I'd be kind of surprised if someone hadn't homebrewed a "Fiendish Soul" yet. What sorcerer archetype would it be? Pure blaster? The long awaited (but not entirely needed, IMHO) true gish subclass?
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
If you really want that then divine soul + fiendlock. Almost all of divine sorcs features can be flavoured as devil like. And their first level feature is very similiar to fiendlocks 6th
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And you run, and you run
To catch up with the sun, but it’s sinking
And racingaround
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
Here's a little something I threw together for you. Maybe it'll do until something official lands.
Fiendish Sorcerer
Level 3. Hell's Defenses: Your body is covered in tough leathery flesh or fiendish scales, giving you an unarmored base AC of 10 + your Dexterity mod + your Charisma mod.
Level 3. Fiendish Toughness: You gain 3 hit points, and you gain 1 additional hit point each time you gain a level in this class. Also, you gain 60' Darkvision or add 30' to your existing Darkvision.
Level 6. Burning Embers: Whenever you cast a spell or cantrip that deals Fire or Necrotic damage to one or more creatures, each creature takes additional damage equal to your Charisma mod.
Level 14. Influence Rising: When you activate your Innate Sorcery, you grow leathery fiendish wings, giving you a flying speed equal to your movement speed. Also, all creatures within 30' of you who see you (activate your Innate Sorcery) must pass a Wisdom save against your SSDC or be Frightened of you for up to one minute (reroll the save each round).
Level 18. Fiendish Apotheosis: While your Innate Sorcery is active, you have Immunity to Fire and Necrotic damage. The Fire and Necrotic damage from your spells and cantrips overcomes all enemies' resistances and immunities. And any creature that ends its turn within 10' of you takes Fire or Necrotic damage equal to your Charisma mod.
Spells:
3. Ray of Sickness. Hellish Rebuke. Darkness. Alter Self.
lvl 3: draconic with some darkvision... sure. I'd even drop one of the two (+HP or new armor calc) for Devil's Sight levels of darkvision. lvl 6: draconic, but both more and less restrictive... ok. I see what you're going with. Two damage types at once, but only those two and no resistance. lvl 14: draconic with lower fly speed, but add a fear effect... It's fine, if not different enough for my tastes. lvl 18: holy sh*t! Bypassing immunity while also granting immunity (even if for only a limited time) to TWO damage types is bonkers. I'd say bypassing resistance makes thematic sense here, but I'd think elemental adept would be a solid pick for this subclass, making that mostly redundant. I don't know what I'd do here, but it's not that XD.
Spells: Nearly all of the 5+ spells are not in the PHB, so I think the list would need some work as well.
Fiends are a really broad category. There are devils, demons, yugoloths and many others outside of that hierarchy (succubi, night hags, etc). It's difficult to distill them into one singular theme. They even changed tieflings to make them more than just the infernal subtype.
I also don't like divine soul's design because it's too much like a cleric but without a divine domain. They tried to compensate by giving it alignments like law, evil, neutral, but it doesn't really work in my opinion. You can't make a Shar chosen by using a divine soul sorcerer without giving it domain specific spells and the rest of the features don't have enough synergy (why would Shar chosen be good at healing?)
My point is, if you just took Divine Soul as chasis to make a fiendish version "Profane Soul", it would suffer from the same issues and perhaps be even worse.
We have good (divine soul) law (clockwork sorcery) and chaos (wild magic) but no evil.
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I'd be kind of surprised if someone hadn't homebrewed a "Fiendish Soul" yet. What sorcerer archetype would it be? Pure blaster? The long awaited (but not entirely needed, IMHO) true gish subclass?
I just refluff dragon when I need it.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
If you really want that then divine soul + fiendlock. Almost all of divine sorcs features can be flavoured as devil like. And their first level feature is very similiar to fiendlocks 6th
And you run, and you run
To catch up with the sun, but it’s sinking
And racing around
To come up behind you again
The sun is the same in a relative way
But you’re older
Shorter of Breath
And one day closer to death
currently in love with redesigning subclasses send me a message and I will try
Here's a little something I threw together for you. Maybe it'll do until something official lands.
Fiendish Sorcerer
Level 3. Hell's Defenses: Your body is covered in tough leathery flesh or fiendish scales, giving you an unarmored base AC of 10 + your Dexterity mod + your Charisma mod.
Level 3. Fiendish Toughness: You gain 3 hit points, and you gain 1 additional hit point each time you gain a level in this class. Also, you gain 60' Darkvision or add 30' to your existing Darkvision.
Level 6. Burning Embers: Whenever you cast a spell or cantrip that deals Fire or Necrotic damage to one or more creatures, each creature takes additional damage equal to your Charisma mod.
Level 14. Influence Rising: When you activate your Innate Sorcery, you grow leathery fiendish wings, giving you a flying speed equal to your movement speed. Also, all creatures within 30' of you who see you (activate your Innate Sorcery) must pass a Wisdom save against your SSDC or be Frightened of you for up to one minute (reroll the save each round).
Level 18. Fiendish Apotheosis: While your Innate Sorcery is active, you have Immunity to Fire and Necrotic damage. The Fire and Necrotic damage from your spells and cantrips overcomes all enemies' resistances and immunities. And any creature that ends its turn within 10' of you takes Fire or Necrotic damage equal to your Charisma mod.
Spells:
3. Ray of Sickness. Hellish Rebuke. Darkness. Alter Self.
5. Bestow Curse. Summon Lesser Demons.
7. Shadow of Moil. Summon Greater Demon.
9. Danse Macabre. Enervation.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
Well... that escalated quickly...
lvl 3: draconic with some darkvision... sure. I'd even drop one of the two (+HP or new armor calc) for Devil's Sight levels of darkvision.
lvl 6: draconic, but both more and less restrictive... ok. I see what you're going with. Two damage types at once, but only those two and no resistance.
lvl 14: draconic with lower fly speed, but add a fear effect... It's fine, if not different enough for my tastes.
lvl 18: holy sh*t! Bypassing immunity while also granting immunity (even if for only a limited time) to TWO damage types is bonkers. I'd say bypassing resistance makes thematic sense here, but I'd think elemental adept would be a solid pick for this subclass, making that mostly redundant. I don't know what I'd do here, but it's not that XD.
Spells: Nearly all of the 5+ spells are not in the PHB, so I think the list would need some work as well.
Fiends are a really broad category. There are devils, demons, yugoloths and many others outside of that hierarchy (succubi, night hags, etc). It's difficult to distill them into one singular theme. They even changed tieflings to make them more than just the infernal subtype.
I also don't like divine soul's design because it's too much like a cleric but without a divine domain. They tried to compensate by giving it alignments like law, evil, neutral, but it doesn't really work in my opinion. You can't make a Shar chosen by using a divine soul sorcerer without giving it domain specific spells and the rest of the features don't have enough synergy (why would Shar chosen be good at healing?)
My point is, if you just took Divine Soul as chasis to make a fiendish version "Profane Soul", it would suffer from the same issues and perhaps be even worse.