Vessel of Diablo (5e Class)

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Vessel of Diablo[edit]

Class Introduction[edit]

In an old cathedral that was condemned, cultist have strapped you to an altar in order to transplant the soul of their master, Diablo himself, into your body. However, the experiment goes wrong and the cultists are killed in an explosion that levels the cathedral... You are the sole survivor, now possessing the power and abilities of the Lord of Terror. The only question is... What to do now? (Disclaimer: Diablo is the intellectual property of Blizzard Entertainment. This is a fan based class built for funsies.)

Note to DMs[edit]

First of all, welcome and thank you for considering the work that went into the creation of this class. Vessel of Diablo is made to be a tank/damage role, unleashing pure malevolence on all who oppose you. I hope you have as much fun playing this class as I did making it.

For the purposes of storytelling, any feature where a body part is "Summoned", it simply grows over an existing limb and de-summons once out of combat

Class Description[edit]

When designing your vessel, think about this: What is your character doing with their power? Are they carrying out the Lord of Terror's legacy by slaughtering the innocent, or are they using their potential to rain judgement upon the wicked? What was their life like before they gained their new strength?

Quick Build

You can make a Vessel of Diablo quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Experiment background.

Class Features

As a Vessel of Diablo you gain the following class features.

Hit Points

Hit Dice: 1hd10 per lvl per Vessel of Diablo level
Hit Points at 1st Level: 1hd10 per lvl + Constitution modifier
Hit Points at Higher Levels: 1hd10 per lvl (or Expression error: Unrecognized word "d".) + Constitution modifier per Vessel of Diablo level after 1st


Armor: Light armor
Weapons: Natural weapons (Claws, tail)
Saving Throws:
Skills: choose any 2 from Intimidation, Athletics, Acrobatics, and Deception.


You start with the following equipment, in addition to the equipment granted by your background:

Table: The Vessel of Diablo

Level Proficiency
1st +2 Terror Claws
2nd +2 Arrow Tail
3rd +2 Deflection
4th +2 Ability Score Improvement
5th +3
6th +3 Paths of Destruction
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4 Inferno Roar
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Scorch Breath(Path of Destruction ability),Lightning Breath(Path of Destruction ability)
15th +5
16th +5 Ability Score Improvement
17th +6 Terror Incarnate,EarthBreaker(Path of Destruction ability),Reckless Charge(Path of Destruction ability)
18th +6
19th +6 Ability Score Improvement
20th +6 Scorched Ground(Path of Destruction ability),Nightmare Roar(Path of Destruction ability)

Terror Claws[edit]

At level 1 you can summon your claws in a massive thrust to impale a target creature. This attack deals 1d8 in damage, and the target creature is grappled for one turn.

Arrow Tail[edit]

At level 2 you learn how to summon your tail. Lash the target creature across the face, dealing 1d6 in damage and stunning the target for one turn.


You've mastered summoning your claws at level 3, and can now use them to deflect damage spells and other projectiles. You must wait one turn before using this feature again.

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Paths of Destruction[edit]

At 6th level, you chose a Path of Destruction. Choose between Demon King or Prime Evil, both detailed at the end of the class description. Your choice grants you features at level 15, and again at level 17 and 20.

Ability Score Increase[edit]

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.

Inferno Roar[edit]

At level 10 you have the ability to let loose a primal roar that also sends out an outward extending cone of superheated air for 30ft. Target creatures must make a saving throw for constitution, if it fails they are now stunned for 1 turn and take 1d6.

Terror Incarnate[edit]

Level 17, this is where you have nearly mastered the power of Diablo. You can now make the transformation into the Lord of Terror himself (Your appearance depends on the Path of Terror you choose). This feature can only be active in combat, and you must take a long rest before you are able to use this feature again.

Demon King[edit]

This Path of Destruction is based on Constitution and area control. Your Terror Incarnate form is displayed here:

Scorch Breath

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<!-Class feature game rule information->

Scorched Ground

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Prime Evil[edit]

This Path of Destruction is built on Dexterity and Stat Boosting. Your Terror Incarnate form is displayed here:

Lightning Breath

Shoot bolts of yellow and purple lightning from your mouth in a straight line with a range of 60ft. Any target creatures in this attack's path must make a saving throw of constitution, if failed they are now paralyzed for the next 2 turns.

Reckless Charge

Charge forward 100ft, destroying obstacles such as pillars, trees, and man-made walls. Hitting solid rock cliffs and cave walls brings you to a stop unless something is on the other side. Any target creatures in your path within 5ft of you have to make a saving throw for dexterity or take 1d12.

Nightmare Roar

Reactive feature. If your hit points are brought to 1/4 of the maximum while in Terror Incarnate form, boost your Strength and Dexterity ability scores by 4 points.

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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