Rachel
First Post
Inspired by some great homebrew on this site and others, I decided to share my first ever homebrew class. Hopefully, you will like it. Feedback is definately appreciated and please use it if you like.
DIABOLIST
Class Traits
-------------------
Role: Leader. You lead by bolstering and healing your allies whilst protecting them with powerful circle magics.
Power Source: Arcane. Magic is a precise, ritualistic, and secretive art for you that hearkens on realms without boundaries.
Key Abilities: Intelligence, Wisdom, Constituition
Armor Proficiencies.: Cloth
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods
Bonus to Defense: +2 Will
Hit Points at lst Level: 12
Hit Points gained per Level: 5
Healing Surges per day: 6
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Int), Perception (Wis), Religion (Int)
Class Features: Spell Source, Master Ritualist, Spell Circle: Boost
Diabolist Class Features----------------
Diabolists have the following class features.
Spell Source
As a diabolist, you gain power from timeless sources few can comprehend which must be channeled through symbolism.
Choose either Art of the Deep or Art of the Yonder. The choice you make grants you a specific feature and it's bonuses.
Art of the Deep
Knowledge of the secrets of magic hidden from most others, veiled in secrecy from those in whom such knowledge would torment and destroy.
[Sunken Power]
As long as you have any rune, glyph, or circle active in the current encounter, gain a +2 Power Bonus to all Fort saves.
Art of the Yonder
A preternatural mental affinity for the intricacies and chaotic intellectual maelstrom that permeates and defines all levels of spellcasting.
[Soaring Power]
As long as you have any rune, glyph, or circle active in the current encounter, gain a +2 Power Bonus to all Ref saves.
Master Ritualist
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. Additionally, when casting any ritual it's cost and cast time are both reduced by half, excepting the following rituals: Enchant Magic Item, Brew Potion.
Ritual Book
Rituals: Your book contains three 1st-level rituals
of your choice that you have mastered.
At 5th level, and again at 11th, 15th, 21st, and 25th
level, you master two more rituals of your choice and
add them to your spellbook. Any ritual you add must
be your level or lower.
Diabolist Powers
[Spell Circle: Boost]
"Fingers or rod aglow with brilliant light, you cast a circle about the area, encompassing your allies and strengthening them."
Encounter- Arcane Standard Close burst 5
Targets: You and each ally in burst
Effect: Grants a +2 Power Bonus to either Attack rolls (often Destruction) or AC (often Protection) until encounter ends.
Creating a Diabolist
Intelligence and Wisdom are the most important ability scores for a diabolist. Constituition is a good second or third choice.
You may choose any powers you like, but many diabolists choose feats, skills, and powers to complement their Spell Source choice.
Destruction Diabolist
Suggested Class Feature: Art of the Yonder
Suggested Feat: Coordinated Explosion (phb2)
Suggested Skills: Arcana, History, Insight, Religion
Suggested At-Will Powers: Rune of Excitation, Glyph of Rebuking
Suggested Encounter Power: Glyph of Explosion
Suggested Daily Power: Spell Circle: Flaming
Protection Diabolist
Suggested Class Feature: Art of the Deep
Suggested Feat: Distant Advantage (phb2)
Suggested Skills: Arcana, Endurance, Heal, Perception
Suggested At-Will Powers: Radiating Strike, Glyph of Draining
Suggested Encounter Power: Rune of Indecisiveness
Suggested Daily Power: Spell Circle: Icey
Level 1 At-Will Spells
---------------------------
[Glyph of Draining]
The life force of your foe is stolen by this greedily pulsing glyph to benefit a chosen ally.
At-Will- Arcane, Healing, Implement Standard Ranged 10
Target: One creature
Attack: Wisdom vs. Fort Hit: 1d6 + Wis mod damage
Effect: One ally adjacent to the target regains HP equal to half the damage inflicted.
[Glyph of Rebuking]
A searing glyphic symbol delivered with contempt that also befuddles the hapless foe.
At-Will- Arcane, Implement Standard Ranged 10
Target: One creature
Attack: Intelligence vs. Will Hit: 1d8 + Int mod damage
Effect: Target is Dazed (save ends).
[Radiating Strike]
As your strike connects, gentle restorative magics ebb out to heal nearby allies.
At-Will- Arcane, Healing, Weapon Standard Melee weapon Target: One creature
Attack: Wisdom vs. AC Hit: 1[W] + Wis mod damage
Effect: All allies adjacent to target when hit regain HP equal to the caster's Con mod.
Special: Counts as a Basic Melee attack.
[Rune of Excitation]
A tiny fiery rune appears on the target's held item or weapon, instantly exciting it's molecules to white hot intensity.
At-Will- Arcane, Fire, Implement Standard Ranged 5
Target: One creature
Attack: Intelligence vs. Ref Hit: 2d4 + Int mod damage
Effect: Afflicted item may be dropped immediately. If not, target takes ongoing fire damage 2 (save ends).
Special: Counts as a Basic Ranged attack.
Level 1 Encounter Spells
------------------------------
[Glyph of Explosion]
Summons into being a glowing red glyphabove a targeted square or enemy which then explodes, dealing widespread damage.
Encounter- Arcane, Implement Standard Burst 3 Ranged 10 Target: Each enemy in burst
Attack: Intelligence vs. Fort Hit: 1d8 + Int mod damage
[Glyph of Heroism]
A shining glyph flashes over the diabolist's head as they strike, inspiring their allies to do the same.
Encounter- Arcane, Implement, Weapon Standard
Target: One creature Melee Weapon
Attack: Wisdom vs. AC Hit: 2[W] + Wis mod damage
Effect: Allies adjacent to the target may make a free Basic Melee or Basic Ranged attack against the same target.
[Rune of Armor Constriction]
Where once the marked armor defended, it now assaults, tightening around the victim's body and squeezing the life from them.
Encounter- Arcane, Implement Standard Target: One creature Ranged 5
Attack: Wisdom vs. Fort Hit: 2d4 + Wis mod damage
Special: Target must be wearing chain, scale, or plate armor. While the glyph is active, the armor cannot be removed.
Sustain Minor: Ongoing physical damage 3 (save ends).
[Rune of Indecisiveness]
A hazy blue rune appears on the forehead of an enemy, causing indecision and slowing their reactions.
Encounter- Arcane, Implement Standard Target: One creature
Ranged 5
Attack: Intelligence vs. Will Hit: 1d8 + Int mod damage
Effect: Target loses combat advantage (if it has). Also, they cannot gain combat advantage or make opportunity attacks until the caster's next turn.
Level 1 Daily Spells
------------------------
[Astral Invader]
Summons a shifting arcanic wraith which dives into the host target, opening them up to increased Arcane damage.
Daily- Arcane, Implement, Necrotic Standard Target: One creature
Attack: Wisdom vs. Will Hit: 2d6 + Wis mod damage
Effect: Target gains Vulnerable Arcane 5 until the caster's next turn.
Sustain Minor: Effect continues.
[Rune of Spiked Death]
Places a jagged purple rune on the target's armor which suddenly sprouts deadly spikes on the inside, painfully lancing flesh.
Daily- Arcane, Implement Standard Target: One creature Ranged 10
Attack: Intelligence vs. Fort Hit: 3d8 + Int mod damage
[Spell Circle: Flaming]
Creates a zone defined by a faintly glowing spell circle that damages an enemy with a gout of fire roaring up from it's center.
Daily- Arcane, Fire, Implement, Zone Standard Close burst 2
Hit: 3d6 + Int mod damage plus ongoing fire damage 4 (save ends).
Effect: The burst creates a zone until the end of your next turn. The first enemy who enters the zone takes damage and the zone dissapears.
[Spell Circle: Icey]
Creates a zone defined by a faintly glowing spell circle that damages an enemy with a spike of ice lancing up from it's center.
Daily- Arcane, Cold, Implement, Zone Standard Close burst 2
Hit: 3d6 + Wis mod damage and target is Slowed (save ends).
Effect: The burst creates a zone until the end of your next turn. The first enemy who enters the zone takes damage and the zone dissapears.
Level 2 Utility Spells
----------------------------
[Glyph of Freetongue]
A soft yellow glyph appears over an ally's head, broadening their audial senses and knowledge of linquistics.
Encounter- Arcane Standard Melee touch Target: You or one ally
Effect: Choose one language at casting. Target can freely understand and speak (not write) that language until the caster's next turn.
Sustain Minor: Effect continues.
[Glyph of Lesser Warding]
A glowing green glyph wards a door, window, archway or similar portal from monsters by slowing their movements.
Daily- Arcane Standard Target: One portal Ranged 10
Effect: Each monster of the named sub-type that attempts to cross the threshold until the caster's next round may make a save to do so, and can cross unimpeded if they succeed. Otherwise, they may pass but are Dazed and Slowed (save ends).
Sustain Standard: Effect continues.
[Glyph of Resourcefulness]
A soft yellow glyph appears over an ally's head, affording them great mental clarity or nimble dexterity.
Encounter- Arcane Standard Melee touch Target: You or one ally
Effect: Grants the target a +1 plus caster's Int mod Power Bonus to their next Int or Dex key ability skill roll.
[Rune of Resizing]
Small, scrawling white runes run across the surface of an item, armor, or weapon, temporarily altering it's size.
Daily- Arcane Standard Melee touch Target: One item (worn/held or not).
Effect: The item's size becomes either one size level larger or smaller for a duration equal to the caster's Wisdom mod. So, a 2handed weapon of medium size could be shrunk to 1handed size (stats adjust accordingly) for use by small creatures, or an armor of medium size can be enlarged to fit a large sized creature. Also, a mundane item can be reduced in size to transport easier (less space and weight).
Sustain Minor: Effect continues (must touch again to do so).
PARAGON PATHS
Deathwarder
A diabolist may choose to focus his spellcraft on mastering the aspects of the epic struggle of life and death, learning to prolong and improve the first, while staving off or even preventing the second.
Realmseeker
Many diabolists are so adept at seeking out the msyteries of the arcane, that their ambition begins to extend out to the mysteries of the entire world, and specifically the most intriquing and hidden of it's places.
Rune Lord
A diabolist who truly understands the role of language and culture within his art may take to mastering the compexities of rune use as a written language capable of astonishing miracles.
Sigil Master
This diabolist seeks knowledge and mastery of a little known, almost lost focus of power; the sigil, a twisting form of living art which has strange and wondrous properties when scribed upon a mortal form.
DIABOLIST
Class Traits
-------------------
Role: Leader. You lead by bolstering and healing your allies whilst protecting them with powerful circle magics.
Power Source: Arcane. Magic is a precise, ritualistic, and secretive art for you that hearkens on realms without boundaries.
Key Abilities: Intelligence, Wisdom, Constituition
Armor Proficiencies.: Cloth
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods
Bonus to Defense: +2 Will
Hit Points at lst Level: 12
Hit Points gained per Level: 5
Healing Surges per day: 6
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Int), Perception (Wis), Religion (Int)
Class Features: Spell Source, Master Ritualist, Spell Circle: Boost
Diabolist Class Features----------------
Diabolists have the following class features.
Spell Source
As a diabolist, you gain power from timeless sources few can comprehend which must be channeled through symbolism.
Choose either Art of the Deep or Art of the Yonder. The choice you make grants you a specific feature and it's bonuses.
Art of the Deep
Knowledge of the secrets of magic hidden from most others, veiled in secrecy from those in whom such knowledge would torment and destroy.
[Sunken Power]
As long as you have any rune, glyph, or circle active in the current encounter, gain a +2 Power Bonus to all Fort saves.
Art of the Yonder
A preternatural mental affinity for the intricacies and chaotic intellectual maelstrom that permeates and defines all levels of spellcasting.
[Soaring Power]
As long as you have any rune, glyph, or circle active in the current encounter, gain a +2 Power Bonus to all Ref saves.
Master Ritualist
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. Additionally, when casting any ritual it's cost and cast time are both reduced by half, excepting the following rituals: Enchant Magic Item, Brew Potion.
Ritual Book
Rituals: Your book contains three 1st-level rituals
of your choice that you have mastered.
At 5th level, and again at 11th, 15th, 21st, and 25th
level, you master two more rituals of your choice and
add them to your spellbook. Any ritual you add must
be your level or lower.
Diabolist Powers
[Spell Circle: Boost]
"Fingers or rod aglow with brilliant light, you cast a circle about the area, encompassing your allies and strengthening them."
Encounter- Arcane Standard Close burst 5
Targets: You and each ally in burst
Effect: Grants a +2 Power Bonus to either Attack rolls (often Destruction) or AC (often Protection) until encounter ends.
Creating a Diabolist
Intelligence and Wisdom are the most important ability scores for a diabolist. Constituition is a good second or third choice.
You may choose any powers you like, but many diabolists choose feats, skills, and powers to complement their Spell Source choice.
Destruction Diabolist
Suggested Class Feature: Art of the Yonder
Suggested Feat: Coordinated Explosion (phb2)
Suggested Skills: Arcana, History, Insight, Religion
Suggested At-Will Powers: Rune of Excitation, Glyph of Rebuking
Suggested Encounter Power: Glyph of Explosion
Suggested Daily Power: Spell Circle: Flaming
Protection Diabolist
Suggested Class Feature: Art of the Deep
Suggested Feat: Distant Advantage (phb2)
Suggested Skills: Arcana, Endurance, Heal, Perception
Suggested At-Will Powers: Radiating Strike, Glyph of Draining
Suggested Encounter Power: Rune of Indecisiveness
Suggested Daily Power: Spell Circle: Icey
Level 1 At-Will Spells
---------------------------
[Glyph of Draining]
The life force of your foe is stolen by this greedily pulsing glyph to benefit a chosen ally.
At-Will- Arcane, Healing, Implement Standard Ranged 10
Target: One creature
Attack: Wisdom vs. Fort Hit: 1d6 + Wis mod damage
Effect: One ally adjacent to the target regains HP equal to half the damage inflicted.
[Glyph of Rebuking]
A searing glyphic symbol delivered with contempt that also befuddles the hapless foe.
At-Will- Arcane, Implement Standard Ranged 10
Target: One creature
Attack: Intelligence vs. Will Hit: 1d8 + Int mod damage
Effect: Target is Dazed (save ends).
[Radiating Strike]
As your strike connects, gentle restorative magics ebb out to heal nearby allies.
At-Will- Arcane, Healing, Weapon Standard Melee weapon Target: One creature
Attack: Wisdom vs. AC Hit: 1[W] + Wis mod damage
Effect: All allies adjacent to target when hit regain HP equal to the caster's Con mod.
Special: Counts as a Basic Melee attack.
[Rune of Excitation]
A tiny fiery rune appears on the target's held item or weapon, instantly exciting it's molecules to white hot intensity.
At-Will- Arcane, Fire, Implement Standard Ranged 5
Target: One creature
Attack: Intelligence vs. Ref Hit: 2d4 + Int mod damage
Effect: Afflicted item may be dropped immediately. If not, target takes ongoing fire damage 2 (save ends).
Special: Counts as a Basic Ranged attack.
Level 1 Encounter Spells
------------------------------
[Glyph of Explosion]
Summons into being a glowing red glyphabove a targeted square or enemy which then explodes, dealing widespread damage.
Encounter- Arcane, Implement Standard Burst 3 Ranged 10 Target: Each enemy in burst
Attack: Intelligence vs. Fort Hit: 1d8 + Int mod damage
[Glyph of Heroism]
A shining glyph flashes over the diabolist's head as they strike, inspiring their allies to do the same.
Encounter- Arcane, Implement, Weapon Standard
Target: One creature Melee Weapon
Attack: Wisdom vs. AC Hit: 2[W] + Wis mod damage
Effect: Allies adjacent to the target may make a free Basic Melee or Basic Ranged attack against the same target.
[Rune of Armor Constriction]
Where once the marked armor defended, it now assaults, tightening around the victim's body and squeezing the life from them.
Encounter- Arcane, Implement Standard Target: One creature Ranged 5
Attack: Wisdom vs. Fort Hit: 2d4 + Wis mod damage
Special: Target must be wearing chain, scale, or plate armor. While the glyph is active, the armor cannot be removed.
Sustain Minor: Ongoing physical damage 3 (save ends).
[Rune of Indecisiveness]
A hazy blue rune appears on the forehead of an enemy, causing indecision and slowing their reactions.
Encounter- Arcane, Implement Standard Target: One creature
Ranged 5
Attack: Intelligence vs. Will Hit: 1d8 + Int mod damage
Effect: Target loses combat advantage (if it has). Also, they cannot gain combat advantage or make opportunity attacks until the caster's next turn.
Level 1 Daily Spells
------------------------
[Astral Invader]
Summons a shifting arcanic wraith which dives into the host target, opening them up to increased Arcane damage.
Daily- Arcane, Implement, Necrotic Standard Target: One creature
Attack: Wisdom vs. Will Hit: 2d6 + Wis mod damage
Effect: Target gains Vulnerable Arcane 5 until the caster's next turn.
Sustain Minor: Effect continues.
[Rune of Spiked Death]
Places a jagged purple rune on the target's armor which suddenly sprouts deadly spikes on the inside, painfully lancing flesh.
Daily- Arcane, Implement Standard Target: One creature Ranged 10
Attack: Intelligence vs. Fort Hit: 3d8 + Int mod damage
[Spell Circle: Flaming]
Creates a zone defined by a faintly glowing spell circle that damages an enemy with a gout of fire roaring up from it's center.
Daily- Arcane, Fire, Implement, Zone Standard Close burst 2
Hit: 3d6 + Int mod damage plus ongoing fire damage 4 (save ends).
Effect: The burst creates a zone until the end of your next turn. The first enemy who enters the zone takes damage and the zone dissapears.
[Spell Circle: Icey]
Creates a zone defined by a faintly glowing spell circle that damages an enemy with a spike of ice lancing up from it's center.
Daily- Arcane, Cold, Implement, Zone Standard Close burst 2
Hit: 3d6 + Wis mod damage and target is Slowed (save ends).
Effect: The burst creates a zone until the end of your next turn. The first enemy who enters the zone takes damage and the zone dissapears.
Level 2 Utility Spells
----------------------------
[Glyph of Freetongue]
A soft yellow glyph appears over an ally's head, broadening their audial senses and knowledge of linquistics.
Encounter- Arcane Standard Melee touch Target: You or one ally
Effect: Choose one language at casting. Target can freely understand and speak (not write) that language until the caster's next turn.
Sustain Minor: Effect continues.
[Glyph of Lesser Warding]
A glowing green glyph wards a door, window, archway or similar portal from monsters by slowing their movements.
Daily- Arcane Standard Target: One portal Ranged 10
Effect: Each monster of the named sub-type that attempts to cross the threshold until the caster's next round may make a save to do so, and can cross unimpeded if they succeed. Otherwise, they may pass but are Dazed and Slowed (save ends).
Sustain Standard: Effect continues.
[Glyph of Resourcefulness]
A soft yellow glyph appears over an ally's head, affording them great mental clarity or nimble dexterity.
Encounter- Arcane Standard Melee touch Target: You or one ally
Effect: Grants the target a +1 plus caster's Int mod Power Bonus to their next Int or Dex key ability skill roll.
[Rune of Resizing]
Small, scrawling white runes run across the surface of an item, armor, or weapon, temporarily altering it's size.
Daily- Arcane Standard Melee touch Target: One item (worn/held or not).
Effect: The item's size becomes either one size level larger or smaller for a duration equal to the caster's Wisdom mod. So, a 2handed weapon of medium size could be shrunk to 1handed size (stats adjust accordingly) for use by small creatures, or an armor of medium size can be enlarged to fit a large sized creature. Also, a mundane item can be reduced in size to transport easier (less space and weight).
Sustain Minor: Effect continues (must touch again to do so).
PARAGON PATHS
Deathwarder
A diabolist may choose to focus his spellcraft on mastering the aspects of the epic struggle of life and death, learning to prolong and improve the first, while staving off or even preventing the second.
Realmseeker
Many diabolists are so adept at seeking out the msyteries of the arcane, that their ambition begins to extend out to the mysteries of the entire world, and specifically the most intriquing and hidden of it's places.
Rune Lord
A diabolist who truly understands the role of language and culture within his art may take to mastering the compexities of rune use as a written language capable of astonishing miracles.
Sigil Master
This diabolist seeks knowledge and mastery of a little known, almost lost focus of power; the sigil, a twisting form of living art which has strange and wondrous properties when scribed upon a mortal form.
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