Sorcerer
Base Class: Sorcerer

Some unlucky few are unfortunate enough to have devils and fiends meddle in their family lineage.  Some may have been born from such an unholy union, others may have had the lingering taint of an ancestor's fiendish contract, and others still may have been exposed to fiendish magic when they were young or in the womb and it found a home within them. Whatever the case Infernal Soul sorcerers draw power from the nine hells themselves and with it can bring hell with them wherever they go.

Fiendish Ancestor

At 1st level, you choose one circle of hell that your ancestor originated from. The circle determines the influence it has on you and your later features.

Fiendish Ancestry
Circle of Hell Ancestral boon

Avernus

You have advantage on dexterity saving throws against taking damage from area of effects.  Additionally, you take half the damage you would normally take on a success or failure.  You can spend 2 sorcery points to cause targets of your next area of effect spell to have disadvantage before their saving throw occurs.  You learn the Create Bonfire and Firebolt cantrips and they do not count against the number of cantrips learned or known.

When you cast firebolt you can instead have it target a 5 foot area but reduce the die from d10 to d8. The target can make a DEX saving throw to instead take half damage instead of requiring an attack roll.

When you cast Create Bonfire you can extend the size up to a 20 foot cube in 5 foot increments.

Whenever you cast the fireball spell it is cast as if it is two levels higher without consuming a higher level spell slot. The extra levels cannot exceed 6th level.

Dis

After casting a spell that deals fire damage you gain a bonus to your AC equal to half your proficiency bonus rounded up until the start of your next turn.  If a creature misses you with a weapon attack in this time and is within 10 feet of you you can use your reaction to cause the creature's weapon to rapidly get hotter dealing 1d4 fire damage and, if they are not immune to fire damage, force them to make a constitution saving throw equal to your spellcasting dc or drop the weapon on a failure. You can make this reaction a number of times per long rest equal to your proficiency bonus.

Minauros

You have resistance to Acid and Immunity to Poison Damage and the Poisoned status effect.  Additionally, any enemy that hits you with a melee attack within 5 feet of you takes 1d4 + half your sorcerer level acid damage.  Once per day you can exhale a debilitating toxic cloud that causes creatures within a 60 foot cube to make a constitution saving throw each turn.  On a failure the creature is poisoned until the end of the turn and takes 1d4 acid damage and 1d4 poison damage.  The cloud lasts for a number of turns equal to your constitution modifier.

Phlegethos

Your fire spells are harder to resist. Spells that deal fire damage have +1 to DC or +2 to hit. Creatures that take damage from your fire spells are set on fire for additional fire damage equal to half your sorcerer level at the end of that creatures next turn.

Stygia

You gain resistance to Cold Damage.  When you fail a saving throw you can make the saving throw again with disadvantage, keeping the new result.  You can spend 2 sorcery points to instead make the saving throw with advantage. 

Malbolge

You take no penalties from traversing difficult terrain and have advantage on any checks associated with difficult or unstable terrain.  Additionally you have advantage on Deception and Persuasion skill checks and others have disadvantage on their Deception and Persuasion skill checks against you.  When you cast a spell that charms a creature the spell DC is increased by half of your proficiency bonus (rounded up).

Maladomini

You can cast disguise self without consuming a spell slot  or using components once per day and it's duration is extended to up to 24 hours.  Creatures have disadvantage on discovering your disguise and your disguise is so compelling that you gain advantage on all Charisma and Wisdom skill checks against creatures that fail to discern your disguise.  Additionally, a creature that has failed may regard you as an ally if your disguise normally would imply it. A creature that succeeds against your deception is immune to it for 24 hours.  

Cania

All sorcerer features that mention fire instead now become cold. Additionally all spells that you cast that deal Fire, Lightning, or Radiant damage now instead deal Cold for those damage types.  You gain advantage on all Arcana skill checks and can choose to use your Intelligence modifier in place of Charisma for all sorcerer features and casting.  A creature that you deal cold damage to with a spell makes a constitution saving throw equal to '8 + your spellcasting modifier + cold spell level'. On a failure the creature has disadvantage on dexterity checks from spells you cast until the end of the next turn.  If the creature has resistance to cold it has advantage. If the creature is immune to cold it automatically succeeds.  Additionally, any type of sorcerer effect or spell that would normally burn or scorch a target instead becomes black fire that freezes it instead dealing cold damage.

Nessus

Whenever you take damage from a hostile creature, roll a 1d6. On a 6, you gain one Fiendish Scheme charge which is represented by a number of d4.  You have a number of Fiendish Schemes equal to your proficiency bonus which is restored after a long rest and can have a maximum number of Fiendish Schemes equal to twice your proficiency bonus.  Any unused extra Fiendish Schemes are lost after a long rest. As a bonus action you can expend one Fiendish Scheme to improve one of your attack rolls, one of your saving throws, your AC, or reduce the saving throw of an enemy you targeted with a spell.  

At level 5 the dice becomes 1d6, at 9 it becomes 1d8, at 13 it becomes 1d10, at 17 it becomes 1d12.  Additionally, at level 10 you can use your Fiendish Schemes to help a creature within 5 feet instead.

Feral

Your ancestor is a wandering devil that never remained in one place for any length of time.  Your base movement speed is increased by 5 feet and you can use your reaction to take the dash action.  You have manifested a set of bat-like devil wings that grant you a flying speed equal to your move speed.  You can dismiss them at will at any time causing them to absorb into your body but it takes one minute to regrow them.  The wings need room to protrude from your back requiring modifications to normal armor or clothing to accommodate. 

You are a descendant or otherwise tainted by a fiendish ancestor. You can speak, read, and write Infernal and you double your proficiency bonus for CHA skill checks involving fiends that you are proficient in. You also gain features based on the circle of hell your ancestor resided.

Avernus

You have advantage on dexterity saving throws against taking damage from area of effects.  Additionally, you take half the damage you would normally take on a success or failure.  You can spend 2 sorcery points to cause targets of your next area of effect spell to have disadvantage before their saving throw occurs.  You learn the Create Bonfire and Firebolt cantrips and they do not count against the number of cantrips learned or known.

When you cast firebolt you can instead have it target a 5 foot area but reduce the die from d10 to d8. The target can make a DEX saving throw to instead take half damage instead of requiring an attack roll.

When you cast Create Bonfire you can extend the size up to a 20 foot cube in 5 foot increments.

Whenever you cast the fireball spell it is cast as if it is two levels higher without consuming a higher level spell slot. The extra levels cannot exceed 6th level.

Cania

All sorcerer features that mention fire instead now become cold. Additionally all spells that you cast that deal Fire, Lightning, or Radiant damage now instead deal Cold for those damage types.  You gain advantage on all Arcana skill checks and can choose to use your Intelligence modifier in place of Charisma for all sorcerer features and casting.  A creature that you deal cold damage to with a spell makes a constitution saving throw equal to '8 + your spellcasting modifier + cold spell level'. On a failure the creature has disadvantage on dexterity checks from spells you cast until the end of the next turn.  If the creature has resistance to cold it has advantage. If the creature is immune to cold it automatically succeeds.  Additionally, any type of sorcerer effect or spell that would normally burn or scorch a target instead becomes black fire that freezes it instead dealing cold damage.

Dis

After casting a spell that deals fire damage you gain a bonus to your AC equal to half your proficiency bonus rounded up until the start of your next turn.  If a creature misses you with a weapon attack in this time and is within 10 feet of you you can use your reaction to cause the creature's weapon to rapidly get hotter dealing 1d4 fire damage and, if they are not immune to fire damage, force them to make a constitution saving throw equal to your spellcasting dc or drop the weapon on a failure. You can make this reaction a number of times per long rest equal to your proficiency bonus.

Feral

Your ancestor is a wandering devil that never remained in one place for any length of time.  Your base movement speed is increased by 5 feet and you can use your reaction to take the dash action.  You have manifested a set of bat-like devil wings that grant you a flying speed equal to your move speed.  You can dismiss them at will at any time causing them to absorb into your body but it takes one minute to regrow them.  The wings need room to protrude from your back requiring modifications to normal armor or clothing to accommodate. 

Maladomini

You can cast disguise self without consuming a spell slot  or using components once per day and it's duration is extended to up to 24 hours.  Creatures have disadvantage on discovering your disguise and your disguise is so compelling that you gain advantage on all Charisma and Wisdom skill checks against creatures that fail to discern your disguise.  Additionally, a creature that has failed may regard you as an ally if your disguise normally would imply it. A creature that succeeds against your deception is immune to it for 24 hours. 

Malbolge

You take no penalties from traversing difficult terrain and have advantage on any checks associated with difficult or unstable terrain.  Additionally you have advantage on Deception and Persuasion skill checks and others have disadvantage on their Deception and Persuasion skill checks against you.  When you cast a spell that charms a creature the spell DC is increased by half of your proficiency bonus (rounded up).

Minauros

You have resistance to Acid and Immunity to Poison Damage and the Poisoned status effect.  Additionally, any enemy that hits you with a melee attack within 5 feet of you takes 1d4 + half your sorcerer level acid damage.  Once per day you can exhale a debilitating toxic cloud that causes creatures within a 60 foot cube to make a constitution saving throw each turn.  On a failure the creature is poisoned until the end of the turn and takes 1d4 acid damage and 1d4 poison damage.  The cloud lasts for a number of turns equal to your constitution modifier.

Nessus

Whenever you take damage from a hostile creature, roll a 1d6. On a 6, you gain one Fiendish Scheme charge which is represented by a number of d4.  You have a number of Fiendish Schemes equal to your proficiency bonus which is restored after a long rest and can have a maximum number of Fiendish Schemes equal to twice your proficiency bonus.  Any unused extra Fiendish Schemes are lost after a long rest. As a bonus action you can expend one Fiendish Scheme to improve one of your attack rolls, one of your saving throws, your AC, or reduce the saving throw of an enemy you targeted with a spell.  

At level 5 the dice becomes 1d6, at 9 it becomes 1d8, at 13 it becomes 1d10, at 17 it becomes 1d12.  Additionally, at level 10 you can use your Fiendish Schemes to help a creature within 5 feet instead.

Phlegethos

Your fire spells are harder to resist. Spells that deal fire damage have +1 to DC or +2 to hit. Creatures that take damage from your fire spells are set on fire for additional fire damage equal to half your sorcerer level at the end of that creatures next turn.

Stygia

You gain resistance to Cold Damage.  When you fail a saving throw you can make the saving throw again with disadvantage, keeping the new result.  You can spend 2 sorcery points to instead make the saving throw with advantage. 

Fiendish Constitution

The blood of Devils runs through your veins empowering you.  You gain 1 additional hit point for each level of sorcerer and you have resistance to fire damage.  

At 1st level you gain resistance to Fire damage. When you reach 10 levels in this class you gain immunity to Fire damage.

Additionally, you count as a Fiend and a Devil in addition to your normal types.

Fiendish Vigor

Starting at 6th level, when you take damage from a weapon that deals bludgeoning, piercing, or slashing you can spend 1 sorcery point to gain resistance to all three and can take the disengage action as a bonus action once until the end of your next turn.  This resistance ignores the magic property of any weapon. 

Additionally, once per long rest, you can expend 1 hit die to both heal yourself and give yourself temporary health equal to the hit die + your spellcasting modifier. 

Deal with the Devil

At 14th level, you gain mastery over dealing with and conjuring Devils.  Whenever you cast a spell that normally summons Demons you can choose to summon a Devil or Fiend instead. When summoning Devils and Fiends you have advantage on CHA saves and ability checks to make deals with or give orders to the creature. Additionally, the Devil or Fiend regards you as a friendly acquaintance and will not attack you without provocation.  It still may choose to ignore your commands and be hostile toward your allies.  

You can spend Sorcery Points equal to the spell's level to summon the Fiend or Devil as if you knew it's true name but you do not learn it.

While you have a Devil or Fiend summoned and at the time of summoning you gain temporary hit points that can be no more than twice the spell level used to summon it . Additionally, at the start of your turn you recover temporary hit points equal to your spellcasting modifier up to this cap. Half of the damage you take is dealt to the summoned Demon or Fiend instead ignoring its resistance and immunity.

The Great Pandemonium

As an action, you can spend 10 sorcery points to transport all creatures of your choice within a 50 ft cube to your ancestor's circle of hell. The area you arrive has ethereal boundaries that act as a wall of force that prevent travel from all creatures transported there unless those creatures are native to hell. The center of the 50ft cube chosen by you must be within 30ft of you. As part of the effect you can designate creatures that have resistance and advantage against the hostile effects of the plane. For 1 minute or until you lose your concentration the following effects occur depending on your ancestor.

  • Avernus: At the end of every round, a 3rd level fireball detonates at a random location. Roll two 1d10's consecutively. The values represent the corresponding location on the grid that the fireball detonates.
  • Dis: You are brought to the City of Dis where onlookers watch the fight. The ground is made of burning iron that deals 4d4 fire damage to any creature that does not move at least 15ft on their turn while in contact with the ground.
  • Minauros: The ground is difficult terrain and the air is toxic. Whenever a creature takes damage they take an additional 1d4 poison and 1d4 acid damage. Additionally they must then make a dc15 constitution saving throw or be poisoned until the end of their next turn.
  • Phlegethos: All creatures take 1d4 fire damage each turn and make a dc15 constitution saving throw. On a failure they take an additional 1d8 fire damage.
  • Stygia: Lightning arcs from the sky 1d6 times at the end of each round. Roll two 1d10 consecutively for each lightning bolt, the values correspond to the grid location that a 3rd level lightning bolt strikes. The location then is covered in blackfire that operates as the create bonfire cantrip but deals 4d8 cold damage and remains until this feature ends.  
  • Malbolge: Combat causes the features of the land to avalanche and crumble away into lava pools.  Each time a creature moves the land they tread becomes unstable terrain.  Whenever a creature moves over unstable terrain roll a 1d20 for their entire move. On 15 or higher the first unstable tile crumbles away and a lava spring bursts forth dealing 4d4 fire damage and 2d4 acid damage to all creatures on that tile, forcing them to make a dc15 dexterity saving throw or be knocked prone onto their starting tile or nearest free tile. The tile remains a lava pit with 5 foot high walls that deals 8d4 fire damage each time a creature moves through it or starts it's turn on it.
  • Maladomini: The layer bubbles with black ichor.  Whenever a creature moves more than 15ft in a turn they must make a dc15 dexterity saving throw or be knocked prone and take 2d4 acid damage.  Additionally, the acid will start eating away at armor and flesh reducing AC by 1 per turn and dealing an additional 1d4 unless the creature spends their full turn cleaning it off.  This acid lasts until washed off and the AC reduction stacks until the armor is repaired and/or the flesh is healed to full.
  • Cania: This circle is a frozen wasteland.  All creatures make a dc15 Constitution saving throw on their turn. On a failure they have disadvantage on attack rolls, ability checks, and dexterity saving throws.  A creature that fails twice or more in a row takes 2d4 Cold damage, gains a level of exhaustion, and has their speed reduced by half until they succeed.  Creatures resistant to cold have advantage on the saving throw. Creatures immune to cold automatically succeed.
  • Nessus: The seat of Asmodeus.  At the end of each round roll two consecutive 1d10.  The results refer to a location on the grid.  A random Devil or Fiend is summoned at that location.  The summon is hostile to all non-native creatures and will attack the closest enemy. It will prefer your enemies if it can and will change targets should other more preferable targets be within the same range. Roll on the following list.
    • 1 - Barbed Devil
    • 2 - Imp
    • 3 - Lemure
    • 4 - Chain Devil
    • 5 - Succubus / Incubus
    • 6 - Hell Hound
    • 7 - Bone Devil
    • 8 - Pit Fiend
  • Feral: Roll a 1d10 and pick the appropriate location from the list above rerolling 10's.

Any creature that dies in hell has their soul trapped in hell.  Everything that was transported to hell is returned back to the same location when the effect ends in the nearest available space if the space it would return to is occupied.

Comments

Posts Quoted:
Reply
Clear All Quotes