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School of Diabolism (Homebrew) in Dungeons & Dragons 5e

School of Diabolism (Homebrew)


Hit Points

Hit Dice: d4 per School of Diabolism (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Wizards that study diabology make masterful contracts with devils to deepen their arcane understanding. These wizards, known as diabolists, are either power hungry fools or shrewd legal geniuses. If a diabolist isn't careful of the kinds of deals he makes, his soul will end up in the possession of one of the devils who served him in life.

Diabolic Studies

Starting when you choose this arcane tradition at 2nd level, you can speak, read, and write Infernal Additionally, whenever you make an Intelligence (History Religion) check related to devils or the Nine Hells, you are considered proficient in the History or Religion skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.  

Fiendish Contracts

At 2nd-level, you add the find familiar spell to your spell book if it's not already there. When you cast the spell, you can choose one of the normal forms for your familiar or the form of an imp. Additionally, you can use your action on your turn to command your familiar to make one attack with its reaction.  

Dark Secrets

When you choose this tradition at 2nd-level, you enter a fiendish contract that has granted you a fragment of forbidden arcane knowledge. You gain one invocation of your choice from the Warlock's Eldritch Invocations list. The invocation you choose must have no prerequisites. If the invocation requires a warlock spell slot, you can use a wizard spell slot instead. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation You gain a second invocation of your choice that meets the above requirements at 10th level.  

Greater Fiendish Contract

At 6th level, when you cast the find familiar spell, your familiar can take on a more powerful form. Your wizard level determines which devil's your familiar can be, as shown in the Fiendish Familiar table. At 6th level, for example, your familiar can be any devil that has a challenge rating of 2 or lower. Fiendish Familiar
Level Max CR Example
6 2 Spined Devil
10 3 Bearded Devil
14 4 Merregon
18 5 Barbed Devil
  Level Max CR Example 6 2 Spined Devil 10 3 Bearded Devil 14 4 Merregon 18 5 Barbed Devil At level 14, your familiar can alternatively take the form of a succubus or incubus.  

Friends in Low Places

At 10th level, you add the summon lesser demons, summon greater demon, and infernal calling spells to your spell book if they are not there already. If you cast a spell that summons demons, you can choose to summon devils instead. Additionally, devils you summon are charmed by you when they appear. While charmed by you, the devils are friendly to you and your companions. They remain charmed until the spell ends or until you or one of your companions do anything harmful to it.  

Contractual Obligations

Beginning at 14th level, while you are concentrating on spell you've cast to summon devils, your concentration can't be broken as a result of taking damage or being incapacitated. If you are reduced to 0 hit points or are incapacitated against your will, any devils you have summoned immediately focus on protecting you from harm and attacking your foes.


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