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## Sorcerous Origin: Hells Bells Sorcery Hellish heritage has awakened in your soul. In your mortal body, the powers of Baator surge and twist looking to manifest their influence. You are no stranger to the laws and orders of this fiendish plane. Calling upon the infernal fire comes to you as easily as breathing. You are the living sign of the Nine Hells’ influence on the Material Plane. It’s unknown why you hold this power. Maybe your ancestor was a servant of the infernal archdukes or had an intimate relationship with a devil. It’s possible you are the result of Asmodeus’s machinations to bring a mortal progeny who will pave way for infernal armies. ### Hellish Magic *1st-level Devil Contract feature* ___ You learn additional spells when you reach certain levels in this class, as shown on the Hellish Magic table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or an illusion spell from the sorcerer, warlock, or wizard spell list. ##### Hellish Magic | Sorcerer Level | Spells | |:---:|:-----------| | 1st | burning hands, disguise self | | 3rd | alter self, enthrall | | 5th | bestow curse, nondetection | | 7th | fabricate, fire shield | | 9th | infernal calling, mislead | ### Twisted Tongue *1st-level Devil Contract feature* ___ You gain insight into the devilish laws of the Lower Planes. You learn to read, speak and write Infernal. In addition, you can use them to confuse your listeners with doublespeak and hidden meanings. Make a Charisma check opposed by a creature’s Wisdom (Insight). On a success, the target is confounded by your legalese and for 10 minutes afterward, you gain advantage on all Charisma checks you make to persuade or influence the target’s decisions. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Bell of the Nine Hells *6th-level Devil Contract feature* ___ Thanks to your intimate connection to Baator, you become a harbinger of hellish influence. As a bonus action, you can conjure an indestructible phantom bell within 30 feet of you which lasts until the start of your next turn. \columnbreak At the end of a long rest, you can attune to any of the Nine Hells. You can only be attuned to one layer at a time. The bell tolls for a layer of Baator to which you are attuned. The effects have a radius of 20 feet and force saving throws against your spell save DC. Each effect lasts until the end of the target’s next turn. You can use this feature a number of times equal to your Charisma modifier before finishing a long rest. ##### Baator Layers Effects The effects are listed in an infernal order. ***Wrath of the First.*** The bell tolls for Avernus and sounds of slaughter and carnage surround it. When a creature of your choice moves into the bell’s radius or starts its turn there, it can either move, use its action, or its bonus action unless it succeeds on a Wisdom saving throw. ***Wealth of Ruin.*** The bell tolls for Dis and distracting sounds of clinking and cackling surround it. When a creature of your choice moves into the bell’s radius or starts its turn there, it rolls a d4 each time it makes a saving throw or attack roll and must subtract the result from the total unless it succeeds on a Wisdom saving throw. ***Slimy End.*** The bell tolls for Minauros and bubbling sounds surround it. When a creature of your choice moves into the bell’s radius or starts its turn there, it becomes restrained unless it succeeds on a Strength saving throw. ***Fiery Fate.*** The bell tolls for Phlegethos and sounds of groaning and crying surround it. When a creature of your choice moves into the bell’s radius or starts its turn there, it loses resistance to fire damage. ***Frosty Desire.*** The bell tolls for Stygia and sounds of howling winds and cracking ice surround it. When a creature of your choice moves into the bell’s radius or starts its turn there, its movement speed is halved and it can make only one attack on its turn unless it succeeds on a Constitution saving throw. ***Love of Pain.*** The bell tolls for Malbolge and sounds of cracking whips and lustful laughter surround it. When a creature of your choice moves into the bell’s radius or starts its turn there, it must use its movement to provoke opportunity attacks from as many creatures as possible unless it succeeds on a Charisma saving throw. ***Treacherous Bug.*** The bell tolls for Maladomini and mischievous laughter surrounds it. When a creature of your choice moves into the bell’s radius or starts its turn there, it must attack the closest creature or lose its turn unless it succeeds on a Wisdom saving throw. ***Impending Doom.*** The bell tolls for Cania and sounds of snow blizzards surround it. When a creature of your choice moves into the bell’s radius or starts its turn there, it suffers from the blinded and deafened conditions unless it succeeds on a Constitution saving throw. ***Brimstone Throne.*** The bell tolls for Nessus and sounds of burning structures and screams of fleeing creatures surround it. When a creature of your choice moves into the bell’s radius or starts its turn there, it gains disadvantages on all attacks unless it succeeds on a Charisma saving throw. \pagebreak ### Devilish Manipulator *14th-level Devil Contract feature* ___ Infernal influences have benefited your personality. Whenever you succeed on a Charisma (Persuasion) check against a humanoid, the target is prone to your suggestions, as if it was under the effect of the suggestion spell for 10 minutes. This effect ends early on the target if you use this feature on another creature, or you or your companions do anything harmful to it. After this effect ends, the target doesn’t realize it was under your influence. Creatures immune to being charmed are also immune to this effect. ### True Hell *14th-level Devil Contract feature* ___ Your connection with Baator grows even stronger. When you summon the Bell of the Nine Hells, you are considered attuned to all the layers of Baator. In addition, you can use sorcery points to extend its duration. The bell lasts a number of rounds equal to the number of sorcery points you use or until you become unconscious. You can use your bonus action to move the bell to an unoccupied space within 30 feet of its current position but no further than 60 feet away from you. When you extend the duration of the Bell of Nine Hells this way, you can choose a different layer effect on each of your turns. Each creature within 10 feet of the bell when it disappears must succeed on an Intelligence saving throw against your sorcerer spell save DC or become teleported to a random layer of Baator. Once this effect activates, you must finish a long rest for it to occur again. \columnbreak ___
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