About this mod
A homebrew inspired by Divine Soul, this mod adds a sorcerer subclass of a demonic origin.
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Your innate magic comes from a demonic source that burns within the soul. Perhaps your family line was touched by a demon prince. Perhaps your ancestry is tied to the Abyss itself. Or perhaps you are caught in the web of fiendish machinations beyond your understanding. Regardless of how your powers came to be, your being is branded with demonic energy.
Demonic Souls are often treated with suspicion over their unsettling abyssal aura, or are mistaken for warlocks in fiendish pacts.
FIENDISH MAGIC
Your link to the abyss allows you to learn spells normally associated with the warlock class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the warlock spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.*
In addition, you gain one form of damage resistance of your choice: cold, fire, or lightning.
*An unfortunate side effect of implementing this is that warlock spells will be available for all sorcerers, because of the way the base game is coded. So, just don't pick them if you don't want them.
DEMONIC BOON
At 3rd level, the demonic influence over you increases. You gain one of the following features of your choice.
- Two Minds of Madness: You gain advantage on all Intelligence and Wisdom saving throws.
- Master of Manipulation: You gain proficiency in the Deception and Persuasion skills.
- Joy from Pain: Whenever you suffer a critical hit, you can make one melee attack as a reaction.
- Undying Soul: If you reach 0 hit points, you regain 1 instead of becoming Downed. (Recharges after a Short or Long Rest.)
- Eyes of the Abyss: You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.
- Mask of Many Faces: You can cast Disguise Self at will, without expending a spell slot.
ABYSSAL AURA
At 6th level, as a bonus action, you can spend 1 sorcery point to exude a terrifying presence that scares foes within 30 feet of you. Enemies must succeed on a DC 16 Wisdom saving throw or become Frightened for 2 turns.
WICKED CHARM
At 10th level, the demonic energy within you enhances your spells. When attacking with Cold, Fire, or Lightning damage, you deal additional damage of that element equal to your Charisma Modifier.
Want to read the full breakdown of this homebrew subclass for D&D? Check it out here!