Base Class: Sorcerer
In direct contrast to Divine Soul Sorcerers, Fiendish Souls inherit their magic through the demonic power they descended from
Fiendish Regeneration
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you regenerate health equal to your Charisma modifier + your sorcerer level. Any hit points healed past your hit point maximum become temporary hit points.
Hellfire
Starting at 6th level, your hellish power grants you the ability to leave a fiery mark on your foes. When you roll fire damage, and any die rolls its maximum value (example: a d4 rolls a 4), the target damaged is left wreathed in hellish flames. At the start of each of its turns, the target takes 1d4 + your Charisma modifier fire damage (minimum of one) until it uses its action to put out the flames, or an ally removes the flame with a Greater Restoration, Remove Curse, or similar magic. If the burn die rolls its maximum value, the flames cannot be put out until the creature's next turn.
If a hit that leaves this burn is also a critical hit, the burn deals 2d4 + your Charisma modifier fire (minimum of 1) damage instead.
Hurl Through Hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. If the target is a fiend, it is charmed by you for one minute or until it takes damage from you or an ally of yours. Once you use this feature, you can't use it again until you finish a long rest.
Fiendish Summoning
At 18th level, you can tap into the upper limits of your dark power to summon hellish servants. As an action, you can begin a minute-long ritual to summon demonic allies to your side. These allies must be creatures that are fiends with a CR of 5 or lower. If your power comes from a devil, the fiends you summon must be a devil- if your source is a demon, the fiends you summon are demons. You can summon a number of fiends equal to your Charisma modifier. You can telepathically control your fiends, who have their own turns and roll initiative upon being summoned.
At 20th level, the fiends you summon can have a CR of 9 or lower.
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