Base Class: Sorcerer
A Fiendish bloodline sorcerer draws its power from a more fiendish side. You were either born with this power or cursed with it, either way they have great strength, seeing as next to all devils and demons use the same power for great things. But being a mortal does limit what you can one day do, though its alright you still push through, a fiendish bloodline sorcerer is powerful and is feared due to how corrupt their powers can make a creature.
Fiendish Fear
At 1st level, you gain proficiency in intimidation. You gain the Infernal language.
You can as your action put fear into a target with in 50 ft of you that can either see or hear you, the target must make a wisdom saving throw against your natural intimidation (10 + intimidation modifier), on a failure they are intimidated until the start of your next turn. You can do this once per short rest.
Fiendish Resilience
The Fiendish blood flows in you as you gain resistance to a type of damage. You can choose between Lightning, Fire, Cold, Poison, or Acid Damage to become Resistant to
Additionally, parts of you gain the ways of the Infernals of being so charming to not be hit. When you aren’t wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma Modifier.
Fiendishly Acidic
You gain resistance to Acid damage.
Fiendishly Burnt
You gain Fire resistance
Fiendishly Cold
You gain resistance to Cold damage
Fiendishly Shocking
You gain Lightning resistance
Fiendishly Venomous
You gain resistance to poison damage
Fiendish Powers
Starting at 6th level, when you make an attack you can spend power points to add to an attack. For each powerpoint spent on enhancing the attack grants an extra 2d4 Fire Damage to the attack. You can spend a maximum of 5 powerpoints on one attack.
Infernal Flight
At 14th level, you gain the ability to levitate at will. While levitating you can't short or long rest. You can levitate at a speed of 20ft.
Demonic Presence
Beginning at 18th level, you can channel the dread presence of your demonic ancestor, causing those around you to become frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of fear to a distance of 40 feet. For 10 minutes 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 Dc 18 Wisdom saving throw or be frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 8 hours. All creatures who are affected by this affect take 18 (4d8) Psychic damage
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