Base Class: Sorcerer
Those of the Infernal Bloodline are those who have an Arch-Devil at some point in the past of there heritage. Unlike your average Teifling, those of the Infernal Bloodline are not made via magic accident or an infernal deal but instead, they are made with much more biological means though those of the Infernal Bloodline are normally not the direct children of Arch-Devils as people like that are normally more devil then mortal. What sets those of the Infernal Bloodline apart from other types of sorcerers or even warlocks who use an Arch-Devils magic, those of the Infernal Bloodline can use a watered-down of the mighty pact magic of Arch-Devils.
Infernal Constitution
At 1st level, Because of your infernal heritage, you gain resistance to poison or fire damage.
Personal Devil Deal
You can conduct a 4-hour ritual and sacrifice a level of spell slots to imbue a fiendish spirit with a body and magic power, the higher the level of spell slots sacrificed the more powerful this Hell Beast becomes, the summoner can still cast the spells of that level via upcasting. The Hell Beast is under the control of its summoner who can use a bonus action to give it a direct command, if not following out a command the hell beast will follow its summoner protecting them and itself if attacked. If the Hell Beast enters a church, chapel, priory, etc of a good-aligned god/goddess the Hell Beast will take 2d6 radiant damage at the start of each of its turns. You can have a max of one Hell Beast.
The Hell Beast also gains two spells of the slot level sacrificed (with a max level of 5th) that its summoner knows as once per day casts as long as the spell's material components are not consumed by the spell or have a gold cost.
The Hell Beast is a humanoid monster with furless midnight black skin that looks like a horrible mix of a man, bat, and devil. Its eyes glow a deep red in the dark and have a large pair of wings to fly with.
HELL BEAST
Medium (or Large if the slot used is over 4th level) fiend
Armor Class 13 + the level of the slot sacrificed (natural armor)
Hit Points 15 X the level of the slot sacrificed
Speed 40 ft, 10 ft X of the level of the slot sacrificed fly
Damage Resistances Fire, Bludgeoning, Piercing, and Slashing from non-silvered weapons (if the slot sacrificed if over 3rd level)
Damage Immunities Poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Infernal, telepathy 60 ft.
Challenge — Proficiency Bonus equals your bonus
Spellcasting. The Hell Beast has two spells of the slots sacrificed level that the summoner knows once per long rest. As long as the spell's material components don't have a gold cost or are normally consumed by the spell, the Hell Beast can use the spell.
Magic Resistance. The hell beast has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The Hell Beast attacks a number of times equal to half the slot's sacrificed level rounded down. Or the hell beast uses one attack that has a cooldown or casts one spell.
Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the sacrificed slots level slashing damage.
Hellfire Blast. Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s level fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
Fire Breath (Recharge 3-6). The Hell Beast breaths out a 15 ft cone of hellfire, all caught in the cone must make a DC 12 + the sacrificed slots level Dex save or take 3d8 (add the sacrificed slots level as d8's) fire damage, or take half as much on a successful save.
(Slot sacrificed must be 5th or higher to use this ability) Unholy Lance (Recharge 5-6). The Hell Beast jumps anywhere between 30 and 60 ft forward in the blink of an eye, in this moment the Hell Beasts' front side is covered with a sharp ward. Those in the path of this jump can make a DC 12 + the sacrificed slots level Dex save or a DC 14 + the sacrificed slots level Str save (The Str save stops the Hell Beast) or take 4d12 + the sacrificed slots level piercing damage. If this attack kills it will rip the victim in two. If the attack does not kill the target is knocked 5 ft to the side and 15 ft back, they are also knocked prone if they failed the save.
Personal Warlock
Starting at 6th level, you gain enough control over your version of pact magic the Hell Beast borrowing your power will gain certain warlock ability's as it technically becomes more than a minion and it becomes a minor warlock. The Hell Beast gains the cantrip eldritch blast, the scaling for the spell is based on your level, the Hell Beast also gets one Eldritch invocation that does not need a pact boon, if the invocation used a charisma bonus it uses the summoners charisma bonus. If the invocation has a level requirement it is based off the summoners level.
Dark One's Wings
At 14th level, you gain the ability to manifest red leathery wings from your back, gaining a flying speed equal to the flying speed of your Hell Beast or 30 ft if it is not summoned. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings if your shoulder blades are covered up by armor, the wings will rip through clothes.
Dark One's Minion.
Beginning at 18th level, you have such a mastery of pact magic that those who don't much about magic might mistake you for an Arch Devil. At this point, you can sacrifice your 8th or 9th level spell slot in the ritual but target it on a corpse to make your own Deathlock that serves you as your Hell Beast does. You can have a max of one Deathlock under your service at one time. The Deathlock also gains the Patron-Specific spells for a Fiend pact as detailed in Mordenkainen's Tome of Foes on page 128.
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