diabolist table. When you expend hit dice at the start of your turn to gain stages of Corruption, you can spend a number of hit dice up to half your maximum stages of Corruption (rounded up).

Stages of Corruption last for 1 minute. You cannot end them early. A remove curse spell cast on you removes all stages of Corruption affecting you.

Vile Fortitude

At 3rd level, unholy energy sustains your body. You are immune to disease, and you no longer need to eat or drink.

Additionally, when you finish a short rest, you regain half of your expended diabolist hit dice (rounded up), and when you finish a long rest, you regain all of your expended diabolist hit dice.

Starting at 10th level, you regain all expended diabolist hit dice when you finish a short or long rest.

Starting at 18th level, for every 10 years that pass, your body only ages 1 year.

Ability Score Improvement

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.

Extra Attack

At 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Desecrated Strikes

At 6th level, profane power suffuses your blows. Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Undaunted

At 9th level, your experience with unholy magic and dark secrets leave you with nothing to fear. You are immune to the frightened condition.

Dark Diablerie

At 13th level, you unlock an ancient incantation of dark power, called a diablerie. Choose one 4th-level spell from the diabolist spell list as this diablerie. You can cast your diablerie spell once without expending a spell slot. You must finish a long rest before you can do so again.

At 17th level, you gain one 5th-level diabolist spell of your choice that can be cast in this way. You regain all expended uses of your Dark Diablerie when you finish a long rest.

Unholy Presence

At 14th level, your very presence is an affront to holiness. You and allied creatures within 10 feet of you have resistance to radiant damage. You can only grant this benefit while you are conscious.

Diabolic Sovereign

At 20th level, you are fully in control of your dark powers. You gain the following benefits.

  • The maximum number of hit dice you can expend at once to take on stages of Corruption is now 10 instead of 5.
  • When you roll initiative, you regain up to 5 expended hit dice. If not expended within 1 minute, they disappear.
  • While under the effects of your Corruption feature, whenever you spend dice from your pool to deal extra damage, you can roll each die twice and take either result.

Unholy Covenants

A diabolist's covenant is the form their dark powers take. There are many different covenants, but 6 are the most common: Blood, Flame, Frost, Instinct, Plague, and Shadow. They each manifest in different ways----still corrupting the wielder, but granting a host of unique and powerful abilities for any aspiring diabolist.

As previously stated, your choice of covenant grants you features at 1st level and again at 2nd, 7th, 11th, and 15th level.

Covenant of Blood

Diabolists of the Covenant of Blood wield hemomantic magic. They draw vitality from others to fuel themselves, manipulating the life force of others to their benefit. Of all the covenants, this one could be considered the most "evil" or "unholy", but none can deny the efficacy of diabolists who wield this power----abominable as they might seem on the surface.

Covenant of Blood Features
Diabolist
Level
Feature
1st Crimson Vitality
2nd Blood Incarnate
7th Sanguine Extraction
11th Blood for Blood
15th Vampiric Embrace

Crimson Vitality

When you gain this covenant at 1st level, your talent for blood magic bolsters your fortitude. You have resistance to necrotic damage.

Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Blood Incarnate

At 2nd level, while under the effects of your Corruption feature, you gain the following benefits.

  • The additional damage you deal is necrotic damage. When you deal this damage to a creature, you regain hit points equal to the number of dice spent from your pool, which is not reduced by your Corruption feature as normal.
  • At the start of each of your turns, you gain temporary hit points equal to your Corruption stage + your Constitution modifier. You gain these temporary hit points after you take on any additional stages of Corruption (if any), and they last until the start of your next turn.

Sanguine Extraction

At 7th level, you can permanently diminish another's own vitality. When you deal necrotic damage to a creature, you can force it to make a Constitution saving throw against your diabolist spell save DC. On a failed save, the target's hit point maximum is reduced by the amount of necrotic damage they took until they finish a long rest.

You have a number of uses of this feature equal to half your proficiency bonus (rounded down), and you regain all expended uses when you finish a short or long rest.

Blood for Blood

At 11th level, you can manipulate your loss of life force into gain for another. When you take damage to your hit points (as opposed to temporary hit points), you can use your reaction to choose a creature within 30 feet of you (not including yourself). The chosen target regains hit points equal to the amount you lost. Once you use this feature, you can't do so again until you finish a short or long rest.


























































Vampiric Embrace

At 15th level, the life you drain from your enemies becomes your own. When you use your Sanguine Extraction feature, you also regain hit points equal to the necrotic damage dealt.

Additionally, when you use your Blood for Blood feature, you can choose yourself, regaining hit points equal to the number of hit points you lost as the feature describes.

Hit points regained from this feature are not reduced as normal if you are under the effects of your Corruption feature.

Covenant of Flame

Diabolists of the Covenant of Flame use fiery magic to burn away their foes. Of all the covenants, this is the most purely destructive, with unholy fire burning impossibly hot for impossibly long at the diabolist's whims. Ashes and cinders follow in their wake, and fires of destruction flicker and dance behind their eyes.

Covenant of Flame Features
Diabolist
Level
Feature
1st Borne of Fire
2nd Flame Incarnate
7th Raze
11th Immolating Embers
15th Phoenix's Vengeance

Borne of Fire

When you gain this covenant at 1st level, you are used to the heat and devastation that fire can bring. You have resistance to fire damage.

Additionally, when you cast a spell that deals fire damage, you gain a bonus to one of the spell's damage rolls equal to your proficiency bonus.

Flame Incarnate

At 2nd level, while under the effects of your Corruption feature, you gain the following benefits.

  • The additional damage you deal is fire damage. When you deal this damage to a creature, they take extra fire damage equal to the number of dice spent from your pool.
  • At the start of each of your turns, hostile creatures within 5 feet of you take fire damage equal to your Corruption stage + your Constitution modifier. This damage is dealt after you take on any additional stages of Corruption (if any).

Raze

At 7th level, you can wreak fiery destruction at a whim. As an action, you can use this feature to cast the Burning Hands spell without expending a spell slot. The spell level is equal to the highest level you can cast a diabolist spell at from your Profane Magic feature (or your Dark Diablerie feature, once you gain it). This casting of the spell is affected by your Borne of Fire feature as normal.

You have a number of uses of this feature equal to half your proficiency bonus (rounded down), and you regain all expended uses when you finish a short or long rest.

Immolating Embers

At 11th level, your fire magic persists. When you deal fire damage to a creature, you can choose to immolate them (no action required). If you do, at the start of that creature's next turn, they take fire damage equal to half your diabolist level (rounded down).

You can do this a number of times equal to your proficiency bonus, and must finish a short or long rest before doing so again.

Phoenix's Vengeance

At 15th level, unholy fire ensures that you never die. When you are reduced to 0 hit points, you can use your reaction to instead drop to 0 hit points. When you do this, you unleash your fiery wrath on the creature who reduced you to 0 hit points. That creature immediately takes damage equal to twice your diabolist level; if this damage reduces them to 0 hit points, you then regain the same amount of hit points.

Once you use this reaction, you can't use it again until you finish a short or long rest.

Covenant of Frost

Diabolists of the Covenant of Frost are masters of the cold. Ice is both a shield and a sword to them, gathering around them when they are struck and locking down their foes as they launch their assault. This covenant is inexorable in nature, stopping at nothing to bring down even the mightiest of opponents. If you ever draw one's ire, the chill in your bones won't even let you run away.

Covenant of Frost Features
Diabolist
Level
Feature
1st Harbinger of Winter
2nd Frost Incarnate
7th Glacial Guard
11th Unending Blizzard
15th Frozen Over

Harbinger of Winter

When you gain this covenant at 1st level, an icy chill surrounds you always. You have resistance to cold damage.

Additionally, your speed cannot be reduced unless it is reduced to 0, and you ignore nonmagical difficult terrain.

Frost Incarnate

At 2nd level, while under the effects of your Corruption feature, you gain the following benefits.

  • The additional damage you deal is cold damage. When you deal this damage to a creature, they must succeed on a Constitution saving throw against your diabolist spell save DC or have their speed reduced by 5 x the number of dice spent from your pool until the start of your next turn.
  • At the start of each of your turns, you can spend dice from your pool (no action required) to increase your AC by 1 for each die spent. The maximum amount of dice you can spend to do this is equal to half your proficiency bonus (rounded up). You spend these dice after you take on any additional stages of Corruption (if any).

Glacial Guard

At 7th level, you can summon shields of ice to protect you. When you are targeted by an attack, you can use your reaction to gain temporary hit points equal to twice your diabolist level; these temporary hit points are gained before the attack hits and last until the start of your next turn.

While you have these temporary hit points, any creature that deals damage to you must make a Dexterity saving throw against your diabolist spell save DC, as shards of ice break off your guard and fly towards them. A creature takes cold damage equal to your diabolist level on a failed save, or half as much on a successful one.

You have a number of uses of this feature equal to half your proficiency bonus (rounded down), and you regain all expended uses when you finish a short or long rest.

Unending Blizzard

At 11th level, you can summon icy winds to whip around you, chilling your enemies to the bone. As a bonus action, you can activate or dismiss these winds, which extend 5 feet from you in every direction. Any hostile creature that starts its turn within 5 feet of you has their speed halved until the start of their next turn. This speed reduction is cumulative with the speed reduction granted by your Frost Incarnate feature.

Frozen Over

At 15th level, you can completely lock your foes in ice. As an action, you can choose a creature within 30 feet of you; that creature must make a Constitution saving throw against your diabolist spell save DC. On a failed save, they are paralyzed as supernatural ice locks them in place.

This effect lasts for 1 minute or until they are hit by an attack or fail a saving throw, which shatters the ice and frees them. Alternatively, you can use your reaction to expend a diabolist spell slot to prevent the ice from shattering, which keeps the target paralyzed. You cannot use this reaction if the attack was a critical hit or if the creature automatically failed the saving throw.

Once you use this feature, you can't do so again until you finish a short or long rest.













































Covenant of Instinct

Diabolists of the Covenant of Instinct embrace the primal power of wild animals. They are often partially transformed in some way, taking on an appearance not dissimilar to some lycanthropes. These diabolists wildly dart around the battlefield and hunt their prey like a feral animal.

Covenant of Instinct Features
Diabolist
Level
Feature
1st The Beast Within
2nd Instinct Incarnate
7th Chase the Scent
11th Thrill of the Hunt
15th Apex Predator
















The Beast Within

When you gain this covenant at 1st level, you let out your inner animal. You gain resistance to acid damage.

Additionally, your speed is increased by 10 feet, and your unarmed strikes deal 1d6 slashing damage instead of the normal damage and type for unarmed strikes.

Instinct Incarnate

At 2nd level, while under the effects of your Corruption feature, you gain the following benefits.

  • The additional damage you deal is acid damage. When you deal this damage to a creature, another creature of your choice within 5 feet of both you and the target takes acid damage equal to the number of dice spent from your pool.
  • At the start of each of your turns, you can immediately move a number of feet up to 5 + 5 x your Corruption stage without provoking opportunity attacks. You take this movement after you take on any additional stages of Corruption (if any).

Chase the Scent

At 7th level, you have a supernatural sense for your prey. When you deal damage to a creature, you can track that creature's approximate location for the next 10 minutes. This sense allows you to ignore the disadvantage granted on attack rolls by being blinded, the target being invisible, or the target being heavily obscured. It also grants you advantage on any Perception, Survival, and Investigation checks to follow or locate the creature.

The maximum number of creatures you can track at once is equal to your Constitution modifier (minimum of 1). When you attack a new creature, the oldest tracked creature is lost.

Thrill of the Hunt

At 11th level, as you hunt your prey, their wounds reinvigorate you. The first time you hit a creature with an attack on your turn, you gain temporary hit points equal to your Constitution modifier (minimum of 1).

Apex Predator

At 15th level, your strikes are as swift as a predator's. You can make 3 attacks, instead of 2, whenever you take the Attack action on your turn.

Additionally, your unarmed strikes now deal 1d8 slashing damage.





















































Covenant of Plague

Diabolists of the Covenant of Plague do not wreak havoc directly. Their power is that of disease; epidemics and illnesses that kill slowly, invisibly. These diabolists weaken their foes as they fight, infecting them with vile afflictions until their body gives out from the terrible symptoms. You may think all the sweat you're exuding is because of the fight and not the fever you've contracted until it's far too late for you.

Covenant of Plague Features
Diabolist
Level
Feature
1st Disease-Ridden
2nd Plague Incarnate
7th Miasma
11th Festering Strike
15th Virulent Outbreak

Disease-Ridden

When you gain this covenant at 1st level, you know how best to utilize diseases. You gain resistance to poison damage.

Additionally, magical poison damage you deal ignores resistance to poison damage.

Plague Incarnate

At 2nd level, while under the effects of your Corruption feature, you gain the following benefits.

  • The additional damage you deal is poison damage. When you deal this damage to a creature, they must succeed on a Constitution saving throw against your diabolist spell save DC or take a penalty to all ability checks equal to half the dice spent from your pool (rounded up) until the start of your next turn.
  • At the start of each of your turns, you can spend dice from your pool (no action required) to force a number of creatures within 5 feet of you to equal to the number of dice spent to make a Constitution saving throw or be poisoned until the start of your next turn. The maximum amount of dice you can spend to do this is equal to half your proficiency bonus (rounded up). You spend these dice after you take on any additional stages of Corruption (if any).

Miasma

At 7th level, a sickening aura surrounds you. As a bonus action, you can activate or dismiss this aura, which extends 5 feet from you in every direction. While the aura is active, hostile creatures within it take poison damage equal to your Constitution modifier.

Festering Strike

At 11th level, you can take advantage of opponents riddled with disease. When you hit a creature with a weapon attack and that creature has the poisoned condition, you can end the condition on that creature early to deal additional poison damage equal to your diabolist level.

You can do this a number of times equal to your proficiency bonus, and must finish a short or long rest before doing so again.

Virulent Outbreak

At 15th level, your diseases spread incredibly quickly. Once per round when you deal poison damage to a creature, every hostile creature within 5 feet of that creature must make a Constitution saving throw against your diabolist spell save DC. On a failure, they take poison damage equal to half the damage the first creature took.

Covenant of Shadow

Diabolists of the Covenant of Shadows play with the eyes and minds of their enemies. More than just the dark itself is the fear of what the dark contains, and this covenant utilizes both to achieve victory. A diabolist of shadow is a truly terrifying enemy to face----if you even see them coming at all, as it is very likely you won't.

Covenant of Shadow Features
Diabolist
Level
Feature
1st Lurking in the Dark
2nd Shadow Incarnate
7th Umbral Mask
11th Waking Nightmare
15th Crippling Fear

Lurking in the Dark

When you gain this covenant at 1st level, you can use shadows to your advantage. You gain resistance to psychic damage.

Additionally, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Shadow Incarnate

At 2nd level, while under the effects of your Corruption feature, you gain the following benefits.

  • The additional damage you deal is psychic damage. When you deal this damage to a creature, they must succeed on a Wisdom saving throw against your diabolist spell save DC or take a penalty to attack rolls made against you equal to half the dice spent from your pool (rounded up) until the start of your next turn.
  • At the start of each of your turns, you can spend dice from your pool (no action required) to force a number of creatures within 5 feet of you to equal to the number of dice spent to make a Wisdom saving throw or be frightened of you until the start of your next turn. The maximum amount of dice you can spend to do this is equal to half your proficiency bonus (rounded up). You spend these dice after you take on any additional stages of Corruption (if any).

Umbral Mask

At 7th level, you can hide yourself in magical shadows. As an action, you can turn invisible for the next minute. This invisibility ends early if you make an attack or cast a spell.

You have a number of uses of this feature equal to half your proficiency bonus (rounded down), and you regain all expended uses when you finish a short or long rest.

Waking Nightmare

At 11th level, you can manipulate the fear of your enemies. A creature that is frightened by you has disadvantage on saving throws while you are within line of sight, in addition to attack rolls and ability checks.

Additionally, you are still considered within line of sight of any creature frightened by you if you are within 30 feet of it, even if they can't see you (including you being obscured or invisible).

Crippling Fear

At 15th level, you can lock your enemies in terror. As a bonus action, you can choose one creature within 30 feet of you that is frightened of you; that creature must make a Charisma saving throw against your diabolist spell save DC. On a failed save, that creature is stunned until it is no longer frightened of you.

Once you use this feature, you can't do so again until you finish a short or long rest.

Diabolist Spell List

Cantrips
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Infestation
  • Message
  • Mind Sliver
  • Minor Illusion
  • Poison Spray
  • Primal Savagery
  • Produce Flame
  • Sapping Sting
  • Sword Burst
  • Thaumaturgy
  • Toll the Dead
  • True Strike
1st Level
  • Absorb Elements
  • Armor of Agathys
  • Arms of Hadar
  • Bane
  • Burning Hands
  • Cause Fear
  • Charm Person
  • Disguise Self
  • Dissonant Whispers
  • False Life
  • Frost Fingers
  • Hellish Rebuke
  • Inflict Wounds
  • Ray of Sickness
  • Tasha's Caustic Brew
2nd Level
  • Blur
  • Crown of Madness
  • Darkness
  • Flaming Sphere
  • Hold Person
  • Invisibility
  • Magic Weapon
  • Melf's Acid Arrow
  • Misty Step
  • Ray of Enfeeblement
  • Rime's Binding Ice
  • Scorching Ray
  • Shadow Blade
  • Snilloc's Snowball Swarm
  • Suggestion
  • Summon Beast
  • Wither and Bloom
3rd Level
  • Animate Dead
  • Ashardalon's Stride
  • Bestow Curse
  • Counterspell
  • Dispel Magic
  • Fast Friends
  • Fear
  • Fireball
  • Haste
  • Hunger of Hadar
  • Slow
  • Spirit Shroud
  • Stinking Cloud
  • Summon Shadowspawn
  • Summon Undead
  • Vampiric Touch
4th Level
  • Blight
  • Charm Monster
  • Dimension Door
  • Elemental Bane
  • Fire Shield
  • Greater Invisibility
  • Phantasmal Killer
  • Polymorph
  • Shadow of Moil
  • Sickening Radiance
  • Summon Elemental
  • Vitriolic Sphere
  • Wall of Fire
5th Level
  • Antilife Shell
  • Cloudkill
  • Cone of Cold
  • Contagion
  • Danse Macabre
  • Destructive Wave
  • Dominate Person
  • Enervation
  • Far Step
  • Hallow
  • Hold Monster
  • Immolation
  • Negative Energy Flood
  • Synaptic Static





































Vessel Variant

The following class variant is available to characters who select diabolist as one of their classes.

The Vessel is a warrior with a powerful being bound inside their very body. They act as both prison and warden, locking this being's essence away. However, many vessels bargain with the entity within them for power, unleashing its fury to devastate their foes----at the risk of it taking over the vessel.

Multiclassing

You must have a Charisma score of 13 or higher, instead of Constitution, to take a level in this class, or to take a level in another class if you are already a vessel.

Vault Magic

A vessel's Vault Magic feature functions identically to the diabolist's Profane Magic, with the following changes.

  • You use Charisma as your spellcasting ability, instead of Constitution. You use Charisma when determining your spell attack modifier and your spell save DC.

Renamed Features

The following features are renamed, but are not altered in any other way.





































  • Unholy Covenant is renamed to Bound Essence.
    • Covenant of Blood is renamed to Essence of Blood.
    • Covenant of Flame is renamed to Essence of Flame.
    • Covenant of Frost is renamed to Essence of Frost.
    • Covenant of Instinct is renamed to Essence of Instinct.
    • Covenant of Plague is renamed to Essence of Plague.
    • Covenant of Shadow is renamed to Essence of Shadow.
  • Corruption is renamed to Unseal.
    • Stages of Corruption are renamed to Seals.
    • Maximum Corruption is renamed to Maximum Seal.
  • Vile Fortitude is renamed to Vessel's Fortitude.
  • Desecrated Strikes is renamed to Vested Might.
  • Undaunted is renamed to Second Will.
  • Dark Diablerie renamed to Unbind Essence.
    • Diableries renamed to unbindings.
  • Unholy Presence renamed to False Idol.
  • Diabolic Sovereign renamed to Apotheosis.

Ability Score Replacement

Any feature from this class that refers to your Constitution modifier instead refers to your Charisma modifier.

The Diabolist

A Constitution-based half-pact-caster that dabbles in dark magic. Wield forbidden power in the pursuit of your goals! Corrupt your very being to destroy your foes! Sacrifice your vitality in service to one of six Unholy Covenants!

Created by: u/KaiTries5

Artist Credits:
Cover - Tiefling, by Votdren
Page 1 - Dragon Knight, by Changyoung Jung
Page 1 - Siege of Inaolia, by Adam Miconi
Page 3 - Cabal Paladin, by Lius Lasahido
Page 4 - Vampire, by Gongcheng
Page 5 - Lorna, by Elisa Serio
Page 6 - Ember Vanguard, by Wojtek Depczynski
Page 7 - Knight of the White Sun, by Anton Fort
Page 8 - Werewolf Vinfor, by Andrew Kuzinskiy
Page 9 - Skaven, by baklaher
Page 10 - Conquer, by peterskore
Page 11 - Dark Wizard, by Ville-Valtteri Kinnunen
Page 12 Blood Summoner, by Fajareka Setiawan
Back - Death Knight, by Jeaho-Hyun

Other Credits:
Page Stains by Jared Ondricek
Diabolist Icon by Game-icons.net