Fiendish Blade Sorcerer (5e Subclass)
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Your innate magic comes from The Nine Hells and the simultaneously chaotic, and controlled lands Fiends live in. There are many reasons as to which you have infernal heritage, the most common of which is an unholy breeding of a humanoid and a fiend.
As one touched one born of a fiend, people can sense your heritage either through sight, or through their innate sixth sense. People tend to avoid you, and you might avoid them in kind.
As one would expect, most Fiendish Blade sorcerers are born as tieflings. However, given how far reaching the touch of the nine hells are it is possible, albeit rare for a Fiendish Blade sorcerer to appear that isn't a tiefling.
Note: See here for my homebrew of the Sorcerer class which goes with this sorcerous origin.
- Fiendish Blade Bonus Spells
|hex, hellish rebuke
|fear, banishing smite
From 1st level, you have the characteristic common to all infernals. You have darkvision with a range of 60 feet.
You can speak, read, and write Deep Speech and Infernal.
You gain proficiency with longswords, shortswords, rapier's, and warhammer's
Starting at 2nd level, your fiendish ancestry allows you to become unnaturally hard to hit. As an action you may use two sorcery point to activate your guile, additionally you may use three sorcery points to activate it with a bonus action. The guile lasts for 1 minute, it ends early if you are incapacitated, or if you don medium or heavy armor or a shield. You may also dismiss the guile at any time (no action required).
While your Fiendish Guile is active, you gain the following benefits:
You gain a bonus to your AC equal to your charisma modifier (minimum of +1)
You have deal an extra 1d4 fire damage with each melee attack. This damage increases to a 1d6 at 4th, a 1d8 at 8th, and a 1d10 at 16th level
At 6th level, you learn to defy the laws of this realm, and instead make one with a weapon of your choice. Once per long rest you may become contracted with one weapon, your contracted weapon is similar to a bonded weapon and you cannot be disarmed of it. Additionally you may use your charisma modifier in place of attack and damage rolls with this weapon, and you add your charisma modifier to initiative rolls, and dexterity saves while wielding the contracted weapon. Damage with this weapon counts as magical.
By 14th level, your fiendish guile protect's you from harm, you can't be frightened, charmed, and gain resistance to necrotic damage. When you attack while your fiendish guile is active you may spend two sorcery points to have an enemy make a charisma save against your spell save dc or be frightened of you.
Starting at 18th level, your fiendish power is akin to those of the Devil's themselves. When you are in your Fiendish guile and are hit with a melee attack, or see an ally hit with a melee attack while within 30 feet of you, you may use your reaction and two sorcery points to make the enemy creature who attacked to make a wisdom save against your spell save DC, on a fail they are frightened of you and are vulnerable to psychic and fire damage dealt by you.