Sorcerer
Base Class: Sorcerer

Devils roam the seven hells of Exile. Each hell is owned by a mortal sin - Pride, Envy, Greed, Lust, Gluttony, Sloth, or Wrath. The 7 Sins of Aurora were created by the Devil King Rakdos, each turning into the deadliest warriors imaginable. Their influence has seeped into the rest of the hells.

Demons roam the seemingly infinite layers of Abyss, birthed from its chaotic nature and simply springing into being. Demons don't concern themselves with power or influence like Devils do and almost always have simple goals: eat and spread.

Whether imbued with power from a pact or being a descendant of an infernal entity, the power of either Abyss or Exile courses through your veins, augmenting your capabilities.

Infernal Spells

You learn additional spells when you reach certain levels in this class, as shown on the Infernal Spells table. Each of these spells counts as a sorcerer spell for you, but they don't count against the number of sorcerer spells you know.

Infernal Spells
Sorcerer Level Spells
1st detect evil and goodhellish rebuke, produce flame
3rd branding smiteheat metal
5th fear, vampiric touch
7th fire shield, wall of fire
9th contact other planedominate person

Warrior From Birth

Starting at 1st level you are proficient with simple and martial weapons and shields.

Additionally, while you are under the effects of the mage armor spell or not wearing any armor, you can use your Charisma modifier instead of your Dexterity modifier to determine your Armor Class. You can use a shield and still gain this benefit.

Infernal Resilience

At 1st level, whenever you would take damage while you are within 5 feet of a hostile creature and conscious, you reduce the amount of damage you take by 1. This reduction increases when you reach certain levels in this class, increasing to 2 at 5th, 3 at 10th, 4 at 15th, and 5 at 20th.

Once you reach 2nd level in this class, you can spend 1 sorcery point as a bonus action to make a weapon you're holding a conduit for your magic for 10 minutes or until it leaves your hand. For the duration, you can use the weapon as a spellcasting focus for your sorcerer spells, and it is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Fiendish Combo

Starting at 6th level, when you take the Attack action and hit a creature with a melee attack, you can cast a spell as part of the same action. The spell must have a casting time of one action, and when cast this way only affects the creature you hit. If the spell requires a spell attack, the spell's damage applies as if it hit. If the spell requires a save, the creature rolls its saving throw normally. Spells cast this way cannot benefit from Metamagic or critically hit.

You can cast a spell this way three times per long rest, unless you expend a Sorcery Point to regain its use.

Infernal Ignition

At 14th level you gain the ability to sprout a pair of infernal 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.

Mantle of Sin

Beginning at 18th level, you can spend 6 sorcery points as a bonus action to tap into your heritage and transform. For 1 minute you gain the following benefits:

  • The damage reduction of Infernal Resilience is doubled.
  • You gain the benefits of the haste spell.

This form ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. When this transformation ends, you aren't affected by the wave of lethargy from haste.

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