Diabolist - Class Tree

Diabolist (Not Playable in Starter Set)

Pact-bound wielders of forbidden power who draw their abilities from entities far beyond mortal comprehension, Diabolists channel dark contracts into magic that warps, drains, and reshapes everything it touches, a bargain that grows more consuming the deeper they pull from it, with their patron's fingerprints increasingly visible in everything they do and say, whether that patron demands cruelty or simply payment.

Place Holder awaiting Image.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Alignment: Alignments range from Ambivalent, Amoral and Evil, and are Path and Branch Dependent.

To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).

Higher Power: Path Dependent (see Path below)

Diabolist's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.

To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.

To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require (see Alignment, pg. 2).

Favored Races:
Drow +5, Human† +5, Dwarf (Common)† +5, Halfling† +5, Orcus +5, Pinkling +5

†Human, Dwarf, and Halfling Playable with Starter Set.

Averse Races: Firbolg -5, Troll (Village) -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Patron's Favor, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Pact Calling, Once Per Day the Diabolist calls upon their patron, dealing dark damage equal to twice their Willpower SCR to one target, with the Diabolist healing for half that amount.

Extra 1d6 + LVL dark damage on Critical Hits.
Once per encounter, Diabolists can Flourish their pact weapon that lowers their target's Resistance at a number equal to their Deceit SCR.

Diabolists get +5 feet their base movement speed, once per encounter.

Diabolists get +4 plus their WILLPOWER SCR on Knowledge checks involving forbidden lore.


Diabolist Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Warlock - A blood-magic Diabolist who trades their own vitality, and their enemies', to fuel devastating power.
  Alignment: Amoral
  Observance: Bargain and price. Devotion is a contract kept, whatever it was for.
  Will not share a Character with: Moral.
  The Higher Power bonus requires holding Amoral exactly, and that same base carries through all three of its Branches below.
  a. Bloodlock - A Warlock who drains life directly from enemies to sustain their own.
  b. Interdictor - A Warlock who fights in heavy Armaments, holding ground where other casters cannot.
  c. Tormentor - A Warlock who fights with Grab tools of their own conjuring, drawing suffering out rather than ending it.
ii. Grimlock - A fiend-bound Diabolist whose patron grants dark power in exchange for a bargain always waiting to be called in.
  Alignment: Evil
  Observance: Offering and dominion. Devotion is paid in what it costs someone.
  Will not share a Character with: Lawful and Moral.
  The Higher Power bonus requires holding Evil exactly, and that same base carries through all three of its Branches below.
  a. Fiend - A Grimlock bound directly to a fiendish patron's raw, dark power.
  b. Changeling - A Grimlock whose patron grants the ability to wear another's face.
  c. Hexblade - A Grimlock who channels their patron's power directly through a cursed weapon.
iii. Necromancer - A death-focused Diabolist who commands the dead and reaps souls to further their patron's dark cause.
  Alignment: Evil
  Observance: Offering and dominion. Devotion is paid in what it costs someone.
  Will not share a Character with: Lawful and Moral.
  The Higher Power bonus requires holding Evil exactly, and that same base carries through all three of its Branches below.
  a. Profanator - A Necromancer who defiles what was consecrated, turning holy ground and blessed remains against the living.
  b. Inquisitor - A Necromancer who hunts and judges, turning death itself into an interrogation.
  c. Mare - A Necromancer who claims the souls of the fallen to further fuel their own power.

Favorite Talent and Profession Trees
Talent Trees: Crypt Raider
Professions: Witchcrafter, Enchanter, Alchemist

No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Diabolist Tier Armaments
Select to Expand Armaments
Armor Threshold (Tier): Light Grade. Armor heavier than Light will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).

Weapon Proficiency (Tier): Variant: Telluric. Type: Magic. Hand: 1h (Main), or 1h (Off) with Grimoire. Distance: Melee. Style: Slashing, Blunt, Piercing, or Chop. Forbidden: All Variants outside Telluric. Tactical Type. Holy Armaments. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.

▾ Collapse Armament


Diabolist Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Spell Abilities individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Tier Abilities (Diabolist)
Expand Ability Tree
LVL 1 Diabolist Tier Ability †
Select to Expand Abilities
† For Paths see LVL 3 Tier Abilities Below
Martial AbilitiesSpell Abilities
  • (Slot A) Pact Strike
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A pact-blade strike charged with dark energy, a Diabolist's earliest taste of a bargain already being spent... refer to Ability Card.
  • (Slot B) Pact Cut
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A cut charged with the same dark energy... refer to Ability Card.
  • (Slot C) Pact Guard
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held while a bargain is already being spent... refer to Ability Card.
  • (Slot A) Pact Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A bargain already being spent, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Pact Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A bolt charged with dark energy, loosed at a foe... refer to Ability Card.
  • (Slot C) Pact Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from a bargain already being spent, self or ally... refer to Ability Card.

†See Ability Cards for LVL 1.5 midpoint Abilities.

LVL 2 Diabolist Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Creeping Wound
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A pact-blade cut that festers longer than the blade itself, a Diabolist's earliest lesson in a patron who never lets a debt go unpaid... refer to Ability Card.
  • (Slot B) Creeping Cut
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A cut that festers longer than the blade itself... refer to Ability Card.
  • (Slot C) Creeping Guard
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held while a debt goes unpaid... refer to Ability Card.
  • (Slot A) Creeping Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A debt that never goes unpaid, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Creeping Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A cut that festers longer than the blade itself, loosed at range... refer to Ability Card.
  • (Slot C) Creeping Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn while a debt goes unpaid, self or ally... refer to Ability Card.

†See Ability Cards for LVL 2.5 midpoint Abilities.

LVL 3 Diabolist Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Changelingmark Strike
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A brand drawn from the patron itself, a Diabolist's earliest reach toward a power that isn't fully theirs yet... refer to Ability Card.
  • (Slot B) Changelingmark Cut
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A cut drawn from the patron itself... refer to Ability Card.
  • (Slot C) Changelingmark Guard
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held with a power that isn't fully theirs yet... refer to Ability Card.
  • (Slot A) Changelingmark Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A brand drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Changelingmark Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A brand drawn from the patron itself, loosed at a foe... refer to Ability Card.
  • (Slot C) Changelingmark Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from a power that isn't fully theirs yet, self or ally... refer to Ability Card.
Diabolist Paths †
† For Branches, refer to LVL 20 of each Path
i. Warlock (Penalties and Bonuses TBA)
Alignment: Amoral
Higher Power: TBA (Amoral)
A blood-magic Diabolist who trades their own vitality, and their enemies', to fuel devastating power. (LVL 4-20)
(see Warlock Path and Branch Abilities Below)
Warlock Path
Select to Expand Armaments
Weapon Proficiency (Culture, Warlock) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: 1h Pact Weapon, Arcane Focus (any Style), or Grab (conjured hooks, cords and irons). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Warlock):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Bloodsilk); the Interdictor Branch raises this to Heavy at LVL 21.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Warlock Branches
◆ Bloodlock (1h pact weapon or arcane focus, drains on contact) (LVL 21-30)
A Warlock who drains life directly from enemies to sustain their own.
Bloodlock Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Bloodlock Branch chosen at LVL 21 - see Bloodlock above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Bloodlock Branch chosen at LVL 21 - see Bloodlock above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Interdictor (heavy Armaments) (LVL 21-30)
A Warlock who fights in heavy Armaments, holding ground where other casters cannot.
Interdictor Branch
Select to Expand Armaments
Weapon Proficiency (Culture, Interdictor) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: 1h Pact Weapon, Grab (claws, hooks) or Flexible (rope, chain, whip). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Interdictor):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Bloodsilk), same as the Warlock Path.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Tormentor (Grab tools, claws, hooks, cords and irons, Magic Type, built for binding and prolonged control rather than a quick kill) (LVL 21-30)
A Warlock who fights with Grab tools of their own conjuring, drawing suffering out rather than ending it.
Tormentor Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Tormentor Branch chosen at LVL 21 - see Tormentor above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Tormentor Branch chosen at LVL 21 - see Tormentor above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Warlock Abilities (Diabolist Tier)

Expand Ability Tree Paths
LVL 4 Diabolist - Warlock Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Bloodletting Strike
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Bloodcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A cut that gives back to the Diabolist what it takes from the target, a Warlock's earliest taste of a bargain paid in blood... refer to Ability Card.
  • (Slot B) Bloodletting Cut
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Bloodcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A cut that gives back what it takes from the target... refer to Ability Card.
  • (Slot C) Bloodletting Guard
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Bloodcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held with a bargain paid in blood... refer to Ability Card.
  • (Slot A) Bloodletting Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A bargain paid in blood, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Bloodletting Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A bolt that gives back what it takes from the target, loosed at range... refer to Ability Card.
  • (Slot C) Bloodletting Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from a bargain paid in blood, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Diabolist - Warlock Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Hemorrhaging Strike
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Bloodcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A wound that opens wider the closer death gets, a Warlock's earliest taste of the hunger that grows with every wound... refer to Ability Card.
  • (Slot B) Hemorrhaging Cut
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Bloodcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A cut that opens wider the closer death gets... refer to Ability Card.
  • (Slot C) Hemorrhaging Guard
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Bloodcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with a hunger that grows with every wound... refer to Ability Card.
  • (Slot A) Hemorrhaging Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana
    Uses: 3/Round
    A hunger that grows with every wound, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Hemorrhaging Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana
    Uses: 3/Round
    A wound that opens wider the closer death gets, loosed at range... refer to Ability Card.
  • (Slot C) Hemorrhaging Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn from a hunger that grows with every wound, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Diabolist - Warlock Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Hungrier Cast
    A spell that takes more than it gives back, growing hungrier with every cast... refer to Ability Card.
  • (Slot B) Hungrier Cut
    A cut that takes more than it gives back, growing hungrier with every strike... refer to Ability Card.
  • (Slot C) Hungrier Guard
    A guard held while growing hungrier with every cast... refer to Ability Card.
  • (Slot A) Hungrier Aegis
    A spell that takes more than it gives back, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Hungrier Bolt
    A spell that takes more than it gives back, loosed at a foe, growing hungrier with every cast... refer to Ability Card.
  • (Slot C) Hungrier Renewal
    A renewal that takes more than it gives back, growing hungrier with every cast, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Diabolist - Warlock Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Draining Cast
    Life drained with every cast, growing stronger the more blood already spilled... refer to Ability Card.
  • (Slot B) Draining Cut
    Life drained with every cut, growing stronger the more blood already spilled... refer to Ability Card.
  • (Slot C) Draining Guard
    A guard that grows stronger the more blood already spilled... refer to Ability Card.
  • (Slot A) Draining Aegis
    Life drained into a shield over self or an ally, growing stronger the more blood already spilled... refer to Ability Card.
  • (Slot B) Draining Bolt
    Life drained with every cast, loosed at a foe... refer to Ability Card.
  • (Slot C) Draining Renewal
    A renewal that grows stronger the more blood already spilled, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Diabolist - Warlock Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Growing Hunger
    Warlocks drain Life with every spell cast, growing stronger the more blood is already spilled... refer to Ability Card.
  • (Slot B) Growing Hunger Cut
    Warlocks drain Life with every cut, growing stronger the more blood is already spilled... refer to Ability Card.
  • (Slot C) Growing Hunger Guard
    Warlocks guard while growing stronger the more blood is already spilled... refer to Ability Card.
  • (Slot A) Growing Hunger Aegis
    Warlocks shield while growing stronger the more blood is already spilled, self or ally... refer to Ability Card.
  • (Slot B) Growing Hunger Bolt
    Warlocks drain Life at range with every spell cast, growing stronger the more blood is spilled... refer to Ability Card.
  • (Slot C) Growing Hunger Renewal
    Warlocks mend while growing stronger the more blood is already spilled, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Diabolist - Warlock Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Bloodlock (1h pact weapon or arcane focus, drains on contact) (LVL 21-30)
A Warlock who drains life directly from enemies to sustain their own.
Branch: Bloodlock Abilities (Warlock Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Bloodlock Branch continues this Path's progression exclusively through LVL 30.
◆ Interdictor (heavy Armaments) (LVL 21-30)
A Warlock who fights in heavy Armaments, holding ground where other casters cannot.
Branch: Interdictor Abilities (Warlock Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Interdictor Branch continues this Path's progression exclusively through LVL 30.
◆ Tormentor (Grab tools, claws, hooks, cords and irons, Magic Type, built for binding and prolonged control rather than a quick kill) (LVL 21-30)
A Warlock who fights with Grab tools of their own conjuring, drawing suffering out rather than ending it.
Branch: Tormentor Abilities (Warlock Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Tormentor Branch continues this Path's progression exclusively through LVL 30.
ii. Grimlock (Penalties and Bonuses TBA)
Alignment: Evil
Higher Power: TBA (Evil)
A fiend-bound Diabolist whose patron grants dark power in exchange for a bargain always waiting to be called in. (LVL 4-20)
(see Grimlock Path and Branch Abilities Below)
Grimlock Path
Select to Expand Armaments
Weapon Proficiency (Culture, Grimlock) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: 1h Pact Weapon, Arcane Focus (any Style), or Grab (conjured hooks, cords and irons). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Grimlock):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Changelinghide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Grimlock Branches
◆ Fiend (Grab tools, claws, hooks, cords and irons, Magic Type) (LVL 21-30)
A Grimlock bound directly to a fiendish patron's raw, dark power.
Fiend Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Fiend Branch chosen at LVL 21 - see Fiend above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Fiend Branch chosen at LVL 21 - see Fiend above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Changeling (LVL 21-30)
A Grimlock whose patron grants the ability to wear another's face.
Changeling Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Changeling Branch chosen at LVL 21 - see Changeling above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Changeling Branch chosen at LVL 21 - see Changeling above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Hexblade (LVL 21-30)
A Grimlock who channels their patron's power directly through a cursed weapon.
Hexblade Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Hexblade Branch chosen at LVL 21 - see Hexblade above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Hexblade Branch chosen at LVL 21 - see Hexblade above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Grimlock Abilities (Diabolist Tier)

Expand Ability Tree Paths
LVL 4 Diabolist - Grimlock Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Claim the Changelingmark's Edge
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactbind
    Cost: 2 Stamina
    Uses: Unlimited
    The patron's brand burned deeper still, a Grimlock's earliest proof that a mark is only the beginning of the bargain... refer to Ability Card.
  • (Slot B) Branded Cut
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactbind
    Cost: 2 Stamina
    Uses: Unlimited
    A cut thrown while the patron's brand burns deeper still... refer to Ability Card.
  • (Slot C) Branded Guard
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactbind
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held with a mark that's only the beginning of the bargain... refer to Ability Card.
  • (Slot A) Branded Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    The patron's brand drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Branded Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    The patron's brand burned deeper still, loosed at range... refer to Ability Card.
  • (Slot C) Branded Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn from a mark that's only the beginning of the bargain, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Diabolist - Grimlock Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Withering Strike
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactbind
    Cost: 3 Stamina
    Uses: 3/Round
    A cut that festers long after the blade withdraws, a Grimlock's earliest taste of a curse that outlives the wound... refer to Ability Card.
  • (Slot B) Withering Cut
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactbind
    Cost: 3 Stamina
    Uses: 3/Round
    A cut that festers long after the blade withdraws... refer to Ability Card.
  • (Slot C) Withering Guard
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Pactbind
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with a curse that outlives the wound... refer to Ability Card.
  • (Slot A) Withering Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana
    Uses: 3/Round
    A curse that outlives the wound, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Withering Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana
    Uses: 3/Round
    A cut that festers long after the blade withdraws, loosed at range... refer to Ability Card.
  • (Slot C) Withering Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn from a curse that outlives the wound, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Diabolist - Grimlock Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Patron's Eye
    A patron's attention settled on a target before the curse is even spoken... refer to Ability Card.
  • (Slot B) Patron's Cut
    A cut thrown at a target already under the patron's eye... refer to Ability Card.
  • (Slot C) Patron's Guard
    A guard held before the curse is even spoken... refer to Ability Card.
  • (Slot A) Patron's Aegis
    A patron's attention drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Patron's Bolt
    A patron's attention loosed at a target before the curse is even spoken... refer to Ability Card.
  • (Slot C) Patron's Renewal
    A renewal drawn before the curse is even spoken, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Diabolist - Grimlock Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Bound Curse
    A curse bound to a name, cursing a target until the doom promised comes due... refer to Ability Card.
  • (Slot B) Bound Cut
    A cut thrown at a target cursed until the doom promised comes due... refer to Ability Card.
  • (Slot C) Bound Guard
    A guard held while a curse is bound to a name... refer to Ability Card.
  • (Slot A) Bound Aegis
    A curse bound to a name, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Bound Bolt
    A curse bound to a name, loosed at a target until the doom promised comes due... refer to Ability Card.
  • (Slot C) Bound Renewal
    A renewal drawn while a curse is bound to a name, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Diabolist - Grimlock Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Bound Doom
    Grimlocks call on their fiend-patron directly, cursing and binding a target until the doom comes collecting... refer to Ability Card.
  • (Slot B) Bound Doom Cut
    Grimlocks strike a target cursed and bound until the doom comes collecting... refer to Ability Card.
  • (Slot C) Bound Doom Guard
    Grimlocks guard while calling on their fiend-patron directly... refer to Ability Card.
  • (Slot A) Bound Doom Aegis
    Grimlocks shield while calling on their fiend-patron directly, self or ally... refer to Ability Card.
  • (Slot B) Bound Doom Bolt
    Grimlocks call on their fiend-patron at range, cursing and binding a target until doom collects... refer to Ability Card.
  • (Slot C) Bound Doom Renewal
    Grimlocks mend while calling on their fiend-patron directly, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Diabolist - Grimlock Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Fiend (Grab tools, claws, hooks, cords and irons, Magic Type) (LVL 21-30)
A Grimlock bound directly to a fiendish patron's raw, dark power.
Branch: Fiend Abilities (Grimlock Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Fiend Branch continues this Path's progression exclusively through LVL 30.
◆ Changeling (LVL 21-30)
A Grimlock whose patron grants the ability to wear another's face.
Branch: Changeling Abilities (Grimlock Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Changeling Branch continues this Path's progression exclusively through LVL 30.
◆ Hexblade (LVL 21-30)
A Grimlock who channels their patron's power directly through a cursed weapon.
Branch: Hexblade Abilities (Grimlock Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Hexblade Branch continues this Path's progression exclusively through LVL 30.
iii. Necromancer (Penalties and Bonuses TBA)
Alignment: Evil
Higher Power: TBA (Evil)
A death-focused Diabolist who commands the dead and reaps souls to further their patron's dark cause. (LVL 4-20)
(see Necromancer Path and Branch Abilities Below)
Necromancer Path
Select to Expand Armaments
Weapon Proficiency (Culture, Necromancer) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: 1h Pact Weapon or Arcane Focus (any Style). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).

Weapons Forbidden (Culture, Necromancer):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Spider Silk Robe).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Necromancer Branches
◆ Profanator (LVL 21-30)
A Necromancer who defiles what was consecrated, turning holy ground and blessed remains against the living.
Profanator Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Profanator Branch chosen at LVL 21 - see Profanator above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Profanator Branch chosen at LVL 21 - see Profanator above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Inquisitor (LVL 21-30)
A Necromancer who hunts and judges, turning death itself into an interrogation.
Inquisitor Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Inquisitor Branch chosen at LVL 21 - see Inquisitor above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Inquisitor Branch chosen at LVL 21 - see Inquisitor above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Mare (LVL 21-30)
A Necromancer who claims the souls of the fallen to further fuel their own power.
Mare Branch
Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Mare Branch chosen at LVL 21 - see Mare above for its specific Weapon Style and Type.

This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Mare Branch chosen at LVL 21 - see Mare above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Necromancer Abilities (Diabolist Tier)

Expand Ability Tree Paths
LVL 4 Diabolist - Necromancer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Grave Strike
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Soulreap
    Cost: 2 Stamina
    Uses: Unlimited
    A cut that carries a chill from beyond the grave itself, a Necromancer's earliest proof that death doesn't end a fight, it just changes sides... refer to Ability Card.
  • (Slot B) Grave Cut
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Soulreap
    Cost: 2 Stamina
    Uses: Unlimited
    A cut that carries a chill from beyond the grave itself... refer to Ability Card.
  • (Slot C) Grave Guard
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Soulreap
    Cost: 2 Stamina
    Uses: Unlimited
    A guard held knowing death doesn't end a fight, it just changes sides... refer to Ability Card.
  • (Slot A) Grave Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A chill from beyond the grave drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Grave Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A chill from beyond the grave loosed at a foe... refer to Ability Card.
  • (Slot C) Grave Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 2 Mana
    Uses: Unlimited
    A renewal drawn knowing death just changes sides, self or ally... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Diabolist - Necromancer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Withering Grasp Strike
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Soulreap
    Cost: 3 Stamina
    Uses: 3/Round
    A wound that reaches beyond the one struck, a Necromancer's earliest taste of a rot that spreads past the wound... refer to Ability Card.
  • (Slot B) Withering Grasp Cut
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Soulreap
    Cost: 3 Stamina
    Uses: 3/Round
    A cut that reaches beyond the one struck... refer to Ability Card.
  • (Slot C) Withering Grasp Guard
    ATTKRange: Touch | Style: Any | Hand: 1h Pact Weapon or Arcane Focus | Discipline: Soulreap
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held with a rot that spreads past the wound... refer to Ability Card.
  • (Slot A) Withering Grasp Aegis
    ATTKRange: Touch | Cast: Ritual | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana
    Uses: 3/Round
    A rot that spreads past the wound, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Withering Grasp Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana
    Uses: 3/Round
    A wound that reaches beyond the one struck, loosed at range... refer to Ability Card.
  • (Slot C) Withering Grasp Renewal
    ATTKRange: Touch | Cast: Touch | Mechanic: Instant | Style: Single Target | School: Necrotic
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn from a rot that spreads past the wound, self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Diabolist - Necromancer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Loosening Soul
    A soul let loosen before the body's even finished falling... refer to Ability Card.
  • (Slot B) Loosening Cut
    A cut thrown before the body's even finished falling... refer to Ability Card.
  • (Slot C) Loosening Guard
    A guard held while a soul is let loosen... refer to Ability Card.
  • (Slot A) Loosening Aegis
    A soul let loosen, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Loosening Bolt
    A soul let loosen, loosed at a foe before the body's even finished falling... refer to Ability Card.
  • (Slot C) Loosening Renewal
    A renewal drawn while a soul is let loosen, self or ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Diabolist - Necromancer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Bound Soul's Start
    A soul bound mid-cast, harvesting Life from whoever's already halfway gone... refer to Ability Card.
  • (Slot B) Bound Soul's Cut
    A cut thrown at whoever's already halfway gone... refer to Ability Card.
  • (Slot C) Bound Soul's Guard
    A guard held while a soul is bound mid-cast... refer to Ability Card.
  • (Slot A) Bound Soul's Aegis
    A soul bound mid-cast, drawn into a shield over self or an ally... refer to Ability Card.
  • (Slot B) Bound Soul's Bolt
    A soul bound mid-cast, loosed at whoever's already halfway gone... refer to Ability Card.
  • (Slot C) Bound Soul's Renewal
    A renewal drawn while a soul is bound mid-cast, self or ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Diabolist - Necromancer Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Bound Soul
    Necromancers bind a target's very soul, harvesting Life from the dying and the already dead alike... refer to Ability Card.
  • (Slot B) Bound Soul Cut
    Necromancers strike a target whose very soul is already bound... refer to Ability Card.
  • (Slot C) Bound Soul Guard
    Necromancers guard while binding a target's very soul... refer to Ability Card.
  • (Slot A) Bound Soul Aegis
    Necromancers shield while binding a target's very soul, self or ally... refer to Ability Card.
  • (Slot B) Bound Soul Bolt
    Necromancers bind a target's soul at range, harvesting Life from the dying and dead alike... refer to Ability Card.
  • (Slot C) Bound Soul Renewal
    Necromancers mend while binding a target's very soul, self or ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Diabolist - Necromancer Path Abilities
Select to Expand Abilities
LVL 9-20 (Path)Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21.
◆ Profanator (LVL 21-30)
A Necromancer who defiles what was consecrated, turning holy ground and blessed remains against the living.
Branch: Profanator Abilities (Necromancer Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Profanator Branch continues this Path's progression exclusively through LVL 30.
◆ Inquisitor (LVL 21-30)
A Necromancer who hunts and judges, turning death itself into an interrogation.
Branch: Inquisitor Abilities (Necromancer Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Inquisitor Branch continues this Path's progression exclusively through LVL 30.
◆ Mare (LVL 21-30)
A Necromancer who claims the souls of the fallen to further fuel their own power.
Branch: Mare Abilities (Necromancer Path)

Expand Ability Tree Branches
LVLMartial AbilitiesSpell Abilities
LVL 21-30 (Branch)TBA. The Mare Branch continues this Path's progression exclusively through LVL 30.

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