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School of Diabolism

As a diabolist, you dip your toes into the darkest powers in the
multiverse; the fires of the Nine Hells, the chaos of the Abyss,
and the enticing power of the lower planes. Some diabolists
hold strong to their principles, using the magic of hell in
pursuit of good, but many, many more find themselves
consumed by the evil of the fiends below.
The School of Diabolism is rarely a formal tradition, more
often a practice passed down through a family line, ancestors
leaving their lifetime of knowledge, secrets, and, most often,
debts, to their unlucky inheritors. These diabolists have little
choice but to learn the art: either practicing the means to
defend themselves, or being left defenseless against devils and
demons come to claim their soul.
Devil's Advocate
At 2nd level, you claim the service of a fiend. You add the find
familiar spell to your spellbook, if it is not there already. You
can cast find familiar without expending a spell slot or
material components. When you do so, the spell has a casting Credits
time of 1 minute, and your familiar takes the form of an imp Created By: u/NotTheSmoooze. More of my work
or a quasit (your choice). can be found here
While you have an imp or a quasit as a familiar, you can use Created Using: GM Binder
your action to command it to make one attack using its Artwork By: Janna Sophia
reaction. In addition, while your familiar is within 5 feet of
you, you can make any spell you cast that targets only you also
target your familiar. Red Rider
Underworld Bargain
At 10th level, you add the phantom steed spell to your
spellbook, if it is not there already. You can use your action
Beginning when you select this school at 2nd level, you can cast phantom steed without expending a spell slot. When you
spend twice as much gold when you copy a spell into your do so, the steed takes the form of a towering horse with a
spellbook. If you do so, the process takes only 1 minute, no blood-red coat and a flying speed of 100 feet. In addition, the
matter the spell's level, and you can immediately replace one steed has immunity to fire damage, and any creature riding it
spell you have prepared with the newly copied spell. has resistance to fire damage.
The gold you spend is claimed by fiends you contract to aid Once you cast phantom steed in this way, you can't do so
you. Alternatively, you can sacrifice items of the same value, again until you finish a short or long rest, though you can still
such as gemstones or art pieces. cast it normally using an available spell slot.
Hellfire Summoning Before the Altar
Starting at 6th level, you can use your action to sacrifice your Starting at 14th level, you can use your action to summon a 5-
familiar in a gateway of hellfire, which appears in its space. foot high altar of pitch black obsidian in an unoccupied space
Your familiar dies, and each creature within 5 feet of it must you can see within 5 feet of you. The altar has AC 20 and hit
immediately use its reaction, if available, to move at least 5 points equal to 5 x your wizard level.
feet away from the gateway or take 3d6 fire damage. When you summon the altar, or as an action on a
A hellbeast bursts from the gateway before it shuts, which subsequent turn, you can sacrifice yourself, a willing creature,
uses the statistics of a hell hound (MM 182), though it lacks or a creature with 0 hit points. A sacrifice must be within 5
the fire breath action. The hellbeast shares your initiative, feet of the altar. The sacrifice is immediately reduced to 0 hit
takes its turn immediately after yours, and obeys your verbal points. If it already had 0 hit points, it dies.
commands. If you issue no command, it spends its turn A fiend you choose with a challenge rating equal to or less
attacking the nearest hostile creature. than the sacrifice's (or its level, if the sacrifice doesn't have a
The hellbeast returns home after 1 hour, or when you use challenge rating) appears above the altar. The fiend can't use
your action to banish it. It returns early if it is reduced to 0 hit any legendary actions or lair actions. If the sacrifice was
points or if its turn ends and it hasn't attacked a hostile willing, the fiend is bound to act in your interests, and you
creature in the last minute or taken damage since then. determine its actions and decisions. If the sacrifice was
Once you sacrifice your familiar, you can't cast find familiar unwilling, you have no control over the fiend. It might aid you,
again until you finish a long rest. attack you, or simply leave.
The fiend and its altar disappear after 10 minutes. Both
disappear early if either is reduced to 0 hit points, or if the
sacrifice regains any hit points.
Once you use this feature, you can't use it again until you
finish a long rest.

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