Diabolist
Hit Points
Hit Dice: d8 per Diabolist level
Hit Points at first Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier
Proficiences
Armor: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Scimitars
Tools: Poisoner's Kit
Saving Throws: Constitution, Charisma
Skills: Chose two skills from Arcana, Intimidation, Medicine, Nature, Religion, Sleight of Hand, and Insight
Class Features
Blood Amplification
Your use of blood magic enables you to modify your diabolist spells at the cost of your vitality. At 1st level, chose three of the following Blood Amplification options. To amplify a spell, both your current hit points and hit point maximum are decreased by an amount equal to the roll of your Amplification Die, this damage cannot be resisted. Your hit point maximum is restored when you finish a short or long rest. You gain an additional Blood Amplification at 7th level and 18th level. Your Amplification Die increases as you gain diabolist levels, as shown on the Diabolist table.
You can only apply one amplification to a spell when you cast it.
Bolster
When you cast a diabolist spell, you gain temporary hit points equal to the roll of your Amplification Die + your Charisma modifier.
Divert
When you cast a diabolist spell that damages a target, you can cause the next attack against that target to be made with advantage. Alternatively, if the creature is concentrating on a spell, you can instead impose disadvantage on the target's next Constitution saving throw to maintain concentration.
Fortify
When you cast a diabolist spell, you can give yourself a bonus to your armor class equal to the roll of your Amplification Die. This bonus lasts until the end of your next turn.
Intesify
When you roll damage for a diabolist spell, you can add the roll of your Amplification Die to the damage.
Mutate
When you cast a diabolist spell, you can change one of the spells damage types to fire, cold, thunder, lightning, or acid damage. At 7th level, you can additionally change the damage type to psychic, necrotic, or radiant. And at 18th level, you can change the damage type to force.
Obscure
When you cast a diabolist spell that deals damage to a target, you can impose disadvantage on the target's attack rolls and Perception checks that rely on sight until the end of their next turn.
Prolong
When you cast a diabolist spell with a duration of at least 1 minute, you can double the duration to a maximum of 24 hours.
Refine
When you cast a diabolist spell where you have to make a spell attack roll, you can add a bonus equal the roll of your Amplification Die to your attack roll. You can use this amplification after you roll but before the outcome of the roll is determined.
Stretch
When you cast a diabolist spell, you can double the range of that spell. If the spell has a range of Touch, the new range is 30ft.
Temper
When you cast a diabolist spell that requires targets to make a saving throw against your Spell Save DC, you can add the roll of your Amplification Die to the total DC. This effect lasts until the end of the spell's duration but only applies to the spell you amplified.
Crimson Affliction
The use of blood magic come with costs. Novice Diabolists quickly develop a condition known as a Crimson Affliction. Crimson Affliction affects diabolists in different ways. At 2nd level, choose a Crimson Affliction from The Vampyricist, The Imbruist, and The Quintessent.
Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 20th level
Plasmatic Kinesis
You have learned how to convert your vitality into spells. At 3rd level, as a bonus action you can create a spell slot up to the current level you can cast according to the Slot Level column on the Diabolist table(5th level maximum). To do so, you take damage corresponding to the Plasmatic Kinesis table (1st:3, 2nd:5, 3rd:7, 4th:9, 5th:11). This damage cannot be resisted. You can use this feature a number of times equal to your Charisma modifier(minimum of once). You regain all expended uses of this feature when you finish a long rest.
Ability Score Improvement
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Hematic Imbuement
You can sacrifice some of your essence in order to increase the power of your spells. At 9th level, you can take damage equal to 1 + your Character Level to cast a spell as if you were using a spell slot of one level higher (i.e a 4th level spell is cast at 5th level while only consuming a 4th level slot). As normal, this damage cannot be resisted.
At 13th and 17th level, you can increase a spell by two or three levels respectively. In these cases, you suffer damage equal to Imbuement Level + you Character Level (i.e 2 + 12 for a 13th level diabolist for a two-level increase).
You can use this feature to imbue spells with a total number of levels equal to your Charisma modifier(minimum of once). You regain all expended uses of this feature when you finish a long rest.
Adept Practitioner
You have become a master of blood magic. At 18th level, you learn one 7th level, 8th level, and 9th level spell. You can cast each spell using spell slots from your Hematic Imbuement Feature.
Additionally, you can reduce the roll of your Amplification Die by your Constitution modifier(minimum of one) to a minimum amount of 2 damage. You can use this feature a number of times equal to your Charisma modifier(minimum of once). You regain all expended uses of this feature when you finish a long rest.
Starting Equipment
- (a) a scimitar or (b) any simple weapon
- (a) a hand crossbow or (b) any simple weapon
- (a) an explorer's pack or (b) a scholar's pack
- Leather armor, an arcane focus, and two daggers
Starting Gold: 4d4x10 GP
Spellcasting
Blood Magic
You draw power from your vitality through the forbidden use of Blood Magic, which gives you facility with spells. See chapter 10 of the
Player's Handbook for the general rules of spellcasting and click
here to see the diabolist spell list.
Cantrips
You know three cantrips of your choice from the diabolist spell list. You gain additional diabolist cantrips of your choice at higher levels, as shown in the Cantrips Known column on the Diabolist table.
Spell Slots
The Diabolist table shows you how many Spell Slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your diabolist spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell hex, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the diabolist spell list.
The Spells Known column of the Diabolist table shows when you learn more diabolist spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new diabolist spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the diabolist spells you know and replace it with another spell from the diabolist spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your diabolist spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
Spell attack modifier
your proficiency bonus + your Charisma modifier
Ritual Caster
You can cast a diabolist spell as a ritual if that spell has the ritual tag and you know the spell.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your diabolist spells
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Amplification Die |
---|
1 | +2 | Blood Amplification, Blood Magic | 3 | 2 | 1 | 1st | 1d4 |
2 | +2 | Crimson Affliction | 3 | 3 | 2 | 1st | 1d4 |
3 | +2 | Plasmatic Kinesis | 3 | 4 | 2 | 2nd | 1d4 |
4 | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 1d4 |
5 | +3 | - | 4 | 6 | 2 | 3rd | 1d6 |
6 | +3 | AfflictionFeature | 4 | 7 | 2 | 3rd | 1d6 |
7 | +3 | Blood Amplification | 4 | 8 | 3 | 4th | 1d6 |
8 | +3 | Ability Score Improvement | 4 | 9 | 3 | 4th | 1d6 |
9 | +4 | Hematic Imbuement (1 level) | 5 | 10 | 3 | 4th | 1d8 |
10 | +4 | Affliction Feature | 5 | 10 | 3 | 4th | 1d8 |
11 | +4 | - | 6 | 11 | 3 | 5th | 1d8 |
12 | +4 | Ability Score Increase | 6 | 11 | 3 | 5th | 1d8 |
13 | +5 | Hematic Imbuement(2 levels) | 6 | 12 | 4 | 5th | 1d10 |
14 | +5 | Affliction Feature | 6 | 12 | 4 | 5th | 1d10 |
15 | +5 | - | 7 | 13 | 4 | 6th | 1d10 |
16 | +5 | Ability Score Increase | 7 | 13 | 4 | 6th | 1d10 |
17 | +6 | Hematic Imbuement(3 levels) | 7 | 14 | 4 | 6th | 1d12 |
18 | +6 | Adept Practitioner, Blood Amplification | 7 | 14 | 4 | 6th | 1d12 |
19 | +6 | Ability Score Improvement | 8 | 15 | 5 | 6th | 1d12 |
20 | +6 | Affliction Feature | 8 | 15 | 5 | 6th | 1d12 |