Sorcerer
Base Class: Sorcerer

The power of the Hells is never freely given, but can sometimes manifest in the bloodlines of those who have trucked with devils and their ilk, and is most commonly found in tieflings. These sorcerers are rightly feared by the commonfolk, displaying an unnatural mastery over both devils and their magic.

Infernal Magic

1st-level Infernal Sorcery feature

You gain the following spells at the listed sorcerer level which count as sorcerer spells for you. These spells do not count against the number of sorcerer spells you know.

You can cast the Burning Hands, Hellish Rebuke, and Illusory Script spells at will, which count as sorcerer spells for you.

When you cast the Control Flames spell you are able to effect magical flames with the spell.

These spells and sorcerer spells of the Conjuration school, Enchantment school, Illusion school, Necromancy school, or any sorcerer spells that inflicts cold damage, fire damage, necrotic damage, poison damage, or psychic damage do not require concentration or material components.

Infernal Sorcery Bonus Spells

Infernal Soul

1st-level Infernal Sorcery feature

You can speak, read, and write Infernal, and speak telepathically with any creature within 120 feet of you that understands at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.

You are immune to the waters of the River Styx as well as any effect that would steal or modify your memories and cannot be possessed by fiends.

You gain darkvision up to 120 feet and can see through magical darkness.

You gain expertise in the Deception, Insight, and Persuasion skills.

You have advantage on Charisma skill checks against creatures that are of a lawful alignment.

Additionally, you begin to exhibit fiendish features, such as horns, sharpened teeth, odd looking eyes, and a tail if you don't already have them, you are also constantly under the constant effect of the alter self spell which cannot be detected, dispelled, or nullified by any magic, you can use the spell to become one size smaller than your current size, the spell does not require concentration.

You are able to perfectly mimic the voice of any creature you've heard speak before.

You gain fiendish claws while you are in your true form you can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Charisma modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike, your claws are considered magical.

Additionally, you are immune to disease, fire damage, poison damage, and being poisoned. Your immunity to fire damage cannot be bypassed.

Infernal Blessing

1st-level Infernal Sorcery feature

When you aren’t wearing armor, your base AC includes your Charisma bonus.

You also have advantage on saving throws against spells and magical effects.

Infernal Wings

6th-level Infernal Sorcery feature

You can use the alter self spell to grow a pair of fiendish wings as an action which replace any other wings you have or dismiss them as an action, while you have these wings you gain a flying speed of 60 feet, you do not provoke opportunity attacks while flying with these wings, immediately when a creature makes an attack roll against you, you can use your reaction to use your full flight speed to move somewhere else.

Hellfire

6th-level Infernal Sorcery feature

You can cast the fireball spell at will, which counts as a sorcerer spell for you.

Any creature with a soul killed by any of your magical fire damage has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil. Their soul is no longer free to return should a creature try to resurrect them by any means short of a Wish spell. Constructs and devils are immune to this effect.

If you use this effect of this feature then your alignment becomes permanently lawful evil, if you already lawful evil then you become a fiend and are considered a devil unless your are a construct or undead.

Fire created by your sorcerer spells are capable of melting stone or igniting inflammable objects.

Additionally, creatures are unable to benefit from any resistance or immunity to magical fire damage you Inflict on them, creatures that not resistant or immune to fire damage are considered vulnerable to magical fire damage you inflict on them.

Infernal Domination

6th-level Infernal Sorcery feature

As an action you can spend 3 sorcery points to have one creature you can see within 30 feet of you make a Wisdom saving throw or be magically charmed for 1 hour. The charmed target obeys your verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to your Infernal Domination for the next 24 hours. You can spend 3 more sorcery points to have the target instead be charmed for 1 day when failing the saving throw. Devils have disadvantage on the saving throw and cannot benefit from their magical resistance or immunity to being charmed against this effect.

Infernal Summoning

6th-level Infernal Sorcery feature

Once per long rest as an action you can summon a devil that's challenge rating is equal to or lower than half your sorcerer level. The summoned fiend appears in an unoccupied space within 60 feet of you, acts as an ally of you if your alignment is lawful evil unless you attack them, and can’t summon other fiends. It remains for 10 minutes, until it or you die, or until you dismiss it as an action. At 14th level you can instead summon 1d4 devils and the duration becomes 1 hour, at 18th level the amount can increase to 1d6 and the duration becomes 24 hours.

Roll initiative for the fiends, which have their own turns. When you summon them and on each of your turns thereafter, you can issue a verbal or telepathic command to them (requiring no action on your part), telling them what they must do on its next turn. If you issue no command, they spend their turns doing acts according to their nature on each of their turns, which might result in them attacking you if they think they can prevail if your alignment isn't lawful evil, or trying to tempt you to undertake a lawful evil act in exchange for limited service if your alignment isn't already lawful evil.

Infernal Immortality

14th-level Infernal Sorcery feature

You become resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered.

You no longer age, cannot die of old age and are immune to any effect that would age you. 

You regain 20 hit points at the start of each of your turns (200 hit points each minute), this feature does not function at the beginning of your next turn if you received radiant damage.

Your severed body members (fingers, legs, tails, and so on), if any, are restored after 10 seconds. If you have the severed part and hold it to the stump, you instantaneously cause the limb to knit to the stump.

As a bonus action you can teleport to an area you can see within 120 feet of you.

If you are a devil, if you die outside the Nine Hells, your body disappears in sulfurous smoke, and you gain a new body instantly, reviving with all your Hit Points somewhere in the Nine Hells.

Hellfire Aura

14th-level Infernal Sorcery feature

All creatures hostile to you or you are hostile to that are in within 30 feet of you take 3d6 fire damage at the beginning of each of your and it's turns and must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

At 18th level the damage increases to 7d6.

Archdevil's Boon

18th-level Infernal Sorcery feature

You are immune to cold damage, and being charmed or frightened.

You gain truesight up to 120 feet.

Devils of a challenge rating lower than your sorcerer level have disadvantage on attack rolls against you.

Your Charisma score increases by 10. Your maximum for that score is now 30.

You learn the Gate spell which counts as a sorcerer spell for you but can only use it to open a portal to the Nine Hells when using this feature.

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