Sorcerer
Base Class: Sorcerer

Those who awaken the dark power that flows through their veins are granted the immense strength of abyssal creatures from the lower plains, upon awakening they can manifest many additional traits like a forked tongue, hooves, horns, sharp teeth, eyes that glow in the dark, or blood that literally boils when upset.

Demonic Spell List

Starting at level 1, you know Thaumaturgy, and Vicious Mockery as well as the following list:

Sorcerer Level Spell

1st

Hellish Rebuke, Command

3rd

Shatter, Suggestion

5th

Fireball, Fear

7th

Wall Of Fire, Compulsion

9th

Flame Strike, Dominate Person

Overcasting

Starting at 1st level, when casting a spell you can choose to Overcast it, Upcasting the spell by a chosen amount of levels up to your Proficiency Bonus.

Doing so consumes charges equal to the chosen amount of levels, is not limited by your current highest spell level, and can force a spell beyond 9th level.
Spells that deal damage but cannot normally be cast a higher level can be Overcast to gain damage dice as if it were Upcast.

Charges equal to your Proficiency Bonus plus half your Sorcerer level (rounded up), restored on a long rest.

Invocations

Starting at 1st level, you begin to manifest additional powers, as many invocations are demonic in origin, many of them come to you naturally, though you learn less than someone who makes a pact with a higher being.

Gain one invocation from the following list, and another at Sorcerer levels 2, 6, 10, 14, and 18.
You can swap one invocation for another during a short or long rest.

Armor Of Shadows

You are always under the effect of Mage Armor and have an AC of 13+dex.

Ascendant Step

Prerequisite 10th level.
You can cast Levitate on yourself at will, without expending a spell slot or requiring components.

Beast Speech

You are always under the effect of Speak With Animals.

Beguiling Influence

You gain Proficiency in Deception and Persuasion.

Dark Blessing

When you reduce a hostile creature to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier + your Sorcerer level (minimum of 1).

Devils Luck

Prerequisite 6th level.
Once per Short Rest, when you make an Ability Check or a Saving Throw, you can use this feature to add 1d12 to your roll after seeing the initial roll but before any of the roll’s effects occur.
After this has been used you can use Convert Sorcery Points as a Bonus Action to spend three Sorcery Points to restore this abilities use.

Devils Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eldritch Mind

You have Advantage on Constitution Saving Throws that you make to maintain concentration.

Eldritch Sight

You can cast Detect Magic at will, without components or expending a spell slot.

Elemental Affinity

When you cast a spell that deals Fire or Cold damage it ignores Resistance, and when you roll damage with those damage types you can treat any 1 on the damage dice as a 2.

Eyes Of The Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or requiring components and it lasts until your next rest.
If you are out of combat you do not roll, and instead take the maximum.

Foresight

Once you have chosen this Invocation, you can swap this out for a different one of your choice at any time.

Forking Flames

Prerequisite: 6th level.
Casting Hellish Rebuke no longer consumes your Reaction, and you can cast it at first level a number of times each rest equal to your Proficiency Bonus without consuming a spell slot.

Lords Servants

You know the spells Find Familiar, and Unseen Servant, and can cast them at will, without expending a spell slot or requiring components.

Mask Of Many Faces

You can cast Disguise Self at will, without expending a spell slot and it lasts until dismissed as a free action.

Minions Of Chaos

Prerequisite 10th level.
You can cast Conjure Elemental once per long rest without consuming a spell slot.

One With Shadows

Prerequisite 6th level.
When you are in an area of dim light or darkness, you can use your action to become Invisible until you move or take an action or a reaction.

Otherworldly Leap

Prerequisite: 6th level.
You are always under the effect of Jump.

Overwhelming Stamina

Prerequisite: 18th level.
You have yet another pool of strength to draw from, you have 5 points, and they can be used instead of Spell slots, the number of points used is equal to the spell level cast.

This pool is restored on a Short Rest.

Rift Walker

Prerequisite 10th level.
You can cast Misty Step at will, without expending a spell slot or requiring components.

Witch Sight

Prerequisite: 14th level.
You see the true form of any shapechanger or creature concealed by magic.

Multiplex Magic

Starting at 6th level, when casting a spell you can decide to delay its activation until a later time, until they are activated you must maintain concentration.
While concentrating on Multiplex Magic, you can use your Reaction at any time to release all stored spells choosing each spells targets and activating their effects one after the other, in an order of your choice.

Any additional spell effect such as Metamagic or Overcasting are added in the original spell cast before they are delayed and added to Multiplex Magic.

You can hold a number of spells equal to your Proficiency Bonus, if you lose concentration or the spells go unactivated for an hour the spells dissipate and the resources used when casting them is wasted.

Fiendish Resilience

Starting at 6th level, you gain Resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered, and have a bonus equal to your Charisma modifier on Saving Throws against spells and other magical effects.

Arcane Dominance

Starting at 14th level, when casting a spell you can apply any number of Metamagic options, so long as you have the Sorcery Points to spend.
When casting a spell the first Metamagic that you use during your turn costs one less Sorcery Point.

Maximum Magic

Starting at 18th level, once per Long rest as a Bonus Action you can enter an empowered state for a minute. (10 rounds)
You gain the following effects for the duration:

  • You gain Temp Health equal to twice your level.
  • Your spells deal additional damage equal to your Charisma modifier.
  • You can cast any number of leveled spells each turn, without being limited to a Cantrip.
  • When using Overcast it consumes one less charge.
  • All of your Metamagic options cost one less Sorcery Point, not just the first one used during your turn.

This state ends early if you lose the Temp Health granted by this ability or are rendered Unconscious.
Once this ability has been used, you can choose to gain a level of Exhaustion to enter this state anyway.
The Sorcery Point cost reduction does not stack with Arcane Dominance.

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