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EN5ider Class Review: Diabolist
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<blockquote data-quote="Zardnaar" data-source="post: 6967466" data-attributes="member: 6716779"><p>EN5ider is now up to 7 new classes. I was not a fan of he Alchemist for example lets see if the Diabolist can do any better.</p><p></p><p> In 5E most classes have somehting they are good at in terms of combat at least. Cast spells, hit stuff, turn into something etc. The Diabolist for a new class does have a "thing" to build around. In essence the class is a pet class and it has points which it can use to summon stuff. The things you can summon do not go away so summoning stuff during your downtime is the best use.Your pets are generally along the lines of 1/3rd your level in CR rounded down similar to the moon Druid. You get a variety of minions to pick from. There are 2 subclasss where you can pick from undead themed minions or fiendish ones.</p><p></p><p>This ability really comes online around level 6 where you get Ghouls and picks up steam at level 9 where you can pick up Ogre and Minotaur skeletons or a bearded devil. So far so good (bad?). However you get 1 minion per point of proficiency bonus. At level 18 you can have 6 CR 6 beasties following you around. The Diabolist also gets various other abilities including a cantrip like ability that deals necrotic damage and you can later add your ability score modifier to the damage. Your DPS per round is this cantrip+ the attacks of your minions. </p><p></p><p>Several of your candidates to summon are also from another EN5ider article and you can get warmonger devils. These devils deal magical damage and each deal on average 27 points of damage per round (162+ cantrip DPS potentially).</p><p></p><p> So in theory it is looking not to bad. However your minions can be killed but you can always summon more with your conjuring points. which top out at 14 or so and CR6 beasties cost 6 points so you can only replace 2 of your CR 6 beasties. At level 9 you can replace 2 of them.</p><p></p><p>The Diabolist damage will plummet once minions start to die off. Also form level 1-5 the minions are kinda weak, still 2 skeletons or zombies + cantrip is not to bad at low levels. At level 6 you can have 3 ghouls. Monk level damage as long as you can keep them around. </p><p></p><p>So overall I think I like this class. I would have to see it in action to judge properly. I suspect it might be weak at low levels and potentially broken at higher levels once you get 4+ minions. You also do not get minions that deal magical damage until late into the class which could also cut down their usefulness. The class is also punished by AoE effects worse than most classes. Class looks decent, might be slow in play due to dice rolls and usefulness will vary on the situation and if your DM metagames against you (or likes AoEs a lot). At least it is quite different from the existing classes. I suspect sometimes you will be over the top great and other times you will be miserable.</p><p></p><p> Next time I get to play 5E as a player its either this or a Moon Druid to test out (abuse) the Tome of Beasts and Volos Guide book.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 6967466, member: 6716779"] EN5ider is now up to 7 new classes. I was not a fan of he Alchemist for example lets see if the Diabolist can do any better. In 5E most classes have somehting they are good at in terms of combat at least. Cast spells, hit stuff, turn into something etc. The Diabolist for a new class does have a "thing" to build around. In essence the class is a pet class and it has points which it can use to summon stuff. The things you can summon do not go away so summoning stuff during your downtime is the best use.Your pets are generally along the lines of 1/3rd your level in CR rounded down similar to the moon Druid. You get a variety of minions to pick from. There are 2 subclasss where you can pick from undead themed minions or fiendish ones. This ability really comes online around level 6 where you get Ghouls and picks up steam at level 9 where you can pick up Ogre and Minotaur skeletons or a bearded devil. So far so good (bad?). However you get 1 minion per point of proficiency bonus. At level 18 you can have 6 CR 6 beasties following you around. The Diabolist also gets various other abilities including a cantrip like ability that deals necrotic damage and you can later add your ability score modifier to the damage. Your DPS per round is this cantrip+ the attacks of your minions. Several of your candidates to summon are also from another EN5ider article and you can get warmonger devils. These devils deal magical damage and each deal on average 27 points of damage per round (162+ cantrip DPS potentially). So in theory it is looking not to bad. However your minions can be killed but you can always summon more with your conjuring points. which top out at 14 or so and CR6 beasties cost 6 points so you can only replace 2 of your CR 6 beasties. At level 9 you can replace 2 of them. The Diabolist damage will plummet once minions start to die off. Also form level 1-5 the minions are kinda weak, still 2 skeletons or zombies + cantrip is not to bad at low levels. At level 6 you can have 3 ghouls. Monk level damage as long as you can keep them around. So overall I think I like this class. I would have to see it in action to judge properly. I suspect it might be weak at low levels and potentially broken at higher levels once you get 4+ minions. You also do not get minions that deal magical damage until late into the class which could also cut down their usefulness. The class is also punished by AoE effects worse than most classes. Class looks decent, might be slow in play due to dice rolls and usefulness will vary on the situation and if your DM metagames against you (or likes AoEs a lot). At least it is quite different from the existing classes. I suspect sometimes you will be over the top great and other times you will be miserable. Next time I get to play 5E as a player its either this or a Moon Druid to test out (abuse) the Tome of Beasts and Volos Guide book. [/QUOTE]
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