Base Class: Sorcerer
Sorcerous Origins
Infernal Bloodline
Your innate magic comes from infernal blood that was entangled within your ancestry, whether by an infernal parent or by the influence of some greater being. Most often, sorcerers with this origin trace their lineage back to a descendant that made a blood pact with a devil or who might even have claimed an infernal parent. Whatever the reason, some essence of dark magic courses through your veins. While you are not the first of this bloodline, you will certainly not be the last, as the will of Asmodeus flows within you. You may not be forced to serve him, but his influence can be felt in all you do.
Infernal Magic
The infernal lineage you come from allows you to gain additional spells when you reach certain levels in this class, as shown on the Infernal spells table. Each spell counts as a sorcerer spell for you, but it does not count against the number of sorcerer spells you know. These spells cannot be replaced when you gain a level in this class.
Sorcerer Level Spells
1st Cause Fear, Protection from Evil/Good
3rd Flaming Sphere, Enthrall
5th Bestow Curse, Speak with Dead
7th Fire Shield, Arcane Eye
9th Contact Other Plane, Infernal Calling
Infernal Heritage
At 1st level, you can speak, read, and write Infernal. Additionally, you have advantage on Charisma checks when interacting with devils. If you cast the spell find familiar your familiar may take the form of an imp.
Devils Sight
At 1st level you gain Darkvision to a range of 60 ft, this is extended an additional 30 ft if you already have Darkvision from your race.
Vile Curse
Starting at 1st level, you can place a curse on your enemies. Once you use this feature, you can’t use it again until you finish a short or long rest. As a reaction, when an enemy within 60 ft of you succeeds on a saving throw, you can roll 1d4 and add your Proficiency bonus and then subtract it from the targets saving throw total, possibly changing the outcome.
Tainted Incantation
Beginning at 6th level, you may draw on the energy of the Lower Planes to taint one of your spells with unholy magic. Empower one of your damage-dealing spells with searing hellfire. Change the spell's damage type to fire and add your Charisma modifier to the total damage of the spell. In addition to this ability you may spend sorcery points to enhance your spell effectiveness. You may spend 1 sorcery point to reroll a number of damage dice up to your Charisma modifier (minimum of one) on a tainted incantation infused spell. Additionally, you may spend 1 sorcery point to have the spell ignore targets resistance to fire damage. These two sorcery point powered features may be used separately or at the same time (requiring 2 sorcery points).
Unholy Metamorphosis
At 14th level, your fiendish heritage begins to manifest physically, blurring the line between where your essence ends and where the fiend begins. Horns grow from your head, fingers elongate into sharpened talons, your flesh becomes uncomfortably warm to the touch and wings sprout from your back. Manifestations can emerge or be withdrawn as a normal action to allow the sorcerer to hide these qualities. You may select which physical changes manifest, this could range from one to all four (Wings, Claws, Horns, Skin). Wings provide a flying speed of 30 ft; the horns and claws can be used to make one bonus attack doing 1d6 damage plus your strength modifier and the skin change grants resistance to fire damage while taking on this form. You can’t manifest your wings, horns or claws while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. This metamorphosis lasts until you are incapacitated, you die, or you dismiss them as a normal action and cannot be used again until you finish a short or long rest.
Hellfire Incantation
At 18th level, your Tainted incantation is further improved, replacing the level 6 non-sorcery point portion of the feature. You have attained mastery over the fires of the Nine Hells. Empower one of your damage-dealing spells with searing hellfire. Change the spell's damage type to fire and reroll a number of damage dice up to your Charisma modifier (minimum of one). You may spend 3 sorcery points to cause every target of the spell with Immunity to fire damage to be treated as only having resistance against it, targets with resistance will have it ignored, reroll a number of damage dice up to your Charisma modifier (minimum on one) and foes are at disadvantage on saving throws.
Hellish Legacy
Upon reaching 18th level you have fully embraced your dark heritage. Using Unholy Metamorphosis is now a bonus action, you gain immunity to fire damage, claw and horn attacks count as magical. As an action you can spend 5 sorcery points to exude an aura of Awe or Fear (your choice) in a 60 feet radius, for 1 minute or until you lose your concentration (as if you were casting a concentration spell), each creature of your choice that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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