Sorcerer
Base Class: Sorcerer

By embracing their inheritance, infernal sorcerers gain emense power from their bloodline. Embracing this power will increase the allure of turning evil to increase their powers, but not all who choose this path will turn evil.

Devil's Sight

At 1st level you gain the ability to see normally in darkness, both magical and non magical, to a distance of 60 ft.

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

Infernal Resilience

As magic flows through your body, it causes physical traits of your infernal ancestors to emerge. You have small horns and slightly pointed teeth, and you have resistance to fire and poison damage. Additionally, at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Infernal Temptation

Your devilish heritage gives you proficiency with persuasion starting at level 6. If you already have persuasion as a proficiency, you get double your profIciency bonus.

Hellish Wings

At 14th level, you gain the ability to sprout a pair of 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.

Infernal Presence

Beginning at 18th level, you can channel the dread presence of your infernal 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