Base Class: Sorcerer
Your Sorcerer can have one of the following or more traits
1: your blood literally boils when you are upset
2: Holy symbols tend to blind you and sting when you touch him but don't directly hurt you.
3: You have small horns hidden beneath your hair if any.
4: Your eyes glow in the dark
5: Your nails and teeth are sharp and pointy.
6: You sometimes smell like sulfur
Eyes of the devil
You gain Devil's sight and can see up to 120 feet
Silver tongue devil
You have a way with words to influence those around you. You learn Infernal
You learn the improved cantrip "Friends" creatures do not become hostile when you cast this cantrip toward them. They are aware of the spell but your charm and pretty face prevent them from getting upset with you. This cantrip does not count against the number of cantrips you can know.
When you reach 3rd level in this class you learn the "Suggestion" spell, it does not count against the number of sorcerers spells you can know. You can cast it by spending 2 sorcery points or by exspending a spell slot
Summon Imp minion
At 6th level, you gain the ability to call forth a lesser Imp to harass your foes. As a bonus action, you can spend 3 sorcery points to summon an Imp to target one creature you can see within 120 feet of you. Use the Imp stat block in the monster manual, in addition, it gets the following benefits:
- It appears with a number of temporary hit points equal to two times your sorcerer level.
- It must follow your commands and cannot disobey an order giving by you.
- At the start of its turn, the imp automatically knows its target’s location. If the target was hidden, it is no longer hidden from the Imp.
- It can hide as a bonus action and gets a plus to its stealth equal to your Cha modifier.
The Imp appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the Imp. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The imp can make opportunity attacks, but only against its target. Additionally, when the target drops to 0 hit points, you can command it to go after a new target that you see within 120 feet. The imp disappears if it is reduced to 0 hit points or after 10 minutes. You can also dismiss it as a bonus action.
Out of combat, you can have the imp perform tasks like a little servent, this can range from simply washing the dishes to retrieving an object for you. The object in question you would have to know where it is. if you do not know where the noble hid the key to the vault than neither would your imp.
Possession
At 14th level, your powers have grown to the point you can do what others can only dream. Possessing others and make them do as you wish. You can physically jump into another person and control their actions.
Burn 5 sorcerer points to Possess a target living creature. You automatically fail to possess the target creature if they are diseased, mortally wounded, or undead, if the creature cast protection from good and evil you can not target them but can target a new creature within 30ft of the previous target. The targeted creature must make a Con and Wis saving throw equal to your spell DC. If they fail both, they are considered unconscious and you have full control. If they pass on not the other, you enter their body and fight for control at this point you can use deception or persuasion to convince them to let you have control, they make a Wis save after your remark. Out of three attempts if the creature fails two wis saves you have full control if they pass two you are forced out randomly in an unoccupied space prone. If they pass both saves they are alerted to your presence will inspect the area if you were counseling yourself, though they do not know your name or face.
When you possess a creature your Int, Wis, and Chr remain the same however your Str, Dex, and Con change according to the passed creature for as long as the possession lasts. Skill proficiency skills and hit points change to fit the controlled creature.
You can relinquish your possession as a bonus action and teleport to an unoccupied space up to 30ft, the creature if not wounded during your possession will snap back to and will go about its business prior to the possession as if it never happened, may question their whereabout if in a drastically new location. If they fought for control the creature will be paranoid and question what they did while possed. If the creature took damage while possessed, when you leave the body they fall limp unconscious and you need a minute to catch your breath. If your possessed creature drops to 0 hit points, you are forced out and must make a con save or fall prone for a turn.
Infernal form
Beginning at 18th level, you can transform into a powerful demon, causing those around you to become charmed or frightened. As an action, you can spend 5 sorcery points to draw on this transformation and impose charm or fear (your choice) to a distance of 60 feet, this affect only happens when you transform. Creatures are no longer charmed or frightened when you have 0 hit points or change back as a bonus action. While transformed you gain the following benefits:
- You resist non-magical bludgeoning, piercing, and slashing
- You are immune to poison and fire damage, but you are vulnerable to radiant
- You gain temporary hit points equal to three times your sorcerer level
- You have wings and gain a fly speed of 60 ft
- Creatures have a disadvantage on saving throws from spells that you cast
- You can use the multi-attack action with each hit equal to 2d8 + your Chr modifier
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