Infernal
A Sorcerer touched by the Nine Hells. They deal in fire, lies, and sin. They seek to control others and spread evil. Only cunning and selfishness are needed to exploit others and rise in power. They have a fascination with caste systems and abhor the idea that someone is above them even if they know their power is absolute. They can tap into the lawful evil nature of the plane and craft a contract.
| Level | Prepared Spells |
|---|---|
| 3 | Charm Person, Enthrall, Firebolt, Hellish Rebuke, Scorching Ray |
| 5 | Fear, Incite Greed |
| 7 | Compulsion, Polymorph |
| 9 | Immolation, Infernal Calling |
| Level | Familiar |
|---|---|
| 3 | Imp |
| 6 | Spined Devil |
| 14 | Bearded Devil |
| 18 | Barbed Devil |
Subclass Features
Origin Spells
Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Infernal Soul
The abilities of Devils seep into your being. You can speak Infernal and are Resistant to Fire damage.
Pecking Order
You always know the spell Find Familiar and it does not count towards the number of spells you know. You can cast it once per long rest and when it is cast this way you summon a Devil that is of corresponding strength.
Silver Tongue
Like the Devils native to the plane, your charisma is bolstered as well. You have proficiency with Deception or Persuasion.
Unleash Hell
One particular spell is empowered when you use it. When you use Hellish Rebuke, the spell is upcast one level without expending the higher spell slot.
Infernal Influence
You can modify the Charmed condition of spells you cast to allow you to compel them to make an attack on themselves or others as a bonus action. After this feature is used the creature is Immune to this feature and the Charmed condition for 24 hours.
Craft a Contract
You have the power to mediate on behalf of mid level Devils due to your infernal connection. You can spend one hour, 660 GPs and 5 GPs, and 2 ft extravagant paper (1 GP) to construct a contract. The contract is embedded in confusing yet binding text that requires a DC 22 Investigation check to find a concrete cost to their boon. You can only have one Contract at a time. The Contract can only be signed in the blood of you and one willing creature who has an INT score of 8 or more and is Humanoid. Only Divine Intervention by a Devil who outranks the Devil you mediated with can nullify the contract or any costs. Once a creature has made a contract with you, they cannot make another contract with you.
You can use this feature once per long rest or by expending 5 Sorcery Points (No action required).
You are authorized to grant the following boons or similar boons
Gold up to 5,000 GPs.
Any spell effect 6th level or lower.
Any proficiency (Tool, Language, Skill, ect)
Forbidden knowledge (DMs discretion)
The death of a creature on the same plane of existence whose CR is no greater than the contractor's level or CR.
You can set the following or similar costs
Servitude for 10 days (Maintaining the same rules as the Dominate Person spell).
Their immortal soul upon death, preventing revival spells and casting them into the Nine Hells.
Their physical form, transforming them into a Lemure.
Their most cherished memory or possession.
Their ability to lie.
Every secret they have.