Base Class: Sorcerer
Simply because of their appearance, Tieflings often face the fear, hate or revulsion of other species on an almost daily basis. For some, aside from a few spells, their exotic skin colours, horns and tails might be all they have to show for their devilish ancestry, but for others a deeper power surges just below the surface. For those that embrace this power, they can unlock the full potential of their Infernal Bloodline and the legacy Asmodeus cursed them with.
This Subclass is for Tieflings only.
Infernal Birthright
At 1st level, you embrace the birthright of your fiendish ancestor and gain the following abilities:
- Your Darkvision extends to 120 feet
- You have proficiency in Intimidation
Hellish Resilience
As magic flows through your body, you feel it empower you in a way you never expected. At 1st Level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, when you aren’t wearing armour, your AC equals 12+ your Dexterity modifier.
Arcane Hellfire
As a descendent of Asmodeus, you are gifted with access to several fire-based spells at 1st, 3rd, 5th, 7th, and 9th levels, and the spells learned by this feature do not count against your known spells:
- 1st Level: Burning Hands
- 3rd Level: Scorching Ray
- 5th Level: Fireball
- 7th Level: Wall of Fire
- 9th Level: Immolation
You can cast these spells without using a spell slot once per Short Rest.
Flaming Combo
Starting at 6th level, when you take the Attack action and hit a creature with a melee attack, you can cast a spell as part of the same action. The spell must have a casting time of one action, and when cast this way only affects the creature you hit. If the spell requires a spell attack, the spell's damage applies as if it hit. If the spell requires a save, the creature rolls its saving throw normally. Spells cast this way cannot benefit from Metamagic or critically hit.
You can cast a spell this way a number of times equal to your proficiency bonus. You regain expended uses at the end of a Long Rest.
Demonic Detonation
At 14th level, as an action you can spend 3 Sorcery Points to teleport yourself 500 ft. (you can also teleport additional creatures within 10 ft. of you by expending 1 Sorcery Point per creature). When you use this feature, every creature within 30 ft. of the space you left must make a Dexterity save against your Spell Save DC or take 10d6 Fire damage on a failed save or half as much on a success.
You cannot repeat this ability until after you finish a Long Rest.
Infernal Banishment
At 18th level, you have learned how to send your enemies to the Plane of Fire. As an action on your turn, you may spend 5 Sorcery Points to target one creature within 60 ft. of you that must make a Charisma save against your Spell Save DC. If the creature uses a Legendary Resistance or succeeds on the save they take 5d12 Fire damage, but on a fail you send them straight to the Plane of Fire. If the creature is from that Plane it does not return. If the creature is not from that Plane it returns to its space, or the nearest available space to it, at the end of your next turn. Upon its return from the Plane of Fire it take 10d12 fire damage.
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