Diabolus
This is the path that Tieflings take to unlock their fiendish heritage.
The Diabolus Table
[TABLE="width: 0"]
[TR]
[TH]Level[/TH]
[TH]Proficiency
Bonus[/TH]
[TH]Features[/TH]
[/TR]
[TR]
[TD]1st[/TD]
[TD]+2[/TD]
[TD]Spellcasting, Diabolic Resistance[/TD]
[/TR]
[TR]
[TD]2nd[/TD]
[TD]+2[/TD]
[TD] Fiendish Expression, Fiendish Focus[/TD]
[/TR]
[TR]
[TD]3rd[/TD]
[TD]+2[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]4th[/TD]
[TD]+2[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD]5th[/TD]
[TD]+3[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]6th[/TD]
[TD]+3[/TD]
[TD]Fiendish Focus Feature, Fiendish Expression[/TD]
[/TR]
[TR]
[TD]7th[/TD]
[TD]+3[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]8th[/TD]
[TD]+3[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD]9th[/TD]
[TD]+4[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]10th[/TD]
[TD]+4[/TD]
[TD]Fiendish Expression , Fiendish Focus Feature[/TD]
[/TR]
[TR]
[TD]11th[/TD]
[TD]+4[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]12th[/TD]
[TD]+4[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD]13th[/TD]
[TD]+5[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]14th[/TD]
[TD]+5[/TD]
[TD]Fiendish Fortitude, Fiendish Expression[/TD]
[/TR]
[TR]
[TD]15th[/TD]
[TD]+5[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]16th[/TD]
[TD]+5[/TD]
[TD]Ability Score Improvement , Fiendish Fortunes[/TD]
[/TR]
[TR]
[TD]17th[/TD]
[TD]+6[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]18th[/TD]
[TD]+6[/TD]
[TD]Fiendish Focus Feature[/TD]
[/TR]
[TR]
[TD]19th[/TD]
[TD]+6[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD]20th[/TD]
[TD]+6[/TD]
[TD]Archfiend[/TD]
[/TR]
[/TABLE]
[TABLE="width: 0"]
[TR]
[TH]Lvl[/TH]
[TH]Cantrips
Known[/TH]
[TH]Spells
Known[/TH]
[TH="colspan: 10"]—Spell Slots per Spell Level—[/TH]
[/TR]
[TR]
[TH]1[/TH]
[TH]2[/TH]
[TH]3[/TH]
[TH]4[/TH]
[TH]5[/TH]
[TH]6[/TH]
[TH]7[/TH]
[TH]8[/TH]
[TH]9[/TH]
[TH][/TH]
[/TR]
[TR]
[TD]1st[/TD]
[TD]2[/TD]
[TD]2[/TD]
[TD]2[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]2nd[/TD]
[TD]2[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]3rd[/TD]
[TD]2[/TD]
[TD]4[/TD]
[TD]4[/TD]
[TD]2[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]4th[/TD]
[TD]3[/TD]
[TD]5[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]5th[/TD]
[TD]3[/TD]
[TD]6[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]6th[/TD]
[TD]3[/TD]
[TD]7[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]7th[/TD]
[TD]3[/TD]
[TD]8[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]8th[/TD]
[TD]3[/TD]
[TD]9[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]9th[/TD]
[TD]3[/TD]
[TD]10[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]10th[/TD]
[TD]3[/TD]
[TD]11[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]11th[/TD]
[TD]4[/TD]
[TD]12[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]12th[/TD]
[TD]4[/TD]
[TD]12[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]13th[/TD]
[TD]4[/TD]
[TD]13[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]14th[/TD]
[TD]4[/TD]
[TD]13[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]15th[/TD]
[TD]4[/TD]
[TD]14[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]16th[/TD]
[TD]4[/TD]
[TD]14[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]17th[/TD]
[TD]4[/TD]
[TD]15[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]18th[/TD]
[TD]4[/TD]
[TD]15[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]19th[/TD]
[TD]4[/TD]
[TD]15[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]20th[/TD]
[TD]4[/TD]
[TD]15[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD][/TD]
[/TR]
[/TABLE]
Class Features
Racial Requirement: This class is only available to Tiefling
As a Diabolus, you gain the following class features.
Hit Points
Hit Dice: 1d6 per Diabolus level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Diabolus level after 1st
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Glaive, Longbow, Longsword, and Trident
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Intimidation, Insight, Perception, Persuasion, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Explorer’s pack and 2d4*10 gold
Spellcasting
See Spells Rules for the general rules of spellcasting and the Spells at the end of the class description for the Diabolus spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the Diabolus spell list. You learn additional Diabolus cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Diabolus table.
Spell Slots
The Diabolus table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Diabolus spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Diabolus spell list.
The Spells Known column of the Diabolus table shows when you learn more Diabolus spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Diabolus spells you know and replace it with another spell from the Diabolus spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Diabolus spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Diabolus spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Diabolus spells.
Diabolic Resistance
At 1st level, your fiendish heritage grants you resistance to poison damage. When you are allowed to make a save versus poison you gain advantage on those rolls.
Fiendish Focus
At 2nd level a Diabolus chooses to focus on an aspect of their fiendish Heritage. The aspects are located at the end of the main class description.
Fiendish Expression
You have begun to bring forth the more obscure features of your fiendish heritage. At 2nd level you may choose two Fiendish Expressions of your choice. Your Fiendish Expression options are detailed at the end of the class description. You gain an additional Fiendish Expressions at 6th, 10th, and 14th levels.
You may only use one Fiendish Expression that modifies your breath weapon by expending breath weapon uses each time you use your breath weapon.
Additionally, when you gain a level in this class, you can choose one of the Fiendish Expressions you know and replace it with another Fiendish Expression that you could learn at that level.
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.
Fiendish Fortitude
At 14th level you gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +l).
Fiendish Fortunes
At 16th level, you can use your fiendish blood to pay for the material costs of spells. Once per a long rest you may pay 5 hit points as a bonus action to cast a spell without any material components. If you had taken 5 or more hit point of damage the turn you use it you don’t need to pay additional hit points. This ability may not be used on a spell with a material cost higher than 250 gp.
Archfiend
At 20th level, you can now assert a level of dominance against all fiends. You have advantage to attacks made against fiends and advantage for saving throws from the abilities of fiends. Fiends have disadvantage to attacks that target you and disadvantage for saving throws from your spells and abilities.
Fiendish Focus
Fiendish Blade
A Diabolus that chooses this path focuses on the martial attributes of their fiendish heritage.
Fiendish Blade Features
Level Feature
2nd Fiendish Armor, Fiendish Armory
6th Demonic Imbuement
10th Fiendish Reaction
18th Fiendish Critical
Fiendish Armor
When you choose this archetype at 2nd level, you gain a bonus to AC equal to your proficiency bonus. You also increase your hit point maximum by an amount equal to your levels in this class.
Fiendish Armory
At 2nd level, choose Glaive, Longbow, Longsword, or Trident. You gain a +2 bonus to hit with the chosen weapon.
Demonic Imbuement
At 6th level, any weapon that you are proficient with is considered magical for the purpose of overcoming resistances and immunities to non-magical attacks and damage. When wielding a weapon of the same type as the one chosen for Fiendish Armory, once per a turn you may add a d6 fire or poison damage to a hit with the chosen weapon.
Fiendish Reaction
At 10th level you gain the ability to take 3 reactions per a round of combat. So if you uses a reaction to cast a shield spell, you could still use a reaction for an attack of opportunity. However you may only use one reaction per a combat turn.
Fiendish Critical
At 18th level, when you score a critical hit with any weapon you are proficient with, you roll the damage dice 3 times instead of just 2.
Fiendish Mystic
A Diabolus that chooses this path focuses on their mystical powers.
Fiendish Mystic Features
Level Feature
2nd Diabolic Spells, Diabolic resistance
6th Diabolic Mantle
10th Contracts of Mephistopheles
18th Fiendish Traveler
Diabolic Spells
When you choose this archetype at 2nd level, choose cold, fire or poison. You may add you charisma modifier damage dealt by your spells that match the chosen damage type. This may only be applied to one target per spell cast.
Diabolic Resistance
At 2nd level, whenever you cast a spell that successfully deals cold, fire, necrotic, or poison damage you gain a number of temporary hit points equal to twice the level of the spell cast.
Diabolic Mantle
At 6th level you gain advantage to saving throws against the abilities of celestials, and you may add 1d6 to the rolls to save against the spells or abilities of celestials and fiends.
Contracts of Mephistopheles
At 10th level you’ve acquired the true names of several devils. You are considered to possess an individual devil’s talisman when you cast Infernal Calling with this ability.
Fiendish Traveler
At 18th level you have traveled the multiverse so much that is has become second nature to you. You can cast gate 1 time in between long rests without using a spell slot or material components.
Fiendish Expression
Blades of the Marilith- prerequisites: -6th level – Whenever you use the attack action you may use your bonus action to make another attack.
Blessing of Cocytus - prerequisites: 14th level- You gain resistance to cold damage, and when you are allowed to make a save effects that deal fire or cold damage you gain advantage on those rolls.
Charm of the Devil - prerequisites: - Choose either Deception, Intimidation or Persuasion. Once per a short rest you may gain advantage on any Charisma check involving the chosen skill.
Demonic Stride - prerequisites: 14th level- You can now teleport up to 120 feet to a location you can see once every short rest as a move action.
Devil’s Own Luck- prerequisites: 6th level- Your infernal heritage can now bend fate to your advantage. Once per a long rest you may add 2d6 to any save, ability check, or attack roll.
Diabolic Durability - prerequisites: - Your fiendish heritage guards your life. You gain a number of temporary hit points equal you your proficiency bonus plus your Charisma modifier after finishing a short or long rest.
Fiendish Presence - prerequisites:6th level- Your very presence can strike fear to those around you. You may frighten or charm a number of creaures equal to your charisma modifier that you can see within 60 feet as an action. Each creature chosen must then succeed on a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency or be frightened (if you chose fear) for 1 round. You may use this ability once per a short rest.
Fiendish Sight – prerequisites: - Magical darkness and Smoke cannot hinder your darkvision.
Infernal Initiative - prerequisites: 14th level- The infernal blood in your veins drives you to win. You now have advantage to initiative rolls, and gain a bonus to the roll equal to your Charisma modifier.
Punishing Caster - prerequisites: 10th level- Whenever a creature is hit by or fails a save from a spell you cast, you may cast a cantrip spell as a bonus action.
Smite of the Archfiend- prerequisites: -10th level – Once per turn when you hit a creature with a weapon you are proficient with, you can expend a Diabolus spell slot of 5th level or lower to deal 1d8 fire or lightning damage, plus an additional 1d8 per level of the spell slot.
Sympathy for the Devil- prerequisites: - 10th level- You may use a reaction to expend a spell slot to gain a bonus to AC equal to 2 times the level of the spell slot against an attack that would hit you. This bonus to AC fades at the end of the turn it was used on.
Wings of the Fiends - prerequisites: 14th level- Your gain a pair of jet black feathered wings or a pair of bat like wings. You gain a flight speed of 60 feet so long as you aren’t encumbered or wearing medium or heavy armor.
Spells
Cantrips (0 Level)
Acid Splash (conjuration)
Blade Ward (abjuration)
Chill Touch (necromancy)
Control flames (transmutation) XGtE
Create bonfire (conjuration)
Dancing Lights (evocation)
Fire Bolt (evocation)
Friends (enchantment)
Frostbite (evocation) XGtE
Infestation (conjuration) XGtE
Light (evocation)
Mage Hand (conjuration)
Mending (transmutation)
Message (transmutation)
Minor Illusion (illusion)
Poison Spray (conjuration)
Prestidigitation (transmutation)
Ray of Frost (evocation)
Shocking Grasp (evocation)
Thunderclap (evocation) XGtE
Toll the dead (necromancy) XGtE
True Strike (divination)
1st Level
Absorb elements (abjuration) XGtE
Burning Hands (evocation)
Cause fear (necromancy) XGtE
Chaos bolt (evocation) XGtE
Charm Person (enchantment)
Comprehend Languages* (divination)
Detect Magic* (divination)
Disguise Self (illusion)
Expeditious Retreat (transmutation)
False Life (necromancy)
Feather Fall (transmutation)
Fog Cloud (conjuration)
Ice knife (conjuration) XGtE
Jump (transmutation)
Mage Armor (abjuration)
Magic Missile (evocation)
Protection from Evil and Good (abjuration)
Ray of Sickness (necromancy)
Shield (abjuration)
Silent Image (illusion)
Sleep (enchantment)
Tasha’s Hideous Laughter (enchantment)
Tenser’s Floating Disk* (conjuration)
Thunderwave (evocation)
Unseen Servant* (conjuration)
2nd Level
Aganazzar’s scorcher (evocation) XGtE
Alter Self (transmutation)
Blindness/Deafness (necromancy)
Blur (illusion)
Cloud of Daggers (conjuration)
Crown of Madness (enchantment)
Darkness (evocation)
Darkvision (transmutation)
Detect Thoughts (divination)
Enhance Ability (transmutation)
Enlarge/Reduce (transmutation)
Gust of Wind (evocation)
Hold Person (enchantment)
Invisibility (illusion)
Knock (transmutation)
Levitate (transmutation)
Mind spike (divination) XGtE
Mirror Image (illusion)
Misty Step (conjuration)
Phantasmal Force (illusion)
Pyrotechnics (transmutation) XGtE
Scorching Ray (evocation)
See Invisibility (divination)
Shadow blade (illusion) XGtE
Shatter (evocation)
Snilloc’s snowball swarm (evocation) XGtE
Spider Climb (transmutation)
Suggestion (enchantment)
Web (conjuration)
3rd Level
Animate Dead (necromancy)
Bestow Curse (necromancy)
Blink (transmutation)
Clairvoyance (divination)
Counterspell (abjuration)
Daylight (evocation)
Dispel Magic (abjuration)
Fear (illusion)
Fireball (evocation)
Fly (transmutation)
Gaseous Form (transmutation)
Haste (transmutation)
Lightning Bolt (evocation)
Magic Circle (abjuration)
Major Image (illusion)
Melf’s minute meteors (evocation) XGtE
Nondetection (abjuration)
Protection from Energy (abjuration)
Sleet Storm (conjuration)
Slow (transmutation)
Stinking Cloud (conjuration)
Summon lesser demons (conjuration) XGtE
Thunder step (conjuration) XGtE
Tongues (divination)
Vampiric Touch (necromancy)
Water Breathing* (transmutation)
Water Walk* (transmutation)
4th Level
Banishment (abjuration)
Blight (necromancy)
Charm monster (enchantment) XGtE
Confusion (enchantment)
Dimension Door (conjuration)
Dominate Beast (enchantment)
Fabricate (transmutation)
Fire Shield (evocation)
Greater Invisibility (illusion)
Ice Storm (evocation)
Locate Creature (divination)
Polymorph (transmutation)
Stoneskin (abjuration)
Summon greater demon (conjuration) XGtE
Wall of Fire (evocation)
5th Level
Animate Objects (transmutation)
Cloudkill (conjuration)
Cone of Cold (evocation)
Contact Other Plane* (divination)
Creation (illusion)
Dance macabre (necromancy) XGtE
Dominate Person (enchantment)
Enervation (necromancy) XGtE
Far step (conjuration) XGtE
Hold Monster (enchantment)
Immolation (evocation) XGtE
Infernal calling (conjuration) XGtE
Insect Plague (conjuration)
Negative energy flood (necromancy) XGtE
Planar Binding (abjuration)
Scrying (divination)
Seeming (illusion)
Skill empowerment (transmutation) XGtE
Steel wind strike (conjuration) XGtE
Synaptic static (enchantment) XGtE
Telekinesis (transmutation)
Teleportation Circle (conjuration)
Wall of Force (evocation)
Wall of Stone (evocation)
6th Level
Arcane Gate (conjuration)
Chain Lightning (evocation)
Circle of Death (necromancy)
Contingency (evocation)
Create Undead (necromancy)
Disintegrate (transmutation)
Eyebite (necromancy)
Globe of Invulnerability (abjuration)
Investiture of flame (transmutation) XGtE
Investiture of ice (transmutation) XGtE
Mass Suggestion (enchantment)
Mental prison (illusion) XGtE
Move Earth (transmutation)
Otiluke’s Freezing Sphere (evocation)
Soul cage (necromancy) XGtE
True Seeing (divination)
Wall of Ice (evocation)
7th Level
Delayed Blast Fireball (evocation)
Etherealness (transmutation)
Finger of Death (necromancy)
Fire Storm (evocation)
Forcecage (evocation)
Plane Shift (conjuration)
Reverse Gravity (transmutation)
Symbol (abjuration)
Teleport (conjuration)
8th Level
Antimagic Field (abjuration)
Demiplane (conjuration)
Dominate Monster (enchantment)
Earthquake (evocation)
Incendiary Cloud (conjuration)
Mind Blank (abjuration)
Power Word Stun (enchantment)
Telepathy (evocation)
9th Level
Foresight (divination)
Gate (conjuration)
Imprisonment (abjuration)
Meteor Swarm (evocation)
Power Word Kill (enchantment)
Psychic scream (enchantment) XGtE
Shapechange (transmutation)
Time Stop (transmutation)
Wish (conjuration)
This is the path that Tieflings take to unlock their fiendish heritage.
The Diabolus Table
[TABLE="width: 0"]
[TR]
[TH]Level[/TH]
[TH]Proficiency
Bonus[/TH]
[TH]Features[/TH]
[/TR]
[TR]
[TD]1st[/TD]
[TD]+2[/TD]
[TD]Spellcasting, Diabolic Resistance[/TD]
[/TR]
[TR]
[TD]2nd[/TD]
[TD]+2[/TD]
[TD] Fiendish Expression, Fiendish Focus[/TD]
[/TR]
[TR]
[TD]3rd[/TD]
[TD]+2[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]4th[/TD]
[TD]+2[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD]5th[/TD]
[TD]+3[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]6th[/TD]
[TD]+3[/TD]
[TD]Fiendish Focus Feature, Fiendish Expression[/TD]
[/TR]
[TR]
[TD]7th[/TD]
[TD]+3[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]8th[/TD]
[TD]+3[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD]9th[/TD]
[TD]+4[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]10th[/TD]
[TD]+4[/TD]
[TD]Fiendish Expression , Fiendish Focus Feature[/TD]
[/TR]
[TR]
[TD]11th[/TD]
[TD]+4[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]12th[/TD]
[TD]+4[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD]13th[/TD]
[TD]+5[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]14th[/TD]
[TD]+5[/TD]
[TD]Fiendish Fortitude, Fiendish Expression[/TD]
[/TR]
[TR]
[TD]15th[/TD]
[TD]+5[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]16th[/TD]
[TD]+5[/TD]
[TD]Ability Score Improvement , Fiendish Fortunes[/TD]
[/TR]
[TR]
[TD]17th[/TD]
[TD]+6[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]18th[/TD]
[TD]+6[/TD]
[TD]Fiendish Focus Feature[/TD]
[/TR]
[TR]
[TD]19th[/TD]
[TD]+6[/TD]
[TD]Ability Score Improvement[/TD]
[/TR]
[TR]
[TD]20th[/TD]
[TD]+6[/TD]
[TD]Archfiend[/TD]
[/TR]
[/TABLE]
[TABLE="width: 0"]
[TR]
[TH]Lvl[/TH]
[TH]Cantrips
Known[/TH]
[TH]Spells
Known[/TH]
[TH="colspan: 10"]—Spell Slots per Spell Level—[/TH]
[/TR]
[TR]
[TH]1[/TH]
[TH]2[/TH]
[TH]3[/TH]
[TH]4[/TH]
[TH]5[/TH]
[TH]6[/TH]
[TH]7[/TH]
[TH]8[/TH]
[TH]9[/TH]
[TH][/TH]
[/TR]
[TR]
[TD]1st[/TD]
[TD]2[/TD]
[TD]2[/TD]
[TD]2[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]2nd[/TD]
[TD]2[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]3rd[/TD]
[TD]2[/TD]
[TD]4[/TD]
[TD]4[/TD]
[TD]2[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]4th[/TD]
[TD]3[/TD]
[TD]5[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]5th[/TD]
[TD]3[/TD]
[TD]6[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]6th[/TD]
[TD]3[/TD]
[TD]7[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]7th[/TD]
[TD]3[/TD]
[TD]8[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]8th[/TD]
[TD]3[/TD]
[TD]9[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]9th[/TD]
[TD]3[/TD]
[TD]10[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]10th[/TD]
[TD]3[/TD]
[TD]11[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]11th[/TD]
[TD]4[/TD]
[TD]12[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]12th[/TD]
[TD]4[/TD]
[TD]12[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]13th[/TD]
[TD]4[/TD]
[TD]13[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]14th[/TD]
[TD]4[/TD]
[TD]13[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]15th[/TD]
[TD]4[/TD]
[TD]14[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]16th[/TD]
[TD]4[/TD]
[TD]14[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]—[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]17th[/TD]
[TD]4[/TD]
[TD]15[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]18th[/TD]
[TD]4[/TD]
[TD]15[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]19th[/TD]
[TD]4[/TD]
[TD]15[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]20th[/TD]
[TD]4[/TD]
[TD]15[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]2[/TD]
[TD]2[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD][/TD]
[/TR]
[/TABLE]
Class Features
Racial Requirement: This class is only available to Tiefling
As a Diabolus, you gain the following class features.
Hit Points
Hit Dice: 1d6 per Diabolus level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Diabolus level after 1st
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Glaive, Longbow, Longsword, and Trident
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, Intimidation, Insight, Perception, Persuasion, Religion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Explorer’s pack and 2d4*10 gold
Spellcasting
See Spells Rules for the general rules of spellcasting and the Spells at the end of the class description for the Diabolus spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the Diabolus spell list. You learn additional Diabolus cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Diabolus table.
Spell Slots
The Diabolus table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Diabolus spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Diabolus spell list.
The Spells Known column of the Diabolus table shows when you learn more Diabolus spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Diabolus spells you know and replace it with another spell from the Diabolus spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Diabolus spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Diabolus spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Diabolus spells.
Diabolic Resistance
At 1st level, your fiendish heritage grants you resistance to poison damage. When you are allowed to make a save versus poison you gain advantage on those rolls.
Fiendish Focus
At 2nd level a Diabolus chooses to focus on an aspect of their fiendish Heritage. The aspects are located at the end of the main class description.
Fiendish Expression
You have begun to bring forth the more obscure features of your fiendish heritage. At 2nd level you may choose two Fiendish Expressions of your choice. Your Fiendish Expression options are detailed at the end of the class description. You gain an additional Fiendish Expressions at 6th, 10th, and 14th levels.
You may only use one Fiendish Expression that modifies your breath weapon by expending breath weapon uses each time you use your breath weapon.
Additionally, when you gain a level in this class, you can choose one of the Fiendish Expressions you know and replace it with another Fiendish Expression that you could learn at that level.
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.
Fiendish Fortitude
At 14th level you gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +l).
Fiendish Fortunes
At 16th level, you can use your fiendish blood to pay for the material costs of spells. Once per a long rest you may pay 5 hit points as a bonus action to cast a spell without any material components. If you had taken 5 or more hit point of damage the turn you use it you don’t need to pay additional hit points. This ability may not be used on a spell with a material cost higher than 250 gp.
Archfiend
At 20th level, you can now assert a level of dominance against all fiends. You have advantage to attacks made against fiends and advantage for saving throws from the abilities of fiends. Fiends have disadvantage to attacks that target you and disadvantage for saving throws from your spells and abilities.
Fiendish Focus
Fiendish Blade
A Diabolus that chooses this path focuses on the martial attributes of their fiendish heritage.
Fiendish Blade Features
Level Feature
2nd Fiendish Armor, Fiendish Armory
6th Demonic Imbuement
10th Fiendish Reaction
18th Fiendish Critical
Fiendish Armor
When you choose this archetype at 2nd level, you gain a bonus to AC equal to your proficiency bonus. You also increase your hit point maximum by an amount equal to your levels in this class.
Fiendish Armory
At 2nd level, choose Glaive, Longbow, Longsword, or Trident. You gain a +2 bonus to hit with the chosen weapon.
Demonic Imbuement
At 6th level, any weapon that you are proficient with is considered magical for the purpose of overcoming resistances and immunities to non-magical attacks and damage. When wielding a weapon of the same type as the one chosen for Fiendish Armory, once per a turn you may add a d6 fire or poison damage to a hit with the chosen weapon.
Fiendish Reaction
At 10th level you gain the ability to take 3 reactions per a round of combat. So if you uses a reaction to cast a shield spell, you could still use a reaction for an attack of opportunity. However you may only use one reaction per a combat turn.
Fiendish Critical
At 18th level, when you score a critical hit with any weapon you are proficient with, you roll the damage dice 3 times instead of just 2.
Fiendish Mystic
A Diabolus that chooses this path focuses on their mystical powers.
Fiendish Mystic Features
Level Feature
2nd Diabolic Spells, Diabolic resistance
6th Diabolic Mantle
10th Contracts of Mephistopheles
18th Fiendish Traveler
Diabolic Spells
When you choose this archetype at 2nd level, choose cold, fire or poison. You may add you charisma modifier damage dealt by your spells that match the chosen damage type. This may only be applied to one target per spell cast.
Diabolic Resistance
At 2nd level, whenever you cast a spell that successfully deals cold, fire, necrotic, or poison damage you gain a number of temporary hit points equal to twice the level of the spell cast.
Diabolic Mantle
At 6th level you gain advantage to saving throws against the abilities of celestials, and you may add 1d6 to the rolls to save against the spells or abilities of celestials and fiends.
Contracts of Mephistopheles
At 10th level you’ve acquired the true names of several devils. You are considered to possess an individual devil’s talisman when you cast Infernal Calling with this ability.
Fiendish Traveler
At 18th level you have traveled the multiverse so much that is has become second nature to you. You can cast gate 1 time in between long rests without using a spell slot or material components.
Fiendish Expression
Blades of the Marilith- prerequisites: -6th level – Whenever you use the attack action you may use your bonus action to make another attack.
Blessing of Cocytus - prerequisites: 14th level- You gain resistance to cold damage, and when you are allowed to make a save effects that deal fire or cold damage you gain advantage on those rolls.
Charm of the Devil - prerequisites: - Choose either Deception, Intimidation or Persuasion. Once per a short rest you may gain advantage on any Charisma check involving the chosen skill.
Demonic Stride - prerequisites: 14th level- You can now teleport up to 120 feet to a location you can see once every short rest as a move action.
Devil’s Own Luck- prerequisites: 6th level- Your infernal heritage can now bend fate to your advantage. Once per a long rest you may add 2d6 to any save, ability check, or attack roll.
Diabolic Durability - prerequisites: - Your fiendish heritage guards your life. You gain a number of temporary hit points equal you your proficiency bonus plus your Charisma modifier after finishing a short or long rest.
Fiendish Presence - prerequisites:6th level- Your very presence can strike fear to those around you. You may frighten or charm a number of creaures equal to your charisma modifier that you can see within 60 feet as an action. Each creature chosen must then succeed on a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency or be frightened (if you chose fear) for 1 round. You may use this ability once per a short rest.
Fiendish Sight – prerequisites: - Magical darkness and Smoke cannot hinder your darkvision.
Infernal Initiative - prerequisites: 14th level- The infernal blood in your veins drives you to win. You now have advantage to initiative rolls, and gain a bonus to the roll equal to your Charisma modifier.
Punishing Caster - prerequisites: 10th level- Whenever a creature is hit by or fails a save from a spell you cast, you may cast a cantrip spell as a bonus action.
Smite of the Archfiend- prerequisites: -10th level – Once per turn when you hit a creature with a weapon you are proficient with, you can expend a Diabolus spell slot of 5th level or lower to deal 1d8 fire or lightning damage, plus an additional 1d8 per level of the spell slot.
Sympathy for the Devil- prerequisites: - 10th level- You may use a reaction to expend a spell slot to gain a bonus to AC equal to 2 times the level of the spell slot against an attack that would hit you. This bonus to AC fades at the end of the turn it was used on.
Wings of the Fiends - prerequisites: 14th level- Your gain a pair of jet black feathered wings or a pair of bat like wings. You gain a flight speed of 60 feet so long as you aren’t encumbered or wearing medium or heavy armor.
Spells
Cantrips (0 Level)
Acid Splash (conjuration)
Blade Ward (abjuration)
Chill Touch (necromancy)
Control flames (transmutation) XGtE
Create bonfire (conjuration)
Dancing Lights (evocation)
Fire Bolt (evocation)
Friends (enchantment)
Frostbite (evocation) XGtE
Infestation (conjuration) XGtE
Light (evocation)
Mage Hand (conjuration)
Mending (transmutation)
Message (transmutation)
Minor Illusion (illusion)
Poison Spray (conjuration)
Prestidigitation (transmutation)
Ray of Frost (evocation)
Shocking Grasp (evocation)
Thunderclap (evocation) XGtE
Toll the dead (necromancy) XGtE
True Strike (divination)
1st Level
Absorb elements (abjuration) XGtE
Burning Hands (evocation)
Cause fear (necromancy) XGtE
Chaos bolt (evocation) XGtE
Charm Person (enchantment)
Comprehend Languages* (divination)
Detect Magic* (divination)
Disguise Self (illusion)
Expeditious Retreat (transmutation)
False Life (necromancy)
Feather Fall (transmutation)
Fog Cloud (conjuration)
Ice knife (conjuration) XGtE
Jump (transmutation)
Mage Armor (abjuration)
Magic Missile (evocation)
Protection from Evil and Good (abjuration)
Ray of Sickness (necromancy)
Shield (abjuration)
Silent Image (illusion)
Sleep (enchantment)
Tasha’s Hideous Laughter (enchantment)
Tenser’s Floating Disk* (conjuration)
Thunderwave (evocation)
Unseen Servant* (conjuration)
2nd Level
Aganazzar’s scorcher (evocation) XGtE
Alter Self (transmutation)
Blindness/Deafness (necromancy)
Blur (illusion)
Cloud of Daggers (conjuration)
Crown of Madness (enchantment)
Darkness (evocation)
Darkvision (transmutation)
Detect Thoughts (divination)
Enhance Ability (transmutation)
Enlarge/Reduce (transmutation)
Gust of Wind (evocation)
Hold Person (enchantment)
Invisibility (illusion)
Knock (transmutation)
Levitate (transmutation)
Mind spike (divination) XGtE
Mirror Image (illusion)
Misty Step (conjuration)
Phantasmal Force (illusion)
Pyrotechnics (transmutation) XGtE
Scorching Ray (evocation)
See Invisibility (divination)
Shadow blade (illusion) XGtE
Shatter (evocation)
Snilloc’s snowball swarm (evocation) XGtE
Spider Climb (transmutation)
Suggestion (enchantment)
Web (conjuration)
3rd Level
Animate Dead (necromancy)
Bestow Curse (necromancy)
Blink (transmutation)
Clairvoyance (divination)
Counterspell (abjuration)
Daylight (evocation)
Dispel Magic (abjuration)
Fear (illusion)
Fireball (evocation)
Fly (transmutation)
Gaseous Form (transmutation)
Haste (transmutation)
Lightning Bolt (evocation)
Magic Circle (abjuration)
Major Image (illusion)
Melf’s minute meteors (evocation) XGtE
Nondetection (abjuration)
Protection from Energy (abjuration)
Sleet Storm (conjuration)
Slow (transmutation)
Stinking Cloud (conjuration)
Summon lesser demons (conjuration) XGtE
Thunder step (conjuration) XGtE
Tongues (divination)
Vampiric Touch (necromancy)
Water Breathing* (transmutation)
Water Walk* (transmutation)
4th Level
Banishment (abjuration)
Blight (necromancy)
Charm monster (enchantment) XGtE
Confusion (enchantment)
Dimension Door (conjuration)
Dominate Beast (enchantment)
Fabricate (transmutation)
Fire Shield (evocation)
Greater Invisibility (illusion)
Ice Storm (evocation)
Locate Creature (divination)
Polymorph (transmutation)
Stoneskin (abjuration)
Summon greater demon (conjuration) XGtE
Wall of Fire (evocation)
5th Level
Animate Objects (transmutation)
Cloudkill (conjuration)
Cone of Cold (evocation)
Contact Other Plane* (divination)
Creation (illusion)
Dance macabre (necromancy) XGtE
Dominate Person (enchantment)
Enervation (necromancy) XGtE
Far step (conjuration) XGtE
Hold Monster (enchantment)
Immolation (evocation) XGtE
Infernal calling (conjuration) XGtE
Insect Plague (conjuration)
Negative energy flood (necromancy) XGtE
Planar Binding (abjuration)
Scrying (divination)
Seeming (illusion)
Skill empowerment (transmutation) XGtE
Steel wind strike (conjuration) XGtE
Synaptic static (enchantment) XGtE
Telekinesis (transmutation)
Teleportation Circle (conjuration)
Wall of Force (evocation)
Wall of Stone (evocation)
6th Level
Arcane Gate (conjuration)
Chain Lightning (evocation)
Circle of Death (necromancy)
Contingency (evocation)
Create Undead (necromancy)
Disintegrate (transmutation)
Eyebite (necromancy)
Globe of Invulnerability (abjuration)
Investiture of flame (transmutation) XGtE
Investiture of ice (transmutation) XGtE
Mass Suggestion (enchantment)
Mental prison (illusion) XGtE
Move Earth (transmutation)
Otiluke’s Freezing Sphere (evocation)
Soul cage (necromancy) XGtE
True Seeing (divination)
Wall of Ice (evocation)
7th Level
Delayed Blast Fireball (evocation)
Etherealness (transmutation)
Finger of Death (necromancy)
Fire Storm (evocation)
Forcecage (evocation)
Plane Shift (conjuration)
Reverse Gravity (transmutation)
Symbol (abjuration)
Teleport (conjuration)
8th Level
Antimagic Field (abjuration)
Demiplane (conjuration)
Dominate Monster (enchantment)
Earthquake (evocation)
Incendiary Cloud (conjuration)
Mind Blank (abjuration)
Power Word Stun (enchantment)
Telepathy (evocation)
9th Level
Foresight (divination)
Gate (conjuration)
Imprisonment (abjuration)
Meteor Swarm (evocation)
Power Word Kill (enchantment)
Psychic scream (enchantment) XGtE
Shapechange (transmutation)
Time Stop (transmutation)
Wish (conjuration)
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