School of Diablerie (5e Subclass)

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School of Diablerie[edit]

Wizard Subclass

This subclass is for wizards adepts to demonology. You have spent your life studying abyssal beings and using them on your favor. Your studies and your connection with these beings turn you into a wizard not well seen in the majority of societies, similarly to a necromancer. Not all demonologists are evil, but since they deal with creatures from the lower planes, there's a great chance of them being corrupted.

Abyssal Influence

At 2nd level, you bear abyssal traits that are, at the same time seductive and repulsive. You have proficiency with Intimidation and Persuasion if you don't have it already, and add your Intelligence modifier in checks made with those skills.

In addition, you add charm person and cause fear to your spell book.

Occult Knowledge

Starting at 2nd level, you deepen your studies about the lower planes, becoming an expert on the topic. You have advantage on Intelligence checks you make to recall information about the Abyss, the Nine Hells or about fiends.

Deceive Fiends

Also at 6th level, you can use your knowledge to fool fiends. You have advantage on Charisma (Persuasion) and Charisma (Deception) when you are dealing with a fiend.

In addition, fiends have disadvantage on saving throws against the charmed condition imposed by you.

Vile Invocation

At 6th level, you discover the existence of the true fiends, and can attempt to convoke one of them through a ritual. You can spend a spell slot of 3rd-level or higher and spend 1 hour performing this ritual.

Upon the completion of the ritual, you summon a fiend with a CR equal to the level of the slot used on the ritual. The fiend is summoned in the interior of the ritual circle drawn by you. The fiend is under your control, as if it were under the effects of the spell dominate monster.

The fiend remains with you as long as you keep concentration, for up to 8 hours, until it dies or until you dismiss it with a bonus action on your turn. If you don't know the fiend true name, he is not under your control, and it will be indifferent towards you, but you can attempt to negotiate, pledging its help to accomplish a specific task. If the fiend does not accept your proposal, it will be free to act for the next 8 hours on the plane it was invoked, and you are unable to dismiss it.

Resist Corruption

From 10th level, in your constant interaction with fiends, you have become resistant to their powers. You have advantage on saving throws against spells and magical effects from fiends.

Malignant Intervention

At 10th level, you become such a zealous servant of your entity, that she concedes to you powers that only a loyal worshiper would. you can call on your entity to intervene on your behalf when your need is great.

Imploring your fiendish entity aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your wizard level, your entity intervenes. The DM chooses the nature of the intervention; the effect of any warlock spell that would be appropriate. If your fiendish entity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Leader of the Cabal

At 14th level, you become a leader of a cultist group of fiend worshipers. You gain a number of cult fanatic followers (look at the Monster's Manual for statistics), loyal to you, equal to your proficiency bonus. In combat they act on their own initiative, but will follow your commands.

You can lead a ritualistic circle with your followers to summon a powerful fiend, more powerful than those conjured by your vile invocation. This process works similarly to your Vile Invocation feature, but requires each cultist to spend a spell slot of 2nd-level, and you must spend a 3rd-level slot or higher, as normal. The highest level of the conjured fiend increases by 1 for each cultists that take part on the ritual. When the ritual is finished, the chosen fiend will appear in the center of the ritual circle made by you.

Convoking such a powerful being requires the expenditure of a lot of energy, and weaker conjurers may perish when realizing such ritual. Right after the fiend is summoned, each cultist must succeed on a DC 15 Constitution save, or die instantly.

If a cultist die, you can attempt to recruit a new one. You need 7 days of research and investigation for each new cultist you want to recruit.

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