Base Class: Sorcerer
A Fiend Touched, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands Fiendish power, these sorcerers can undermine the existing order by claiming a direct tie to the abyss or Hells.
Hellish Magic
Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
| Affinity | Spell |
|---|---|
| 1st | Hellish rebuke,burning hands |
| 2nd | aganazzar's scorcher,Darkness |
| 3rd | Animate dead,[spell]bestow curse/spell] |
| 4th | summon greater demon,blight |
| 5th | Infernal calling,contagion |
Devil's Bet
Starting at 1st level, If you fail a saving throw or miss with an attack roll, you can choose to get a nat 20 3 times in a row. Once you use this feature, you can’t use it again until you finish a short or long rest.
hell's grasp
Starting at 6th level, you are immune to burning damage, resistant to radiant damage and heal from necrotic.
Otherworldly Wings
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.
appearance of the spectral wings: bat wings for evil or chaos
Hurl through hell
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.
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Posted Aug 21, 2022These are all terrible homebrew of mine they are so terrible that I Feel I should apologize to anyone who read them for wasting their time.