Friday, 29 May 2015

D&D 5E : Infernal Bloodline Sorcerous Origin

(YOU! WHERE IS MY LATTE?!)

So, one of the issues with Dungeons and Dragons 5th edition is the lack of additional splats for player characters. In all honesty by this time I expected at least one new players option book to have been released but for the most part we're still stuck with what's in the core rulebook as well as a handful of additions in the Unearthed Arcana articles and the Princes of the Apocalypse players guide. Hopefully something will be released in the near-future but... if's and buts. 

Thanks to this paucity of character options players and DM's alike are somewhat restricted when it comes to customising their characters, leaving the creation of new Archetypes, Races and the like up to each individual group. Fortunately the DMG and various online articles do go into the creation of such options in some detail, making it a fairly painless task.

I suppose I'll get to the point. In my current Tyranny of Dragons campaign one of the players has decided to respec his Warlock as a Sorcerer (we allow 1 Respec per character per campaign, should the player be unhappy with their choices and so long as said changes are within the realms of reason). I've allowed this so long as said characters powers remain diabolic in nature, hellish magic is hellish magic after all. Unfortunately there is currently no Infernal Bloodline Origin available to sorcerers, indeed at the moment they're restricted to the Draconic Bloodline and Wild Magic Origins. Here is my attempt to rectify this.

Sorcerous Origin : Infernal Bloodline

Your innate magic comes from Infernal power, mingled with your blood or that of an ancestor. Perhaps one of your ancestors (or even yourself) made a pact with a powerful denizen of the Nine Hells, or maybe a powerful devil lurks somewhere in the shadowed branches of your family tree. Tieflings are the most common sorcerers of this type, their innately fiendish natures providing a natural conduit for the dark might of the Pit. No matter the source of this taint however it allows you to draw upon the infernal powers of the Nine Hells to destroy and subjugate any who stand before you.

Infernal Mark
At 1st level you gain the ability 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.

Devils Sight
At 1st level you gain the ability to see normally in darkness, both magical and nonmagical, to a distance of 120ft.

Hellfire Invocation
At 6th level and higher whenever you cast a spell that deals Fire damage you may spend 1 Sorcery point, this has the following effects depending on the subjects resistance or immunity to Fire damage.
  • If the target has Immunity to Fire damage, they are treated as having Resistance to Fire damage.
  • If the target has Resistance to Fire damage, this Resistance is ignored.
  • If the target has no Immunity or Resistance to fire damage they take additional Fire damage equal to your Charisma modifier.

Black Pinions
At 14th level you gain the ability to sprout a pair of wings from your back, gaining a flying speed equal to your current ground speed. You can create these wings as a bonus action on your turn and they last until dismissed as a bonus action on your turn.

You may not manifest these wings whilst wearing armour unless it is designed to accommodate them, and likewise clothing may be damaged or destroyed by their manifestation. Aesthetically these wings may take any form at the DM's discretion, most commonly they are either batlike or birdlike with black feathers though they may take any form you desire so long as the DM agrees to allow it.

Blasphemous Authority
At 18th level you gain the ability to summon Devils to aid you in battle. You may spend a standard action to summon either a single Bone Devil or 2d4 Bearded Devils. These fiends appear in unoccupied spaces within 60ft and line of sight and serve you for up to 1 hour or until slain, banished, or dismissed (which may be done as an action on your turn).

These creatures are controlled by the DM though they will obey your orders to the letter, though not necessarily the spirit. The DM may at their discretion allow you to directly control them should he believe them sufficiently intimidated by you or bound to your will (which may require additional skill checks, ability checks or the use of bribery).

Once you have used this ability you must undergo a long rest before it can be used again.

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And there we have it. As usual if anyone has any comments or thoughts on this bloodline please feel free to let me know. Likewise if anyone wants to give it a whirl again I'd love to hear how it plays out.

Until Next Time
Happy Gaming
Michael

3 comments:

Unknown said...

One change I would recommend would be 1. Perhaps change the bone devil summoned at level 18 to something not so high cr as it does seem a bit over powered 2. Instead of blasphemous athority simply being a once per long rest ability maybe change it to a sorcery point based one to further solidify that the source of the power is the welder and not so much the beginning

Unknown said...

A revise to the wording on the wing travel speed to a base of 30ft movement would avoid any confusion since it is primarily left to base walking speed as it is, ps love the hellfire invocation ability, it's very creative and simple but understandable. Maybe change it to increasing sorcery point cost based on the targets level of fire resistance to really show off the power in overcoming immunities and resistances
Finnaly maybe a change to the devil aight range to 60f as it will reflect a demonic source of the ability but not a total carry over as a sorcerer

Hrackdos said...

My thoughts are that the hellfire invocation is a bit OP. I think that either it should reduce immunity to resistance, or resistance to normal. Not both.