Base Class: Sorcerer
Your magical abilities comes from the demonic blood that flows within you, whether that be from being born as a tiefling or ancestors making blood pacts with those of the nine hells. Those who learn to draw from this pool of dark power can unlock the true potential of their ancestry, whether that be for good or evil.
Demon's Tongue
Your demonic blood allows you to comprehend one type of language, whether it be the blood of a devil or a demon. You can speak, read, and write either Infernal or Abyssal. Additionally, whenever you make a Charisma check when interacting with devils if you chose infernal, or demons if you chose abyssal, your proficiency bonus is doubled if it applies to the check.
Devil Arm
Starting at 1st level, your demonic heritage directly manifests on your body. This can be represented in many ways, though the most common is a limb taking on a more infernal aspect. This limb can be used as your spell casting focus. Additionally, this limb can be used for unarmed strikes. Its deals 1d4 slashing damage, and you can use your charisma modifier in place of attack and damage rolls. The damage die increases to 1d6 at 6th level, 1d8 at 14th level, and 1d10 at 18th level. It is also considered a melee weapon for the purposes of spell material components. At 2nd Level, if you successfully hit a creature using your devil arm, you can regain sorcery points equal to half the damage die rolled(rounded up). You may do this once per short or long rest.
Devil Arm Improvement
At 6th level, your devil arm grows stronger, becoming more demonic. Your devil arm is considered magical for the purposes of overcoming resistances. Additionally, if you cast a cantrip as an action, you can use a bonus action to make an unarmed strike with your devil arm.
Devil Breaker
At 6th level, your devil arm has fully developed, entirely resembling a demonic limb. Because of this, you have access to new metamagic options, bending your spells in a way that goes beyond what you could already do. You gain the following metamagic options.
Crushing Spell: When you successfully deal damage to a creature with a devil arm strike or spell, you may consume 1 sorcery point to immediately grapple that creature, conjuring a spectral hand originating from you. While the creature is grappled, you can consume 1 additional sorcery point to restrain the creature. You can only target one creature with this metamagic option, even if the spell affected multiple creatures.
Repelling Spell: When you successfully deal damage to a creature with a devil arm strike or spell, you may consume 1 sorcery point to repel creatures away from you. You deal additional damage equal to your charisma modifier and the targets are pushed away from you by 10 ft. The number of sorcery points required increases for every additional targeted creature beyond the first.
Devil Trigger
Starting at 14th level, you can fully tap into your demonic heritage's full power, as it alters your physical appearance and amplifies your abilities. You may use your bonus action to consume three sorcery point, changing into a more demonic form. While in this form, you gain the following effects:
- Your spells and devil arm strikes deal extra damage equal to your charisma modifier(min 1). The damage type is the same as the damage of the spell or devil arm strike respectively.
- Your movement speed increases by 10 feet.
- At the start of your turn, if you have more than 0 hit points, you regain hit points equal to your charisma modifier(min 1).
- When you use your devil arm strike to regain sorcery points, you instead gain sorcery points equal to the number rolled.
These effects last for three turns, and end at the end of your third turn. At any time you may consume additional sorcery points to extend the duration of form, with each additional sorcery point representing an extra turn. You may dismiss this form at any time.
Sin Devil Trigger
At 18th level, you have gone beyond the limits of your demonic heritage, foregoing all else for power. Your appearance drastically changes to that of a demon, and it no longer resembles anything in your previous form. You may use your bonus action to enter this form, consuming 10 sorcery points. While in this form, you gain the following effects:
- Your spells and devil arm strike deal extra damage equal to your charisma modifier plus your level. The damage type for this equal to the damage of the spell or your devil arm strike respectively.
- You gain a flying speed of 30 ft.
- You can use a bonus action to teleport to any creature within 60 ft. of you.
- Your metamagic options require half the sorcery points they normally do (rounded down). If the metamagic normally requires 1 sorcery point, it costs none.
This form lasts 5 rounds, ending at the end of the 5th round. While in this form, you cannot transform using your Devil Trigger feature, and you do not benefit from any of its effects if you were already in the Devil Trigger form before using this feature. Once this form is active, it cannot be dismissed until its full duration is over, or your hit points are reduced to 0.
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