Devil Bloodline (5e Subclass)

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Devil Bloodline[edit]

Sorcerer Subclass

For one reason or another, the evil power of the Nine Hells flows through you. Perhaps you claimed a mighty devil as an ancestor, a fiend-summoning spell went horribly wrong, or you visited the Nine Hells and channeled the misery around you, instead of suffering it. Regardless, you possess evil magics, though they can be used for any purpose. A few devil-descended members of this bloodline are well established on the Material Plane.

Devil Bloodline Sorcerer Quirks

At your option, you can pick or roll on the Devil Bloodline Sorcerer Quirks table to create a quirk for your character.

d6 Quirk
1 You have a small pair of horns coming out of your head. If your race already has horns, they are large and red in color.
2 Your eyes glimmer with yellow hues, and they always look angry, even when you're happy.
3 You always have the faint smell of rot about you.
4 Small, harmless spikes poke out of a single area on your body.
5 You find unnatural delight in the suffering of others.
6 If you have a tail, it has a blunt spike on the end that occasionally drips a yellow droplet.
Devil Ancestor

At 1st level, you can speak, read, and write Infernal. Additionally, whenever you make a Charisma check interacting with devils, your proficiency bonus is doubled if it applies to the check.

Devil's Sight

Your hellish heritage manifests itself in your sight. Starting at 1st level, you have darkvision out to 120 ft. Once you reach 2nd level, you can spend 1 sorcery point to see through magical darkness as if it were mundane for 1 hour.

Hellish Strength

The strength of the Nine Hells empowers your vessel. Starting at 6th level, whenever you make a Strength or Constitution check saving throw, you can spend 1 sorcery point to become proficient in that kind of check or saving throw for 1 minute, and can double your proficiency bonus when making checks or saving throws that use that ability score. Additionally, whenever you cast a spell that deals fire or poison damage, you can add your Charisma modifier to the damage roll.

Devil Wings

Starting at 14th level, you gain the ability to sprout a pair of devil wings from your back, gaining a flying speed equal to 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.

Fiendish Aura

You can unleash the true inner nature of your bloodline. Starting at 18th level, you can spend 6 sorcery points as a bonus action to emit an aura of hellish power. For 1 minute or until you lose your concentration (as if you were concentrating on a spell), you are resistant to all damage except for radiant and force damage, and every hostile creature that begins its turn while within 10 ft. of you must succeed on a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, with disadvantage if you are within its line of sight. On a success, the effect ends, and it is immune to your fiendish aura for the next 24 hours.

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