Sorcerer
Base Class: Sorcerer

Sorcerors gain their power from a core connection or gift to some supreme magical resource, some however have a more... malign source. 

Fiends and Abyssal creatures, in one way or another, have given you some form of curse, or boon of their power. In combination with some martial prowess, one would truly be a force to be reckoned with.

Infernal Cunning

Beginning at 1st Level, you learn to speak, read, and write Infernal. You also gain proficiency in Intimidation as well as any single One-Handed Melee Weapon of your choice.

Form of the Fiend

At 1st Level, you have been filled with a fiendish energy from the Nine Hells, and can pull forth from it like a well in time of need.

As a Bonus action on your turn, you can take on the Form of the Fiend, which lasts for one minute. The duration ends early if you don medium or heavy armor, or a shield. You can also dismiss the Form of the Fiend at any time (no action required).

While the Form of the Fiend is active, you gain the following benefits:

  • You gain a bonus to your AC equaling your Charisma modifier (minimum of 1).
  • You have advantage on saves against being charmed or frightened.
  • Your walking speed increases by 10 feet.
  • You have advantage on Strength (Athletics), and Dexterity (Acrobatics) checks.
  • You gain resistance to fire and cold damage. If you already have either of these resistances, you gain immunity for the duration.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Extra Attack

At 6th level, You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Fiendish Arts

At 14th Level, you have drawn upon so much malignant power from Fiends that you have learned how to adapt tricks of theirs to your style. You learn the following Fiendish Arts:

Cthonic Resilience

As a Bonus Action, you can spend 1-3 sorcery points, gaining 1d6 temporary hit points per sorcery points expended.

Infernal Strike

When you make a melee weapon attack or cast a spell, you can surge forth infernal energy and take a sudden strike at a creature within 5 feet, making an additional melee weapon attack against that creature. On a hit, this attack deals an additional 1d10 fire damage. You can use Infernal Strike even if you have already used a Metamagic option during the casting of a spell.

These can only be used while your Form of the Fiend is active.

Aspect of the Fiend

At 18th level, your fiendish magic had become a mastered artform, and you can take true advantage of it’s benefits. While your Form of the Fiend is active, you gain the following benefits:

  • You gain 1d8 Sorcery Points every time you bring a creature to 0 hit points.
  • You gain a flying speed of 60 feet.
  • You gain resistance to nonmagical bludgeoning, piercing, and slashing damage, as well as advantage on saves against spells or magical effects.

Previous Versions

Name Date Modified Views Adds Version Actions
6/23/2021 12:12:04 AM
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