Sorcerer
Base Class: Sorcerer

You are a vessel for an ancient, forbidden lineage—one tied to desire, calamity, and the reflection of what is hidden. Your magic is not the raw chaos of the storm nor the ancestral pride of dragons. Instead, you command the seductive and terrifying arts of a Demoness: frost that bites the soul, black flames that burn spirit instead of flesh, and mirrors that trap the unwary. You are a master of manipulation, a spreader of plagues, and an assassin of charm. To face a Demoness is to face your own darkest wants turned against you.

Level 3: Dark Magic Initiate

3rdh‑Level The Demoness Feature

Your demonic lineage awakens, granting you command over three fundamental dark arts: Black Flame, Frost, and Mirrors.

Magic. You learn the Chill Touch cantrip. Additionally, choose one of the following damage types: Fire, Cold, or Psychic. When you cast a Sorcerer spell that deals damage, you can replace that damage type with your chosen type. You can change this chosen type whenever you finish a Long Rest.

Black Flame (Spiritual Fire)

You learn the produce flame cantrip. For you, its flame is black and deals necrotic damage instead of fire. The black flame can ignite spiritual bodies (such as wraiths and specters) and cannot be extinguished by water. As a bonus action, you can shroud a weapon you are holding in black flame for 1 minute. Once per turn when you hit a creature with that weapon, you can deal an extra 1d6 necrotic damage (this increases to 2d6 at 10th level and 3d6 at 17th level).

Black Flame Spells

Beginning at 3rd level, you always have certain spells prepared from the Black Flame list. They don't count against the number of spells you can prepare.

Sorcerer Level

Black Flame Spells

3rd

Hellish Rebuke, Scorching Ray

5th

Fireball (deals your chosen damage type), Vampiric Touch

7th

Wall of Fire

9th

Immolation

Frost Blessing

You learn the ray of frost cantrip. In addition, as a bonus action, you can create a 10-foot square of slippery ice on the ground within 60 feet. The area becomes difficult terrain for 1 minute. Any creature that moves more than 5 feet on the ice must make a Dexterity saving throw or fall prone. You can use this ice patch a number of times equal to your Charisma modifier per long rest.

Frost Spells

You also always have certain Frost spells prepared.

Sorcerer Level

Frost Spells

3rd

Ice Knife, Frost Fingers

5th

Sleet Storm, Slow

7th

Ice Storm

9th

Cone of Cold

Mirror Spells

You also always have certain Mirror spells prepared.

Sorcerer Level

Mirror Spells

3rd

Silent Image, Blur

5th

Mirror Image, Hypnotic Pattern

7th

Greater Invisibility

9th

Mislead

Mirror Substitution

When you take damage from an attack or a failed saving throw, you can use your Reaction to spend 1 Sorcery Point to swap places with your reflection in a nearby reflective surface (mirror, calm water, polished shield) within 30 feet. You teleport to that surface, and the reflection shatters, absorbing the damage. You cannot use this feature again until you finish a Short or Long Rest.

Level 6: Threads of Affliction

6th‑Level The Demones Feature

Your hair becomes a deadly weapon and a vector for disease. When you hit a creature with a spell attack, you can wrap it in invisible, psychic threads as a Bonus Action. Choose one effect:

  • The target is Restrained until the end of its next turn.
  • The target must make a Constitution save. On a failure, it gains one level of Exhaustion. A creature can only be affected by a Thread of Affliction once per turn.

Physical Enhancement. Your body becomes lithe and deadly. You are Proficient in Dexterity (Acrobatics) checks. Your base walking speed increases by 10 feet. When you take the Dash action, you ignore difficult terrain.

Plague

Once per Long Rest, you can use your Action to emit a disease outbreak in a 30-foot radius. Any creature of your choice that starts its turn there must make a Constitution saving throw. On a failure, it takes 4d8 poison damage and is Poisoned until the end of its next turn. Half damage on a success and not poisoned. At 14th level, this ability becomes Plague, the range extends to 60 feet, and the damage becomes 6d8.

Level 14: Desire Executor & Mirror Projection

14th‑Level The Demoness Feature

You become an executor of the concept of Desire. Creatures with desires find it harder to resist you.

Rationality Stripping. As an Action, you can touch a creature that is Charmed by you. It must make a Wisdom saving throw. On a failure, it loses all resistance to your magic and has Disadvantage on all saving throws against your spells and features for 1 minute. A creature that succeeds is immune to this feature for 24 hours.

Mirror Projection. You can now project yourself into any reflective surface within 1 mile of you. While projected, you can see through the mirror, cast spells (your spells originate from the mirror), and even step through, teleporting to the mirror's location. This action consumes a uses equal to your Proficiency Bonus, regaining on a Long Rest.

Mirror Self. Your consciousness begins to fuse with your mirror counterpart. If you die, you may roll a d20. On an 11 or higher, your body shatters like a mirror, and you reappear 1 minute later at a reflective surface of your choice within 1 mile, as if by the Word of Recall spell. Once you use this feature, you cannot use it again until you finish a Long Rest.

Level 18: Catastrophic Embodiment

18th‑Level The Demoness Feature

You are the Catastrophe itself. Your mastery over Black Flame, Frost, and Mirror is complete.

Apocalyptic Mirror. As an Action while inside any reflective surface, you can create a Mirror Maze in a 300-foot radius. All surfaces (floor, walls, air) become reflective. The area becomes Difficult Terrain for your enemies, and they are Blinded whenever they look at a reflection. You and allies you choose ignore these effects. The Maze lasts for 1 minute or until you dismiss it.

Eternal Youth. Your lifespan extends to 2,000 years. You no longer age, you cannot be magically aged, and you have Advantage on Death Saving Throws.

Rationality Stripping (Improved). Your Rationality Stripping no longer requires the target to be Charmed first. You may use it as a Bonus Action on your turn. The target automatically fails the save if it has any levels of Exhaustion from your Threads of Affliction.

Level 3: Demoness Transitions

3rd‑Level The Demoness Feature

Gender Transition. Upon adopting this origin, you physically transition to a female form if you weren't already. This change is permanent, and your Charisma score increases by 1. Your maximum Charisma also increases by 1 (to a maximum of 22).

Charm. You have Advantage on Charisma (Persuasion) checks. As a Bonus Action, you can target one Humanoid that can see you. It must make a Wisdom saving throw against your Spell Save DC. On a failed save, it is Charmed by you for 1 minute. While Charmed, it regards you as a trusted friend and will not willingly attack you. The effect ends if you or your allies deal damage to it. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses on a Long Rest.

Comments

Posts Quoted:
Reply
Clear All Quotes