TEXT: EN World EN5IDER | The Diabolist
  EN World EN5IDER | The Diabolist
  The
   
  writing Mike Myler
   color art Phil Stone
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  Diabolist
  C
  aCkling with glee as the 
  villagers fled from her terrifying 
  servants, the tiefling commanded her 
  ghoul and lemure to hold down the town’s priest 
  and drew forth her sickle. She grabbed him by 
  the hair and savagely cut it away, nicking his 
  scalp and washing his face in red blood, blinding 
  him as she retreated before the shouting of the 
  local guards—this was only the beginning of 
  the holy man’s torment and path to corruption 
  before her infernal allies claimed his soul.
  
  The Diabolist | EN World EN5IDER
  The Diabolist | EN World EN5IDER
  a
  s expeCted, the allure of the suCCubus 
   the dwarf summoned was more than enough to 
  entice the merchant quarry to drop his guard, leaving 
  the tavern like a fool. The man’s bodyguards followed, 
  but the will-o’-wisps bent to the spellcaster’s will 
  distracted their simple minds; by the time the swords of 
  any defenders could react to the dying trader’s screams, 
  the dwarf and his abyssal servant were long gone. 
  Diabolists are not typical mages or priests, 
  devoting themselves not to study or prayer, only 
  to finding and taking the fastest pursuits to 
  power—through dark pacts with evil creatures 
  hungering for the foolish souls of bargainers. 
  These greedy and despicable individuals wager 
  their very souls to make fell bargains with not 
  just one creature from the beyond the Material 
  Plane but many entities, calling on the malevolent 
  powers of the Abyss or Hell to do their bidding. 
  Any and all dark arts are the purview of diabolists 
  and there is no depth to which they will not sink 
  as they seek to conjure ever more powerful allies. 
  The deals one must strike in order to summon 
  evil entities with a whim are dire indeed however, 
  and the further along the corrupted path one 
  travels the greater one finds the demands of their 
  otherworldly partners.
  Forbidden Secrets
  The path of the diabolist is rarely lauded or 
  promoted within society and the very nature of 
  their art requires one to have a taste for taboo 
  knowledge. Only the strong of will and spirit 
  can endure the trials required to learn the secrets 
  of diabolism, and though master summoners 
  frequently take on many apprentices most of 
  these deluded fools are merely pawns used for 
  sacrifice. Devious, foul, and wily as they might 
  be, diabolists are always keen to acquire relics, 
  tokens of power, or forbidden lore whenever the 
  opportunity arises and they can be trusted to do 
  whatever they must in their relentless pursuits.
  Unyielding Avarice
  Greed is what inspires most diabolists to take up 
  the darkest arts of conjuration but they are never 
  sated—the need for more power and wealth 
  drives them ever forward the further they fall 
  toward depravity in a vicious cycle that ends in 
  eternal torment. The aid of demons and devils 
  does not come without a cost however and either 
  divine relics, great treasures, or the souls of the 
  living must be sacrificed in order for diabolists to 
  forge new unholy alliances. 
  Creating a Diabolist
  The first thing to decide when making a diabolist 
  are the circumstances that led your character 
  to seek out unholy alliances: are they destined 
  to bring balance to the forces of good and evil, 
  driven to do whatever they must to become rich, 
  or tricked to stray into the depths of depravity? 
  Have they any remorse for the horrendous acts 
  they perform in exchange for power? While your 
  diabolist is undoubtedly evil, is there any good 
  still within the corruption overtaking their soul? 
  Is your character a force of chaos that imposes 
  their will on lawful servants, a slave master of 
  chaotic entities, or devoted only to their goals 
  and working with whatever allies they can 
  conjure? Do they seek to inspire fear or attempt to 
  blend in with the sheep of society? Perhaps most 
  importantly, how do they plan to save their soul 
  from the ultimate end of their bargains with the 
  powerful creatures that act as their lackeys—or 
  have they fallen too far to care?
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
  product and article titles, and EN World and EN Publishing logos, are designated Product Identity.
  EN
  EN
  Publishing
  Publishing
  ™
  
  EN World EN5IDER | The Diabolist
  EN World EN5IDER | The Diabolist
  Equipment
  You begin play with the following equipment, 
  in addition to any gear acquired through your 
  background.
   
  ▶ (a) a dagger or (b) a sickle
   
  ▶ a light crossbow and 20 bolts
   
  ▶ (a) an arcane focus or (b) a holy symbol
   
  ▶ (a) a priest's pack or (b) a scholar’s pack
  Spellcasting
  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. 
   You receive a number of conjuring points 
  determined by your diabolist level. You are 
  able to cast the find familiar spell as an action by 
  expending one conjuring point. Conjuring points 
  are restored at the end of a short or long rest.
  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 + your Constitution 
  modifier.
   
  ▶ Hit Points at Higher Levels: 1d8 (or 5) + 
  your Constitution modifier per diabolist 
  level after 1st.
  Proficiencies
   
  ▶ Armor: None
   
  ▶ Weapons: Simple weapons
   
  ▶ Tools: Ceremonial Relics 
   
  ▶ Saving Throws: Wisdom, Charisma
   
  ▶ Skills: Choose three from Arcana, Deception, 
  Insight, Intimidation, Perception, Persuasion, 
  and Religion.
  Table: Diabolist
  Level
  Proficiency 
  Bonus
  Conjuring 
  Points
  Necromantic 
  Touch
  Features
  1st
  +2
  1
  1d8
  Diabolist Spellcasting, Masterful Presence, Necromantic Touch
  2nd
  +2
  2
  1d8
  Diabolic Resistance, Diabolic Strike
  3rd
  +2
  2
  1d8
  Summoning, Unholy Familiar
  4th
  +2
  3
  1d8
  Ability Score Improvement
  5th
  +3
  4
  2d8
  Telepathic
  6th
  +3
  4
  2d8
  Dark Path
  7th
  +3
  5
  2d8
  Banisher, Voodoo
  8th
  +3
  6
  2d8
  Ability Score Improvement
  9th
  +4
  6
  3d8
  Dark Path
  10th
  +4
  7
  3d8
  Breathless, Diabolic Blood
  11th
  +4
  8
  3d8
  Expanded Mind
  12th
  +4
  8
  3d8
  Ability Score Improvement, Dark Path
  13th
  +5
  9
  4d8
  Scion of Evil
  14th
  +5
  10
  4d8
  Diabolic Essence
  15th
  +5
  10
  4d8
  Dark Path
  16th
  +5
  11
  4d8
  Ability Score Improvement
  17th
  +6
  12
  5d8
  Unbound Soul
  18th
  +6
  12
  5d8
  Dark Path
  19th
  +6
  13
  5d8
  Ability Score Improvement
  20th
  +6
  14
  5d8
  Master of Evil
  
  The Diabolist | EN World EN5IDER
  The Diabolist | EN World EN5IDER
   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 
  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
  Masterful Presence
  While you are not wearing any armor or using 
  a shield, your Armor Class equals 10 + your 
  Dexterity modifier + your Charisma modifier.
  Necromantic Touch
  Starting at 1st level, the fell pacts you’ve made 
  have garnered you a measure of power that lets 
  you manifest energy antithetical to life but one 
  that revitalizes 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. If 
  you kill a creature using necromantic touch, you 
  gain a number of temporary hit points equal 
  to the damage you dealt with the killing blow. 
  Temporary hit points gained through this feature 
  are additive and disappear 1 hour after the most 
  recent Necromantic Touch kill. You may gain a 
  maximum number of temporary hit points this 
  way equal to twice your diabolist level. When you 
  target one of your diaboli with this ability, you 
  restore the creature’s hit points instead. 
   At 5th, 9th, 13th, and 17th level this ability 
  increases by 1d8.
  Diabolic Resistance
  Beginning at 2nd level, you gain resistance to 
  poison damage and advantage on saving throws 
  to resist being poisoned.
  Diabolic Strike
  At 2nd level you channel more unholy power 
  into your strikes, adding your Wisdom or 
  Charisma modifier (whichever is higher) to your 
  necromantic touch. 
   You may choose not to add your Charisma 
  modifier to your necromantic touch to instead 
  inflict a condition on your target, forcing them 
  to make a saving throw against DC 8 + your 
  proficiency bonus + your Charisma modifier. 
  On a failed save, the target gains the blinded 
  or deafened condition for a number of rounds 
  equal to your diabolist level. The target may 
  repeat this saving throw at the end of each of its 
  turns, ending the condition on a success. You may 
  attempt to inflict a condition a number of times 
  equal to your proficiency bonus, after which you 
  must complete a long rest before you can do so 
  again.
  Summoning
   Starting at 3rd level, you learn to summon 
  lesser creatures to do your bidding. At first 
  these minor diaboli are undead creatures as all 
  diabolists dabble in necromancy, but inevitably 
  acquaintances are made with conjured horrors. 
  
  EN World EN5IDER | The Diabolist
  EN World EN5IDER | The Diabolist
   Summoning a diabolus takes an entire turn 
  during which you do not take any movement or 
  other actions (including reactions) and expend 
  conjuring points equal to the amount listed for the 
  creature. If you take damage while summoning 
  a diabolus, a concentration check is required or 
  the diabolus dies in transition. Your summoned 
  diaboli appear in unoccupied spaces that you can 
  see within range. Once summoned, a diabolus 
  remains on the Material Plane until it has taken 
  an amount of damage equal to its hit points, you 
  dismiss it as a reaction, or the diabolus travels 
  more than 500 feet from you. If a diabolus suffers 
  a critical hit, you must succeed on a Constitution 
  saving throw as if to maintain concentration 
  in order to keep your connection to it. On a 
  failure, you lose control of the creature; at the 
  GM’s discretion, it may attack an ally, but never 
  you. You may only have a number of summoned 
  diaboli equal to your proficiency bonus.
   Diaboli are friendly to you but not necessarily 
  your companions—the further removed an ally’s 
  alignment is from a diabolus, the less likely the 
  diabolus is to be friendly when interacting with 
  that companion. Roll initiative for your diaboli 
  as a group; they have their own turns. They obey 
  any verbal (or telepathic) commands that you 
  issue to them (no action required by you). If you 
  don’t issue any commands to them, they defend 
  themselves from hostile creatures, but otherwise 
  take no actions. Diaboli with innate spellcasting 
  can cast a number of spells equal to the conjuring 
  points you spent to summon the diabolus but 
  afterward you must expend 1 conjuring point to 
  have a diabolus use its innate spellcasting.
   In addition, you are able to cast any spell with 
  the ritual tag so long as the spell level is equal 
  to or less than half your diabolist level. You may 
  only cast a number of ritual spells equal to your 
  proficiency bonus before requiring a long rest 
  to cast more ritual spells. You may use either an 
  arcane focus or a divine focus as a spellcasting 
  focus for your diabolist spells.
   
  ▶ Minor Diabolus (1 Conjuring Point): 
  cacodaemon (CR ½, Conjured Horrors 
  EN5ider article), skeleton (CR ¼), zombie 
  (CR ¼)
  Unholy Familiar
  Beginning at 3rd level, the familiar you summon 
  is undead. It gains darkvision 60 ft., resistance 
  to bludgeoning, piercing, and slashing from 
  nonmagical attacks, immunity to necrotic and 
  poison damage, and immunity to the following 
  conditions: charmed, exhaustion, frightened, 
  paralyzed, poisoned.
  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.
  Dark Psyche
  Starting at 5th level, you gain telepathy to a range 
  of 30 feet and darkvision 60 feet. When using 
  telepathy with your diaboli, the range increases to 
  60 feet.
  Dark Path
  The evil pacts you’ve made with lesser creatures 
  have their limitations and eventually you find 
  their gifts lacking, leaving your lust for power 
  to drive you to find darker entities to make your 
  allies. At 6th level, you choose to focus your 
  studies on either the summoning of ephemeral 
  undead and demons or corporeal unlife and 
  devils. 
   At 9th, 12th, 15th, and 18th level you learn to 
  summon more creatures determined by your Dark 
  Path.
  Banisher
  Starting at 7th level you can cast banishment 
  or hallow (evil options only) by expending 2 
  conjuring points.
  
  The Diabolist | EN World EN5IDER
  The Diabolist | EN World EN5IDER
  Auromancy
  Beginning at 7th level, you learn how to read and 
  manipulate the subtle impressions left by souls as 
  they travel across the Material Plane. By gathering 
  up a bit of a creature's physical embodiment, you 
  can manipulate their aura from afar, working an 
  effigy of your victim to diabolical ends.
   
  ▶ After a long rest choose either Investigation 
  or Perception. The passive score for the skill 
  you choose increases by 5.
   
  ▶ After collecting at least 1 ounce of hair, skin, 
  blood, or other part of another creature’s 
  body, you are able to fashion it into a small 
  effigy tied to the creature’s life force. So long 
  as the creature you make the effigy from is 
  within 100 feet per diabolist level (or 100 
  feet per proficiency bonus, whichever is 
  higher) and you are able to see it, you may 
  cast cantrips, make melee weapon attacks, or 
  use the Necromantic Touch ability against 
  the creature by targeting its effigy. After 
  damaging a creature through the effigy a 
  number of times equal to its hit dice, the 
  effigy is destroyed if you do not make a 
  Wisdom saving throw (DC 10 + hit dice of 
  target creature).
  Breathless
  Starting at 10th level, you no longer need to 
  breathe. You gain advantage on saving throws 
  against spells and effects that come from 
  dangerous gases.
  Diabolic Blood
  At 10th level, you gain immunity to poison 
  damage and the poisoned condition.
  Expanded Mind
  Beginning at 11th level, the range of your 
  telepathy increases to 60 feet, or 120 feet if 
  communicating with your diaboli. The range of 
  your darkvision increases to 120 feet.
  Scion of Evil
  Starting at 13th level, you gain advantage on 
  saving throws made to resist the spells and effects 
  of undead. You also gain advantage to saving 
  throws made to resist the spells and effects of the 
  type of fiends you can summon via your Dark 
  Path (either demons or devils).
  Diabolic Essence
  At 14th level you gain resistance to necrotic 
  damage.
  Unbound Soul
  Beginning at 17th level, the range of your 
  telepathy increases to 120 feet. As long as you 
  have at least one diabolus on the same plane of 
  existence, you can communicate with them using 
  your telepathy. Your darkvision can also see 
  through magical darkness.
   You can cast plane shift or teleport by expending 
  4 conjuring points.
  Planar Master of Evil
  At 20th level you gain immunity to necrotic 
  damage. You learn the true name of an 
  extraplanar creature determined by your dark 
  path, forcing it to become one of your diaboli: 
  either a hezrou (CR 8) or a chain devil (CR 8). 
  You may spend 100 gp in materials throughout an 
  hour long ritual to summon this diabolus, or you 
  may expend 10 conjuring points to summon it.
   Once per month you can perform a ritual 
  requiring 500 gp and 1d4 + 1 hours to summon a 
  more powerful demon or devil, but this may be 
  met with a celestial response by the powers of 
  good (at the GM’s discretion).
   In addition, for a number of rounds equal to 
  your proficiency bonus you do not take energy 
  damage from an environmental effect of a plane 
  that is not your own (usually the Material Plane). 
  You may spend a conjuring point to increase the 
  duration of this feature to a number of minutes 
  equal to your proficiency bonus. Afterward it 
  can be extended by 1 hour per additional spent 
  conjuring point. 
  
  EN World EN5IDER | The Diabolist
  EN World EN5IDER | The Diabolist
  Demonic Dark Path
  Your research into the entities of the beyond led 
  you to the denizens of the Abyss, forging a pact 
  with evil as rife with chaos as malevolence. As 
  though you were one among them, you can call 
  on demons to grant you aid, slay your enemies, 
  and obey your every command. 
   At 6th level your unholy familiar becomes a 
  demonic undead familiar. It gains resistance to 
  cold, fire, lightning, and truesight to a range of 2 
  feet per diabolist level (round down to the nearest 
  multiple of 5 feet).
   You learn Abyssal and how to summon demons 
  to do your bidding. At 9th, 12th, 15th, and 18th 
  level you can summon more potent demons to 
  serve as your diaboli. 
   
  ▶ 6th level. Lesser Diaboli (2 Conjuring Points): 
  dretch (CR ¼), shadow (CR ½), quasit (CR 1), 
  specter (CR 1)
   
  ▶ 9th level. Moderate Diaboli (3 Conjuring 
  Points): ghast (CR 2), will-o’-wisp (CR 2), 
  wight (CR 3)
   
  ▶ 12th level. Dire Diaboli (4 Conjuring Points): 
  ghost (CR 4), succubus (CR 4)
   
  ▶ 15th level. Greater Diaboli (5 Conjuring 
  Points): abrikandilu* (CR 5), wraith (CR 5)
   
  ▶ 18th level. Epic Diaboli (6 Conjuring Points): 
  hydrodaemon* (CR 6), vrock (CR 6)
  Devilish Dark Path
  Thinking it unwise to strike bargains with 
  unfettered evil, you sought out the devils in Hell 
  in your pursuit to power. Your agreement with 
  infernal creatures allow you to call on them to do 
  battle, practice guile, and otherwise serve you.
   At 6th level your unholy familiar becomes a 
  devilish undead familiar. It gains resistance to 
  cold, resistance to bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  silvered, immunity to fire damage, and blindsight 
  to a range of 5 feet per two diabolist levels.
   You learn Infernal and how to summon devils 
  to do your bidding. At 9th, 12th, 15th, and 18th 
  level you can summon more potent devils to serve 
  as your diaboli. 
   
  ▶ 6th level. Lesser Diaboli (2 Conjuring Points): 
  lemure (CR 0), warhorse skeleton (CR ½), 
  ghoul (CR 1), imp (CR 1)
   
  ▶ 9th level. Moderate Diaboli (3 Conjuring 
  Points): minotaur skeleton (CR 2), ogre 
  zombie (CR 2), bearded devil (CR 3)
   
  ▶ 12th level. Dire Diaboli (4 Conjuring Points): 
  accuser devil* (CR 4), contract devil* (CR 4)
   
  ▶ 15th level. Greater Diaboli (5 Conjuring 
  Points): barbed devil (CR 5), vampire spawn 
  (CR 5)
   
  ▶ 18th level. Epic Diaboli (6 Conjuring Points): 
  warmonger devil* (CR 6), thanadaemon* 
  (CR 6) e
  Variant: Alignment
  Diabolists cannot be of Good alignment. If your 
  group uses alignment, a Diabolist whose alignment 
  becomes Good cannot level in this class again until 
  their alignment changes from Good.
   * Mike Myler, Conjured Horrors, EN World EN5ider, 
  https://www.patreon.com/ensider
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 101 - Diabolist.pdf