Base Class: Sorcerer
Fiendish Ancestor
You can speak, read, and write Infernal. Additionally, whenever you make a Charisma check when interacting with fiends (either demons or devils), your proficiency bonus is doubled if it applies to the check.
Hellish Resilience
As magic flows through your body, it causes physical traits of your fiendish ancestors to emerge.
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
You have natural resistant to fire, and your skin temperature is warmer than usual.
Fire Affinity
Starting at 6th level, when you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell.
Devil Wings
At 14th level, you gain the ability to sprout a pair of devil like wings from your back, gaining a flying speed equal to your current speed. 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.
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.
Fiendish Presence
Beginning at 18th level, you can channel the dread presence of your fiendish ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Fiendish Ancestor
You can speak, read, and write Infernal. Additionally, whenever you make a Charisma check when interacting with fiends (either demons or devils), your proficiency bonus is doubled if it applies to the check. You have advantage on perception check involving fiends
Asmodeus
Your magic comes from Asmodeus himself
Hellish Resilience
As magic flows through your body, it causes physical traits of your fiendish ancestors to emerge.
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
You have natural resistant to fire, and your skin temperature is warmer than usual.
Fire Affinity
Starting at 6th level, when you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell.
Devil Wings
At 14th level, you gain the ability to sprout a pair of devil like wings from your back, gaining a flying speed equal to your current speed. 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.
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
Fiendish Presence
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Beginning at 18th level, you can channel the dread presence of your fiendish ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened(if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Previous Versions
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8/16/2018 9:55:26 PM
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3/30/2019 5:10:49 PM
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6/1/2019 4:50:53 PM
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