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# Sorcerer Origin: Infernal Sorcery The power of the Hells is never freely given, but can sometimes manifest in the bloodlines of those who have trucked with devils and their ilk, and is most commonly found in tieflings. These sorcerers are rightly feared by the commonfolk, displaying an unnatural mastery over both devils and their magic, as well as the ability to seemingly resist death itself. Manifestation of this sorcery often results in slight cosmetic changes, such as oddly coloured skin, red eyes, or small additional horns. ### Bonus Language *1st-Level Infernal Sorcery Feature* You learn to speak, read, and write Infernal. ### Blood of the Fallen *1st-Level Infernal Sorcery Feature* The power of the Nine Hells empowers you with additional spells, which you learn at certain levels as indicated in the table below. These spells count as sorcerer spells for you, without counting against the number of sorcerer spells you know. | Sorcerer Level | Spell | |:---:|:-----------:| | 1st | *Hellish Rebuke* | | 3rd | *Flame Blade* | | 5th | *Summon Undead* | | 7th | *Fire Shield* | | 9th | *Infernal Calling* | ### Ninth Law *1st-Level Infernal Sorcery Feature* You gain the service of a lesser devil, compelled by the order of the Nine Hells to do your bidding. You may cast the *find familiar* spell once without expending a spell slot or material components, and you regain the ability to cast the spell in this way each dawn. When you cast the spell in this way, the familiar’s creature type is always Fiend, and it may take the form of an **imp** in addition to the normal forms of the spell. \columnbreak ### Infernal Bargain *6th-Level Infernal Sorcery Feature* You can barter with Death themselves to remain on this side of the veil. When you would roll a death saving throw, you may instead choose to return to consciousness on 1 hit point, and a number of temporary hit points equal to your sorcerer level. You may then take your turn as normal. Each time you use this feature until your next long rest, whenever you would begin making death saving throws, you start with one additional failure. If you would begin making death saving throws with 3 automatic failures, you die. ### Wings of the Fallen Seraph *14th-Level Infernal Sorcery Feature* You gain the ability to manifest a pair of batlike wings that burst from your back as a bonus action on your turn. The wings last for 1 hour, or until you dismiss them as a bonus action on your turn. You may manifest your wings once, and you regain the ability to manifest them when you complete a short or long rest. When you manifest the wings, choose one of the options below: * **Soaring Wings.** You have a flying speed of 60 feet, and you may take the Dash and Disengage actions as bonus actions on each of your turns while the wings remain. * **Warding Wings.** You have a flying speed of 30 feet while the wings remain. Your wings grant you a +2 bonus to your armour class, and resistance to cold, fire, and lightning damage. ### Master of Nine *18th-Level Infernal Sorcery Feature* Your infernal powers grant you mastery over some of the more useful members of devilkind. As an action, you may spend 6 sorcery points to transform your familiar into a devil of challenge rating 6 or lower; this transformation lasts for 1 hour, or until it is reduced to 0 hit points, whereupon it reverts to its original form’s statistics. The devil acts on your initiative, taking its turn immediately after yours, and it will obey your verbal commands (no action required be you). Additionally, you have advantage on Charisma checks you make against devils.
Design by Lexi Abbey | Made with GM Binder