Evil / Undead Class : Diabolist

The diabolist is one who has thrown in her lot with the forces of hell. Unlike the disciples of Asmodeus or other archdevils, the diabolist is nor a servant of a specific powerful fiend, but instead is usually a mortal being who has seen the dark path as a means to gaining great power. She does nor serve devils - she wants to be one.

Diabolists are usually wizards, but sorcerers, clerics, and sometimes bards seek such devilry. Diabolists usually develop a particular hatred for paladins and bland contempt for non-spellcasters.

Diabolists are often loners, but they occasionally work in sinister cabals. They usually seek political power as well as magical power. Diabolists often use their dire power to intimidate and destroy their enemies. Because of their diabolism power, they are particularly skilled at dealing with good foes, and they focus their power on good-aligned characters when possible. It is common for a diabolist to have devils working with her, but it is just as likely to find her with legions of undead, well-paid mercenaries, or fanatical cultists.


To qualify to become a diabolist, a character must fulfill all the following criteria.

To qualify to become a Diabolist, a character must fulfill all the following criteria:

Class Skills

The diabolist's class skills are Bluff, Concentration, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (the planes), Spellcraft, and Spot.

Skill Points at Each Level: 2 + Int modifier.

Class Features

All the following are Class Features of the diabolist prestige class.

Weapon and Armor Proficiency: Diabolists are proficient with no weapons, armor, or shields.

Spells: When a diabolist attains 1st level, and at every level after that, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those received from the prestige class, and so on), except for an increased effective level of spellcasting. This essentially means that she adds the new level of diabolist to the level of whatever other spellcasting class the character has, then determines spells per day, spells known and caster level accordingly For example, if Lady Mandrake a 9th-level sorcerer, gains a level in diabolist, she gains spells as if she had risen to 10th level in sorcerer, but uses the other diabolist aspects of level progression such as base attack bonus and save bonuses. If she next gains a level of sorcerer, making her a 10th-level sorcerer/1st-level diabolist she gains spells as if she had risen to 11th level as a sorcerer.

If a character had more than one spellcasting class before she became a diabolist, she must decide to which class she adds the level of diabolist.

Diabolism (Ex): A diabolist can choose to grant one of her spells greater magical power once per day plus one additional time for every three class levels. Any spell the diabolist casts that affects a target or area (one that does not include herself) gains the evil descriptor and deals +1d6 points of unholy damage to any good character affected by the spell. For example, a fireball cast by a 6th-level wizard/1st-level diabolist deals 7d6 points of fire damage and 1d6 points of unholy damage. A hold person spell cast by the same diabolist holds a humanoid target motionless and deals 1d6 points of unholy damage if the target is good. At 5th level, the unholy damage increases to +2d6 points. At 10th level, the unholy damage increases to +3d6 points.

Imp Familiar (Ex): A 2nd-level diabolist gains an imp as a familiar, whether she wants it or nor. if the diabolist already has a familiar, the imp devours it and takes its place. The imp is treated as a normal familiar, using the class level of the diabolist as the wizard's level (see the Familiars section in Chapter 3 of the Player's Handbook for familiar abilities).

Vile Diabolism (Ex): An 8th-level diabolist can use her diabolism power to deal half the normal amount of extra unholy damage as vile damage (see Chapter 2 for an explanation of vile damage). For example, a fireball cast by a 6th-level wizard/8th-level diabolist deals 10d6 points of fire damage and 2d6 points of unholy damage. If the diabolist then rolls a 7 for the 2d6 points of unholy damage, she can (if she chooses) convert the unholy damage into 3 points of vile damage instead.

DiabolistHit Die: d4
CLBABFortRefWillSpecialSpells per Day
1st+0+0+0+2Diabolism +1d6+1 level of existing class
2nd+1+0+0+3Imp familiar+1 level of existing class
3rd+1+1+1+3-+1 level of existing class
4th+2+1+1+4-+1 level of existing class
5th+2+1+1+4Diabolism +2d6+1 level of existing class
6th+3+2+2+5-+1 level of existing class
7th+3+2+2+5-+1 level of existing class
8th+4+2+2+6Vile diabolism+1 level of existing class
9th+4+3+3+6-+1 level of existing class
10th+5+3+3+7Diabolism +3d6+1 level of existing class

Epic Diabolist

The epic diabolist seeks to build her power base and prepare for that inevitable day when she takes her rightful place as one of the rulers of hell itself. Though she may bargain with archdevils, she does so from a position of equality.

The epic diabolist should look to feats that strengthen her greatest power: her spellcasting ability. Epic Spell Focus and Epic Spell Penetration are excellent choices, as are Improved Spell Capacity and Improved Metamagic. Epic Evil Brand displays her allegiance (and power) for all to see. And, of course, vile feats are always attractive.

The epic diabolist's ability increases usually go toward the ability that controls her spellcasting (Intelligence, Wisdom, or Charisma). If she enjoys casting corrupt spells, she should also consider boosting any ability commonly drawn upon by such spells.

Other Options: Epic diabolists with divine spellcasting abilities can pick up Improved Alignment-Based Casting. Those looking to build an army should try Epic Leadership and Legendary Commander.

Spells: The epic diabolist's caster level increases by 1 per level gained above 10th. In addition, at every level, the epic diabolist gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class, up to the number of spells per day possessed by a 20th-level character of that class.

Diabolism: At 13th level, and every 3 levels thereafter, the diabolist can choose to grant one of her spells greater magical power one additional time per day.

At 15th level, and every 5 levels thereafter, the unholy damage dealt by one of these spells increases by +1d6 (+4d6 at 15th, +5d6 at 20th, and so forth).

Bonus Feats: The epic diabolist gains a bonus feat (selected from the list of epic diabolist feats) every 4 levels after 10th.

Epic Diabolist Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Automatic Violate Spell (new feat), Enhance Spell, Epic Evil Brand (new feat; see above), Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Spell Knowledge, Spell Opportunity, Spell Stowaway, Spontaneous Spell, Tenacious Magic. In addition, the epic diabolist can select any vile feat (see the Book of Vile Darkness) as a bonus feat.

Epic DiabolistHit Die: d4
13Diabolism 5/day
14Bonus feat
15Diabolism +4d6
16Diabolism 6/day
18Bonus feat
19Diabolism 7/day
20Diabolism +5d6

Source: Book of Vile Darkness

Older Prestige class adapted to 3.5

Evil & Undead Classes