Sorcerer
Base Class: Sorcerer

Your innate magic comes from infernal power that can be traced back to the Nine Hells of Baator, power infused into your blood or that of your ancestors. Such power most often manifests itself as the result of a pact or bargain made with a powerful devil, such as a Pit Fiend or an Erinyes. You may have endured a near death experience at the hands of a devil and been forever tainted by the encounter, or perhaps your bloodline includes a powerful Tiefling whose ancestry has manifested in an unusual way. Regardless of circumstance, fell power now surges through you, both a blessing and a curse.

 

Infernal Heritage Origin Spells
Sorcerer Level Spells
1st command,Hellish Rebuke burning hands
3rd detect thoughts, scorching ray
5th fireball, bestow curse
7th fire shield, banishment
9th

flame strike, [Tooltip Not Found]

Level 3: Infernal Resilience

The magic in your body manifests physical traits of your infernal gift. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.

You are protected with infernal magics. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Devil's Progeny

At 1st level, the infernal blood you possess grants you innate understanding of devils and their machinations. You can speak, read, and write Infernal, and gain proficiency in one of the following skills of your choice: Deception, Persuasion, or Intimidation.

Additionally, your proficiency bonus is doubled when making ability checks using this skill.

Level 3: Infernal Spells

When you reach a Sorcerer level specified in the Infernal Spells table, you thereafter always have the listed spells prepared.

Infernal Heritage Origin Spells
Sorcerer Level Spells
1st command,Hellish Rebuke burning hands
3rd detect thoughts, scorching ray
5th fireball, bestow curse
7th fire shield, banishment
9th flame strike, [Tooltip Not Found]

Level 6: Iron Above, Iron Below

At 6th level, your magic begins to take on aspects of the Iron City of Dis, fortifying your mind against trickery and outside intrusion, as well as the City of Chains that lies in the layer below anchored perilously its underside. You have advantage on ability checks to discern illusions, and on saving throws against being charmed or frightened.

As an action, you can spend 2 sorcery points to cause infernal chains to erupt from the ground underneath a creature up to 60 feet away. That creature must make a Dexterity saving throw. On a failed save, the chains coil around them and they are grappled and restrained. A creature restrained by the chains can use its action to make a Charisma saving throw check (its choice) against your spell save DC. On a success, it frees itself and the effect ends. It may repeat this save

Additionally, when you cast a spell fire damage of that type, you can add your Charisma modifier to one damage roll of that spell.

Level 14: Dragon Wings

As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

Level 18: Dragon Companion

You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Previous Versions

Name Date Modified Views Adds Version Actions
12/19/2024 11:22:00 AM
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