Sorcerer
Base Class: Sorcerer

Some sorcerers derive their magic from a devil or demon in their heritage.

Infernal Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Infernal 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 enchantment spell from the sorcerer, warlock, or wizard spell list.

Infernal Spells
Sorcerer Level Spells

1st

Burning Hands, Hellish Rebuke, Charm Person

3rd

Enthrall, Aganazzar's Scorcher

5th

Enemies Abound, Fireball

7th

Fire Shield, Charm Monster

9th

Dominate Person, Immolation

 

Infernal Resistance

At 1st level, you gain resistance to fire damage. Additionally, you have immunity to all fire damage caused by spells you cast or abilities you use.

Devilish Charm

Starting at 6th level, when you cast the Charm Person or Charm Monster spells, you can choose two creatures to target and the creatures can be any distance apart from each other, as long as they are still within range of the spell. When you upcast these spells, you target an additional creature for each level you upcast it. For example, if you upcast Charm Person to level 2, you can target a total of 3 creatures.

Hellish Polymorph

Starting at 14th level, when you cast the polymorph spell, you can polymorph the target into a Shoosuva. When casting the spell in this way, the target's level is ignored for the purposes of determining what it can polymorph into. You can use this feature a number of times equal to your charisma modifier. You regain all uses upon completing a long rest.

Devil's Chosen

Beginning at 18th level, you can use an action to select a humanoid creature to be your chosen. You touch the creature and utter a devilish incantation. While under this effect, the humanoid adds 1d4 to every attack roll and saving throw it makes. You can only have one chosen at a time and the effect only ends when you and the creature are on different planes of existence or one of you dies.

Additionally, you can syphon some of the chosen's power to yourself. As a bonus action on your turn, you can deal 2d4 necrotic damage to the chosen, gaining 1 sorcery point. The damage from this feature cannot be reduced in any way. You can do this a number of times equal to your charisma modifier and regain all uses upon completing a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/14/2024 3:54:08 AM
18
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes