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# Fiendish sorcerous origins Warlocks from long ago are the predecessors of today's sorcerers. Magic granted by pacts has a tendency to stick around in someone's bloodline. Especially if such magic is granted by more devious extraplanar entities, such as Demons and Devils. Of course, some people get these powers through other means. ### Abyssal Magic You traveled through the Abyss and it changed you. Your family was cursed by a demonic cult. You were born close to a demonic portal. An ancestor made a deal with a demon lord and it altered your bloodline. However it came to be, demonic corruption runs through your veins, empowering you with magical abilities mimicking the corrupting effects demons have on the planes they infect. #### Demonic features The corruption running through your veins physically alters your appearance. At the end of each long rest, roll on the Alterations table below. You gain the effects listed with the alteration you rolled. The effects last until your next long rest, or can be removed as by a *Remove curse* spell or similar magic. ##### alterations | d6 | Alteration | Effect | |:---:|:----:|:-------------:| | 1 | Facial protrusions | +2 to intimidation checks | | 2 | Bony plates | +1 AC | | 3 | Digitigrade legs | +10ft walking speed | | 4 | Extra eye | +2 on perception checks relying on sight | | 5 | Stretched arms | +5ft melee reach | 6 | Black blood | Temporary hitpoints equal to Charisma modifier | Additionally, you can speak, read, and write Abbysal. #### Corrupting spells Starting at 1st level, you have managed a limited control over your demonic powers, and can use them to influence your spells. At the end of a long rest, choose either acid, necrotic or poison damage. Until your next long rest, whenever you cast a spell, you can choose to let the spell deal damage of your chosen type instead of its regular type. This costs a number of Sorcery points equal to half the level of the slot used (rounded up). \columnbreak #### Seeds of corruption You have learned to spread your corruption to others. At 6th level, when you use your action to cast a spell of first level or higher, you can spend a sorcery point as a bonus action to plant a seed of corruption. The target takes an additional d4 damage from all sources. This increases to a d6 from damage of the type chosen with your *Corrupting spells* feat. Whenever the creature takes damage, it can attempt a constitution save equal to your spell save DC save to cleanse itself of the corruption. The seed can also be removed by a *Remove Curse* spell or similar magic When you damage a seeded creature, you can spend another sorcery point to increase the damage by another d6. A creature can be affected by only one seed at a time. You can only have a number of seeds equal to your charisma modifier planted at a time. #### Corrupted shadow At 14th level the demonic corruption has spread to your shadow, animating it to an extent. As a bonus action, you can detach your shadow. For the next minute it gains the following traits: - It has a Hit Point Maximum equal to four times your Charisma modifier. - It has an AC equal to 10+ your Charisma modifier - It has a movement speed equal to yours, including additions from your *Demonic Features* - It is immune to damage from non-magical sources - It is vulnerable to radiant damage. Your Shadow cannot attack or touch things, but you can see and hear through it. You can use your bonus action to move the shadow. As long as it is within 120ft of you, you can teleport to it as a bonus action. When you cast a Spell with a range of touch, your Shadow can deliver the spell as if it had cast the spell. You get one free use of this feature per short rest. Each use after the first costs one additional sorcery point per use. #### Demonic Takeover At 18th level, you can momentarily let your corruption take over your physical form. As an action, you can spend a number of Sorcery points to transform into a demon of a CR equal to the number of points spent (maximum of 5). You retain your mental stats, but acquire the demon's physical stats, along with everything in its stat block. You can no longer use your class features, but features already in effect, such as *seeds of corruption*, remain. You can maintain this form for 1 minute. If you fall to zero hitpoints in this form, you revert back to your normal form, and any excess damage carries over. \pagebreakNum ### Infernal Magic One of your ancestors made a deal with a powerful devil. Some of the resulting magic has made its way through your bloodline and has manifested in you. Whether this was an unforeseen consequence of the deal, or written in the fine writing of the contract is anyone's guess. All that is certain is that you gained powers and a knack for making deals similar to the source of your powers. #### Tools of the Trade At first level you learn how to speak, read, and write Infernal. Additionally, you gain proficiency in either insight or persuasion. If you are already proficient in both, you gain expertise in one. #### The first deal Also at first level, your talent in making others work for you is apparent. You learn the *Find Familiar* spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. This familiar is always an Imp. #### Just sign here At 6th level, you can make deals offering your power for the vitality of others. As per your flexible casting table, you can spend sorcery points to grant a willing creature a spell slot (with a 3rd level slot at the highest). In exchange the other creature gives you a number of its hit dice equal to the spell slot level. If the creature does not know any spells, you grant it a single use of one of your known spells. You can no longer cast this spell until the contract is fulfilled. The duration of this contract is usually 1 day (until the end of the next long rest), unless both parties agree to a different timespan.
You can use an action to use the received Hit Dice to heal yourself. The other Creature can cast the spell, using your spellcasting ability modifier instead of its own. If the contract lasts longer than a day, the other creature cannot regain the traded hit dice until you spend them and it has cast the spell, and you cannot regain the sorcery points until the same requirements are met. You can only make one deal at a time. #### Strike a bargain Starting at 14th level, you can make agreements with actual devils. As an action, you can spend up to 6 Hit dice to summon a devil with a CR equal to the amount of dice spent to serve you for a short time. You can use either your own Hit Dice, or Hit Dice gained through *Just sign here*. The devil follows your commands for 1 minute, or until its Hit points drop to zero. After which it disappears in an inferno of fire and smoke forcing anyone within 5ft of it to make a dex saving throw, dealing 2d8 fire damage on a failed save and half as much on a successful one. You can use your bonus action to command the devil to take the attack, dash, Disengage, Dodge, and Help action. If it has the Multiattack action, it can only take this if you spend an additional sorcery point per use. If you are incapacitated, the Devil acts on its own, preserving itself and keeping you from further harm.
#### Devil's deals At 18th level, you can take traits similar to powerful devils. Even better, you can share this power! For a price... As a Bonus action you can assume aspects of powerful Devils for one minute, gaining the following benefits: - **Magic resistance.** You gain advantage on saving throws against spells and other magical effects. - **Regenerate.** You regain 10 hit points at the start of your turn. If you take radiant damage, this trait doesn't function at the start of your next turn. - **Teleport.** As an action you can magically teleport, along with any equipent you're carrying, up to 60 feet to a space you can see. You can spend a Sorcery point as a bonus action to grant these benefits to a willing creature for 2 rounds. The creature get the traits listed above, but half of all damage you take gets magically transferred to the other creature, who takes this damage in your stead. After you use this feature, you cannot use it again until you finish a short rest. \pagebreakNum ## Changelog In the event of future updates, these will be listed here. ### V1.0 - Created the Abyssal Magic Sorcerous origin. - Created the Infernal Magic Sorcerous origin. ### V1.1 #### abyssal - Added a cost to changing the damage type in *Corrupting Spells*. - *Seeds of corruption* - Changed damage numbers. - Made the CON save DC in equal to the Spell save DC. - Changed wording suggesting a creature could be affected by multiple seeds. - *Corrupted shadow* - Added a Time limit . - added the ability to cast touch-ranged spells through the shadow. #### Infernal - Granting a non-caster a use of your spells through *Just sign here* now prevents you from casting it in the meantime. - Changed the cost from *Strike a bargain* to Hit Dice (was Sorcery Points). ### V1.1.1 - General spelling and grammar fixes #### abyssal - Changed the Sorcery point cost of *Corrupting Spells* to half the slot level. (was equal to the slot level) ## What comes next? These 2 subclasses are my first attempt at homebrewing a subclass. Playtesting is obviously the next step, so if you read this and/or play one of these subclasses, please let me know what you think of them. Are they overtuned? Underpowered? In need of fine-tuning here and there? Let me know! Send my a message at [u/Castle-Fist](https://www.reddit.com/user/Castle-Fist) and let me know what you think! \columnbreak ## Special Thanks - My friend Bambi, who gave me the initial ideas to make these! He also came up with the first draft of *Corrupted Shadow*. - Ataboiiwhynot at Giant In the Playground, who made a demonic sorcerer where I borrowed the idea for *Seeds of Corruption* from, found [here](https://www.giantitp.com/forums/showthread.php?569795-Abyssal-Sorcerer-Demonic-Sorcerer-First-Draft). - The folks who made [the Homebrewery](https://homebrewery.naturalcrit.com/), without whom this document would've been made in microsoft word.