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View Full Version : D&D 5e/Next Homebrew - Demon Blood Sorcerer - Feedback/Testing?



Zalakoth
2019-01-27, 04:41 PM
Hello All, I recently put together a Demonic Bloodline for Sorcerer. I would love any feedback you all could give on it! I'm fairly certain it is balanced, the only thing I am worried about balance-wise would be the Demonic Minions sub-class feature. Feel free to playlets it and give any feedback on it as well!

Demon Blood Sorcerer (of Fiendish Bloodline.)
Your innate magic comes from the blood of a powerful demon or devil flowing through your veins, giving you a natural thirst for power. Many sorcerers of this origin trace their lineage to that of a powerful demon, or devil. Some may have been descended from a Warlock that made a pact with such an entity, or perhaps the Sorcerer in questioned was baptized in Demon's Blood at Birth. Whatever the case may be, you have this power and desire more.

Infernal Legacy
At 1st Level you gain resistance to Fire and Poison damage if you do not already have it. In addition, you can speak read and write Abyssal and Infernal. Lastly, whenever you make a charisma check to interact with a Fiend, your proficiency bonus is doubled if it applies to the check.

Fiendish Blessing
At 1st Level, as your fiendish side starts to emerge, it makes you more persuasive. You gain proficiency in the Persuasion Skill. Additionally, you become more enigmatic. While you aren't wearing armor or wielding a shield, your AC is equal to 10 + your Dexterity Modifier + your Charisma modifier.

Demonic Minions
Starting at 6th Level, you gain the ability to use your Fiendish Blood to summon Demons and Devils, and potentially assert control over them. You can use your sorcery points to summon Demons and Devils as shown in the chart below:

Sorcery Points Demon/Devil
3 Imp
4 Spined Devil
6 Shadow Demon
8 Barlgura
9 Bone Devil
10 Yochlol
11 Horned Devil
12 Erinyes
14 Ice Devil
17 Goristro
20 Balor/Pit Fiend

When you summon a Demon or Devil in this way it does not necessarily serve you. A summoned Demon or Devil rolls its own initiative and acts on its own turn, and on its first turn it is under your control. At the start of each of its turns after its first turn, a summoned Demon or Devil may make a Charisma saving throw against your Spell Save DC. On a failure, the creature remains under your control, on a success the creature breaks free of your control. On your turn, you may spend your Action to exert your control over a Demon or Devil you have summoned. If you exert your control over it, it automatically fails its next Charisma save to break free of its control. You can give a summoned Demon or Devil commands as a free action. A Demon or Devil under your control follows your commands to the best of its ability. A Demon or Devil that has broken free of your control acts by instinct attacking the closest creature, and greatest threat. A summoned Demon or Devil stays summoned for up to 1 minute, after which it returns from whence it came. You can dismiss a summoned Demon or Devil as a Bonus Action on your turn, otherwise it stays summoned for the full duration.

You can summon any number of Demons or Devils, provided you have enough sorcery points, however you can only exert control over one per action spent to do so.

Demon Wings
At 14th level, you gain the ability to sprout a pair of Demonic 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

Demonic Lordship
Beginning at 18th Level, you can assert control over any summoned Demon or Devil as a Bonus Action. Additionally, when you summon a Demon or Devil, you can spend a spell slot to increase the amount of time it stays summoned. The increased amount of time is equal to 1-minute per level of spell slot spent this way.