Sorcerer
Base Class: Sorcerer

Your innate magic comes from Fiendish magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a devil or who might even have claimed a devil parent. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Fiendish Ancestor

At 1st level, you choose an Infernal as your ancestor. 

You can speak, read, and write Infernal. Additionally, whenever you make a Charisma check when interacting with Fiends, your proficiency bonus is doubled if it applies to the check.

Fiendish Allure

The alluring pheromones of your ancestor causes people to fall easier for your charm and makes them less careful in conversations. You can use  a Reaction to enhance and guide these pheromones to Charm people.  

Fire of the nine Hells

Starting at 6th level, when you cast a spell that deals fire damage , you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance cold damage for 1 hour.

Fiendish Wings

At 14th level, you gain the ability to sprout a pair of Fiendish wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Fiendish Presence

Beginning at 18th level, you can channel the dread presence of your Fiendish ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Comments

Posts Quoted:
Reply
Clear All Quotes