School of Diabolism
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
time of 1 minute, and your familiar takes the form of an imp
or a quasit (your choice).
While you have an imp or a quasit as a familiar, you can use
your action to command it to make one attack using its
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.
Underworld Bargain
Beginning when you select this school at 2nd level, you can
spend twice as much gold when you copy a spell into your
spellbook. If you do so, the process takes only 1 minute, no
matter the spell's level, and you can immediately replace one
spell you have prepared with the newly copied spell.
The gold you spend is claimed by fiends you contract to aid
you. Alternatively, you can sacrifice items of the same value,
such as gemstones or art pieces.
Hellfire Summoning
Starting at 6th level, you can use your action to sacrifice your
familiar in a gateway of hellfire, which appears in its space.
Your familiar dies, and each creature within 5 feet of it must
immediately use its reaction, if available, to move at least 5
feet away from the gateway or take 3d6 fire damage.
A hellbeast bursts from the gateway before it shuts, which
uses the statistics of a hell hound (MM 182), though it lacks
the fire breath action. The hellbeast shares your initiative,
takes its turn immediately after yours, and obeys your verbal
commands. If you issue no command, it spends its turn
attacking the nearest hostile creature.
The hellbeast returns home after 1 hour, or when you use
your action to banish it. It returns early if it is reduced to 0 hit
points or if its turn ends and it hasn't attacked a hostile
creature in the last minute or taken damage since then.
Once you sacrifice your familiar, you can't cast find familiar
again until you finish a long rest.
Red Rider At 10th level, you add the phantom steed spell to your spellbook, if it is not there already. You can use your action cast phantom steed without expending a spell slot. When you do so, the steed takes the form of a towering horse with a blood-red coat and a flying speed of 100 feet. In addition, the steed has immunity to fire damage, and any creature riding it has resistance to fire damage. Once you cast phantom steed in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot. Before the Altar Starting at 14th level, you can use your action to summon a 5- foot high altar of pitch black obsidian in an unoccupied space you can see within 5 feet of you. The altar has AC 20 and hit points equal to 5 x your wizard level. When you summon the altar, or as an action on a subsequent turn, you can sacrifice yourself, a willing creature, or a creature with 0 hit points. A sacrifice must be within 5 feet of the altar. The sacrifice is immediately reduced to 0 hit points. If it already had 0 hit points, it dies. A fiend you choose with a challenge rating equal to or less than the sacrifice's (or its level, if the sacrifice doesn't have a challenge rating) appears above the altar. The fiend can't use any legendary actions or lair actions. If the sacrifice was willing, the fiend is bound to act in your interests, and you determine its actions and decisions. If the sacrifice was unwilling, you have no control over the fiend. It might aid you, 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.
Red Rider At 10th level, you add the phantom steed spell to your spellbook, if it is not there already. You can use your action cast phantom steed without expending a spell slot. When you do so, the steed takes the form of a towering horse with a blood-red coat and a flying speed of 100 feet. In addition, the steed has immunity to fire damage, and any creature riding it has resistance to fire damage. Once you cast phantom steed in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot. Before the Altar Starting at 14th level, you can use your action to summon a 5- foot high altar of pitch black obsidian in an unoccupied space you can see within 5 feet of you. The altar has AC 20 and hit points equal to 5 x your wizard level. When you summon the altar, or as an action on a subsequent turn, you can sacrifice yourself, a willing creature, or a creature with 0 hit points. A sacrifice must be within 5 feet of the altar. The sacrifice is immediately reduced to 0 hit points. If it already had 0 hit points, it dies. A fiend you choose with a challenge rating equal to or less than the sacrifice's (or its level, if the sacrifice doesn't have a challenge rating) appears above the altar. The fiend can't use any legendary actions or lair actions. If the sacrifice was willing, the fiend is bound to act in your interests, and you determine its actions and decisions. If the sacrifice was unwilling, you have no control over the fiend. It might aid you, 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.
Comments