Sorcerer
Base Class: Sorcerer

You are a Sorcerer who was touched by the lower planes in one way or another. Perhaps you were effected by the river Styx but never turned? Perhaps a parent made a deal with an archdevil but never fulfilled their end of the bargain. You being cursed as punishment. Perhaps you are born of a demon Lord. Whichever way it weaves the fiends have you under their spell. And use you as a conduit for their sinister deeds

The Lower Planes Blessing

The lower planes is a dangerous place, you have trained yourself to be able to serve and live down in the abyss or the nine hells. at 1st level You have proficiency in light and medium armor as well as all simple and martial weapons

Fiendish Enchantment

Your power must come from somewhere in the lower planes. Does it emit from the nine hells or the layers of the abyss? Whichever of the two it comes from. It has its perks. At 1st level Choose abyssal or infernal. You gain the following property depending on your choice

Abyssal

Whenever you cast a spell of 1st level or higher, you can invite a parasite to inhabit a piece of your armor. That armor grows fiendish spikes that remain for up to 1 minute. When you are hit by an attack while your armor is inhabited, you can use your reaction to force the attacking creature to make a Strength saving throw. On a failed save, the creature is pushed back 20 feet horizontally in a direction of your choosing and is knocked prone. They are pushed half as far and not knocked prone on a success. The parasite leaves your armor after you use this reaction, and you cannot have more than one parasite at a time.

 

Infernal

 Whenever you cast a spell of 1st-level or higher, you can cause a weapon you are holding to ignite with devilish flames for up to 1 minute. When you hit a creature with the ignited weapon, you can cause it to deal an additional 1d10 plus your sorcerer level in fire damage, after which the flames are extinguished. Only one weapon can be ignited in this way at a time.

Extra attack

Starting at 6th level, you can attack twice instead of once when taking the attack action

Planer Power

Starting at 6th level. The lower planes have empowered your weapon and armor. While you are wearing armor you have a damage resistance depending on your bloodline. Additionally weapon attacks deal an extra 1d4 damage. This damage is also dependent on your bloodline

 
Abyssal

the damage resistance is cold and the extra damage is cold damage

 

Infernal

the damage resistance Is fire and the extra damage is fire damage

 

Sinister wings

At 14th level. you gain the ability to sprout a pair of fiendish wings from your back, gaining a flying speed equal to your current speed. These wings appear feathery and raven-like if you are abyssal or leathery and bat like I'd you are Infernal. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. While these wings are manifested you don't provoke opportunity attacks when using your flying speed

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.


Additionally. You gain a new feature depending on your bloodline

Abyssal

when you reduce one or more creatures to 0 hit points. You can gain temporary hit points equal to the number of creatures killed plus twice your Sorcerer level

 

Infernal

when you use your action to cast a spell. You can make a single Weapon attack as a bonus action

 

Fiendish Form

At 18th level you have reached the peak of your fiendish heritage. As a bonus action on your turn you can spend 7 Sorcery points to assume a fiendish form. You determine the forms appearance. The benefits of the form depend on your bloodline. This form lasts for 1 hour or until you are incapacitated.


After the transformation ends you must make a Constitution saving throw against your spell save DC. On a failed save you gain one level of exhaustion

Abyssal

You assume the form of a demon Lord. Perhaps you grow tendrils like Demogorgen, or perhaps a skull like helmet appears over your face like orcus. While transformed you gain the following benefits

- you have advantage on all saving throws. Additionally if you are subjected to an effect that allows you to make a saving throw to take only half damage. You take no damage on a successful save and half damage on a failed save

- you are immune to poison damage and immune to the following conditions: charmed, frightened, poisoned, petrified

- if you fail a saving throw you can choose to succeed instead. This can only be used once per transformation

- you have advantage on performance and intimidation checks

 

Infernal

You assume the form of an archdevil. Perhaps you summon hellish weapons and armor like Zarial. Or you call upon an icy aura of Levistus. While transformed you Gain the following benefits

- you are immune to fire damage. Additionally you ignore resistance to fire damage. If a creature is immune to fire damage, you can treat that immunity as resistance for the purposes of damage. However you cannot bypass this form of resistance

- your weapon attacks deal an extra 3d8 fire damage on a hit

- you have advantage on persuasion and deception checks

 

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