Sorcerer
Base Class: Sorcerer

Your sorcery is derived from the powers of the Nine Hells. This can be achieved through a pact or heredity to a previous pact-maker or an infernal fiend of great power. This such power is feared by many for its innate evil, but many underground organizations include such sorcerers.

Infernal Mark

At 1st level you gain the ability to 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.

Devil's Sight

At 1st level you gain the ability to see normally in darkness, both magical and non magical, to a distance of 120 ft.

Summon Devil

When you reach 6th level in this class, you learn to summon devils from the Nine Hells to aid you. You gain the spell summon lesser demon. You can cast the spell using 3 sorcery points instead of a spell slot without the need for material components to summon devils instead of demons. Devils spawned in this manner are obligated to be loyal to you, but they still have a will of their own. You have advantage on Charisma based checks made against your summoned devils.

At 14th level, you learn the spell summon greater demon, and can cast it using 4 sorcery points to summon a devil that can be contracted.

Black Pinions

At 14th level you gain the ability to sprout a pair of wings from your back, gaining a flying speed equal to your current ground speed. You can create these wings as a bonus action on your turn and they last until dismissed as a bonus action on your turn.

Wings

You may not manifest these wings whilst wearing armor unless it is designed to accommodate them, and likewise clothing may be damaged or destroyed by their manifestation. Aesthetically these wings may take any form at the DM's discretion, most commonly they are either batlike or birdlike with black feathers though they may take any form you desire so long as the DM agrees to allow it

Blood For Power

Beginning at 18th level, the sorcerer is able to activate a special clause, but at a cost. As a bonus action, you can expend two of your largest hit die, reducing your current and maximum hit points by the amount rolled to gain a surge of power. For the next minute, you gain the following effects:

  • You gain the effects of the haste spell.
  • When you cast a spell, you can reroll a number of damage dice equal to your Charisma modifier.
  • All of your attack and damage rolls gain a bonus equal to your Charisma modifier.
  • You have advantage on saving throws made against spells.

A creature can only activate this ability once per long rest. The reduction to your maximum hit points is reverted upon finishing a long rest.

 

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