Sorcerer
Base Class: Sorcerer

When a fiend is given the soul of a mortal they are prone to torturing, consuming, or performing many other terrible acts on it; however, sometimes on the whims of a fiend such souls are permitted corporeal bodies which are suffused with dark magic. The souls of Fiendish Blood sorcerers are forever imbued with demonic power, but it does not necessarily mean that they should follow in the same footsteps. These mortals are able to use their imbued energy to enact their will upon whatever plane they're residing on.

Hellish Spells

You learn additional spells when you reach certain levels in this class, as shown on the Hellish Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or an enchantment spell from the sorcerer, warlock, or wizard spell list.

 

SORCERER LEVEL SPELLS
1st Bane, Charm Person, Burning Hands
3rd Enthrall, Alter Self
5th Fireball, Fear
7th Wall of Fire, Compulsion
9th Dominate Person, Contact Other Plane

 

Fiendish Legacy

Because of your soul having spent time in the lower planes, you can speak, read, and write Abyssal and Infernal and have resistance to fire damage. If you are already resistant to fire damage, you are instead resistant to cold damage.

Contract of Woe

At 6th level, you are able to bind wandering souls to your service with your enhanced beguiling influence. When you unlock this feature, you are granted expertise in the Persuasion skill if you do not already have it. Additionally, when a creature dies within 30 feet of you, you can make a persuasion check against that creatures insight. On a success, that creature's soul is brought back as an Imp familiar which you have control over. The Imp retains the Intelligence, Wisdom, and Charisma scores of the slain creature as well as it’s memories and can speak in the voice that it had in life. You can create contracts with a number of souls equal to your Charisma modifier, but only one can exist on the same plane as you at a time; switching familiars can be done as a ritual taking 1 hour.

Aspects of the Underworld

Starting at 14th level, you can use bonus action to assume one of 3 transformations for 1 hour or until you are Incapacitated. 

 

Demonic Tail

You sprout a long barbed tail which gives you the ability to travel through portals in the lower planes. While this transformation is active, you can use your bonus action to teleport 30 feet in a puff of sulfurous smoke. You may choose to make every creature within 5 feet of your starting position or where you teleporting to to make a Dexterity saving throw and take 3d6 fire damage or half as much on a successful save.

Hellish Wings

You sprout large, leathery, hand-like wings that are able to lift you in to the air. For the duration, you ave a flying speed equal to your walking speed and you can hover.

Horns of the Devil

You sprout large keratinous horns from your skull that grant you enhanced abilities. Once per round, you can choose to either add your charisma modifier to the damage of one spell attack or subtract your charisma from one creature's saving throw against a spell you cast.

Master of Contracts

At the 18th level, you are able to form contracts easier and more efficiently. The maximum number of contracts you can have at one time increases to twice your Charisma modifier (minimum of 1) and you can choose for your contract holders to take on more powerful and specialized forms. You can choose for your contract holders to take one of the following forms: Spined Devil, Hell Hound, or Nightmare.

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