Sorcerer
Base Class: Sorcerer

Your being is infused with Fiendish blood. Whether one of your parents were a Devil, you were corrupted by wandering the Hells too long, or simply accepted a shady contract. Regardless, the powers of the Hells now flows through you. You are no mere mortal with borrowed power like those lap-dog Warlocks. No, your power is your own and it will grow the more you nurture it. You are no longer counted amongst these mortals, you are a Fiend. Those in the Hells recognize you as such and your actions may determine how well you are respected in their hierarchy.

While you are above mortals, you must abide by the laws of the Hells, lest you find yourself sitting in Hells Court. Devils will be tempted to swindle and exploit you, though there are many who are just as willing to serve you. Should you prove yourself mighty enough. Exploit and corrupt as many souls as you can. The more you damn to the hells, the more power you gain for yourself.

Infernal Magic

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 it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be evocation, conjuration or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Infernal Spells
Sorcerer Level Spells
3 HexAlter Self, Scorching RaySuggestion
5 Fireball, Magic Circle
7 Confusion, Wall of Fire
9 Dominate Person, Planar Binding

In addition, consult the Hellish Manifestations table and choose or randomly determine a way your connection to the hells manifests while you are casting any of your sorcerer spells. Or choose a fitting aesthetic for your spells. These manifestations can be suppressed if desired.

Hellish Manifestations
D6 Manifestation
1 Your eyes flicker with hellfire
2 There's a disembodied wailing of damned souls when you cast your spells
3 Horns briefly materialize on your head
4 The air smells of burning Sulphur and Smoke 
5 The souls of the damned who die to your magic can be heard screaming as they plummet to the Hells
6 Everyone around you is tempted to evil when you use verbal components

Fiendish Nature

Starting at 3rd level, You are considered a Fiend for all intents and purposes. Your appearance also changes to become more Fiendish in a manner you choose. You can choose to suppress your Fiendish nature at will in order to appear as a normal member of your race. However a creature with Truesight will see your true form.

You can use this feature to cast Find Familiar without expending a spell slot or material components once per long rest. When you do so in this manner, you summon an Imp as your familiar which regards you as its direct authority. You can communicate telepathically with this Imp and perceive through their senses as long as you are on the same plane of existence. While perceiving through your familiar’s senses, you can also speak through your familiar in your own voice. You can also command it to Attack as a Bonus Action.

Finally, You can see in darkness, both magical and non-magical, to a distance of 120 feet as well as gain Proficiency in both Persuasion and Deception.

Hells Currency

At 6th level, Whenever you are responsible for sending a soul to the hells (Whether by a contract, killing an evil aligned humanoid, or by other creative means), their soul is sent plummeting into the realm of Mammon, where their soul is then "minted" into a Soul Coin. These coins are collected at the end of the day and added to your Bank in hell. Whenever you desire to withdraw your Soul Coins, you may use 2 Sorcery Points for each Coin in order to summon it into your possession. These coin are then added to your inventory like any other currency and can be used when bartering with Devils or other humanoids who are willing.

You may use your Bonus Action to consume a coin. Target yourself or another creature within 30 feet to grant one of the following:

  • Drain Life. The coin is consumed, granting the creature 1d10 temporary hit points.
  • Soul Fuel. The coin is consumed, granting the creature an additional 1d8 fire damage on their next attack roll. (May only ever stack one damage bonus at a time)
  • Query. Telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
  • Release Soul. Destroy the Coin and summon a Lemure that is completely loyal to you within 10 feet of you. If the soul was of good alignment, its soul instead travels to its proper resting place.

You may only consume a number of coins equal to your Charisma Modifier per long rest.

Infernal Contract

At 14th level, You can spend 10 minutes and expend 10 sorcery points to draft an Infernal Contract that can be signed by another creature or stowed away magically to be used later. The contract can contain any terms and conditions you desire though must be presented in a way that the signatory can understand. A signatory is responsible for reading the contract in full as well as comprehending its contents. The contract remains binding until it is fulfilled or broken when agreed upon. When a contract is signed, the Broker may call upon the powers from the hells in order to uphold their end of the bargain (Such as granting a portion of power, wealth, status, etc). However, the price paid by the Signatory must justify the power bestowed and ultimately lead to a favorable resolution for the Hells. Otherwise the Hells may refuse to bestow any gifts to the Signatory.
(Please consult with your DM as to what is possible and fair.)

You as the Broker require 2 witnesses from the Hells to observe the signing of the contract, you may use 2 sorcery points to summon witnesses. You may elect to summon unknown witnesses, though there are benefits to using known allies. The Signatory must in no way be forced to sign the contract, whether by force or magic. However, a Broker taking advantage of a Signatories poor situation is considered fair in the eyes of Hells Court. The deal must be mutually agreed upon in order for it to be upheld as a binding contract. Both the Broker and Signatory are bound to uphold their end of the contract. Should the Signatory not uphold their end of the agreement or break the terms, the Broker must declare within the contract their terms for failing or breaking the agreement.

All contracts must be possible to complete by the Signatory. If a contract is deemed impossible to complete, the contract is void. Furthermore, if a Broker refuses to hold up their end of the contract, Erinyes will appear to enforce the contract so that it is complete. If the Broker continues to refuse, violate the laws of the Hells, or harm either the Witnesses or Signatory, an overwhelming number of Erinyes will whisk the Broker away to the hells in order to enact judgement in the hellish courts where their fate will be determined.

Apotheosis of the Infernal

At 18th level, you have reached the pinnacle of your infernal transformation. You have shed every last thread of your former being and have fully embraced your Fiendish nature. Your ascension gives you these benefits:

  • Immunity to fire and poison damage as well as the poisoned condition.
  • You no longer need to eat or drink.
  • Gain telepathy within 120 feet.
  • Your Armor Class becomes 18 when not wearing armor.
  • You gain a flying speed equal to your movement.
  • You may cast Plane Shift (self only) without using a spell slot once per long rest.

When near a Lemure, whether one you summon via a Soul Coin or found, You may elect to ascend the creature into a servant. By spending 10 sorcery points, the Lemure can then be promoted into into either an Imp or a Spined Devil. The Devils you ascend will become your permanent loyal servants and will follow your orders to the best of their ability. You may ascend Devils in your service to the next CR Level by spending a number of Soul Coins equal to twice the CR of the next form you wish it to take. You cannot skip CR levels and must pay for each progression individually. You may only ascend Devils a number of times equal to your Proficiency Bonus per long rest.

Because of the fear of losing their status in Hell's Hierarchy, Devils under your service are likely too terrified to disobey you. However, A rare few may attempt to subvert your authority. In such cases, as a reaction you may demote a Devil under your service within 120 feet by spending 5 sorcery points per CR demoted, reducing their form to a lower CR Devil of your choosing. For example; an Imp back into a Lemure.

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