Base Class: Sorcerer
The magic of the abyss courses through you. Abyssal hellfire, demonic magic, and more are available to you.
(Note: If you have a tail and one of the traits gives you a tail, your tail simply changes to the tail from the trait.)
Fiendish Origin
Choose Abyssal or Infernal. You may now speak, read and write in this language. Furthermore, when you make a charisma check with a fiend that speaks this language, you do so with advantage.
Abyssal
Your skin turns a dark shade of red. Your grow a tail similar to an imp's, which is a natural weapon that you can make unarmed strikes with, dealing 1d4 piercing damage on a hit.
Infernal
Your eyes look unnatural and you have slitted pupils. Your hands grow claws, which are natural weapon that you can make unarmed strikes with, dealing 1d4 slashing damage on a hit.
Unholy Flames
Starting at 1st level, your power over Brimstone flames has begun. (Abyssal)When you deal fire damage with a spell, you may deal additional fire damage equal to your proficiency bonus. (Infernal)You may make the damage for the spell's damage ignore resistances and to fire unless the creature is a fiend.
Brimstone Fireblast
When you deal fire damage with a spell, you may deal extra damage equal to your proficiency bonus.
Nine Hellsfire
When you deal fire damage with a spell, you may choose to ignore resistances to fire that the target(s) may have, unless the target is a fiend.
Brimstone Affinity
Starting at 6th level, you gain powers close to those of the fiends you resemble. You gain resistance to fire damage. You have advantage on saving throws against spells and being charmed. In addition, when you cast a spell that deals fire damage, you spend 2 sorcery point to cast it at one level higher.
Fiend Traits
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 walking speed. While these traits are manifested, your natural weapons from your fiendish origin deal an extra 1d10 poison or fire damage on a hit (Your choice when you hit). You can create these traits as an action on your turn. They last until you dismiss them as an action on your turn.
You can’t manifest wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your traits might be destroyed when you manifest them.
Brimstone Power
Beginning at 18th level, you can channel the dread power of your unholy self. No creature has immunity or resistance to fire damage from your spells. When you deal fire damage to a creature or structure that does not have resistance or immunity to fire damage, you deal extra damage fire damage to them equal to your level.
Previous Versions
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11/15/2018 5:58:17 PM
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No problem man! Happy day to you!
I concede that you can't do all of that twice, I made the presupposition that because you can do it with EB, it applies here. My apologies for this. However, I think this subclass is a good idea, some sublasses are complete jokes but this one has the groundwork to be good.
I think the level 1 dip might be a tad too strong but I think not getting both is a fair trade-off. However, I think for the Proficiency Bonus, make it so it can only apply once in a turn, or something like that, so things like Scorching Ray aren't breaking the game.
Also for your 6th level buff, as of now you can *technically* cast spells at level 10 depending on how someone interprets that effect, so I would make it very clear a spell cannot be cast above level 9, unless of course this was intended.
Also, for the +20 damage, I think a fair change to balance it would be that it can only be used once on each of your rounds, like the proficiency bonus, which you've stated as your plans, so that's also totally fine.
I think the changes above (most of which you've already addressed) will refine the subclass to be balanced enough to, for the most part make it fit seamlessly in a vanilla campaign. Thanks for giving a legit response! Upon reading my original post sounds a bit more arrogant than I intended.
EDIT: I also ****ed up the +26 damage buff because I stated taking two levels of Warlock, so it still sits at a +18 buff, not 20. Guess I reallllly ****ed up trying to Min/Max the class to make my point lmao.
Okay, I made this a while ago, when I didn't have much sense of balance. Now that I look at it, I would make these changes.
1. I mean it to be Sorcerer spells only, and only apply to one instance of the damage per turn. In addition, I made it so you can choose between +proficiency, or ignoring resistances. Also, I meant to say that you only get the bonus damage for Brimstone Power if the creature was not immune/resistant to begin with, if you look at my previous comment. This should help balance this "Crazy build that requires 20th level and building specifically for".
2. You say you can cast again with quickened. I say look at the rules for casting a spell as a bonus action.
Remember, this is just homebrew fun, and it's not meant to be completely overpowered. It's not meant to be completely balanced either. But taking these things into account, the most damage you could deal is:
Concentrating on incendiary cloud from a previous. That's 10d8 damage if they fail their save, and add proficiency, and level if they're not immune/resistant (Which is unlikely). 45+6+20 on average, for a total of 71.
On the same turn, we cast meteor swarm. That's 40d6, and add the level+proficiency, for an average of 140+26 damage.
IF the creature fails their save, IF they're not resistant/immune to begin with, you can deal 52 more damage than you normally could with any other Sorcerous Origin. And at 20th level, that's not too crazy, compared with Barbarian's stat-boost or Druid's infinite health.
I realize that the way it shows currently, yes, it can deal a lot of damage. So can a lot of other classes. I will someday revise this so that it shows what I was looking for, and not some overpowered monster. But until then, this is what I actually was trying to get across with the subclass. I hope you have a great day/night!
This class is too overpowered for several reasons.
1. Too much oomph for a one level dip. I can take a level of this as any other spellcaster in the game just for free proficiency bonus + overcoming resistance, this scales because proficiency scales. It doesn't help that fire damage is super common
2. This has the most DPR potential in the entire game: Let's learn why;
1. at 20th level, anything doing fire damage is doing +26 more and this damage is guaranteed. So now, we need to take two levels of Warlock to get Devil's Sight, we cast Darkness centered on ourself, we will play Half-elf and take the feat Elven Accuracy, with this combo we get "double advantage" (we roll three dice and take the one highest), and Half-Elf naturally synergizes with this class regardless.
2. With Darkness + Devil's Sight + Elven Accuracy up, we will now Cast Scorching Ray as a 9th level spell, giving us 10 rays. We attack FOR EACH RAY, so that +26 damage is applying 10 times over, and they're likely to hit because we're rolling three D20s to hit. Let's do the math here
2D6*10 (4 average) = 80 fire damage. Now let's see our +26 damage, shall we?
26*10 = 260 damage, all of which CANNOT BE RESISTED OR IMMUNE
Then, to top it all off, we cast Quicken Spell, to do all of this again, we can cast at an 8th level spell slot, then bump it back up to 9 with Brimstone Affinity, so (260+80)*2 = 680 damage, all of which is almost 100% assured to hit. Oh yea did I mention all of these Rays can crit too? And we're rolling 3 dice for each attack. Did I also mention that, because we took Warlock for Devil's Sight, we can also take Hexblade and use Hexblade's Curse to crit on both a 19 or 20? This is 10% chance to crit for EACH attack roll, which 3 are made for each individual ray, we are hurling 20 rays total.
I'm sorry but this just doesn't fly from a mechanics perspective.
Oh it sounds awesome to say “nothing has resistance or immunity,” but is definitely a RAW vs RAI trap. Thank you for creating the sub class. It’s cool.
Thank you for commenting. What I meant to say in brimstone power was that it ignored resistance and immunity, it just sounded cooler to say that nothing has resistance or immunity. Also, I think that I will change Unholy Flames to 1st level spells only.
I like it. Brimstone power is written in an awkward manner and is a little too strong. As written when you reach lvl 18 it gives a +18 dmg to all fire spells against all creatures and objects. This would even include using fire bolt against a Red Dragon. So you removed its immunity and deal +18 dmg with a cantrip. A +18 dmg to cantrips might be a little too strong also removing immunity without a resources use is also a little too strong. As a player I think it cool, as a DM I wouldn’t allow it to played or would alter it at high levels (which would upset my players since I let them play it and ****** it from as written). Also Brimstone Fire blast would stack with brimstone power for a +26 at 20th lvl. The damage output is too high for no resources spent. Simple fix is to make Brimstone power cost points to elevate the flames to power and only work for 1st lvl and above spells.
Will do boss haha
Thank you! If you have any other ideas, then tell me, because I really like to make homebrew stuff. I made an (almost complete) line of modern magic subclasses to add onto the modern magic wotc made.
You should be enthusiastic this is an amazing Homebrew, If i had money to pay for subscriptions I would sub to your profile and download this. but I'll suggest it and show it to my DM and let him know about it.
Definitely. You can add whatever you want. This is just the base for whatever people think up. Go ahead and make a black, blue, or even green person with abyssal sorcery. Fangs? All the way to your shoulders.
I know I'm probably acting too enthusiastic, but this is the second homebrew I've made, and it's one of my favorites.
Actually yes, but I did have a question, for the Abyssal trait thing, does your skin have to turn deep red? or can it turn black or deep blue perhaps? I also like the tail and claws, buuuuut could you perhaps also make longish fangs a part or the Abyssal look trait thing? I know I'm just one D&D player but I would think that would add to the Abyssal look trait -being as amazing as it already is-
Thank you! Does it seem reasonably balanced?
I love everything about this!