Sorcerer Origin:
Devil Heart
Your magic comes from the very residents of hell itself. Devils. Embodiments of evil that seek to enslave and corrupt humanity through deals and bargains.
You could have inherited this power from an ancestor who consorted with devils, stumbled upon a portal to hell, or have been touched by a fiend at birth. Regardless, your magic is vile and controlling. Through the brand or the chain, it seeks to control and subjugate all who resist your will.
Devil's Touch
At 1st level, the power of the Nine Hells has twisted your tongue and heightened your mind. You have proficiency in either the persuasion or deception skill, your choice. Additionally you have advantage on Charisma (persuasion) or Wisdom (insight) checks pertaining to deals and agreements.
Flames Of Avernus
At 6th level, your flames burn with the wrath of the Nine Hells. Whenever you deal fire damage with a spell, you can treat immunity as resistance and resistance as normal damage.
Chains Of Phlegethos
Beginning at 6th level, your magic seeks to subjugate and bind those who dare to walk freely. Whenever a creature takes damage from, or fails a save against a spell you cast of 1st level or higher, you can expend 2 sorcery points to force the target to make a Charisma saving throw against your Sorcerer spell save DC. On a failed save, hellish chains reach out and bind them. The target is restrained. It can remake the Charisma saving throw at the start of its turns, ending its subjugation on a success.
Additionally, you can spend an additional sorcery point to wreath any of your chains in hellish fire. Any creatures of your choice who are bound in your chains take fire damage equal to your Charisma modifier.
Devliish Charms
Beginning at 14th level, your charm has grown and your skill in deceit has followed suit. Your proficiency bonus is doubled for Charisma (persuasion) and Charisma (deception) checks.
Pact Primeval
Beginning at 18th level, you've learned to craft the signature tool of all devils; the contract. As an action you can conjure an elegant contract and a single red pen to write on it. You have full control of the terms on the contract, and can control both the pen and the contract with your will.





If a creature signs the contract, you and that creature are both bound to its terms. Anyone that breaks the agreement takes fire damage equal to three times your Sorcerer level. All involved parties inherently know information regarding all other involved parties, including if they are alive and if they have broken the contract. If a party breaks the agreement, the contract does not end for them or anyone else. Each party must still fulfill their end of the bargain or suffer the consequences. If you die, the contract is null and void.
You can create a contract in this way once per long rest. There is no limit on the number of active contracts you can have at once. If a creature is enchanted, forced, or otherwise made to sign the contract not of their own free will then their half of the agreement, but not your own, is invalid. The same happens if they agree to do something they cannot hope to do, such as lift a mountain or persuade an entire army to stop fighting. As an action, you can end the contract for all involved parties. When you do, you take damage as if you broke the contract and cannot form another contract for one week.
See the next page for GM advice on this feature
Credit to /u/flamableconcrete for the stains.
On Pact Primeval
Pact Primeval is a powerful feature. At first glance, it just seems like a contract. One with consequences if it's broken sure, but a contract nonetheless. However the power of this feature comes when it's used on individuals who can't afford to break the pact. A soldier on the front lines, a lowly monster or his tribe, etc etc. These individuals can't afford to break the pact, as taking so much damage would spell their end. Thus the pact is final to them. They must obey it, or find a way to force you to end it, whether that be killing you or finding a way to make you regret the deal.
Now about the requirements for the pact. The first one is the emphasis on free will. A devil cannot force someone to sign a contract with force or magic. It must be a choice they make knowing the consequences. Holding a goblin at sword point and telling them to sign the pact is not a choice. Likewise telling a lowly knight to end a war may be impossible, however the same contract may even be trivial for a king or a noble.
Regardless, here are some outlines to serve as a reminder and a guideline for DMs who are wary about this feature:
- If the only choices are signing or being killed, it is not free will.
- If they must be forced to sign through magic or physically manipulating their hand, it is not free will.
- At the end of the day, if something will end the campaign or you are wary about allowing it, then don't! Be upfront with your players. Don't let them enslave that adult red dragon. Look them in the eye and say "Look, there is no way in the nine hells i will allow you to raise an army of hill giants. It's just not happening." You're the DM! If something makes it hard for you to run the campaign for your players, then it might need to not be in the campaign. Some players and DMs may love this sort of thing though. It's for these people that I made this feature. So do what you're comfortable with. No more, no less.