Sorcerer
Base Class: Sorcerer

The lands of the Nine Hells are wrought with danger, chaos, and turmoil. The denizens of this harsh land include devils, demons, and other horrors incomprehensible to the mortal mind. Perhaps this is why you have always felt different from your peers. You come from a bloodline that often is spoken of in hushed tones, or scary stories told to children to encourage better behavior. You are Fiend Blooded. Whether it be that you were sired by a great demon lord or just a lowly devil, your special inheritance has granted you unique powers and abilities from a world full of darkness and fire.

Fiend Blooded Quirks
d6 Quirk
1 Whenever you become angry or otherwise emotional, your voice drops five octaves.
2 Your eyes are a single solid color. Either bright glowing red like hot coals, or pitch black voids.
3 Your head is adorned with a massive pair of horns or a floating crown of fire.
4 Your footprints leave behind lightly smoldering scorch marks that smell of brimstone.
5 When wounded, your blood is a thick, black, oily ichor.
6 Your skin glows slightly, as if it was backlit from a fire flickering beneath it.

Fiend Blooded Spells

Starting at 3rd level, and when you reach a Sorcerer level specified in the Fiend Blooded Spells table, you thereafter always have the listed spells prepared.

Fiend Blooded Spells
Sorcerer Level Spells
3 Armor of Agathys, Hellish Rebuke, Aganazzar's Scorcher, Scorching Ray, Chill Touch
5 Hunger of Hadar, Bestow Curse
7 Blight, Summon Greater Demon
9 Immolation, Negative Energy Flood

Vessel

Starting at 3rd level, the dark powers of your hellish bloodline begin to awaken. Your creature type now becomes Fiend if it was not already. You can now read, speak, and write Infernal and Abyssal.

You can now see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Whenever a creature you can see within 60 feet of you dies, you may use your reaction to gain a number of temporary hit points equal to your Charisma modifier plus your Sorcerer level.

Damage dealt to these temporary hit points is resistant to non-magical slashing, bludgeoning, and piercing damage not made from silvered weapons.

Diabolical Minion

At 6th level, you gain the ability to call forth and command a minion from a ring of Hell. As a bonus action, you can spend 3 sorcery points to magically summon a diabolical minion to a point you can see within 120 feet of you. The minion uses the spined devil statistics, with the following changes:

  • The minion is size Medium, not small.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It deals an additional 1d4 fire or necrotic damage on its attacks, the type of which you choose upon summoning it.

When you summon it, you roll initiative for the minion. While the minion is within 5 feet of a creature, the creature has disadvantage on saving throws against any spell you cast. The minion disappears if it is reduced to 0 hit points, or after 1 minute. Additionally, you have become practiced at commanding hellish creatures. Whenever a spell or ability of yours puts a Fiend creature under your control, the creature has disadvantage on any roll it would make to break free of your influence.

Fire and Brimstone

By 14th level, you are one with the Hells, and you bring a piece of them everywhere with you as you adventure. Whenever you would deal fire or necrotic damage with a spell, you add your Charisma modifier to the damage roll of that spell. Additionally, your Diabolical Minion now adds your Charisma modifier to the fire or necrotic damage rolls of its attacks.

Overlord

At 18th level, the fiendish blood that has granted you so many powers and talents awakens something altogether new. You are now able to assume the form of a great fiendish overlord. As a bonus action, you may transform into yourself into a terrifying hellish overlord. You gain the following:

  • Upon entering this form, you gain 100 temporary hit points.
  • Your Armor Class becomes 15 plus your Constitution modifier.
  • Massive leathery wings sprout from your back and you gain a 60 foot flying speed.
  • You deal an additional 1d8 fire or necrotic damage on all damage rolls.
  • You are resistant to all fire, necrotic, slashing, piercing, and bludgeoning damage.

You remain in this state for 1 hour, you dismiss it as a bonus action, or you lose all temporary hit points, whichever happens first. You may transform this way once per long rest. You may also consume 6 Sorcery Points to regain a use of this feature.

Previous Versions

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12/7/2024 9:04:28 PM
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