Infernal Birth (5e Subclass)
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Infernal Birth
Sorcerer Subclass
A Sorcerer, with blood of a devil flowing through you. Learn to control your powers and fire can become your best friend and most useful tool. Draw on the powers of your ancestors to control the fire within 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.
Devils sight
If you have darkvision, you can see in magical darkness the same distance you can see in normal darkness.
Claw
Your hands turn into claws. You can make an attack with your claws as a bonus action each turn. You are proficient with your claws, they deal 1d6 slashing damage, have a range of 5ft. and can attack only one target.
Stead fast
You have a strong will in battle, you cant be frightened while you can see an allied creature within 20 feet of you.
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 5ft. 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.
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 armour unless the armour is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Devils 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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