Sorcerer
Base Class: Sorcerer

Hell

Infernal Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Infernal Magic 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.

Sorcerer Level Spells
1st bane, burning hands
3rd enthrall, invisibility
5th bestow curse, fear
7th compulsion, greater invisibility
9th hallow, dominate person

Scorching Shield

When about to be hit hit by an attack, you can use your reaction to to wreath yourself in infernal flames until the end of your next turn. While the flames persist, your AC increases by 2 (potentially causing the triggering attack to miss) and any creature that hits you with a melee attack takes fire damage equal to your Charisma modifier.

You can use this feature a number of times equal to your Charisma modifier, and can expend a sorcery point to use it again. You regain all expended uses after finishing a long rest.

Improved Invisibility

From 6th level, you can use your bonus action and expend a sorcery point to cast invisibility at 2nd level. When cast this way the spell can target only yourself, does not require concentration, and lasts until the end of your turn.

While invisible, from any source, you also have the following benefits:

  • You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
  • You have advantage on Wisdom (Perception) and Charisma (Intimidation) checks.
  • Making a weapon attack does not end your invisibility early if it normally would.

Devilish Defenses

From 6th level, you have resistance to fire damage. As a bonus action you can expend 2 sorcery points to gain resistance to non-magical, non-silvered, bludgeoning, piercing, and slashing damage for 1 minute.

Infernal Soul

At 14th level, as a bonus action, you can take on a magically empowered new form for 1 minute. While in this form you have immunity to fire damage, all your melee attacks deal an additional 3d6 fire damage, and you can use your Scorching Shield feature without expending any uses.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Devil's Bargain

Beginning at 18th level, when you make a death saving throw, all creatures of your choice within 10 feet of you must make a Dexterity saving throw against your spell save DC. On a  failed save a creature takes 2d8 fire damage and 2d8 necrotic damage. This damage is doubled if you rolled a 20 on the death saving throw.

In addition, once per turn, you can add your Charisma (Persuasion) modifier to one weapon attack or damage roll you make.

Comments

Posts Quoted:
Reply
Clear All Quotes