Base Class: Sorcerer
From past to present fiends have interacted with humans in various ways. Sorcerers born with or learned from fiends have magic unique to them. They posses immense power; however will you let this power go to your head? Or, will you take the pious route and help your allies?
Fiend Spells
1st-level Fiend feature
You learn additional spells when you reach certain levels in this class, as shown on the Fiend Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a evocation or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Fiend Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | burning hands, command |
| 3rd | scorching ray, suggestion |
| 5th | fireball, wind wall |
| 7th | wall of fire, confusion |
| 9th | flame strike, geas |
Fiendish Resilience
1st-level Fiend feature
The resilience of the fiend flows through you. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you reduce a hostile creature to 0 hit points you regain a number of hit points equal to your Charisma Modifier(Minimum of 1)
Fiendish Magic
6th-level Fiend feature
When you cast any spell of 1st level or higher from your Fiend Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Fiendish Defenses
6th-level Fiend feature
You gain resistance to fire damage, and you have advantage on saving throws against being charmed or frightened.
Fiendish Luck
14th-level Fiend feature
Starting at 14th level, the luck of the fiend begins to influence your surroundings. When you make an ability check or a saving throw, you can use this feature to add a d6 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
You can do this a number of times equal to your Charisma Modifier(Minimum of 1) per long rest.
Hell Fire
18th-level Fiend feature
Starting at 18th level, the flames of the 9 hells flows through you and you gain the following benefits.
- You are immune to fire damage
- If your spells hit a creature with immunity to fire damage, treat the damage as resisted not immune
- When you deal fire damage to a foe you can have them make a Constitution Saving throw against your spell save DC. If they fail they take an additional die roll of damage. This does not occur if they succeed.
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