Sorcerer
Base Class: Sorcerer

A fiend was an evil creature from one of the Fiendish Planes, also called the Lower planes in some cosmological models. They were not just evil, but born of evil; primal malevolence was one of the roots of their nature, and the evil essence of the fiendish planes permeated every part of their bodies.

Devilish Legacy

At the first level, you gain resistance to poison and fire damage. Your Armor Class can now be based on your CHA modifier instead of DEX. Additionally, you learn the Infernal language.

Fiendish Cunning

You gain proficiency in Deception and Persuasion skills. If you already have proficiency in these skills, you gain expertise in these skills. You learn the Friends cantrip, which doesn’t count against your number of cantrips known. At the 3rd level, you learn the Charm Person spell, which doesn’t count against your number of sorcerer spells known.

Devil's Pact

At the 6th level, you may spend 10 minutes speaking with a creature to create a pact with that creature so long as the creature has an Intelligence score of 6 or higher, can understand you, and can speak a language.
Pact Structure: You ask for something that they do for you in return for something that you can do for them. This could be a monetary reward for their services or a service for a service. Your reward for them can be intentionally vague if you so choose. You must roll a Persuasion check, contested by an insight check by the other party. If this pact is something that is reasonable, and the person might do it of their own volition anyway, then you gain a +5 to this roll. If this pact is something that the other party would deem as unreasonable, you suffer a -5 to the roll, but it is still possible to succeed. Anything that would knowingly lead to the creature’s death will not be able to have a pact successfully made. Offering a larger reward for their services could give you additional benefits to your persuasion roll, as determined by your DM. This pact lasts until the creature either complete its end of the deal or breaks it. If they complete their end of the deal, then you MUST give them the reward that you promised them. If either side breaks their part of the pact, then they take 6d10 psychic damage on the spot. If this reduces the hit points of one of the parties involved to 0, their soul is sent to the Nine Hells and becomes a Lemure. You may have a number of pacts active at a time equal to your Charisma modifier (minimum 1).

Summon Imp minion

At the 6th level, you gain the ability to call forth a lesser Imp to harass your foes. As a bonus action, you can spend 3 sorcery points to summon an Imp to target one creature you can see within 120 feet of you. Use the Imp stat block in the monster manual, in addition, it gets the following benefits:

  • It appears with a number of temporary hit points equal to two times your sorcerer level.
  • It must follow your commands and cannot disobey an order giving by you.
  • At the start of its turn, the imp automatically knows its target’s location. If the target was hidden, it is no longer hidden from the Imp.
  • It can hide as a bonus action and gets a plus to its stealth equal to your Cha modifier.

The Imp appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the Imp. In its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The imp can make opportunity attacks, but only against its target. Additionally, when the target drops to 0 hit points, you can command it to go after a new target that you see within 120 feet. The imp disappears if it is reduced to 0 hit points or after 10 minutes. You can also dismiss it as a bonus action.

Out of combat, you can have the imp perform tasks like a little servent, this can range from simply washing the dishes to retrieving an object for you. For the object in question, you would have to know where it is. if you do not know where the noble hid the key to the vault then neither would your imp. 

Possession

At the 14th level, your powers have grown to the point you can do what others can only dream of. Possessing others and make them do as you wish. You can physically jump into another person and control their actions. 

Burn 5 sorcerer points to Possess a target living creature. You automatically fail to possess the target creature if they are diseased, mortally wounded, or undead, if the creature cast protection from good and evil you can not target them but can target a new creature within 30ft of the previous target. The targeted creature must make a Constitution and Wisdom saving throw equal to your spell DC. If they fail both, they are considered unconscious and you have full control. If they pass on not the other, you enter their body and fight for control at this point you can use deception or persuasion to convince them to let you have control, they make a Wis save after your remark. Out of three attempts if the creature fails two Wisdom saves you have full control if they pass two you are forced out randomly in an unoccupied space prone. If they pass both saves they are alerted to your presence will inspect the area if you were counseling yourself, though they do not know your name or face.

When you possess a creature your Int, Wis, and Chr remain the same however your Str, Dex, and Con change according to the passed creature for as long as the possession lasts. Skill proficiency skills and hit points change to fit the controlled creature.

You can relinquish your possession as a bonus action and teleport to an unoccupied space up to 30ft, the creature if not wounded during your possession will snap back to and will go about its business prior to the possession as if it never happened, may question their whereabout if in a drastically new location. If they fought for control the creature will be paranoid and question what they did while possed. If the creature took damage while possessed, when you leave the body they fall limp unconscious and you need a minute to catch your breath. If your possessed creature drops to 0 hit points, you are forced out and must make a con save or fall prone for a turn. 

Infernal form

Beginning at the 18th level, you can transform into a powerful demon, causing those around you to become charmed or frightened. As an action, you can spend 5 sorcery points to draw on this transformation and impose charm or fear (your choice) to a distance of 60 feet, this effect only happens when you transform. Creatures are no longer charmed or frightened when you have 0 hit points or change back as a bonus action. While transformed you gain the following benefits: 

- You resist non-magical bludgeoning, piercing, and slashing

- You are immune to poison and fire damage, but you are vulnerable to radiant

- You gain temporary hit points equal to three times your sorcerer level

- You have wings and gain a fly speed of 60 ft

- Creatures have a disadvantage on saving throws from spells that you cast

- You can use the multi-attack action with each hit equal to 2d8 + your Chr modifier

Comments

Posts Quoted:
Reply
Clear All Quotes