Diabolism in Audalis | World Anvil

Diabolism

Not all clerics follow the gods. Some make pacts with extremely powerful devils in seeks to become on when their time inevitably comes.

Restriction: Alignment

Due to the unique nature of diabolism, all clerics following this path must be lawful evil.

Diabolism Spells

 
Cleric Level Spells
1st frost fingers, hellish rebuke
3rd flame blade, blistering invective
5th agitate wounds, awaken sin
7th alcoreax's icetrail, burning blood
9th azura's soul whip, blood of fire

Diabolic Studies

Starting when you choose this divine domain at 1st 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 Contract

Also at 1st level, you gain the ability to cast the find familiar spell. When you cast the spell, you can choose one of the normal forms for your familiar or the form of an imp.   This familiar has its own turn in combat and rolls initiative on its own.  

Channel Divinity: Chains of Damnation

Starting at 2nd level, you can use your Channel Divinity to create searing chains to restrain your foes.   As an action, you point your finger at a creature you can see within 60 feet of you and speak a powerful, damning curse. That creature and all creatures within 5 feet of it must make a Charisma saving throw. On a failed save, a creature takes fire damage equal to 1d12 + your Wisdom modifier and is bound by searing, hellish chains. On a successful save, a creature takes half as much fire damage and isn't bound by the chains. A bound creature's speed is halved and takes 1d12 fire damage at the start of each of its turns for up to 1 minute. At the end of each of its turns, the creature can make another Charisma saving throw. On a success, the effect ends on the creature.   If there is a devil within 60 feet of you that is charmed by you, creatures have disadvantage on this save.  

Greater Fiendish Contract

At 6th level, when you cast the find familiar spell, your familiar can take on a more powerful form. Your cleric level determines which devils your familar 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.  
Cleric Level Max CR Example
6th 2 Spined Devil
10th 3 Bearded Devil
14th 4 Merregon
18th 5 Barbed Devil
  At level 14, your familiar can alternatively take the form of a succubus or incubus  

Friends in Low Places

At 8th level, you gain the ability to cast the summon lesser demons, summon greater demon, and infernal calling spells. 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 Obligation

Beginning at 17th 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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