Base Class: Sorcerer
Your innate magic comes from the essence of the Nine Hells in your blood. Your family lineage might be traced to a tiefling ancestor, or you are one yourself. Perhaps your soul was given to a devil as part of a contract you made, or your time spent adventuring through the Hells caused some of its immense magic to become a part of you. Whatever your situation, the power of the Hells now flows through you. You can pick from or roll on the Infernal Sorcerer Quirk table to create a quirk for your character.
Brewed by u/electric_ocelots with the following spell changes to allow for publishing:
- armor of Agathys to ice knife
- Melf's acid arrow to acid arrow
- ray of sickness to magic missile
- wrathful smite to guiding bolt
- infernal calling to a class feature based on the spell
Infernal Sorcerer Quirks
| d6 | Quirk |
|---|---|
| 1 | When you cast a spell associated with your choice of layer, your eyes turn red or black. |
| 2 | Your body is sometimes fiery hot or icy cold to the touch. |
| 3 | You have an infernal glyph somewhere on your body. |
| 4 | When you see your reflection, you sometimes see a devilish feature (horns, wings, etc). |
| 5 | You sometimes think you may burst into flames when you enter a temple. |
| 6 | You sometimes speak in Infernal while you sleep. |
Mark of the Nine
At 1st level, you discover that your infernal magic is tied to one of the layers of the Nine Hells. Select one of the layers from the Mark of the Nine table. At 1st and 3rd level, you learn spells associated with your choice, as shown in the table. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
Mark of the Nine
| Layer | Spell at 1st Level | Spell at 3rd Level |
|---|---|---|
|
Avernus |
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Dis |
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Minauros |
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Phlegethos |
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Stygia |
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Malbolge |
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Maladomini |
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Cania |
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Nessus |
You can speak, read, and write Infernal. Additionally, whenever you make a Charisma check when interacting with devils, your proficiency bonus is doubled if it applies to the check.
Avernus
At 1st level, you learn the guiding bolt spell and at 3rd level you learn the spiritual weapon spell. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
Cania
At 1st level, you learn the mage armor spell and at 3rd level you learn the Snilloc's snowball swarm spell. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
Dis
At 1st level, you learn the shield spell and at 3rd level you learn the flame blade spell. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
Maladomini
At 1st level, you learn the bane spell and at 3rd level you learn the detect thoughts spell. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
Malbolge
At 1st level, you learn the inflict wounds spell and at 3rd level you learn the arcane lock spell. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
Minauros
At 1st level, you learn the magic missile spell and at 3rd level you learn the acid arrow spell. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
Nessus
At 1st level, you learn the command spell and at 3rd level you learn the flaming sphere spell. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
Phlegethos
At 1st level, you learn the burning hands spell and at 3rd level you learn the zone of truth spell. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
Stygia
At 1st level, you learn the ice knife spell and at 3rd level you learn the hold person spell. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.
Hellish Resilience
Beginning at 1st level, the power of the Hells in your soul grants you some measure of strength. You learn the hellish rebuke spell, which doesn't count against your number of sorcerer spells known.
Gifts of the Nine
At 6th level, you gain the ability to give yourself devilish qualities. As a bonus action, you can spend sorcery points to gain one of the following benefits, depending on how many points you spend:
- 1 point: You gain darkvision out to a range of 120 feet for 1 hour.
- 2 points: You gain resistance to fire damage for 1 hour.
- 3 points: You gain devilish wings for 1 hour. While the wings are present, you have a flying speed of 30 feet. You can dismiss them as a bonus action.
When you reach 14th level, the benefit lasts until you are incapacitated or you die.
Dark Calling
Beginning at 14th level, the bond between your soul and the Nine Hells has grown strong enough to call devils to your service. As an action, you can expend a spell slot or a number of sorcery points to summon a devil of challenge rating equal to the spell slot level or sorcery points spent plus 1. If you summon using sorcery points, the summoned devil gains temporary hit points equal to half your sorcerer level, rounded down. If you summon using sorcery points, you can’t do so again until you finish a long rest.
You choose the devil’s type, and it appears in an unoccupied space that you can see within 90 feet. In order to maintain control of the summoned devil, you must concentrate on it as if concentrating on a spell. The devil disappears when it drops to 0 hit points or after 1 hour. The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the DM’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service.
On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check succeeds, the devil carries out your command until it completes the activity, at which point it returns to you to report having done so. If your check fails, the devil becomes immune to your verbal commands for the duration, though it can still carry out your commands if it chooses. If you possess an individual devil’s talisman, you can summon it with one lower spell slot or one fewer sorcery point, and it obeys all your commands, with no Charisma checks required. If your concentration ends before the full duration, the devil doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
Infernal Conduit
Beginning at 18th level, you gain the ability to literally unleash hell by channeling infernal magic. When you cast hellish rebuke, you can spend up to 10 sorcery points to inflict 2 additional points of fire damage per sorcery point. In addition, you become surrounded in a 10-foot aura of flames for 1 minute. While the flames are present, any hostile creature that enters the area or starts its turn there takes 2 points of fire damage per point that you spent. When the flames disperse, you take 1 point of exhaustion. Once you use this feature, you cannot use it again until you finish a long rest.
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