You have the blood of a Balor in your veins, through familial lineage or other nefarious means. You have a burning flame of power that lies beneath the surface, ready to be embraced. You can speak, write and read Abyssal. You have a +1 AC.
You are resistant to fire damage and have advantage against being frightened.
As you grow and accept what you are, so to does your power flourish.
At level 4 you learn to call on hellfire to serve your commands. You gain the following benefits:
- When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d6 fire damage. This damage increases at higher levels. (2d6 at level 10 and 3d6 at level 15).
Starting at 6th level, as a bonus action you can summon forth your flaming wings for 1 min. You have a movement of 60ft flying and can use this feature a number of times equal to your proficiency bonus. This number resets after a long rest.
At level 8 you can use your action to call your fire whip to your hand, you can make a single attack with this whip when summoned. Proficiency with a whip allows you to add your proficiency bonus to the attack roll for any attack you make with it. It has the finesse and light properties with a reach of 30 ft. On a hit the whip does 1d4+dex slashing damage and 2d6 fire damage. At higher levels the damage increases to 2d4+dex slashing and 3d6 fire at 12th level, and 3d4+dex slashing with 4d6 fire at 16th level. This ability has 1d4 charges that resets each dawn.
At 10th level the flames burning within burns as bright a dying phoenix. When reduced to 0 hp those flames burst from you in an explosion, and each creature within 15 feet of you must make a DC 18 Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the Balor’s weapons if wielding them. Your body falls unconscious and must begin making death saving throes. If there is an external feature that instead takes you to 1 hp, the explosion occurs first.
At 12th level the boiling blood in your veins and your innate power grants you magical resistance. You have advantage on saving throws against spells and other magical effects. You are now immune to fire and poison damage as well as the poisoned and frightened condition. Additionally your fire damage ignore resistances and treats immunities as resistance.
At 14th level your power crackles within, bursting to break free. You may use your action to summon the Lightning Longsword of the Balor, and make a single melee attack. You may summon this sword 1d4 times that resets each dawn. It lasts for 1 min or until you fall unconscious. None but you can wield this and it cannot be taken from your person. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has a reach of 10ft and has the light or versatile properties for you. On a hit this weapon deals 2d8+(dex/str) slashing damage and 2d8 lightning damage.
At 16th level your fiendish nature can no longer be held within. Twice per long rest you can unleash your full power and become the Balor. At the end of each of your turns you must make a DC 16 wisdom saving throw to maintain control of your true nature. If you fail the save the Balor cannot tell friend from foe and attacks its perceived greatest threat. This feature lasts for 1 min. When this feature is dropped, your Balor form is reduced to 0 hp or become unconscious, you must make a DC 16 constitution saving throw or take a level of exhaustion. Any damage that exceeds the Balor's total, carries over to your retuned form. At 18th level the saving throw DC's reduce to 14, and at 20th level they reduce to 12.
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