OGC:Diabolist (5e Class)

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Class Features

As a diabolist you gain the following class features.

Hit Points

Hit Dice: 1d8 per diabolist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per diabolist level after 1st


Armor: None
Weapons: Simple weapons
Tools: Ceremonial relics
Saving Throws: Wisdom, Charisma
Skills: Choose three from Arcana, Deception, Insight, Intimidation, Perception, Persuasion, and Religion.


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

  • (a) a dagger or (b) a sickle
  • a light crossbow and 20 bolts
  • (a) a holy symbol or (b) an arcane focus
  • (a) a priest's pack or (b) a scholar's pack

Table: The diabolist

Level Proficiency
Conjuring Points Necromantic Touch Features Cantrips Known
1st +2 1 1d8 Spellcasting, Masterful Presence, Necromantic Touch 3
2nd +2 2 1d8 Corrupted Blood, Diabolic Strike 3
3rd +2 2 1d8 Summoning, Dark Path 3
4th +2 3 1d8 Ability Score Improvement 3
5th +3 4 2d8 Dark Psyche 4
6th +3 4 2d8 Rotting Familiar, Dark Path feature 4
7th +3 5 2d8 Banisher, Effigy 4
8th +3 6 2d8 Ability Score Improvement 4
9th +4 6 3d8 Dark Path feature 5
10th +4 7 3d8 Breathless, Diabolic Blood 5
11th +4 8 3d8 Expanded Mind 5
12th +4 8 3d8 Ability Score Improvement 5
13th +5 9 4d8 Scion of Evil 5
14th +5 10 4d8 Diabolic Essence 5
15th +5 10 4d8 Dark Path feature 6
16th +5 11 4d8 Ability Score Improvement 6
17th +6 12 5d8 Unbound Soul 6
18th +6 12 5d8 Dark Path feature 6
19th +6 13 5d8 Ability Score Improvement 6
20th +6 14 5d8 Master of Evil 6


To make a deal with the devils, you have had to push your body and mind to the limit. The benefits of this have been many, and include the ability to cast simple spells.


At 1st level, you know three cantrips of your choice from the cleric and wizard spell lists. You learn one additional cantrip at 5th level, 10th level, and 15th level.

Spellcasting Ability

Wisdom is your spellcasting ability for your diabolist spells, since you draw your spells from a dark connection in your soul with things from the beyond. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a diabolist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier


Your pacts with unholy patrons grants you powers beyond the ken of most mortals. By beseeching your patrons for favors, you can summon forth allies from the dark planes of the multiverse, or tap into their powers directly.

  • Conjuring Points. You have one conjuring point, and you gain more as you reach higher levels, as shown in the Conjuring Points column of the Diabolist table. You regain spent all conjuring points when you finish a long rest, minus those spent maintaining a bond with diaboli.
  • Summon Familiar. You may cast the find familiar spell by spending one conjuring point in addition to the usual spell components. This familiar must be a fiend.
  • Conjured Magic. You are able to cast any cleric or wizard spell with the ritual tag. You must cast this spell as a ritual, but you do not know these spells—instead you borrow them from the spirits bound to you. When you cast a ritual, you must spend a number of conjuring points equal to the spell’s level.

Masterful Presence[edit]

Your presence is so intense, creatures cannot help but flinch at the idea of invoking your wrath. While you are not wearing any armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

Necromantic Touch[edit]

Also at 1st level, the fell pacts you’ve made allow you manifest energy antithetical to life and revitalizing to the forces of evil. As an action, you may make a melee spell attack, dealing 1d8 necrotic damage to a living creature on a hit. When you target one of your diaboli with this ability, you restore the creature’s hit points instead. If you kill a living creature using your necromantic touch, you gain a number of temporary hit points equal to the damage you dealt with the killing blow, even if the target did not have that many hit points remaining. You may gain a maximum number of temporary hit points this way equal to twice your diabolist level.

At 5th, 9th, 13th, and 17th level the damage you deal with your necromantic touch increases by 1d8.

Corrupted Blood[edit]

Beginning at 2nd level, you gain resistance to poison damage and advantage on saving throws to resist being poisoned.

Diabolic Strike[edit]

Also at 2nd level, your touch becomes anathema to life. When you hit a target with your necromantic touch, choose one of the following:

  • You do additional necrotic damage to the target equal to your Charisma score.
  • The target is blinded until the beginning of your next turn.
  • The target is deafened until the beginning of your next turn.

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.

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Spell List[edit]

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

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 diabolist class, you must meet these prerequisites: Wisdom or Charisma 13

Proficiencies. When you multiclass into the diabolist class, you gain the following proficiencies: Simple weapons, ceremonial relics, and one skill from the class' skill list.

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