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  Arcane Traditions 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly established 
  in the worlds of D&D, with various traditions dedicated to 
  its complex study. The most common arcane traditions in 
  the multiverse revolve around the schools of magic. 
  Wizards through the ages have cataloged thousands of 
  spells, grouping them into categories called schools. In 
  some places, these traditions are literally schools; a wizard 
  might study at the School of Illusion while another studies 
  across town at the School of Enchantment. In other 
  institutions, the schools are more like academic 
  departments, with rival faculties competing for students and 
  funding. Even wizards who train apprentices in the solitude 
  of their own towers use the division of magic into schools 
  as a learning device, since the spells of each school require 
  mastery of different techniques. 
  School of Diabolism 
  You have long considered that power is most often profane. 
  Vile fiends, which reside in eternal pits of flame outside the 
  mortal realm, wield power that puts the works of mortal 
  men to shame. Yet, they are unequivocally evil and going 
  so far as to strike a bargain with one is worthy of 
  damnation. Through intense study of obscure summoning 
  and binding rituals, you've reached out to the Lower Planes 
  and have contacted a fiend yourself, not to parlay with, but 
  to command. 
  Vile Knowledge 
  By 2nd level, you are well versed in all manner of occult 
  rituals and fiendish summons, and have advantage on 
  Intelligence (Arcana) checks involving them. 
  Imp Familiar 
  At 2nd level, you add the find familiar spell to your 
  spellbook, if it was not there already.  When you summon 
  your familiar, you can instead summon an imp which obeys 
  your commands as a familiar does. As a bonus action on 
  your turn, you can command your imp familiar to perform 
  an action or make an attack. 
   
  Anchor of Hell 
  At 6th level, as an action you can select 1 creature you can 
  see within 30 feet to make a Charisma saving throw. On a 
  failed save, for the next minute every foot the creature 
  moves costs 1 extra foot. After using this ability, you must 
  complete a short or long rest before using it again.  
  Devil’s Advocate 
  By 10th level, you are exceptionally shrewd at infernal 
  negotiations, and have advantage on Charisma (Persuasion) 
  checks made against fiends. Additionally, the time required 
  for you to cast the find familiar spell as a ritual to summon 
  an imp is reduced to 1 action. 
  Form Pact 
  Beginning at 14th level, by expending a spell slot of 3rd 
  level or higher, a spell slot of 5th level or higher, and a pint 
  of fresh blood, you can perform a ritual requiring 1 hour of 
  concentration to summon a fiend from the lower planes. 
       By sacrificing a living, intelligent creature to the fiend, 
  or by sacrificing a great quantity of your own blood to the 
  fiend (reducing your hit points by half your maximum, and 
  reducing your Constitution score by 2 until you complete a 
  long rest) you can gain one of the following benefits for the 
  next 24 hours: 
  • You can enlist the services of a fiend of challenge 5 or 
  lower for a day. 
       Roll initiative for the fiend, which has its own turns. 
  The fiend disappears when it drops to 0 hit points or at 
  the end of 24 hours. The fiend is friendly to you and 
  your companions for the duration but otherwise acts 
  according to its alignment. It obeys any verbal 
  commands that you issue to it (no action required by 
  you), but can interpret the command insidiously if 
  proper wording isn't used. If you don’t issue any 
  commands to the fiend, it defends itself from hostile 
  creatures but takes no other actions. 
  • You can gain resistance to nonmagical bludgeoning, 
  piercing, and slashing damage for the duration. 
  • When you roll damage for a spell, you can reroll a 
  number of the damage dice up to your Intelligence 
  modifier. You must use the new rolls. 
  • You can cast any spell of 7th level or lower once in the 
  next 24 hours without expending a spell slot or spell 
  components. 
  After making a pact, your pact must end and you must take 
  a long rest before making another. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/School of Diabolism.pdf