Infernal Birth (5e Subclass)

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Infernal Scion[edit]

Sorcerer Subclass

A Sorcerer, with blood of a devil flowing through you.

Descendant of Hell

At 1st Level,you learn how to speak, read, and write Infernal. Additionally, whenever you make a Charisma check when interacting with Devils, your Proficiency Bonus is doubled if it applies to the check.

Fiery Adept

Starting from when you choose this subclass at 1st level, spells you cast ignore resistance to fire damage, and whenever you roll damage for a spell that deals fire damage, treat any 1 on a damage die as a 2.

Secrets of Fire

Starting at 6th level, when you cast a spell that deals fire damage if you spent a 1st, 2nd or 3rd level spell slot you deal an additional 1d6 fire damage, if you spent a 4th or 5th level spell slot you deal an additional 1d8 fire damage, if you spent a 6th or 7th level spell slot you deal an additional 1d10 fire damage, if you spent a 8th or 9th level spell slot you deal an additional 1d12 fire damage.

Body of the devil

At 14th level, you grow two minor attributes of a devil. Choose two of the following options.

Devil's Sight. You can see through normal and magical darkness up to a range of 120 feet.
Claw. Your hands turn into claws that you can use to make unarmed strikes, causing 1d6 slashing damage. You can use your Charisma, rather than your Strength for your attacks and damage rolls with the claw.
You can use your bonus action on your turn to attack with a claw.
Hellish Visage. You have a strong will in battle. While you can see an enemy, you may instill a sensation of dread in them, causing them to see you as a towering and twisted demonic horror. it must make a wisdom check contested by your charisma check or become frightened of you until you can no longer see them.
Sting. You grow a stinger somewhere on your body. You can make an attack with your stinger as a bonus action each turn. You are proficient with your stinger, it has a range of 5 feet, and can attack only one target. A target must succeed on a Constitution saving throw of DC equal to your spell save DC, if a target fails it takes 3d4 poison damage.
Hellish Rejuvenation. When you are reduced to 0 or less hit points and not killed you return to life at the start of your next turn with 1d12 hit points. Once you benefit from this feature, you can't do it again until you finish a long rest.
Imp Wings. You gain the ability to sprout a pair of small Imp Wings from your back, gaining a flying speed equal to half your current speed. You can create these wings as a Bonus Action on Your Turn. They last until you dismiss them as a Bonus Action on Your Turn.
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.
Devil's Song

Beginning at 18th level, you can channel the dread presence of your Devil Ancestor, causing those around you to become controlled by you. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of command to a distance of 60 feet. For 1 minute or until you lose your Concentration (as if you were casting a Concentration spell), each Hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or you can speak a one-word command directed at that creature that you can see. The target follows the command on its next turn. The spell has no effect if the target is Undead, if it doesn't understand your language, or if your command is directly harmful to it.

The DM determines how the target behaves. If the target can't follow your command, the effect ends.
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