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Diabolus, Tiefling Racial Class
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<blockquote data-quote="Zmajdusa" data-source="post: 7290206" data-attributes="member: 6914015"><p><strong>Diabolus</strong></p><p>This is the path that Tieflings take to unlock their fiendish heritage.</p><p>The Diabolus Table</p><p>[TABLE="width: 0"]</p><p>[TR]</p><p>[TH]<strong>Level</strong>[/TH]</p><p>[TH]<strong>Proficiency</strong></p><p><strong>Bonus</strong>[/TH]</p><p>[TH]<strong>Features</strong>[/TH]</p><p>[/TR]</p><p>[TR]</p><p>[TD]1st[/TD]</p><p>[TD]+2[/TD]</p><p>[TD]<u>Spellcasting</u>, <u>Diabolic Resistance</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]2nd[/TD]</p><p>[TD]+2[/TD]</p><p>[TD]<u> Fiendish Expression</u>, <u>Fiendish Focus</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]3rd[/TD]</p><p>[TD]+2[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]4th[/TD]</p><p>[TD]+2[/TD]</p><p>[TD]<a href="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement" target="_blank">Ability Score Improvement</a>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]5th[/TD]</p><p>[TD]+3[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]6th[/TD]</p><p>[TD]+3[/TD]</p><p>[TD]<u>Fiendish Focus Feature</u>, <u>Fiendish Expression</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]7th[/TD]</p><p>[TD]+3[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]8th[/TD]</p><p>[TD]+3[/TD]</p><p>[TD]<a href="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement" target="_blank">Ability Score Improvement</a>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]9th[/TD]</p><p>[TD]+4[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]10th[/TD]</p><p>[TD]+4[/TD]</p><p>[TD]<u>Fiendish Expression </u>, <u>Fiendish Focus Feature</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]11th[/TD]</p><p>[TD]+4[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]12th[/TD]</p><p>[TD]+4[/TD]</p><p>[TD]<a href="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement" target="_blank">Ability Score Improvement</a>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]13th[/TD]</p><p>[TD]+5[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]14th[/TD]</p><p>[TD]+5[/TD]</p><p>[TD]Fiendish Fortitude, <u>Fiendish Expression</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]15th[/TD]</p><p>[TD]+5[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]16th[/TD]</p><p>[TD]+5[/TD]</p><p>[TD]<a href="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement" target="_blank">Ability Score Improvement</a> , <u>Fiendish Fortunes</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]17th[/TD]</p><p>[TD]+6[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]18th[/TD]</p><p>[TD]+6[/TD]</p><p>[TD]<u>Fiendish Focus Feature</u>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]19th[/TD]</p><p>[TD]+6[/TD]</p><p>[TD]<a href="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement" target="_blank">Ability Score Improvement</a>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]20th[/TD]</p><p>[TD]+6[/TD]</p><p>[TD]<u>Archfiend</u>[/TD]</p><p>[/TR]</p><p>[/TABLE]</p><p> </p><p>[TABLE="width: 0"]</p><p>[TR]</p><p>[TH]<strong>Lvl</strong>[/TH]</p><p>[TH]<strong>Cantrips</strong></p><p><strong>Known</strong>[/TH]</p><p>[TH]<strong>Spells</strong></p><p><strong>Known</strong>[/TH]</p><p>[TH="colspan: 10"]<strong>—Spell Slots per Spell Level—</strong>[/TH]</p><p>[/TR]</p><p>[TR]</p><p>[TH]<strong>1</strong>[/TH]</p><p>[TH]<strong>2</strong>[/TH]</p><p>[TH]<strong>3</strong>[/TH]</p><p>[TH]<strong>4</strong>[/TH]</p><p>[TH]<strong>5</strong>[/TH]</p><p>[TH]<strong>6</strong>[/TH]</p><p>[TH]<strong>7</strong>[/TH]</p><p>[TH]<strong>8</strong>[/TH]</p><p>[TH]<strong>9</strong>[/TH]</p><p>[TH][/TH]</p><p>[/TR]</p><p>[TR]</p><p>[TD]1st[/TD]</p><p>[TD]2[/TD]</p><p>[TD]2[/TD]</p><p>[TD]2[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]2nd[/TD]</p><p>[TD]2[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]3rd[/TD]</p><p>[TD]2[/TD]</p><p>[TD]4[/TD]</p><p>[TD]4[/TD]</p><p>[TD]2[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]4th[/TD]</p><p>[TD]3[/TD]</p><p>[TD]5[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]5th[/TD]</p><p>[TD]3[/TD]</p><p>[TD]6[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]2[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]6th[/TD]</p><p>[TD]3[/TD]</p><p>[TD]7[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]7th[/TD]</p><p>[TD]3[/TD]</p><p>[TD]8[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]1[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]8th[/TD]</p><p>[TD]3[/TD]</p><p>[TD]9[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]2[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]9th[/TD]</p><p>[TD]3[/TD]</p><p>[TD]10[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]1[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]10th[/TD]</p><p>[TD]3[/TD]</p><p>[TD]11[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]2[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]11th[/TD]</p><p>[TD]4[/TD]</p><p>[TD]12[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]2[/TD]</p><p>[TD]1[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]12th[/TD]</p><p>[TD]4[/TD]</p><p>[TD]12[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]2[/TD]</p><p>[TD]1[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]13th[/TD]</p><p>[TD]4[/TD]</p><p>[TD]13[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]2[/TD]</p><p>[TD]1[/TD]</p><p>[TD]1[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]14th[/TD]</p><p>[TD]4[/TD]</p><p>[TD]13[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]2[/TD]</p><p>[TD]1[/TD]</p><p>[TD]1[/TD]</p><p>[TD]—[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]15th[/TD]</p><p>[TD]4[/TD]</p><p>[TD]14[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]2[/TD]</p><p>[TD]1[/TD]</p><p>[TD]1[/TD]</p><p>[TD]1[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]16[SUP]th[/SUP][/TD]</p><p>[TD]4[/TD]</p><p>[TD]14[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]2[/TD]</p><p>[TD]1[/TD]</p><p>[TD]1[/TD]</p><p>[TD]1[/TD]</p><p>[TD]—[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]17[SUP]th[/SUP][/TD]</p><p>[TD]4[/TD]</p><p>[TD]15[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]2[/TD]</p><p>[TD]1[/TD]</p><p>[TD]1[/TD]</p><p>[TD]1[/TD]</p><p>[TD]1[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]18th[/TD]</p><p>[TD]4[/TD]</p><p>[TD]15[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]1[/TD]</p><p>[TD]1[/TD]</p><p>[TD]1[/TD]</p><p>[TD]1[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]19th[/TD]</p><p>[TD]4[/TD]</p><p>[TD]15[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]2[/TD]</p><p>[TD]1[/TD]</p><p>[TD]1[/TD]</p><p>[TD]1[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD]20th[/TD]</p><p>[TD]4[/TD]</p><p>[TD]15[/TD]</p><p>[TD]4[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]3[/TD]</p><p>[TD]2[/TD]</p><p>[TD]2[/TD]</p><p>[TD]1[/TD]</p><p>[TD]1[/TD]</p><p>[TD][/TD]</p><p>[/TR]</p><p>[/TABLE]</p><p> </p><p>Class Features</p><p><strong>Racial Requirement: </strong>This class is only available to Tiefling</p><p>As a Diabolus, you gain the following class features.</p><p><strong>Hit Points</strong></p><p><strong>Hit Dice: </strong>1d6 per Diabolus level</p><p><strong>Hit Points at 1st Level: </strong>6 + your Constitution modifier</p><p><strong>Hit Points at Higher Levels: </strong>1d6 (or 4) + your Constitution modifier per Diabolus level after 1st</p><p><strong>Proficiencies</strong></p><p><strong>Armor: </strong>Light Armor</p><p><strong>Weapons: </strong>Simple Weapons, Glaive, Longbow, Longsword, and Trident</p><p><strong>Tools: </strong>None</p><p><strong>Saving Throws: </strong>Wisdom, Charisma</p><p><strong>Skills: </strong>Choose two from Arcana, Deception, Intimidation, Insight, Perception, Persuasion, Religion, and Stealth</p><p><strong>Equipment</strong></p><p>You start with the following equipment, in addition to the equipment granted by your background:</p><p> Explorer’s pack and 2d4*10 gold</p><p><strong>Spellcasting</strong></p><p>See <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting" target="_blank">Spells Rules</a> for the general rules of spellcasting and the Spells at the end of the class description for the Diabolus spell list.</p><p><strong>Cantrips</strong></p><p>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.</p><p><strong>Spell Slots</strong></p><p>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.</p><p>For example, if you know the 1st-level spell <a href="https://www.dndbeyond.com/spells/burning-hands" target="_blank"><em>burning hands</em></a> and have a 1st-level and a 2nd-level spell slot available, you can cast <a href="https://www.dndbeyond.com/spells/burning-hands" target="_blank"><em>burning hands</em></a> using either slot.</p><p><strong>Spells Known of 1st Level and Higher</strong></p><p>You know two 1st-level spells of your choice from the Diabolus spell list.</p><p>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.</p><p>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.</p><p><strong>Spellcasting Ability</strong></p><p>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.</p><p><strong>Spell save DC </strong>= 8 + your proficiency bonus + your Charisma modifier</p><p><strong>Spell attack modifier </strong>= your proficiency bonus + your Charisma modifier</p><p><strong>Spellcasting Focus</strong></p><p>You can use an arcane focus (see the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#ArcaneFocus" target="_blank">Adventuring Gear</a> section) as a spellcasting focus for your Diabolus spells.</p><p> </p><p><strong>Diabolic Resistance</strong></p><p>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.</p><p><strong>Fiendish Focus</strong></p><p>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.</p><p><strong>Fiendish Expression</strong></p><p>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 6[SUP]th[/SUP], 10[SUP]th[/SUP], and 14[SUP]th[/SUP] levels.</p><p>You may only use one Fiendish Expression that modifies your breath weapon by expending breath weapon uses each time you use your breath weapon.</p><p>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.</p><p><strong>Ability Score Improvement</strong></p><p>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.</p><p><strong>Fiendish Fortitude</strong></p><p>At 14[SUP]th[/SUP] 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).</p><p><strong>Fiendish Fortunes</strong></p><p>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.</p><p><strong>Archfiend</strong></p><p>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.</p><p><strong> <u>Fiendish Focus</u></strong></p><p><strong>Fiendish Blade</strong></p><p>A Diabolus that chooses this path focuses on the martial attributes of their fiendish heritage.</p><p><strong>Fiendish Blade Features</strong></p><p><strong>Level Feature</strong></p><p>2nd Fiendish Armor, Fiendish Armory</p><p>6[SUP]th[/SUP] Demonic Imbuement</p><p>10[SUP]th[/SUP] Fiendish Reaction</p><p>18[SUP]th[/SUP] Fiendish Critical</p><p><u>Fiendish Armor </u></p><p>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.</p><p><u>Fiendish Armory </u></p><p>At 2nd level, choose Glaive, Longbow, Longsword, or Trident. You gain a +2 bonus to hit with the chosen weapon.</p><p><u>Demonic Imbuement</u></p><p>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.</p><p><u>Fiendish Reaction</u></p><p>At 10[SUP]th[/SUP] 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.</p><p><u>Fiendish Critical</u></p><p>At 18[SUP]th[/SUP] 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.</p><p> </p><p><strong>Fiendish Mystic</strong></p><p>A Diabolus that chooses this path focuses on their mystical powers.</p><p><strong>Fiendish Mystic Features</strong></p><p><strong>Level Feature</strong></p><p>2nd Diabolic Spells, Diabolic resistance</p><p>6[SUP]th[/SUP] Diabolic Mantle</p><p>10[SUP]th[/SUP] Contracts of Mephistopheles</p><p>18[SUP]th[/SUP] Fiendish Traveler</p><p><u>Diabolic Spells</u></p><p>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.</p><p><u>Diabolic Resistance</u></p><p>At 2[SUP]nd[/SUP] 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.</p><p><u>Diabolic Mantle</u></p><p>At 6[SUP]th[/SUP] 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.</p><p><u>Contracts of Mephistopheles</u></p><p>At 10[SUP]th[/SUP] level you’ve acquired the true names of several devils. You are considered to possess an individual devil’s talisman when you cast <em>Infernal Calling</em> with this ability.</p><p><u>Fiendish Traveler</u></p><p>At 18[SUP]th[/SUP] 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.</p><p> </p><p><strong><u>Fiendish Expression</u></strong></p><p><strong>Blades of the Marilith</strong>- <em>prerequisites: </em>-6<em>[SUP]th[/SUP] level –</em> Whenever you use the attack action you may use your bonus action to make another attack.</p><p><strong>Blessing of Cocytus </strong>- <em>prerequisites: 14[SUP]th[/SUP] level</em>- 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.</p><p><strong>Charm of the Devil </strong>- <em>prerequisites: </em>- Choose either Deception, Intimidation or Persuasion. Once per a short rest you may gain advantage on any Charisma check involving the chosen skill.</p><p><strong>Demonic Stride </strong>- <em>prerequisites: 14[SUP]th[/SUP] level</em>- You can now teleport up to 120 feet to a location you can see once every short rest as a move action.</p><p><strong>Devil’s Own Luck</strong>- <em>prerequisites: 6[SUP]th[/SUP] level</em>- 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.</p><p><strong>Diabolic Durability </strong>- <em>prerequisites: </em>- 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.</p><p><strong>Fiendish Presence </strong>- <em>prerequisites:6[SUP]th[/SUP] level</em>- 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 <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened" target="_blank">frightened</a> (if you chose fear) for 1 round. You may use this ability once per a short rest.</p><p><strong>Fiendish Sight </strong>– <em>prerequisites: </em>- Magical darkness and Smoke cannot hinder your darkvision.</p><p><strong>Infernal Initiative </strong>- <em>prerequisites: 14[SUP]th[/SUP] level</em>- 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.</p><p><strong>Punishing Caster </strong>- <em>prerequisites: 10[SUP]th[/SUP] level</em>- 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.</p><p><strong>Smite of the Archfiend</strong>- <em>prerequisites: </em>-10<em>[SUP]th[/SUP] level –</em> Once per turn when you hit a creature with a weapon you are proficient with, you can expend a Diabolus spell slot of 5[SUP]th[/SUP] level or lower to deal 1d8 fire or lightning damage, plus an additional 1d8 per level of the spell slot<strong>.</strong></p><p><strong>Sympathy for the Devil</strong>- <em>prerequisites: </em>- <em>10[SUP]th[/SUP] level</em>- 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.</p><p><strong>Wings of the Fiends </strong>- <em>prerequisites: 14[SUP]th[/SUP] level</em>- 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.</p><p><strong><u>Spells</u></strong></p><p></p><p></p><p><u>Cantrips (0 Level)</u></p><p>Acid Splash (conjuration)</p><p>Blade Ward (abjuration)</p><p>Chill Touch (necromancy)</p><p>Control flames (transmutation) XGtE</p><p>Create bonfire (conjuration)</p><p>Dancing Lights (evocation)</p><p>Fire Bolt (evocation)</p><p>Friends (enchantment)</p><p>Frostbite (evocation) XGtE</p><p>Infestation (conjuration) XGtE</p><p>Light (evocation)</p><p>Mage Hand (conjuration)</p><p>Mending (transmutation)</p><p>Message (transmutation)</p><p>Minor Illusion (illusion)</p><p>Poison Spray (conjuration)</p><p>Prestidigitation (transmutation)</p><p>Ray of Frost (evocation)</p><p>Shocking Grasp (evocation)</p><p>Thunderclap (evocation) XGtE</p><p>Toll the dead (necromancy) XGtE</p><p>True Strike (divination)</p><p><u>1st Level</u></p><p>Absorb elements (abjuration) XGtE</p><p>Burning Hands (evocation)</p><p>Cause fear (necromancy) XGtE</p><p>Chaos bolt (evocation) XGtE</p><p>Charm Person (enchantment)</p><p>Comprehend Languages* (divination)</p><p>Detect Magic* (divination)</p><p>Disguise Self (illusion)</p><p>Expeditious Retreat (transmutation)</p><p>False Life (necromancy)</p><p>Feather Fall (transmutation)</p><p>Fog Cloud (conjuration)</p><p>Ice knife (conjuration) XGtE </p><p>Jump (transmutation)</p><p>Mage Armor (abjuration)</p><p>Magic Missile (evocation)</p><p>Protection from Evil and Good (abjuration)</p><p>Ray of Sickness (necromancy)</p><p>Shield (abjuration)</p><p>Silent Image (illusion)</p><p>Sleep (enchantment)</p><p>Tasha’s Hideous Laughter (enchantment)</p><p>Tenser’s Floating Disk* (conjuration)</p><p>Thunderwave (evocation)</p><p>Unseen Servant* (conjuration)</p><p><u>2nd Level</u></p><p>Aganazzar’s scorcher (evocation) XGtE</p><p>Alter Self (transmutation)</p><p>Blindness/Deafness (necromancy)</p><p>Blur (illusion)</p><p>Cloud of Daggers (conjuration)</p><p>Crown of Madness (enchantment)</p><p>Darkness (evocation)</p><p>Darkvision (transmutation)</p><p>Detect Thoughts (divination)</p><p>Enhance Ability (transmutation)</p><p>Enlarge/Reduce (transmutation)</p><p>Gust of Wind (evocation)</p><p>Hold Person (enchantment)</p><p>Invisibility (illusion)</p><p>Knock (transmutation)</p><p>Levitate (transmutation) </p><p>Mind spike (divination) XGtE</p><p>Mirror Image (illusion)</p><p>Misty Step (conjuration)</p><p>Phantasmal Force (illusion)</p><p>Pyrotechnics (transmutation) XGtE</p><p>Scorching Ray (evocation)</p><p>See Invisibility (divination)</p><p>Shadow blade (illusion) XGtE</p><p>Shatter (evocation)</p><p>Snilloc’s snowball swarm (evocation) XGtE</p><p>Spider Climb (transmutation)</p><p>Suggestion (enchantment)</p><p>Web (conjuration)</p><p><u>3rd Level</u></p><p>Animate Dead (necromancy)</p><p>Bestow Curse (necromancy)</p><p>Blink (transmutation)</p><p>Clairvoyance (divination)</p><p>Counterspell (abjuration)</p><p>Daylight (evocation)</p><p>Dispel Magic (abjuration)</p><p>Fear (illusion)</p><p>Fireball (evocation)</p><p>Fly (transmutation)</p><p>Gaseous Form (transmutation)</p><p>Haste (transmutation)</p><p>Lightning Bolt (evocation)</p><p>Magic Circle (abjuration)</p><p>Major Image (illusion)</p><p>Melf’s minute meteors (evocation) XGtE</p><p>Nondetection (abjuration)</p><p>Protection from Energy (abjuration)</p><p>Sleet Storm (conjuration)</p><p>Slow (transmutation)</p><p>Stinking Cloud (conjuration)</p><p>Summon lesser demons (conjuration) XGtE</p><p>Thunder step (conjuration) XGtE</p><p>Tongues (divination)</p><p>Vampiric Touch (necromancy)</p><p>Water Breathing* (transmutation)</p><p>Water Walk* (transmutation)</p><p><u>4th Level</u></p><p>Banishment (abjuration)</p><p>Blight (necromancy)</p><p>Charm monster (enchantment) XGtE</p><p>Confusion (enchantment)</p><p>Dimension Door (conjuration)</p><p>Dominate Beast (enchantment)</p><p>Fabricate (transmutation)</p><p>Fire Shield (evocation)</p><p>Greater Invisibility (illusion)</p><p>Ice Storm (evocation)</p><p>Locate Creature (divination)</p><p>Polymorph (transmutation)</p><p>Stoneskin (abjuration)</p><p>Summon greater demon (conjuration) XGtE</p><p>Wall of Fire (evocation)</p><p><u>5th Level</u></p><p>Animate Objects (transmutation)</p><p>Cloudkill (conjuration)</p><p>Cone of Cold (evocation)</p><p>Contact Other Plane* (divination)</p><p>Creation (illusion)</p><p>Dance macabre (necromancy) XGtE</p><p>Dominate Person (enchantment)</p><p>Enervation (necromancy) XGtE</p><p>Far step (conjuration) XGtE</p><p>Hold Monster (enchantment)</p><p>Immolation (evocation) XGtE</p><p>Infernal calling (conjuration) XGtE</p><p>Insect Plague (conjuration)</p><p>Negative energy flood (necromancy) XGtE</p><p>Planar Binding (abjuration)</p><p>Scrying (divination)</p><p>Seeming (illusion)</p><p>Skill empowerment (transmutation) XGtE</p><p>Steel wind strike (conjuration) XGtE</p><p>Synaptic static (enchantment) XGtE</p><p>Telekinesis (transmutation)</p><p>Teleportation Circle (conjuration)</p><p>Wall of Force (evocation)</p><p>Wall of Stone (evocation)</p><p><u>6th Level</u></p><p>Arcane Gate (conjuration)</p><p>Chain Lightning (evocation)</p><p>Circle of Death (necromancy)</p><p>Contingency (evocation)</p><p>Create Undead (necromancy)</p><p>Disintegrate (transmutation)</p><p>Eyebite (necromancy)</p><p>Globe of Invulnerability (abjuration)</p><p>Investiture of flame (transmutation) XGtE</p><p>Investiture of ice (transmutation) XGtE</p><p>Mass Suggestion (enchantment)</p><p>Mental prison (illusion) XGtE</p><p>Move Earth (transmutation)</p><p>Otiluke’s Freezing Sphere (evocation)</p><p>Soul cage (necromancy) XGtE</p><p>True Seeing (divination)</p><p>Wall of Ice (evocation)</p><p><u>7th Level</u></p><p>Delayed Blast Fireball (evocation)</p><p>Etherealness (transmutation)</p><p>Finger of Death (necromancy)</p><p>Fire Storm (evocation)</p><p>Forcecage (evocation)</p><p>Plane Shift (conjuration)</p><p>Reverse Gravity (transmutation)</p><p>Symbol (abjuration)</p><p>Teleport (conjuration)</p><p><u>8th Level</u></p><p>Antimagic Field (abjuration)</p><p>Demiplane (conjuration)</p><p>Dominate Monster (enchantment)</p><p>Earthquake (evocation)</p><p>Incendiary Cloud (conjuration)</p><p>Mind Blank (abjuration)</p><p>Power Word Stun (enchantment)</p><p>Telepathy (evocation)</p><p><u>9th Level</u></p><p>Foresight (divination)</p><p>Gate (conjuration)</p><p>Imprisonment (abjuration)</p><p>Meteor Swarm (evocation)</p><p>Power Word Kill (enchantment)</p><p>Psychic scream (enchantment) XGtE</p><p>Shapechange (transmutation)</p><p>Time Stop (transmutation)</p><p>Wish (conjuration)</p></blockquote><p></p>
[QUOTE="Zmajdusa, post: 7290206, member: 6914015"] [B]Diabolus[/B] This is the path that Tieflings take to unlock their fiendish heritage. The Diabolus Table [TABLE="width: 0"] [TR] [TH][B]Level[/B][/TH] [TH][B]Proficiency Bonus[/B][/TH] [TH][B]Features[/B][/TH] [/TR] [TR] [TD]1st[/TD] [TD]+2[/TD] [TD][U]Spellcasting[/U], [U]Diabolic Resistance[/U][/TD] [/TR] [TR] [TD]2nd[/TD] [TD]+2[/TD] [TD][U] Fiendish Expression[/U], [U]Fiendish Focus[/U][/TD] [/TR] [TR] [TD]3rd[/TD] [TD]+2[/TD] [TD][/TD] [/TR] [TR] [TD]4th[/TD] [TD]+2[/TD] [TD][URL="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement"]Ability Score Improvement[/URL][/TD] [/TR] [TR] [TD]5th[/TD] [TD]+3[/TD] [TD][/TD] [/TR] [TR] [TD]6th[/TD] [TD]+3[/TD] [TD][U]Fiendish Focus Feature[/U], [U]Fiendish Expression[/U][/TD] [/TR] [TR] [TD]7th[/TD] [TD]+3[/TD] [TD][/TD] [/TR] [TR] [TD]8th[/TD] [TD]+3[/TD] [TD][URL="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement"]Ability Score Improvement[/URL][/TD] [/TR] [TR] [TD]9th[/TD] [TD]+4[/TD] [TD][/TD] [/TR] [TR] [TD]10th[/TD] [TD]+4[/TD] [TD][U]Fiendish Expression [/U], [U]Fiendish Focus Feature[/U][/TD] [/TR] [TR] [TD]11th[/TD] [TD]+4[/TD] [TD][/TD] [/TR] [TR] [TD]12th[/TD] [TD]+4[/TD] [TD][URL="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement"]Ability Score Improvement[/URL][/TD] [/TR] [TR] [TD]13th[/TD] [TD]+5[/TD] [TD][/TD] [/TR] [TR] [TD]14th[/TD] [TD]+5[/TD] [TD]Fiendish Fortitude, [U]Fiendish Expression[/U][/TD] [/TR] [TR] [TD]15th[/TD] [TD]+5[/TD] [TD][/TD] [/TR] [TR] [TD]16th[/TD] [TD]+5[/TD] [TD][URL="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement"]Ability Score Improvement[/URL] , [U]Fiendish Fortunes[/U][/TD] [/TR] [TR] [TD]17th[/TD] [TD]+6[/TD] [TD][/TD] [/TR] [TR] [TD]18th[/TD] [TD]+6[/TD] [TD][U]Fiendish Focus Feature[/U][/TD] [/TR] [TR] [TD]19th[/TD] [TD]+6[/TD] [TD][URL="https://www.dndbeyond.com/characters/classes/fighter#AbilityScoreImprovement"]Ability Score Improvement[/URL][/TD] [/TR] [TR] [TD]20th[/TD] [TD]+6[/TD] [TD][U]Archfiend[/U][/TD] [/TR] [/TABLE] [TABLE="width: 0"] [TR] [TH][B]Lvl[/B][/TH] [TH][B]Cantrips Known[/B][/TH] [TH][B]Spells Known[/B][/TH] [TH="colspan: 10"][B]—Spell Slots per Spell Level—[/B][/TH] [/TR] [TR] [TH][B]1[/B][/TH] [TH][B]2[/B][/TH] [TH][B]3[/B][/TH] [TH][B]4[/B][/TH] [TH][B]5[/B][/TH] [TH][B]6[/B][/TH] [TH][B]7[/B][/TH] [TH][B]8[/B][/TH] [TH][B]9[/B][/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]16[SUP]th[/SUP][/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]17[SUP]th[/SUP][/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 [B]Racial Requirement: [/B]This class is only available to Tiefling As a Diabolus, you gain the following class features. [B]Hit Points[/B] [B]Hit Dice: [/B]1d6 per Diabolus level [B]Hit Points at 1st Level: [/B]6 + your Constitution modifier [B]Hit Points at Higher Levels: [/B]1d6 (or 4) + your Constitution modifier per Diabolus level after 1st [B]Proficiencies[/B] [B]Armor: [/B]Light Armor [B]Weapons: [/B]Simple Weapons, Glaive, Longbow, Longsword, and Trident [B]Tools: [/B]None [B]Saving Throws: [/B]Wisdom, Charisma [B]Skills: [/B]Choose two from Arcana, Deception, Intimidation, Insight, Perception, Persuasion, Religion, and Stealth [B]Equipment[/B] You start with the following equipment, in addition to the equipment granted by your background: Explorer’s pack and 2d4*10 gold [B]Spellcasting[/B] See [URL="https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting"]Spells Rules[/URL] for the general rules of spellcasting and the Spells at the end of the class description for the Diabolus spell list. [B]Cantrips[/B] 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. [B]Spell Slots[/B] 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 [URL="https://www.dndbeyond.com/spells/burning-hands"][I]burning hands[/I][/URL] and have a 1st-level and a 2nd-level spell slot available, you can cast [URL="https://www.dndbeyond.com/spells/burning-hands"][I]burning hands[/I][/URL] using either slot. [B]Spells Known of 1st Level and Higher[/B] 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. [B]Spellcasting Ability[/B] 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. [B]Spell save DC [/B]= 8 + your proficiency bonus + your Charisma modifier [B]Spell attack modifier [/B]= your proficiency bonus + your Charisma modifier [B]Spellcasting Focus[/B] You can use an arcane focus (see the [URL="https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#ArcaneFocus"]Adventuring Gear[/URL] section) as a spellcasting focus for your Diabolus spells. [B]Diabolic Resistance[/B] 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. [B]Fiendish Focus[/B] 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. [B]Fiendish Expression[/B] 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 6[SUP]th[/SUP], 10[SUP]th[/SUP], and 14[SUP]th[/SUP] 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. [B]Ability Score Improvement[/B] 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. [B]Fiendish Fortitude[/B] At 14[SUP]th[/SUP] 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). [B]Fiendish Fortunes[/B] 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. [B]Archfiend[/B] 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. [B] [U]Fiendish Focus[/U][/B] [B]Fiendish Blade[/B] A Diabolus that chooses this path focuses on the martial attributes of their fiendish heritage. [B]Fiendish Blade Features[/B] [B]Level Feature[/B] 2nd Fiendish Armor, Fiendish Armory 6[SUP]th[/SUP] Demonic Imbuement 10[SUP]th[/SUP] Fiendish Reaction 18[SUP]th[/SUP] Fiendish Critical [U]Fiendish Armor [/U] 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. [U]Fiendish Armory [/U] At 2nd level, choose Glaive, Longbow, Longsword, or Trident. You gain a +2 bonus to hit with the chosen weapon. [U]Demonic Imbuement[/U] 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. [U]Fiendish Reaction[/U] At 10[SUP]th[/SUP] 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. [U]Fiendish Critical[/U] At 18[SUP]th[/SUP] 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. [B]Fiendish Mystic[/B] A Diabolus that chooses this path focuses on their mystical powers. [B]Fiendish Mystic Features[/B] [B]Level Feature[/B] 2nd Diabolic Spells, Diabolic resistance 6[SUP]th[/SUP] Diabolic Mantle 10[SUP]th[/SUP] Contracts of Mephistopheles 18[SUP]th[/SUP] Fiendish Traveler [U]Diabolic Spells[/U] 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. [U]Diabolic Resistance[/U] At 2[SUP]nd[/SUP] 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. [U]Diabolic Mantle[/U] At 6[SUP]th[/SUP] 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. [U]Contracts of Mephistopheles[/U] At 10[SUP]th[/SUP] level you’ve acquired the true names of several devils. You are considered to possess an individual devil’s talisman when you cast [I]Infernal Calling[/I] with this ability. [U]Fiendish Traveler[/U] At 18[SUP]th[/SUP] 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. [B][U]Fiendish Expression[/U][/B] [B]Blades of the Marilith[/B]- [I]prerequisites: [/I]-6[I][SUP]th[/SUP] level –[/I] Whenever you use the attack action you may use your bonus action to make another attack. [B]Blessing of Cocytus [/B]- [I]prerequisites: 14[SUP]th[/SUP] level[/I]- 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. [B]Charm of the Devil [/B]- [I]prerequisites: [/I]- Choose either Deception, Intimidation or Persuasion. Once per a short rest you may gain advantage on any Charisma check involving the chosen skill. [B]Demonic Stride [/B]- [I]prerequisites: 14[SUP]th[/SUP] level[/I]- You can now teleport up to 120 feet to a location you can see once every short rest as a move action. [B]Devil’s Own Luck[/B]- [I]prerequisites: 6[SUP]th[/SUP] level[/I]- 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. [B]Diabolic Durability [/B]- [I]prerequisites: [/I]- 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. [B]Fiendish Presence [/B]- [I]prerequisites:6[SUP]th[/SUP] level[/I]- 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 [URL="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened"]frightened[/URL] (if you chose fear) for 1 round. You may use this ability once per a short rest. [B]Fiendish Sight [/B]– [I]prerequisites: [/I]- Magical darkness and Smoke cannot hinder your darkvision. [B]Infernal Initiative [/B]- [I]prerequisites: 14[SUP]th[/SUP] level[/I]- 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. [B]Punishing Caster [/B]- [I]prerequisites: 10[SUP]th[/SUP] level[/I]- 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. [B]Smite of the Archfiend[/B]- [I]prerequisites: [/I]-10[I][SUP]th[/SUP] level –[/I] Once per turn when you hit a creature with a weapon you are proficient with, you can expend a Diabolus spell slot of 5[SUP]th[/SUP] level or lower to deal 1d8 fire or lightning damage, plus an additional 1d8 per level of the spell slot[B].[/B] [B]Sympathy for the Devil[/B]- [I]prerequisites: [/I]- [I]10[SUP]th[/SUP] level[/I]- 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. [B]Wings of the Fiends [/B]- [I]prerequisites: 14[SUP]th[/SUP] level[/I]- 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. [B][U]Spells[/U][/B] [U]Cantrips (0 Level)[/U] 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) [U]1st Level[/U] 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) [U]2nd Level[/U] 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) [U]3rd Level[/U] 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) [U]4th Level[/U] 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) [U]5th Level[/U] 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) [U]6th Level[/U] 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) [U]7th Level[/U] 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) [U]8th Level[/U] Antimagic Field (abjuration) Demiplane (conjuration) Dominate Monster (enchantment) Earthquake (evocation) Incendiary Cloud (conjuration) Mind Blank (abjuration) Power Word Stun (enchantment) Telepathy (evocation) [U]9th Level[/U] Foresight (divination) Gate (conjuration) Imprisonment (abjuration) Meteor Swarm (evocation) Power Word Kill (enchantment) Psychic scream (enchantment) XGtE Shapechange (transmutation) Time Stop (transmutation) Wish (conjuration) [/QUOTE]
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