Sorcerer
Base Class: Sorcerer

Your sorcerous origin comes from the unholy creatures dwelling within the 9 Hells. Blood of an extraordinarily powerful Devil runs within your veins. Whether it be a union between a mortal and a devil, or a profane gift granted to your ancestors somewhere down the line, you are the inheritor of the Devil's powers. Devil blood is exceptionally rare to see in mortals, even rarer to see mortal being able to rule over their powers without being sucked into the Hells. Whatever is the case, you bring the chilly aura of a true devil with you, wherever you go.

Extra Proficiencies

You gain proficiency in two of the following; Intimidation, Persuasion and Deception. Alternatively, if you already have proficiency in one of those skills, you can instead, select that skill to add double your proficiency modifier to that skill.

Infernal Glare

Your infernal aura allows you to subtly affect the mind of other creatures. You can spend 1 sorcery point to gain advantage on a charisma based skill check or saving throw that you are proficient in.

Devil's Word

Your stupendous appearance and stunning voice can charm most creatures. You learn Charm Person spell, and can cast it once per long rest without expending a spell slot. When you cast charm person, you do not use arcane verbal or somantic components, instead you use your own words and movements to cast this spell. Additionally, if you cast this spell on a creature you or your companions are currently fighting, targeted creature does not gain advantage on it's saving throw.

Unnerving Voices

Starting at 6th level, you can send unnerving sounds and cloud the thoughts and focus of a living creature. When a living creature within 30 feet of you makes an ability check, attack roll or saving throw, you can use your reaction and spend 3 sorcery points to give that roll a penalty equal to your Charisma modifier.

Infernal Brigade

At 14th level, your connection to Hell allows you to communicate with and command infernal creatures. You can use your action to spend a number of sorcery points equal to or less than your sorcerer level to summon a creature from hell. Summoned creature's CR can be equal to or less than the sorcery points you spent to summon it. Creature burst out from the ground with an explosion on a point where you can see within 60 ft of you. Any creature caught within 10 ft of the explosion must succeed on a Dexterity Saving Throw against your spellsave DC or recieve 8d6 points of fire damage, or half as much on a successful one. Summoned creature remains for 1 minute before it is sucked back into the Hell. During this time, using your bonus action, you can attempt to command the creature by making an intimidation, deception or persuasion check. DC of this check is equal to 10+ summoned creature's CR. If the check fails, creature can act freely during it's next turn. It, by no means, has to be friendly towards you.

You can use this feature once before you need to take a number of long rests equal to half of the summoned creatures CR. (Min of 1.)

Infernal Sovereign

Your unearthly effect on creatures minds distorts their vision of reality and makes it harder for them to keep their bearings. Any creature charmed by you receives disadvantage on all of it's saving throws and attack rolls while they are within 60 ft. of you. During your turn, using your bonus action, you can attempt to command a creature charmed by you. Roll a Persuasion, Intimidation or Deception check contested by the target's insight. On a success, creature obeys your command as if it were effected by the Command spell. On a fail, your charm effect on that creature ends.

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