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Diabolus 5E conversionby argentmantle
I went ahead and put them into the blender and came up with some like this:
Ability Score Increase: Your Dexterity score increases by 2, and one other ability score of your choice increases by 1.
Darkvision: Living in the dimness of the so-called Nightmare realm, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You canít discern color in darkness, only shades of gray.
Weapon Familiarity: You are proficient with the trident. You can use a trident in place of a spear for any action, bonus action, reaction, feature, or feat that specifies it can be used with a spear.
Barbed Tail: When you make an unarmed strike, you can choose to attack with your barbed tail. When you use an action, bonus action, or reaction to attack with your tail, you can make only one attack, regardless of the number of attacks you can normally make. Your tail deals piercing damage instead of bludgeoning.
Bonus Proficiency: You gain the acrobatics proficiency.
Alien: You gain three alien points. You may spend an alien point as follows:
You may choose to spend one of these points to roll an additional d20 before the outcome of a saving throw versus magic or magical effect.
You may spend an alien point to make a target that is hit by the tail make a Constitution saving throw, with a DC of 8 + your Constitution modifier + your proficiency bonus. On a failed saving throw, the creature is poisoned until the end of your next turn.
You may spend an alien point as a bonus action to make a dash.
Alien Mind: Your alien mind allows you to shrug off magics that try to control it. You have advantage on saving throws against being charmed.
Benefit: You gain 3 additional alien points. By spending an alien point you can also choose one of the following:
You can use your bonus action to make one barbed tail attack, but not in the same turn you use it with the Attack action. If a target fails its saving throw against your barbed tail attack, it takes 1d10 poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
You can choose to spend a point to gain resistance to the damage of spells and magical effects until the end of your next turn.
You can choose to spend a point to gain advantage to all your saving throws against spells or magical effects until the end of your next turn.
This gives them a limiting factor for their abilities. If I recall correctly, Diabolus magic doesn't work on natives of Mystara... so this tries to balance them with that. Acrobatics... cause well, yeah.