Sorcerer
Base Class: Sorcerer

The power of the Nine Hells is yours to command. Perhaps you are part of a long line of Infernal Sorcerers, or maybe your magic came to you as part of a ritual gone wrong...or right? Regardless of your circumstances, your power stems from the Nine Hells and its dark influence is tempting. Convince others to call upon your power, and you will reap the rewards. 

Devil Magic

Devil Magic You learn additional spells when you reach certain levels in this class, as shown on the spell table below. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class

 

Sorcerer Level  Spells

1st                      charm person, hellish rebuke

3rd                      darkness, suggestion

5th                      bestow curse, fireball

7th                      freedom of movement, wall of fire

9th                      immolation, infernal calling

 

 

You also know the find familiar spell, but can only choose the form to be an Imp.

Forked Tongue

At 1st level, you gain proficiency in either Persuasion or Deception and add double your profciency bonus to Charisma checks when interacting with devils.

Devil Deal

Additionally at 1st level, as an action you may make a deal with a willing creature within 5 feet. The deal lasts until the end of a long rest or until one of its effects below have been activated. You can make a number of deals equal to your proficiency bonus per long rest.

  • POWER: When casting a spell or taking the attack action, the creature can use one of your spell slots to cast a spell if they are casting a spell or to make a number of additonal attacks equal to half the level of spell slot expended rounded down if they are making an attack as part of the attack action, to a minimum of 0.
  • ALACRITY: On their turn, the creature can teleport a number of feet equal to your walking speed. On your next turn your movement speed is reduced by the distance they teleported. 
  • VITALITY: As a bonus action the creature can restore hit points up to 10 times your sorcerer level. You spend 1 sorcery point for every 5 hit points restored.

Whenever a creature activates one of these effects you may increase your AC or one of your saving throws by 1. These benefits last until the end of the next long rest. 

Infernal Fortitude

Starting at 6th level, you gain resistance to fire damage. Additionally once on each turn whenever you deal fire damage with a spell or a creature deals fire damage with a spell they casted from your Devil Deal feature, you may add your Charisma modifier to the damage roll. 

Hellfire

At 14th level, your spells that deal fire damage or fire damage dealt from this feature ignore resistance. If they would already, instead they ignore immunity. Additonally, whenever a creature that is withing 60ft that you have an active Devil Deal with or has activated one of the effects of your Devil Deal since the last long rest deals damage to a hostile creature, you may spend a reaction to deal fire damage to the hostile creature equal to your Charisma Modifier.

Devil Form

At 18th level you can fully embrace the mark of the beast. As an action, you can transform and gain the following benefits for 1 minute:

  • You have a flying speed equal to your walking speed
  • Immunity to fire damage
  • The bonus to your AC or saving throws of your choice from completed deals now extends to all saving throws, your AC, and Charisma modifier

Once the duration is over, you cannot transform again until the end of a long rest unless you spend 6 sorcery points to do so.

Previous Versions

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5/11/2024 12:41:51 AM
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