Sorcerer
Base Class: Sorcerer

Brood of the Blood War

The power of the nine hells and the abyss itself run through you. The magic warring peoples of the lower planes burns in your blood, driving you to destroy, enslave, and subjugate. You are not your blood however, and how you choose to use the fiery curses granted by your bloodline is up to you. Will you give in to the urges, and become a hellish lord yourself, or will you resist your nature and turn the dark magics to the benefit of the good?

Infernal Magic

You learn the following spells. They count as sorcerer spells for you.

Sorcerer Level Spells
1 Burning Hands, Hellish Rebuke
3 Darkness, Scorching Ray
5 Bestow Curse, Fireball
7 Phantasmal Killer, Wall of Fire
9 Cloudkill, Planar Binding

Hellfire

The burning blazes of the lower planes run through your magics, pushing your fire spells to burn hotter, and stronger. Whenever you deal fire damage with a spell you cast, you may reroll ones or twos on any damage dice rolled for that spell, but you must use the new result.

Tempter

Beginning at 6th level, you learn to bend your infernal magic to form magically binding contracts. When you roll a persuasion check to convince a creature to do something for you, you may spend 3 sorcery points to offer the target of your persuasion a deal. You must propose a gift or boon that you can give to the target of your deal, and clearly describe to them what you would like them to do.

If the creature agrees to the deal, you automatically succeed on the persuasion check, and the creature is charmed by you until they accomplish the task you have asked of them, or you fail to provide the boon you promised. You may not use this ability if the target of your persuasion is immune to the charmed condition.

Fiendform

At 14th level, you gain the ability to manifest your infernal blood by changing your physical form. As a bonus action on your turn, you may activate your fiendform, transforming into a more infernal version of yourself. Each time you transform, choose one of the following:

Leathery Wings: You gain a flying speed equal to your walking speed.

Acrid Claws: Your fingernails lengthen and become covered in a powerful acid. These claws count as simple light meele weapons for you, and you are considered proficient with these weapons. You may use your charisma modifier for attack and damage rolls with these weapons. On a hit, these claws deal 1d6 slashing damage, and 2d6 acid damage.

Unnatural Appearance: For the duration you have advantage on ability checks using your charisma modifier.

Tail Stinger: You grow a long wicked tail tipped with a poisoned stinger. This tail counts as simple meele weapon with a reach of 10 ft. for you, and you are considered proficient with this weapons. You may use your charisma modifier for attack and damage rolls with this weapons. On a hit, the stinger deal 1d4 piercing damage, and the target must make a constitution saving throw against your spell save DC. On a failure, the target takes 3d6 poison damage and becomes poisoned. On a success, the creature takes half as much damage and is not poisoned.

This form lasts for one hour, or until you use an action to shift back into your normal form. You also revert to your normal form if reduced to zero hit points, or become incapacitated. Once you use this ability, you may not use it again until you finish a long rest. You may expend a 2nd level spell slot to regain a use of this ability.

Acrid Claws

Your fingernails lengthen and become covered in a powerful acid. These claws count as simple light meele weapons for you, and you are considered proficient with these weapons. You may use your charisma modifier for attack and damage rolls with these weapons. On a hit, these claws deal 1d6 slashing damage, and 2d6 acid damage.

Leathery Wings

You gain a flying speed equal to your walking speed.

Tail Stinger

You grow a long wicked tail tipped with a poisoned stinger. This tail counts as simple meele weapon with a reach of 10 ft. for you, and you are considered proficient with this weapons. You may use your charisma modifier for attack and damage rolls with this weapons. On a hit, the stinger deal 1d4 piercing damage, and the target must make a constitution saving throw against your spell save DC. On a failure, the target takes 3d6 poison damage and becomes poisoned. On a success, the creature takes half as much damage and is not poisoned.

Unnatural Appearance

For the duration you have advantage on ability checks using your charisma modifier.

Damnation

At 18th level, you gain the power to bind the souls of your enemies to the lower planes, temporarily cursing them to eternal torture. As an action on your turn, you may spend 5 sorcery points to target one creature within 60 ft. of you with this power. For the next minute, whenever the target takes damage it must make a constitution saving throw against your spell save DC. On a failure, that creature's hit point maximum decreases by an amount equal to the damage taken. If a humanoid creature dies while effected by this ability, their soul is sent to the Nine Hells, and cannot be retrieved by any means short of a Wish spell. You may only have one creature affected by this ability at the same time.

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