Base Class: Sorcerer
Generations ago your family were slaves in avernus. for centuries they lived among the flames of the nine hells, absorbing its magic. it has since been years since your ancestors escaped slavery and made a life of their own on the material plane. but the hellfire remained dormant; burned into your blood, bone, and soul. since its awakening your eyes and hair have turned red and orange and you can feel the hell fire burning within you, fueling your magical powers.
Hell Fire Augment
your blood is seething with hellfire magic making you resistant to fire damage. Also, you can augment the firebolt cantrip with the power of the nine hells at the expense of sorcery points. up to 3 sorcery points can be used per turn on augments. all augments cost one sorcery point unless stated otherwise. use your spell save dc for any saving throws made. an augmented firebolt cannot be affected by meta magic in any way. only one save is made per target regardless of how many augments are used. any additional damage an augment may cause increases from a 1d4 to 1d6, 1d8, 1d10 at levels 6, 14, and 18 respectively. you can change any augments you know at each class feature.
Blast Back
expending a sorcery point causes your target must make a dex saving throw. on a failed save target is pushed 10 ft back and knocked prone. on a successful save target is not knocked prone.
Eruption
you put your hand to the ground and send hellfire coursing through the earth at your target which erupts beneath their feet. this augment ignores all cover. target must make a dex save. on a failed save target takes firebolts damage. on success target takes no damage. this augment costs 2 sorcery points.
Explode
expending a sorcery point lets you cause any creature within 5 ft of the tagret to make a dex saving throw. on a failed save creatures in the radius take 1d4 damage. no damage on a successful save. any damage increases from a 1d4 to 1d6, 1d8, 1d10 at levels 6, 14, and 18 respectively.
Flaming Weapon
expend a sorcery point allows you to set a melee weapon ablaze and deal an extra d4 fire damage and give it reach. alternatively you could augment a ranged projectile to do an additional d4 fire damage and long range attacks are not made with disadvantage as the hellfire propels the missile further and faster. you can also use this augment on an allys weapon as well. augment lasts until the start of your next turn. any damage increases from a 1d4 to 1d6, 1d8, 1d10 at levels 6, 14, and 18 respectively.
Hellish Protection
expending a sorcery point allows you to project your hellfire to protect yourself or another. creates a flaming aura that negates a d10 of damage for the target. shield dissipates at the start of your next turn.
Immolate
expend a sorcery point to cause the target to make a dex. saving throw. on a failed save the target is set on fire and takes an additional 1d4 fire damage at the start of each of its turns. the target can use half of its movement speed to extinguish the flames. another creature can use half of its movement speed to extinguish the flames as well. on a successful save the target takes half damage. any damage increases from a 1d4 to 1d6, 1d8, 1d10 at levels 6, 14, and 18 respectively.
Lava Toss
expending a sorcery point lets you leave a splat of lava on the ground where bolt made contact. lava persists until the start of your next turn. anybody who enters the area or starts their turn their takes 1d4 damage. the splat counts as difficult terrain. any damage increases from a 1d4 to 1d6, 1d8, 1d10 at levels 6, 14, and 18 respectively.
Nova Flare
rather than firing a bolt of fire you force the flames to burst outward from your body. all creature within 10 ft. of you must make a dex save. on a failed save targets take the full force of your firebolt. on a success targets take half damage. this augment cost 2 sorcery points to cast.
Super Heated
you put every ounce of your of your hellfire magic into this augment super heating it to sear through armor. firebolt ignores 2 ac from target and it deals an additional 1d4 damage. this augment costs 3 sorcery points to use. any damage increases from a 1d4 to 1d6, 1d8, 1d10 at levels 6, 14, and 18 respectively.
Volly of Flames
Expending a sorcery point adds an additional bolt to the casting of firebolt, that can target any creature within range that is not already a target of this spell. this augment cost 2 sorcery points.
Hellish Awakening
your hellfire magic is growing more powerful. when you use an augment you ignore immunities and resistances to fire damage. any creature who is resistant to fire magic takes full damage from your hellfire. any creature who is immune to fire damage takes half damage from your hellfire. hellfire does not ignore the fire resistances of fiends and devils as hellfire is its environment. also you can add additional fire damage equal to your proficiency bonus to hellfire damage rolls. you can also expend sorcery points equal to fire related spells level and turn it into hellfire. area of effect spells only benefit from the extra damage on a targets failed save. any spell already manipulated by meta magic cannot be augmented with hellfire.
Wings of the Devil Kin
The hellish magic burned into your bloodline have awakened. you can grow wings the appear as skeletal, bat, or flaming wings to give yourself a flying speed equal to your walking speed for 1 minute. this feature can only be used once per long rest.
additionally you gain another augment.
Once per day you can cast conjure elemental at its highest level. elemental summoned must be a fire elemental.
True Hell Born
your hellish magic has reached its peak. you have immunity to fire damage. you also can recuperate your flying speed over a short rest rather than a long rest. you also gain another augment to your arsenal.
Previous Versions
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5/6/2022 4:45:03 AM
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5/12/2022 9:05:53 PM
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