Your bloodline is infested with evil. Whether it be from an ancestry of fiends, a pact that corrupted your heritage, or a cruel experiment inflicted upon your lineage, the power of Hell flows within your veins.
Extra Spells: All sorcs in my game gain spells associated with theur bloodlines to help them not be outclassed by the wizard. Feel free to keep or omit this.
1st Level: Disguise Self, Hellish Rebuke 2nd Level: Suggestion, Scorching Ray 3rd Level: Fireball, Fear 4th Level: Banishment, Wall of Fire 5th Level: Infernal Calling, Dominate Person
1st level
Tongue of Glibness = You may add persuasion, deception, or intimidation as a bonus proficiency. This proficiency bonus is doubled when conversing with fiends -This is a talking Sorc that may be able to befriend a succubus without having his soul sucked out
3rd Level
Beholder of Temptation = For one Sorcery Point, you can cast Charm Person. The target does not know it was charmed if the spell failed or after the duration, but you cannot charm the same person with 24 hours. -Basically a free charm person, only better. It fits the flavor and is an example of a power that was inherited
6th level Blood Money = As a bonus action, You can expend some of your maximum HP to regain sorcery points. The maximum HP does not reset until after a long rest and the SP you gain cannot exceed your maximum SP 1 SP = 2 HP 2 SP = 5 HP 3 SP = 9 HP. 4 SP = 14 HP 5 SP = 20 HP
14th level Infernal Wings = As a bonus action, you can sprout two bat-like wings and you gain a 60 ft flight speed. Creatures of good alignment that see this may become hostile based upon the DM’s discretion. You can disable this feature at will -Your typical flight ability, only a clestial might smite you
18th level Archdevil’s Metamorphisis = At the cost of 6 Sorcery Points as a bonus action, you can transform into a devilish form, sprouting wings, horns, a tail, claws, and infernal red eyes for one minute. While in this form; -You gain 60 feet of flight -You are resistant to fire, cold, lightning, acid, poison, and necrotic damage -Once per round as a free action you can target one creatire within 120 feet of you. That creature must make a wisdom saving throw against 8 + proficiency + charisma modifier or become charmed or frightened of you. -Fire spells gain your charisma modifier to their damage -You have advantage on all charisma checks and saves -You can disable this form at will
I'll come back later to this, but I have a few things to point out or have questions about
Curious on your reasoning for having a 3rd level feature on a sorc?
Curious on why you decided to do a expanded spells list instead of a spells known list or having one at all, currently the only sorc that has a "expanded spell list" is divine soul and WotC seems to be unsure if they want continue doing this or not themselves.
1. I wanted this class to get a feature at level 3 like how with Shadow Sorc getting Darkness at lvl 3 alongside the ability to see through it. I wanted the charm person feat to cost a Sorc point so it meshed better with the class
2. By expanded Spells List, I meant that they learn x spells at this level. I must’ve got it mixed up because Warlocks, by WtoC’s divine judgement, are the only class that get extra spells that they don’t automatically learn smh
fo the blood money, it's will be abused by the player to get SP, as you can easily get 1 Sp back by lower your max hp by two, and nothing prevent you from doing it 5 times in a row to get 5 SP back for only 10 hp max reduction instead of 20, the only thing it cost more time as it's a bonus action each time
thing to remember about sorcs is that they’re as squishy as the wizard. Unless your playing Draconic, you’ll be just as vulnerable even. Reducing max hp for a sorc is deadly, especially since they cannot regain until a long rest.
I designed Blood Money in a way to incentivize care with use. Sure, the player can use the perk in a pinch if combat is going poorly, but it’ll cost them. And even if they exploited it on a short rest, that HP loss will hurt. Say they use it to regain 6 SP using 2 HP per sp, that’s -12 HP.
However this is said without playtesting. If this feat comes out to be op, I will change it accordingly
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The Infernal Sorcerer; the Charming Sorcerer
Your bloodline is infested with evil. Whether it be from an ancestry of fiends, a pact that corrupted your heritage, or a cruel experiment inflicted upon your lineage, the power of Hell flows within your veins.
Extra Spells:
All sorcs in my game gain spells associated with theur bloodlines to help them not be outclassed by the wizard. Feel free to keep or omit this.
1st Level: Disguise Self, Hellish Rebuke
2nd Level: Suggestion, Scorching Ray
3rd Level: Fireball, Fear
4th Level: Banishment, Wall of Fire
5th Level: Infernal Calling, Dominate Person
1st level
Tongue of Glibness = You may add persuasion, deception, or intimidation as a bonus proficiency. This proficiency bonus is doubled when conversing with fiends
-This is a talking Sorc that may be able to befriend a succubus without having his soul sucked out
3rd Level
Beholder of Temptation = For one Sorcery Point, you can cast Charm Person. The target does not know it was charmed if the spell failed or after the duration, but you cannot charm the same person with 24 hours.
-Basically a free charm person, only better. It fits the flavor and is an example of a power that was inherited
6th level
Blood Money = As a bonus action, You can expend some of your maximum HP to regain sorcery points. The maximum HP does not reset until after a long rest and the SP you gain cannot exceed your maximum SP
1 SP = 2 HP
2 SP = 5 HP
3 SP = 9 HP.
4 SP = 14 HP
5 SP = 20 HP
14th level
Infernal Wings = As a bonus action, you can sprout two bat-like wings and you gain a 60 ft flight speed. Creatures of good alignment that see this may become hostile based upon the DM’s discretion. You can disable this feature at will
-Your typical flight ability, only a clestial might smite you
18th level
Archdevil’s Metamorphisis = At the cost of 6 Sorcery Points as a bonus action, you can transform into a devilish form, sprouting wings, horns, a tail, claws, and infernal red eyes for one minute. While in this form;
-You gain 60 feet of flight
-You are resistant to fire, cold, lightning, acid, poison, and necrotic damage
-Once per round as a free action you can target one creatire within 120 feet of you. That creature must make a wisdom saving throw against 8 + proficiency + charisma modifier or become charmed or frightened of you.
-Fire spells gain your charisma modifier to their damage
-You have advantage on all charisma checks and saves
-You can disable this form at will
I'll come back later to this, but I have a few things to point out or have questions about
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Perhaps I got some things mixed up.
1. I wanted this class to get a feature at level 3 like how with Shadow Sorc getting Darkness at lvl 3 alongside the ability to see through it. I wanted the charm person feat to cost a Sorc point so it meshed better with the class
2. By expanded Spells List, I meant that they learn x spells at this level. I must’ve got it mixed up because Warlocks, by WtoC’s divine judgement, are the only class that get extra spells that they don’t automatically learn smh
fo the blood money, it's will be abused by the player to get SP, as you can easily get 1 Sp back by lower your max hp by two, and nothing prevent you from doing it 5 times in a row to get 5 SP back for only 10 hp max reduction instead of 20, the only thing it cost more time as it's a bonus action each time
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That is the point.
thing to remember about sorcs is that they’re as squishy as the wizard. Unless your playing Draconic, you’ll be just as vulnerable even. Reducing max hp for a sorc is deadly, especially since they cannot regain until a long rest.
I designed Blood Money in a way to incentivize care with use. Sure, the player can use the perk in a pinch if combat is going poorly, but it’ll cost them. And even if they exploited it on a short rest, that HP loss will hurt. Say they use it to regain 6 SP using 2 HP per sp, that’s -12 HP.
However this is said without playtesting. If this feat comes out to be op, I will change it accordingly