Fiendish Tradition (5e Subclass)
Fiendish Tradition[edit]
Wizard Subclass
When studying as a wizard, one encounters many types of magical power besides the eight schools of magic, a tradition can be taken that is linked to sources of magic. While this is usually reserved for sorcerers who inherit their power, a wizard can delve into these sources and tap some of the knowledge. Studying these sources inevitably leads to evil power and the beings who wield it. Studying ancient demonic and diabolic texts or conferring with actual fiends brings the wizard to this tradition. Looking to augment their spellcasting and even borrow traits, the member of this tradition looks to the Lower Planes to supplement their power.
- Fiendish Understanding
Conversing and studying fiends requires you to take the first steps in this tradition. At 2nd level, you have mastered reading, writing and speaking Abyssal and Infernal. Additionally, the gold and time you must spend to copy any spell written in these languages into your spellbook is halved.
- Fiendish Companion
Conversing and conferring with fiends requires a certain amount of ability to counteract the fiend's power, thus when you initiate yourself into this tradition you begin in the lower ranks of these creatures. At 2nd level, you have also befriended an imp or a quasit and it acts identical to a familiar. If you have not learned the find familiar spell you receive the spell. You always have this spell prepared and it does not count against the number of spells you can have prepared. Any present familiar you posses is devoured by this fiend and takes its place beside you.
- Fiendish Magic
At 6th level, you learn fiendish secrets of spellcasting. Any spell you cast that deals fire or poison damage is treated as an empowered spell. When you roll damage for this empowered spell, you can reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
You can use this ability a number of times equal to your wizard level before you take a long rest.
- Fiendish Ally
At 10th level, you are finally ready to bring fiends into the material plane. Using ancient fiendish wards and bindings you can summon a fiend to assist you. The spell is identical to the conjure elemental spell, but can only be used to summon one fiend whose CR is equal to half your wizard level . You can use this ability a number of times equal to half your Intelligence modifier (rounded down) before you take a long rest.
- Fiendish Investiture
Your continued contact with fiends has started to accumulate their essence on your body, mind and soul. At 14th level, you are resistant to fire, necrotic and poison damage, and you become immune to the poisoned condition.
When you have a fiendish ally, you share its Devil's Sight and Magic Resistance features as long as the fiendish ally is no more than 100 feet from you, and is friendly to you.
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