Base Class: Sorcerer
Centuries ago, an ancestor of yours made pact with an infernal power and was cursed for attaining power. His curse was that a potential child of your linage would instead gain these powers. So the curse lies dormant until you we're born, the curse chose you to be the barer of the power promised to your ancestor. These dark powers prove to be useful and you figure you can use this power to help others, or you become drunk with the power and plot to taint the innocent. Either way, you now have the dark powers of an infernal being.
Infernal Bloodline
When you choose this sorcerous origin, You choose a sub-race of tiefling and gain that subraces cantrip and first level spell upon choosing this sorcerous origin and the second level spell at your third Sorcerer level. Those spells don’t count to your spells known. If you chose the Winged sub-race, you instead gain a set of leathery bat wings that grant you a flight speed of 30 feet while you aren’t wearing heavy armor. You can now speak, read, write and understand Infernal.
Bloodline of Asmodeus
You gain the Thaumaturgy cantrip and the Hellish Rebuke spell. Once you reach 3rd level, you gain the Darkness spell. These spells count as Sorcerer spells to you.
Devil's Tongue
You gain the Vicious Mockery cantrip and the Charm Person 1st level spell. Once you reach 3rd level, you gain the Enthrall spell. These spells count as Sorcerer spells to you.
Winged Bloodline
You gain a set of bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren’t wearing heavy armor.
Dark Magic
At 1st level, When your spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the warlock spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Hellish Awakening
At 6th level, After a long rest you can choose to be resistant to Cold, Fire, Necrotic or Poison damage. In addition, whenever you cast a spell that deals damage of the same type your resistant to, you can add your charisma modifier to the damage roll.
In the Character Builder, set the option to Resistance - Cold, Resistance - Fire, Resistance - Necrotic, or Resistance - Poison to activate the resistances for Hellish Awakening on the character sheet.
Resistance - Cold
Your resistant to Cold damage and you add your charisma modifier to a damage roll of a spell dealing cold damage.
Resistance - Fire
Your resistant to Fire damage and you add your charisma modifier to damage rolls of spell dealing fire damage.
Resistance - Necrotic
Your resistant to Necrotic damage and you add your charisma modifier to damage rolls of spell dealing Necrotic damage.
Resistance - Poison
Your resistant to Poison damage and you add your charisma modifier to damage rolls of spell dealing poison damage.
Infernal Influence
At 14th level, you can contact an Infernal being for guidance. You gain the commune spell, it counts as a sorcerer spell to you and doesn't count toward your spells known. When contacting threw this spell casted in this way, you instead contact a fiend of your choice. This fiend could be the archdevil who gave you these infernal powers, or Asmodeus who cursed you.
Fiend Form
At 18th level, you can expend 7 sorcery points as an action and transform into a fiend with a challenge rating equal up to your sorcerer level and it can only be large or smaller for 1 hour. You can dispel the transformation as a bonus action.
While Transformed in this way, you gain the following benefits:
- Your game statistics are replaced by the statistics of the fiend, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
- When you transform, you assume the fiend’s hit points as temporary hit points. When you revert to your normal form, you you loose the temporary hit points. However, you revert back to your normal form when you loose all the temporary hit points.
- You can cast spells and can concentrate on them while transformed in this way.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the fiend’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Previous Versions
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4/3/2020 4:38:53 AM
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10/9/2020 7:19:21 AM
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1/26/2021 8:08:50 AM
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