Sorcerer

by CalvinTheRed

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Sorcerous Origin

At 1st level, a sorcerer gains the Sorcerous Origin feature, which offers you the choice of a subclass. The Devilborn and the Imperial Soul are options available to a sorcerer making that choice.

Devilborn

"That seems like a condition you should probably get checked." - Shuffles

When a devil mates with a humanoid, the result is a creature called a Cambion; a half-devil. However, if the humanoid parent carried magic in their blood as a sorcerer, the child retains most of its humanoid characteristics and becomes a devilborn. While still technically a breed of Cambion, these children rarely manifest their devilish traits before adulthood.

Once their devilish traits manifest, devilborn sorcerers are often mistaken for Tieflings, and are subjected to many of the same hardships faced by that race. As a consequence of this, these sorcerers are very sympathetic to Tieflings and are usually welcomed into their company with open arms.

What type of devil are you descended from? What hardships have you faced as a consequence of your heritage, and how has your heritage informed your views and beliefs?


Art: 'Chris Rallis Fantasy Art' by Chris Rallis on this-is-cool.co.uk

Hellish Heritage

1st-level Devilborn feature


At 1st level, you choose one type of devil as your ancestor. Your choice of devil will determine the benefits you receive from other features.

Devil Damage Type
Bone Devil Poison
Chain Devil Fire
Erinyes Poison
Horned Devil Fire
Ice Devil Cold

You can speak, read, and write Abyssal. Additionally, whenever you make a Charisma check when interacting with fiends, your proficiency bonus is doubled if it applies to the check. Finally, you learn additional spells at certain levels.

Sorcerer Level Spells
5th Magic Circle, Summon Lesser Demons
7th Summon Greater Demon
9th Infernal Calling, Planar Binding
11th Planar Ally (fiend only), Summon Fiend

These spells count as sorcerer spells for you, and don't count against the number of spells you know. Whenever one of these spells requires the blood of a dead humanoid, you can use your own blood instead.

Infernal Resistance

1st-level Devilborn feature


At 1st level, your body undergoes minor augmentations to reflect the nature of your devil ancestor. You might grow a pair of horns if you descend from a Horned Devil, or develop bony ridges along your arms and back if you descend from a Bone Devil. These changes grant you resistance against the damage type associated with your Hellish Heritage.

Additionally, choose one of the following damage types: bludgeoning, piercing, or slashing. You gain resistance to that damage type while you are not wearing armor, unless it is dealt by a magical or silvered weapon. You can choose a different damage type when you finish a long rest.

Fiendish Manifestation

6th-level Devilborn feature


When you reach 6th level in this class, you can take on a fiendish manifestation according to your Hellish Heritage.

Manifest Stinger (Bone Devil). As a bonus action, you can spend 1 sorcery point to manifest a venomous, bony stinger. Make a melee spell attack against a creature you can see within 10 feet of you. On a hit, you deal 1d6 plus your Charisma modifier piercing damage plus 1d6 poison damage, and the target must make a Constitution saving throw against your spell save DC or be poisoned for 1 minute. The target may repeat its saving throw at the end of each of its turns, ending the condition on a success.

The poison damage dealt by this attack increases by 1d6 when you reach 11th level (2d6) and 17th level (3d6).

Manifest Chains (Chain Devil). As a bonus action, you can spend 1 sorcery point to manifest an animated chain. Make a melee spell attack against a creature you can see within 10 feet of you. On a hit, you deal 1d6 plus your Charisma modifier slashing damage and the target is restrained for 1 minute. A restrained creature can attempt to escape using its action by making a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. A restrained creature takes 1d6 slashing damage at the start of each of its turns.

The slashing damage a creature takes at the start of its turn increases by 1d6 at 11th level (2d6) and 17th level (3d6).

Manifest Wings (Erinyes). As a bonus action, you can spend 2 sorcery points to manifest a pair of great red-feathered wings for 1 minute. During this time, you have a flying speed equal to your movement speed. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

You can use your wings to block incoming attacks. When you are hit by an attack while your wings are manifested, you can use your reaction to add a bonus to your AC against the triggering attack equal to your proficiency bonus.

Manifest Tail (Horned Devil). As a bonus action, you can spend 1 sorcery point to manifest an infernal tail. Make a melee spell attack against a creature you can see within 10 feet of you. On a hit, you deal 1d6 plus your Charisma modifier piercing damage, and the target must make a Constitution saving throw against your spell save DC or suffer an infernal wound.

A wounded creature loses 1d6 hit points at the start of each of its turns. Any creature can take an action to staunch the wound with a successful Wisdom (Medicine) check made against your spell save DC. Infernal wounds also close after 1 minute or if the target receives magical healing.

The hit points lost at the start of a wounded creature's turn increase by 1d6 when you reach 11th level (2d6) and 17th level (3d6).

Manifest Ice (Ice Devil). As an action, you can spend 3 sorcery points to manifest a 20-foot diameter sphere of ice centered on a point you can see within 30 feet of you. The sphere is hollow. Creatures caught on the inside of the sphere must make a Dexterity saving throw against your spell save DC or be trapped inside. A creature which passes its save is pushed out of the sphere by the shortest route available.

The sphere blocks line of sight and lasts for 1 minute. The sphere can be damaged and breached; each 10-foot section has AC 5, hit points equal to twice your sorcerer level, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. When a creature enters the sphere for the first time on a turn or starts its turn there, it must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 2d10 cold damage, or half as much damage on a successful save.

The cold damage caused by this feature increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10).

Magic Resistance

14th-level Devilborn feature


At 14th level, your devilish blood wards you against malevolent magic. You have advantage on saving throws against spells and other magical effects.

Possession

18th-level Devilborn feature


At 18th level, you can use your fiendish powers to attempt to possess another creature. As an action, you can spend 5 sorcery points to choose one humanoid you can see within 5 feet of you. That creature must succeed on a Charisma saving throw against your spell save DC. On a success, the possession fails, and you can't attempt to possess the creature again for a year. On a fail, both you and the target become incapacitated and lose control of your own bodies. You now control the target's body, but you don't deprive it of awareness. You can't be targeted by any attack, spell, or other effect, and you retain your alignment, proficiencies, Intelligence, Wisdom, and Charisma. You otherwise use the possessed target's statistics, but don't gain access to the target's knowledge, features, or proficiencies.

Your body enters a state of suspended animation during the possession. During this time, your body does not need to eat, drink, or breathe, it has resistance to all damage and immunity to psychic damage, and you can't perceive anything through its senses.

The possession lasts until the target's body drops to 0 hit points, you end the possession as a bonus action, you wander more than 1 mile from your body, or you are forced out by an effect like the Dispel Evil and Good spell. When the possession ends, your consciousness returns to your body. If your body dies, the possession ends and you die.

At the end of each long rest, the target creature can make a new Charisma saving throw to attempt to force you out. On a success, the possession ends, and you can't attempt to possess the creature again for a year.


Art: image of a chain devil by Mark Behm and Eric Belisle in Waterdeep: Dragon Heist

Art: 'Wizard of the East' by artspell on deviantart.com

Elected Soul

"Being able to draw a crowd doesn't make you special. I can do that too, just watch..." - Shuffles

While all royalty is, in a sense, born to lead, Elected Soul sorcerers take this phrase to another level. The magic bestowed upon these individuals is an embodiment of the will of a culture, kingdom, or other people group. This form of magic is rare, and typically manifests during times of great patriotism or of great civil unrest. Because their magic is born from the wills of countless other people, these sorcerers have an uncanny ability to attract others to their cause, whatever that might be, and are either viewed as a great asset or a great threat by the ruling class.

There are competing philosophies regarding the nature of an Elected Soul's magic. Some believe that the magic is always present, but is usually awaiting the birth of the perfect host before it manifests. Others suspect that the magic only appears during auspicious moments in history, and that it manifests in a random host who is then compelled to act out the will of the people, regardless of their natural inclination. However, due to the rarity of Elected Souls, the issue has not been robustly researched, and the true nature of their magic remains a mystery.

Voice of the People

1st-level Elected Soul feature


Starting at 1st level, your words have an uncanny power to draw others to your side. You learn the Charm Person spell. This spell doesn't count against the number of spells you know. Creatures you target with this spell do not know that you charmed them when the spell ends.

Collective Cunning

1st-level Elected Soul feature


Also at 1st level, your magic grants you the cunning of countless others. You gain proficiency in two skills of your choice. You double your proficiency bonus for any ability check you make with these skills. You must not already be benefiting from another feature, such as Expertise, that doubles your proficiency bonus with these skills.

Auspicious Mien

6th-level Elected Soul feature


At 6th level, it becomes clear that you were born to lead. You can add half your proficiency bonus, rounded down, to any ability check you make using Charisma that doesn't already include your proficiency bonus.

Furthermore, when you make an ability check using Charisma, you can spend 1 sorcery point to reroll the d20. You can choose to spend the sorcery point after you roll the die, but before the outcome is determined. If you do so, you must use the new roll, even if it is lower.

Aura of Eminence

14th-level Elected Soul feature


When you reach 14th level, the renown of the people you represent causes others to hesitate when they attack you. When a creature within 30 feet of you hits you with a weapon attack and deals damage, that damage is reduced by an amount equal to your Charisma modifier (to a minimum of 1 damage). Creatures with an Intelligence of 4 or lower or which are immune to being charmed are not affected by this feature.

Paramount Personage

18th-level Elected Soul feature


Starting at 18th level, you can channel the authority of those you represent to force others to heed your presence. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of importance to a distance of 60 feet. For 1 minute or until you lose your concentration (as if concentrating on a spell), each creature of your choice that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed by you until the aura ends. A creature charmed by this feature has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks made to perceive anything other than you, and cannot willingly move away from you. A creature that succeeds on its saving throw is immune to this feature for 24 hours.

 

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