Sorcerer
Base Class: Sorcerer

Many people have been touched by Devilish heritage throughout the generations. Sorcerers of this bloodline are able to channel this Hellish power in their own life, sometimes using the devils' own tricks against them.

Devilish Legacy

At first level, you gain resistance to poison and fire damage. Your Armor Class can now be based off of your CHA modifier instead of DEX. Additionally, you learn the Infernal language.

Fiendish Cunning

You gain proficiency in the Deception and Persuasion skills. If you already have proficiency in these skills, you gain expertise in these skills. You learn the Friends cantrip, which doesn’t count against your number of cantrips known. At 3rd level, you learn the Charm Person spell, which doesn’t count against your number of sorcerer spells known.

Devil's Pact

At 6th level, you may spend 10 minutes speaking with a creature to create a pact with that creature so long as the creature has an intelligence score of 6 or higher, can understand you, and can speak a language.
Pact Structure: You ask for something that they do for you in return for something that you can do for them. This could be a monetary reward for their services or a service for a service. Your reward for them can be intentionally vague if you so choose. You must roll a Persuasion check, contested by an insight check by the other party. If this pact is something that is reasonable, and the person might do of their own volition anyway, then you gain a +5 to this roll. If this pact is something that the other party would deem as unreasonable, you suffer a -5 to the roll, but it is still possible to succeed. Anything that would knowingly lead to the creature’s death will not be able to have a pact successfully made. Offering a larger reward for their services could give you additional benefits to your persuasion roll, as determined by your DM. This pact lasts until the creature either completes their end of the deal, or they break it. If they complete their end of the deal, then you MUST give them the reward that you promised them. If either side breaks their part of the pact, then they take 6d10 psychic damage on the spot. If this reduces the hit points of one of the parties involved to 0, their soul is sent to the Nine Hells and becomes a Lemure. You may have a number of pacts active at a time equal to your Charisma modifier (minimum 1).

Empowered Enchantment

At 6th level, when you cast an enchantment spell, you may spend 2 sorcery points to raise its DC by 2.

Friends in Low Places

Starting at 14th level, you may use your contact with the Nine Hells to summon Devils to your aid. As an action, you may summon 1d4 Bearded Devils, 1d4-2 (minimum 1) Barbed Devils, or one Bone Devil to your aid. They act in your service for one minute or until you use a bonus action to dismiss them, at which point, they return to the Nine Hells. You may do this once per long rest.

Fiendish Vigor

Starting at 18th level, you have immunity to fire and poison damage. Additionally, whenever you are hit with an attack that deals either of these damage types, you may spend a number of sorcery points equal to the 10s digit of damage (32 damage = 3 points, 56 damage = 5 points) to instead of taking no damage, you heal for half of the damage done. You can do this a number of times equal to your charisma modifier per long rest (minimum 1).

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