Base Class: Sorcerer
Tieflings who search their ancestry and the arcane to unleash their hellish heritage and call the forces of the fiendish planes. The devilblades are a rare training that a tiefling can learn, it can only be learn with other tieflings or by deep research in the cosmology and the nine hells and tiefling biology.
They unleash their legacy trough their blades, as most users of Devilblade prefer sharp weapons, some may say that the Devilblade technique was stolen of Fey'ri, the sun elves who was bred with half-devils, they knew the secret art of bladesong and Devilblade is a variant of what the devils could stole from them, with more tiefling oriented techniques.
Restriction: Tiefling Only
The Deviblade was made with the cultural and biological peculiarity of the Tieflings from Forgotten Realms, was designed to fit this race only.
You can ask your DM to allow it to different races or your character with hellish connections.
Devilblade Training
When you train your origin at 1st level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
You also choose between two fighting styles, Dueling or Two-weapon fighting.
If Two-weapon fighting you can cast spells that requires Somatic and Verbal components whiteout doffing one weapon.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Hellish Call
At 1st level, your bonds to the fiendish plane grow stronger granting you improvements for a short period of time, provided that you aren't wearing medium or heavy armor, it graces you with supernatural abilities.
You can use your Bonus Action and start the Hellish Call, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with one weapon.You can also dismiss the Hellish Call at any time you choose (no action required).
While Hellish Call is active. you gain the following benefits:
- Your walking speed is increased in 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain bonus AC equals to your charisma modifier.
- You have advanage on Wisdom saving throws when a devil attempts to charm you when Hellish Call is active.
When you reach 2nd level, you can spend 2 sorcery points in the same Bonus Action to improve the Hellish Call, giving you the following benefits based on your bloodline:
- Your melee weapon attacks deal additional 1d6 of fire damage.
- Whenever you cast a spell that deals damage you can choose to change to Fire damage.
Once you use this bonus action, you can't use it again until you finish a short or long rest, you gain an additional use at 6th level. If your are of Levistus or Mephistopheles bloodline the damage is Cold instead, if you are of Mammon bloodline the damage is Acid instead.
Hellish Call Activated
You gain the benefits of Hellish Call in the character sheet.
Hellish Call Deactivated
Hellish Call Deactivated
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fiendish Aura
At 6th level, you develops a fiendish aura, you can be detected by creatures as a fiend, you still retain your creature type, this only matters for detection purposes.
As a reaction you can spend one sorcery point to fear a creature who enters your melee range. A glance of the nine hells appears into your aura and eyes, the target needs to make a Wisdom saving throw of DC 8+Proficiency bonus+Charisma ability modifier, on a fail it becomes Frightened until its next turn. This feature have no effect on constructs, fiends or undead creatures.
If you spend an additional sorcery point you are able to fear undead and fiend creatures.
Hellish Call Mastery
At 14th level, you have mastered the ability to call the power of your devil ancestry,no longer needing to spend 2 sorcery points to apply Hellish Call second effect, you can now spend 3 sorcery points to improve applying the following effects while active:
- You become immune to fire damage.
- Hellish Call bonus damage is now 2d6 of fire damage.
- Hellish Call additional speed is doubled.
- It lasts an hour instead of a minute.
You can also spend a 3rd spell slot or higher to gain the same benefits.
Hellish Call Mastery
You gain the effects of Hellish Call Mastery
Soul Eater Devil
At the 18th level, You gain the ability to steal the souls of those fallen near you.
When a creature, that isn't a construct or undead hit points is reduced to zero within 15-feet of you, as a reaction you can grant yourself temporary hit points equal to half the hit point dices from the creature. and heal yourself in the same amount. These hit points don't stack and fade after a long rest.
Once you use this reaction, you can't use it again until you finish a short or long rest. You gain additional uses of this feature equals to your constitution modifier.
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