Base Class: Sorcerer
The power of beings from the lower planes flows through your veins, whether due to a pact made by an ancestor with a Fiend or because you are directly descended from one. Their dark power yearns to be released upon the world. Some direct this power for good though many fall to their seemingly fated path of evil
Keeper of the Lesser Flame
You bear an innate contempt for the idyllic beings of the cosmos: Celestials and Fiends. Whenever you make a saving throw to resist a spell or other magical effect that originates from one of these types of creatures you have advantage.
Devil’s Tongue
You can spend 1 minute speaking to a creature, attempting to dazzle them with your words. At the end of that minute they must make a Wisdom Saving Throw, a creature that is hostile towards you makes this Saving Throw with advantage. On a failed save you can choose to either give the target a simple, specific command(1 or 2 sentences) or subject them to the charmed condition. If you choose to charm them the effect lasts for 1 hour. If you choose to issue a simple command the effect ends after 24 hours, even if they have not fulfilled the command. They will attempt to complete the task to the best of their ability. It ends early if they are able to complete the command. If you or and ally damage or threaten the target they may repeat the saving throw, ending the effect early on a success. A creature that succeeds on the saving throw becomes immune to the effects of this ability for 24 hours. A creature that is immune to being charmed automatically succeeds on the saving throw. If you give an order that is clearly harmful to the target or will go directly against their ideals or bonds it succeeds automatically. Once you have used this feature you cannot again until you finish a long rest.
Wrath of the Pit
When you cast a Sorcerer spell that deals fire or cold damage you can spend 1 sorcery points to increase its power. You add your Charisma modifier to the damage roll, additionally the damage of this spell ignores resistance to the damage type being inflicted.
Aid from Below
On your turn, as an action, you can spend 6 sorcery points to summon a fiend or fiends to help you in combat. You must concentrate on this effect(as if concentrating on a spell) for up to the duration. You can summon any one of the following
- 1 Fiend of CR 1 or lower
- 2 Fiends of CR ½ or lower
- 4 Fiends of CR ¼ or lower
Fiends summoned in this way gain the following benefits.
- They gain temporary hit points equal to your Charisma modifier + your Sorcerer level
- Their attacks do additional damage equal to your Charisma modifier.
The Fiends appear within 30 feet of you in an unoccupied space. They are friendly to you and your allies but act on their own accord. Roll initiative when they appear. They are controlled by the DM but are inclined to listen to you. The Fiends disappear when they are reduced to 0 hit points, you lose concentration on the spell, you dismiss them as a bonus action, or after 1 hour.
Unholy Spirit
You choose the exact changes you undergo. As an action you can take on the dreaded aspect of a Fiend. When you first transform every creature that can see you within 60 feet must make a Wisdom Saving Throw. On a failed save they become frightened for 1 minute. At the end of each of their turns they may repeat the Saving Throw, ending the effect on a success. While in this form you gain the following benefits.
- You gain resistance to fire, cold, and poison damage
- Enemies that start their turns within 10 feet of you take 7(2d6) fire damage
- You gain Truesight out to a range of 60 feet
This form lasts for 1 minute, until you are incapacitated, or dismiss it as a bonus action. Once you revert from this form you cannot move or take actions until the end of your next turn as the transformation takes a toll on your body. Once you have used this feature you must finish a long rest to use it again.
Previous Versions
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2/21/2020 6:28:37 AM
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