publish: true
aliases:

  • Diabolist
    created: 2026-03-09T12:15:33.831-04:00
    modified: 2026-03-09T12:15:33.831-04:00
    published: 2026-03-09T12:15:33.831-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/valdaspire24extras
  • ttrpg-cli/subclass/warden/diabolist
    cssclasses:
  • json5e-class
    obsidianUIMode: preview

Diabolist

Warden: Subclass Feature
Source: Valda’s Spire of Secrets Extras (2024)

Class and Feature Progression

LevelPBFeatures
1st+2
2nd+2
3rd+2Diabolist
4th+2
5th+3
6th+3Soul Broker
7th+3
8th+3
9th+4
10th+4Hellbent Survival
11th+4
12th+4
13th+5
14th+5
15th+5
16th+5
17th+6Archdevil's Blessing
18th+6
19th+6
20th+6

Strike Contracts and Command the Powers of Hell

Your call was a bellow from below, foul with brimstone and the cries of the damned. Diabolists are well-spoken advocates for demons, devils, and other Fiends, mediating their pacts and trading souls for their service. Often, Diabolists are called upon to defend portals to the underworld, safeguarding the innocent from wandering down below and trapping condemned souls within.

Subclass Features

Devil’s Advocate (Level 3)

Your fiendish allegiance grants you the following benefits.

Fiendish Empathy. Whenever a Fiend attacks you, it makes a Wisdom saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, its attack misses.

Fire Resistance. You have Resistance to Fire damage.

Silver-Tongued. You gain proficiency in the Deception, Intimidation, or Persuasion skill. Additionally, you gain a bonus to checks using the chosen skill equal to your Constitution modifier (minimum bonus of +1).

Infernal Command (Level 3)

You can cast Command as a Bonus Action without a spell slot. Charisma is your spellcasting ability for this spell.

You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Soul Broker (Level 6)

When you or an ally within 10 feet of you reduces an enemy to 0 Hit Points, you can trade its soul to your fiendish patron for one of the following magical boons. The GM decides if a creature’s soul can’t be traded to a Fiend. The boon lasts for 10 minutes or until you use this feature to trade another soul.

Energy Resistance. You gain Resistance to one of the following damage types: Acid, Cold, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder.

Fortitude. You gain Temporary Hit Points equal to your Warden level.

Truesight. You have Truesight with a range of 10 feet.

Skill. You gain proficiency and Expertise in one skill of your choice.

Speed. Your Speed increases by 15 feet.

Hellbent Survival (Level 10)

When you use your Survive, you can immediately move up to your Speed without provoking Opportunity Attacks and make two attacks with a weapon or Unarmed Strike.

Archdevil’s Blessing (Level 17)

Your infernal allies can grant you a boon. As a Bonus Action, you can gain the benefits below for 1 minute or until you choose to end them (no action required). Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

Devil’s Charm. You have Advantage on Charisma checks and saving throws.

Hellfire Aura. At the end of each of your turns, each creature you choose in a 10-foot Emanation originating from you takes 2d6 Fire damage.

Infernal Interruption. Whenever you use your Interrupt, you can cast Hellish Rebuke without a spell slot as a part of the same Reaction, as if the creature damaged you with the interrupted attack. Charisma is your spellcasting ability for this spell.