School of Diabolism
Students of the school of diabolism understand the true reason to study magic: the accumulation of power. Whether or not other wizards disagree with this notion, matters not. For they are fools.
Students of this school actively seek to make bargains with devils to better suit their own ends, no matter the cost.
School of Diabolism Features
| Wizard Level | Features |
|---|---|
| 2nd | Diabolical Familiar, Infernal Studies |
| 6th | Dark Bestowal (Spined Devil, Bearded Devil) |
| 10th | Call of the Talisman, Fine Print, Dark Bestowal (Barbed Devil) |
| 14th | The Devil's Due, Dark Bestowal (Chain Devil) |
| 18th | Dark Bestowal (Bone Devil) |
Diabolical Familiar
When you choose this school at 2nd level, you add the find familiar spell to your spellbook if it is not there already. When you cast find familiar you gain the service of an imp instead of the usual options.
Infernal Studies
Starting at 2nd level, you've also learned how to best deal with devils. You learn to speak, read, and write Infernal and you make all Charisma ability checks against devils with advantage.
Dark Bestowal
By 6th level, you've determined that, while useful, your imp familiar is not powerful enough for your purposes. You have learned a method to briefly imbue your familiar with additional power.
As an action, you can transform your imp into a more powerful devil. For the next minute, your imp's statistics are replaced with that of a spined devil or a bearded devil (your choice). While in this form, your familiar can take Attack actions.
This transformation ends early if it drops to 0 hit points in this form, or you temporarily dismiss it.
You you gain levels in this class, your choice of forms increases, as shown in the Imp Forms table below.
Imp Forms
| Wizard Level | Form |
|---|---|
| 6th | Spined Devil, Bearded Devil |
| 10th | Barbed Devil |
| 14th | Chain Devil |
| 18th | Bone Devil |
Call of the Talisman
At 10th level, you add the infernal calling spell to your spellbook if it is not there already. When you cast infernal calling you do not need to make a Charisma check to control the summoned devil.
Fine Print
Also at 10th level, you've learned how to bargain with the worst of them. You may spend a hour of time to draw up a contract with near impregnable legalese.
A creature must make an Wisdom (Insight) or Intelligence (Investigation) check against a DC equal to 10 + your Intelligence modifier + two times your Proficiency bonus to successfully notice any hidden clauses in your contract. Devils have advantage on this check.
The Devil's Due
By 14th level, your dealing with devils has left its mark on your soul.
You gain resistance to fire and poison damage, or immunity if you are already resistant. Additionally, you gain darkvision up to 60 feet that can see through darkness of any kind. Finally, you have advantage on saving throws against spells and other magical effects.
However, if you die, your soul is sent to the nine hells, and you cannot be resurrected short of Divine Intervention, or the true resurrection, or wish spells. Any other attempt to restore you to life, instead, summons the devil who holds your soul and the caster must convince the devil to temporarily release your soul to finish the spell.
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.