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Demonic Sorcerer

T
hese sorcerers are reliant upon their natural Spells Known of 1st level and higher
ability to interact with demons and the planes You know two 1st-level Spells of your choice from the
in which they dwell. They can have attained sorcerer spell list.
this ability by being cursed as a child, been You learn an additional sorcerer spell of your choice at
sent to hell by another mage and returning, or each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each
by having demonic heritage. They are so in of these Spells must be of a level for which you have Spell
touch with demonic powers, their offspring Slots. For instance, when you reach 3rd level in this class,
will be Tieflings, having been touched by this same power. you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
Hit Points choose one of the sorcerer Spells you know and replace it
Hit Dice: 1d6+1 per sorcerer level with another spell from the sorcerer spell list, which also
Hit Points at first level: 7 + your constitution modifier must be of a level for which you have Spell Slots.
Hit Points at higher levels: 1d6 (or 5) + your consitution
modifier + 1 Spellcasting ability
Charisma is your spellcasting ability for your sorcerer Spells,
Starting Proficiencies since the power of your magic relies on your ability to project
your will into the world. You use your Charisma whenever a
You are proficient with the following items, in addition to any spell refers to your spellcasting ability. In addition, you use
proficiencies provided by your background your Charisma modifier when Setting the saving throw DC
Armor: none for a sorcerer spell you cast and when Making an Attack roll
Weapons: daggers, darts, slings, quarterstaffs, light with one.
crossbows Spell save DC = 8 + your proficiency bonus + your
Tools: none Charisma modifier Spell Attack modifier = your proficiency
Skills: Choose two from Arcana, Deception, Intimidation, bonus + your Charisma modifier
Insight, Persuasion, and Religion
Spellcasting Focus
Starting Equipment You can use an arcane focus as a spellcasting focus for your
You start with the following items, plus anything provided by sorcerer Spells
your background
(a) a Light Crossbow and 20 bolts, or (b) any simple Sorcerous Origin
weapon Demonic Touch
(a) a Component pouch or (b) an arcane focus Having been touched by the powers of Baaltor, your innate
(a) a Dungeoneer's pack or (b) an Explorer's pack magical power comes from this Demonic Touch.
2 daggers This grants you abilities at at 1th, 6th, 14th, and 18th level,
depending on which aspects of sorcerery you decide to
Class Features specialize in.
Spellcasting Font of Magic
Your intimacy with demonic forces has left a strong mark on At 2nd level, you tap into a deep wellspring of magic within
you, infusing you with Arane Magic. This wealth of magic yourself. This wellspring is represented by sorcery points,
fuels your spells. See the last page for the Demonic which allow you to create a variety of magical effects.
Sorcerer's spell list
Sorcery Points
Cantrips You have 2 sorcery points, and you gain one additional point
At first level, you know four Cantrips of your choice from the every time you level up, to a maximum of 20 at level 20. You
sorcerer spell list. You learn an additional sorcerer cantrip of can never have more sorcery points than shown on the table
your choice at 4th level and another at 10th level. for your level. You regain all spent sorcery points when you
finish a Long Rest.
Spell Slots
The Sorcerer table shows how many Spell Slots you have to
cast your Spells of 1st level and higher. To cast one of these
sorcerer Spells, you must expend a slot of the spell's level or
higher. You regain all expended Spell Slots when you finish a
Long Rest.
For example, if you know the 1st-level spell Burning Hands
and have a 1st-level and a 2nd-level spell slot available, you
can cast Burning Hands using either slot.

PART 1 | Starting Out 1


Flexible Casting Extended Spell
You can use your sorcery points to gain additional Spell When you Cast a Spell that has a Duration of 1 minute or
Slots, or sacrifice Spell Slots to gain additional sorcery longer, you can spend 1 sorcery point to double its Duration,
points. You learn other ways to use your sorcery points as you to a maximum Duration of 24 hours.
reach higher levels.
Heightened Spell
Creating Spell Slots. When you Cast a Spell that forces a creature to make a
You can transform unexpended sorcery points into one spell saving throw to resist its effects, you can spend 3 sorcery
slot as a Bonus Action on Your Turn. The created Spell Slots points to give one target of the spell disadvantage on its first
Vanish at the end of a Long Rest. The Creating Spell Slots saving throw made against the spell.
table shows the cost of creating a spell slot of a given level.
You can create Spell Slots no higher in level than 5th. Quickened Spell
When you Cast a Spell that has a Casting Time of 1 action,
Spell Slot Sorcery Point
Level Cost
you can spend 2 sorcery points to change the Casting Time to
1 Bonus Action for this casting.
1st 2
2nd 3 Subtle Spell
When you Cast a Spell, you can spend 1 sorcery point to cast
3rd 5 it without any somatic or verbal Components.
4th 6
5th 7 Twinned Spell
When you Cast a Spell that Targets only one creature and
Converting a Spell Slot to Sorcery doesn’t have a range of self, you can spend a number of
Points. sorcery points equal to the spell’s level to target a second
As a Bonus Action on Your Turn, you can expend one spell creature in range with the same spell (1 sorcery point if the
slot and gain a number of sorcery points equal to the slot's spell is a cantrip).
level. To be eligible, a spell must be incapable of targeting more
than one creature at the spell’s current level. For example,
Magic Missile and Scorching Ray aren’t eligible, but Ray of
Metamagic Frost is. # 3# Ability Score Improvement
At 3rd level, you gain the ability to twist your Spells to suit When you reach 4th level, and again at 8th, 12th, 16th, and
your needs. You gain two of the following Metamagic options 19th level, you can increase one ability score of your choice
of your choice. You gain another one at 10th and 17th level. by 2, or you can increase two Ability Scores of your choice by
You can use only one Metamagic option on a spell when 1. As normal, you can’t increase an ability score above 20
you cast it, unless otherwise noted. using this feature.
Careful Spell Sorcerous Restoration
When you Cast a Spell that forces other creatures to make a At 20th level, you regain 4 expended sorcery points whenever
saving throw, you can protect some of those creatures from you finish a Short Rest.
the spell’s full force. To do so, you spend 1 sorcery point and
choose a number of those creatures up to your Charisma
modifier (minimum of one creature). A chosen creature
automatically succeeds on its saving throw against the spell.
Distant Spell
When you Cast a Spell that has a range of 5 feet or greater,
you can spend 1 sorcery point to double the range of the
spell.
When you Cast a Spell that has a range of touch, you can
spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery
point to reroll a number of the damage dice up to your
Charisma modifier (minimum of one). You must use the new
rolls.
You can use Empowered Spell even if you have already
used a different Metamagic option during the casting of the
spell.

PART 2 | Magic
2
At the 14th level, your knowledge of the hellscape is so great
Paths of Power he may now walk on the 1st and 2nd planes of hell and suffer
There are two paths that a Demonic Sorcerer can take. They no ill consequences, nor be challenged by weaker demons on
are the Demon Fire and Demon Leader paths. These paths his path. You may even engage in commerce with the demons
are more than just what you study, they influence your ideals, you encounter here.
and how you act. A Demonic Leader might be much better You know the precise locations of portals back to your
with getting people to do what he wants, and prefer a plane, and where they will take you due to extensive studying
diplomatic approach. A Demon Fire sorcerer may instead of Baator's geography.
charge headlong into battle, or prefer intimidation.
Speak of the Devil
Flame aptitude at the 18th level, you have become a master at interacting
Due to your powers coming from hell, you know the cantrip with beings from the 9 pits. So great is your skill with
Control Flame from level 1, it does not count against your manipulation, you can now enter a contract with a Duke of
cantrips known Hell. However, unlike normal mortals that dare try such
You also have advantage on saving throws to protect things, the Duke will not try to cheat or harm you through
yourself from fire this contract, unless you have greatly slighted him.
The result of this contract is the ability to summon a Pit
Demon Leader Fiend that dwells in his domain to serve you. This Pit Fiend
too is respectful towards you, and serves you willingly.
A Demon Leader is one who is daring enough to try and bend However, the strain of holding him in the mortal realm is
the beings of Baator to his will. He is very good at incredible, requiring you release him back from whence he
manipulation, and excellent at diplomacy. Demon leaders rely came after 15 minutes.
heavily on their charisma, not only for casting spells, but also
to influence demons or other humanoids alike. Being a
Demon Leader grants you the Persuasion skill, or another
skill of your choice if you have it already.
Infernal Inflection
You have studied Infernal rhetoric and grammar, and as such
are exceptionally eloquent with your words. When speaking
to a creature in Infernal, you gain advantage on Charisma
checks. You now speak the words to cast spells in Infernal,
and gain advantage on your spells when casting on a creature
that knows the language.
Demonic Minion
At the first level, you may summon a Dretch, Vroc, Quasit, or
a baby Nalfeshnee and enslave it as a familiar. This bond is
not the happy bond that normal familiars hold with their
master. Instead, you are forcing it into your service. You must
defeat the demon in 1 on 1 combat before it becomes your
eternal minion. This is a weaker form of the normal enemies.
Once enslaved, you can command the demon to learn all it
can about a specific skill (or a small group of closely related
skills). From that point on, you gain advantage on those skill
checks if your familiar is within 20 feet of you.
Your familiar can be sent back to Baator, or brought back
into the real world as a bonus action at the end of your turn.
It can depart and enter Baator once a day. If instructed, you
may have it look for items in Baator, but whether or not it
finds something is pure luck.
Protected Portal
At the 6th level, you may now travel to the topmost level of
Baator—Avernus—with your familiar as an action Once a
day. You must take a long rest before you can do so again. You
are not free to travel, as your portal opens into a small cave
where your familiar dwells. This cave is protected, and you
will not be attacked by enemies whilst inside. However, you
can not take a long rest in this cave, only a short rest. You can
store items here, or do whatever you wish. You cannot bring
other people into this place.
Hell Strider
PART 3 | Paths of Power
3
Flame Caster Hellfire
At the 14th level, your study of the fires from Baator has
Fire Resistant nearly concluded. However, there is no flame you can possibly
At the first level, you are begining to understand how to make that is as potent as that in Phlegethos. In order to tap
protect yourself from burns, due to your experience burning into this power, you have learned how to conjure a portal
yourself while casting spells. Reduce any fire damage by 50% directly to Phlegethos, using a 6th level spell slot. This portal
can be up to 5 feet in diameter, and must be placed on the
Demonblade ground, cieling, or wall, and lays parallel to whatever surface
At the first level, you've become familiar enough with fire to it lays on.
form a blade from it. As a bonus action, you may create a Through this portal comes a roaring tower of flame, 15 feet
sword of pure fire. This sword deals 1d10 fire damage and tall and visible for up to 3 miles. Any wood touched by it
1d6 physical damage. You use your Charisma modifier when instantly turns to ash. Any metal aside from Adamantine and
rolling to use this weapon, rather than Strength. Mithral will melt in one turn. Any stone touched by it melts in
two turns. You cannot place this in a way that it will
Fiery Control immediately harm an enemy. Should a poor soul be pushed
At the 6th level, you begin to learn more about fire from your through the flame, they immediately take 6d10 fire damage,
familiar. You can now cast Control Flame as a bonus action and take 1d6 damage each turn until they succeed in a
once a turn. Control Flame's range is now extended to 40 dexterity saving roll.
feet, and you can control medium fires as well as you can
small fires. Supernova
You may also set small flammable objects within 10 feet of At the 18th level, you have an extraodinary amount of fire
you alight. essence stored within your being. Once a day, you may
Should you be attacked with a small projectile, you may release all of this energy in one massive explosion 40 feet in
attempt to destroy it via incineration as a reaction. You may radius. All creatures must roll a Wisdom saving throw. If they
also attempt to extinguish fire spells aimed at you. Roll d20 fail that, they take 12d6 fire damage. If they succeed, they
and add charisma modifier. This table determines the take half that damage. Due to this releasing all magic within
outcome your body, you may not cast any spells until you have finished
d20 Effect on Projectile d20 Effect on Spell a short rest, and you take 1d10 necrotic damage.
1-7 Set alight, take 2 fire 1-4 Accidentally enlarge Expanded Spell List for Flame Casters
additional damage flame, take 2 extra Spell Level Spell
damage
8- Fail to set projectile 0 Produce Flame, Sacred Flame
14 alight 5- No effect
10 1 Hellish Rebuke, Inflict Wounds
15- Incinerate projectile
19 11- If AoE attack, reduce 2 Continual Flame, Flaming Sphere
17 to hitting one target. If
it targets only one 3 Magic Circle, Lightning Bolt
character, reduce 4 Fire Shield
damage by 50%
5 Flame Strike
18- Completely dispell
20 attack

Demonblade
At the first level, you've become familiar enough with fire
Demonfire
At the 6th level, you begin to dabble in otherworldly flame,
and discover how to create demonfire. When casting a fire
spell, you may expend one sorcery point to turn that spell to
demonfire. An enemy struck by such a spell will catch on fire,
and must make a constitution saving throw every turn. If
failed, the enemy takes 1d4 fire damage. The flame cannot be
put out unless the sorcerer is knocked unconscious or hooses
to extinguish it.

PART 3 | Paths of Power


4
The Demonic Sorcerer
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Path of Power 4 1 2 — — — — — — — —
2nd +2 Font of Magic 4 2 3 2 — — — — — — —
3rd +2 Metamagic 4 4 4 3 — — — — — — —
4th +2 Ability Score Improvement 5 5 4 3 2 — — — — — —
5th +3 — 5 6 4 3 3 — — — — — —
6th +3 Path of Power feature 5 7 4 3 3 1 — — — — —
7th +3 — 5 8 4 3 3 2 — — — — —
8th +3 Ability Score Improvement 5 9 4 3 3 3 — — — — —
9th +4 — 5 10 4 3 3 3 1 — — — —
10th +4 Metamagic 6 11 4 3 3 3 2 — — — —
11th +4 — 6 12 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —
13th +5 — 6 13 4 3 3 3 2 1 1 — —
14th +5 Path of Power feature 6 13 4 3 3 3 2 1 1 — —
15th +5 — 6 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —
17th +6 — 6 15 4 3 3 3 2 1 1 1 1
18th +6 Path of Power feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

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