Sorcerer
Base Class: Sorcerer

A young child stands on the fields of Elysium, eyes wide with childlike innocence. The pure-white feathery wings on their back serve only to add to this air of purity, betrayed only by the twisting, curling horns sprouting from their forehead, reaching upward to the skies. A tiefling individual site deep in a covered nook, glaring out over the Iron City of Dis, their infernal visage marred only by the golden spots trailing down the side of their face, a sign of celestial blood. A woman stands on a street corner in the material plane, her flaxen gold drawing many unwanted eyes. But the true secret hides beneath her skirt, a leathery, whip-thin tail that curls around her leg to keep out of sight. 

Beings of the upper and lower planes are hereditary enemies, but somehow children are produced from unions between these beings. 

Occult Protection

As the child of two different very powerful bloodlines, you were born sturdier than most people. This can present itself in a number of ways: sections of skin growing plate-like protrusions that act like armor, being faster and quicker than others, even physical changes to your body that make you harder to injure with traditional weapons. This means that when calculating your Armor Class, you start with a base of 13 and add your Dexterity modifier and other modifiers that are applicable. 

Mind or Tongue

There are significant differences between the upper and lower planes, but the difference that tugs at your mind when you embrace your natural magic is this: do you follow your infernal ancestry and attempt to persuade and deceive your way through life or do you use your celestial heritage to gain insight into the world around you to make the best choices you can with the options you are given. 

Choose between Infernal Charisma or Celestial Wisdom. Whichever ability you choose, you gain proficiency in all skill checks made using that ability. 

Celestial Wisdom

You have chosen to use your Celestial heritage to give you a better chance at seeing the world around you as it truly is, not how it is presented to you. You gain proficiency in all ability checks made using Wisdom as well as Wisdom saving throws. 

Infernal Charisma

You have chosen to use your hereditary talent for persuasion and deception to aid you in your explanations. Choosing this option gives you proficiency in all Charisma based ability checks as well as Charisma saving throws. 

Hell's Fire/Holy Radiance

Beginning at sixth level, another split in the path appears. You make a choice between spells that do radiant damage of your celestial heritage or spells that do the fiery damage of your infernal heritage. When you choose one of these damage types, you can now imbue spells that deal those damages with certain powers. 

  • When you cast a spell that deals you chosen damage type, you add your spellcasting modifier to the overall damage the spell deals. 
  • When a target of the spell has resistance to your chosen damage type, you may expend 1 sorcery point to force one target of the spell to ignore their damage resistances. This ability has no effect on creatures with immunity to your chosen damage type. 
  • When you cast a spell of your chosen damage type, you may spend 2 sorcery points and gain total immunity to your chosen damage type for one hour. You can only use this ability once per long rest. 

At 18th level, you gain total immunity to your chosen damage type. 

Hellfire Burns

You have chosen the flaming damage type of your infernal heritage. When you choose this option, you gain all of the stated abilities with all spells that deal fire damage. 

At 18th level, you automatically gain total immunity to fire damage entirely. 

Radiance Blazes

You have chosen the burning light of your celestial heritage. When you cast a spell that deals radiant damage, you gain all the abilities listed above. 

At 18th level, you gain total immunity to radiant damage. 

Taking Flight

When you reach 14th level, your heritages are pushing at your skin, attempting to change your body physically in ways you may not fully understand. In at least one of these ways, it just may grant you an advantage over your enemies in battle. 

Here, you are faced with yet another set of options that you must choose between. This time, the changes you will see when you choose one side of your heritage over the other will be far more physical and visible to the naked eye than before. These changes will be described under the options themselves. The main physical difference will be the wings. You choose between your celestial and infernal heritage for the basis of their powers. 

Celestial Glide

You have chosen the fast and terrifying speed and strength of your celestial ancestry. When you choose this option at 14th level, you gain a new ability you can use once a day. As an action, you can summon a pair of celestial wings. These are white-feathered in color, soft to the touch, and gently grade into a radiant glowing gold at the very bottom tips. These wings grant you a +2 to your AC, give you a fly speed of 90 feet and last for an hour. At the end of that hour, choose one spent spell slot of 5th level or lower and restore it. Once you use this ability, you cannot use it again until you have completed a long rest. 

In addition to the ability to call upon these wings, you begin to go through a number of significant physical changes. For those with obvious infernal lineage in their appearance, they might start undergoing changes to these characteristics. Tiefling horns might begin to shift, growing into a shape more reminiscent of a halo. A tail might begin to grow soft, fur-like down like that of a Coautl. Those born with more angelic characteristics may find those traits enhanced, such as a more melodic voice, a tendency to accidentally slip into speaking Celestial when not paying attention, or even a soft glow underneath their skin that can only be seen when their surrounding are pitch-black. These physical changes shall be decided by the player as to what makes the most sense for the character. 

Infernal Soar

When you choose this option, you gain the ability to summon a pair of infernal wings. These are leathery to the touch, look similar to bat's wings, and tend to grade from your natural skin color to a dark, half-dried blood-looking red the further out you get from their base. These wings grant you a fly speed of 60 feet, give the ability to take the dodge, disengage, and dash actions as bonus actions while flying, and attacking from above on a creature no more than 20 feet of you grants you advantage on the attack or the target disadvantage on the saving throw. If your attack requires you to make an attack roll and the target to make a saving throw, you can only grant advantage or disadvantage to one of those rolls. These wings last for a number of hours equal to your proficiency modifier or until they are dismissed. Once you use this ability, you cannot use it again until you have completed a long rest. 

In addition to the ability to summon wings, your appearance changes to become more devilish or demonic. Those born with inherently angelic traits will find them changing, morphing. Golden celestial spots will begin to watch their color darken and change to something redder and more blood-like. Natural haloic glows will begin to shift to something more red or purple, maybe even pink if they have incubbi/sucubbi heritage. Meanwhile those with previously existing infernal traits will find them being strengthened, horns becoming more twisted and splitting, branching out like a tree. Skin patches will begin to grow harder and more leathery, becoming more obvious on areas of skin most liable to be injured. Nails will begin to grow sharper and longer, though not enough to be used as weapons. 

Protective Aura

At 18th level, the final choice is presented before you. This time, your ancestry offers you not only a manner of protecting yourself but also inflicting hurt on those that would attempt to hurt you. As an action, you can choose to spend 5 sorcery points to activate this ability. 

Aura of Hellfire

You have chosen the final option your infernal blood will offer you. As an action, you can expend 5 sorcery points and summon an aura of fiery hellscape that lasts for 1 minute. You create a 30 foot radius of flaming fiery land that scorches the very earth you stand on. Anything flammable within this aura that is not being carried or worn catches fire after 1d4 rounds. This aura moves with you and cannot pass through physical obstacles such as walls or floors. The extreme heat of this circle also melts any ice and snow completely in 1d4 rounds. When you activate this ability, you can designate any number of creatures that are unaffected by the effects of the aura, whether or not you can see them. When a creature you have not designated enter the radius for the first time or begins their turn there, they take 4d8 + you Charisma modifier in fire damage.  This damage overcomes any resistances the affected creature may have. Creatures immune to fire damage are unaffected by the circle. An undesignated creature's speed is halved while in the circle. 

Aura of Radiance

At this level, you have elected for the final option that you celestial heritage can grant you. As an action, you can expend 5 sorcery points to summon an aura of protective light. You create a 30 foot radius of bright light that also shines with dim light for 30 more feet that lasts for 1 minute. This aura moves with you as you move and cannot pass through physical obstacles such as walls or floors. This magical light cannot be affected by darkness, magical or otherwise and this aura automatically cancels out any magical darkness it is moved into. When you activate this ability, you can designate any number of creatures that are unaffected by the effects of the aura, whether or not you can see them. When a creature you have not designated enters the radius for the first time or begins their turn there, they take 4d8 + your Charisma modifier in radiant damage. This damage overcomes any resistances the affected creature may have. Creatures immune to radiant damage are unaffected by the circle. An undesignated creature's speed is halved while in the circle. 

Comments

Posts Quoted:
Reply
Clear All Quotes