Base Class: Sorcerer
The door to the chapel creaked open, admitting the wind, the rain, and a dark hooded figure. The priest raised a hand in acknowledgment as they approached.
"Now, what could be so urgent that you need bother an old man at this late an hour?" he asked with a smile. The figure opened their cloak, revealing a swaddled, wailing form in the crook of their arm. They offered it to the priest, who took the baby and began to gently rock it, crooning softly to it until its wailing ceased.
"My wife gave birth this morning, it was a long labour and she asked me to fetch her something for breakfast. When I came back from the pantry our room was ablaze. I rushed in and grabbed the baby but my wife..." he choked, unable to continue.
The priest lay an hand on his, "I am so sorry my child... but I must ask, why did you come here? Surely the town watch would be better suited-"
The man interrupted him with a shake of his head, drawing the swaddle away to reveal more of the infant's head. "Look closer."
The priest blinked the sleep from his eyes, and leaned in, squinting. His confusion mounted as details came into focus: small bony protrusions from the forrid, full rows of pointed teeth. As if aware of his appraisal, it yawned loudly and opened its eyes, prompting the priest to recoil in surprise. Staring back at him were two golden orbs that shone as if lit from within. As their silted pupils locked focus with his and the baby gurgled out a laugh, he felt a chill run down his spine.
"What is this, father?," the man asked with a pleading tone. "Has my son been cursed?"
The priest shook his head gravely. "No - on two counts. This is unlike any curse I've seen... and I fear you may not be this baby's father."
Deep in the recesses of your family lore, desperately hidden out of shame, lies the story of a forbidden consort between an ill-advised ancestor and something great and terrible from a land of sulfur fumes and fire. The blood of the Devils runs through your veins, granting you magical control over fire, flames and all things hellish.
Fiendish Flames
Starting from 1st level, your devil's blood gives you greater control over fire and flames.
When attacking with spells that have the Fire damage type, deal bonus Fire damage equal to your Proficiency Bonus, and expand your critical range by +1.
Devilish Charms
From 3rd level you begin to exhibit some of your devilish ancestor's signature charm. You gain Infernal as a spoken language.
As you grow you will be able to add further enhancements to your supernatural social adeptness.
Azmodean Aloofness
If a spell would apply the Charmed condition to you, you may choose to roll a Charisma Saving Throw instead of a Wisdom Saving Throw.
Glasyan Gaze
Once per day you may cast a spell-like ability with the same effect as the spell Charm Person. The target must succeed on a wisdom saving throw against a DC of 8 + your charisma modifier + your proficiency bonus + any special modifiers, or be charmed for an hour.
Lemure's Lies
You gain +2 bonus on Deception Checks.
Succubi's Suggestion
You gain a +2 bonus on Persuasion Checks.
Hellfire
"It's no use dancing around to avoid the flames. If yer trespassin' hereabouts, the fires know it and cuddle up close to you..."
- Stephen, S.
Hellfire is a substance totally unique from its commonplace counterpart on the material plane. It burns hotter; with a toxic sulphurous malignance, and (most strikingly) has a strange, malevolent semi-sentience. Your demonic ancestry allows you to imbue your Fire spells with Hellfire to penetrate a creature's resistances to common flames. With discipline and training, your flames may grow to rival those of the Nine Hells themselves.
Staring from 6th level, when you attack using a spell with the Fire damage type, you may spend 1 sorcery point to imbue that spell with Hellfire, allowing it to ignore a target's Fire Resistance. This ability has no effect on Fiends.
Baleful Wings
At 14th level, you gain the ability to sprout a pair of Fiend 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.
Hellscape
Beginning at 18th level, your fiendish blood yearns so strongly for its home in the Lower Planes that your very presence begins to sap the Nine Hells planes into the material world.
As an action, you may spend 5 sorcery points to transform a circle of terrain 30-ft in radius with you at its centre, into a Hellscape.
Any flammable objects within Hellscape's area of effect area catch fire. Any creature that ends its turn within this area takes 3d8 + your charisma modifier in Fire damage, this includes the caster that summoned Hellscape. Non-fiends, creatures without Fire Resistance, and creatures without Fire Immunity treat this area as difficult terrain.
As an action you may spend 1 sorcery point to summon a gate to the Nine Hells anywhere within Hellscape's area of effect - provided that area is not occupied or otherwise obstructed by a creature or piece of terrain. The gate leads to the layer of Hell that your fiend ancestor hails from, in a random location guaranteed not be be obstructed by terrain or by a creature.
While you are within this area, spells you cast with the Fire damage type are twice as effective, and deal double the damage they ordinarily would (doubled after rolling and adding modifiers).
Hellscape's effect lasts for a number of rounds equal to your charisma modifier. When the effect ends, the area reverts to its original terrain, but scorched and charred. Plants will not grow on this area for the next 1d4+1 years.
Previous Versions
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