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Sorcerer: Abyssal Bloodline

Generations ago, your ancestors laid with a demon from the Abyss. Each successive generation has borne the gifts of that unnatural union. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have chaotic or evil urges, but your destiny is your own. You are an abyssal sorcerer.  An abyssal sorcerer’s magic requires a powerful will to harness and shape it, and to keep it in check. The more a sorcerer allows this power to emerge, the less controlled it becomes. As a sorcerer’s willpower begins to ebb and his or her magic surges, the sorcerer begins to transform. The sorcerer seems to diminish as the magic takes over, its demonic characteristics overshadowing the sorcerer’s own body and personality.  Demonic Ancestor At 1st level, you choose one type of demon as your ancestor. Each demon has a special trait that you gain later as well as an associated ability score (usually Strength). You can speak, read, and write Abyssal. If you already knew abyssal choose another language. Additionally, whenever you make a Charisma check when interacting with demons, your proficiency bonus is doubled if it applies to the check. Demon Ability Score/Save Special Trait; Barlgura WIS Reckless: You can gain advantage on all melee weapon attacks for 1 minute before a short rest. If you do, all attack rolls against you have advantage as well.  Chasme STR Wings: You can choose to grow a pair of insect wings as long as your legs, the wings grant you a fly speed of 30 feet. But after ten rounds of flight you gain a level of exhaustion that lasts until you take a long rest, at which points your wings shrivel and dissolve into slime. Hezrou CON Foul Smelling Blood: Any time you are reduced to less than half hit points or an effect would make you bleed, you force any creature that starts its turn within 10 feet of you to make a DC 10 Constitution saving throw or be poisoned until the start of its next turn. Creatures that make the saving throw are immune to your stink for 24 hours. Glabrezu INT Unnatural Armor: When you expend willpower, your body extrudes chitinous armor plates that shred whatever clothes or armor you happen to be wearing and grants a natural armor bonus equal to the highest level spell you've cast today. The armor lasts until you take a short or long rest, before flaking off. Goristro* STR Charging Rush. When you use the Dash action during your turn, you can make a melee attack as a bonus action. Nalfeshnee STR Torturous Teleportation: You gain the ability to teleport up to 60 feet as an Action, taking Cold and Lightning damage equal to the number of feet you travel (it appears that you side step into demiplane that is inimical to mortal creatures). Quasit DEX Shapechange: You can transform yourself into a bat (speed 10ft, Fly 40ft), centipede (speed 10, Climb 40ft), or a toad (speed 40ft, swim 40ft) as an Action, but once transformed you cannot speak, cast spells, or change back until you take a short rest. Willpower Your spells are not learned from books or granted by pacts or prayers. They come from within you, from magic that flows within you just as your blood and breath do. The magic within you surges and seethes, and unleashing it into the world is a tremendous act of will. Every spell you cast takes its toll on your willpower, so your mental reserves limit the number of spells you can cast before you need to rest and replenish those reserves. When your willpower is depleted your heritage transforms you, and you might manifest the personality traits of a demon, as well as demonic physical traits. You might become both capricious and hateful and, depending on your heritage, behave like a savage madman, an murderous tyrant, or a paranoid noble. At 1st level you have a number of willpower points equal to the higher of your Charisma or Sanity scores. You must spend willpower points to cast a sorcerer spell (other than a cantrip). A spell’s willpower cost is equal to its spell slots. If you don’t have enough willpower available, you cannot cast the spell. You can only cast sorcerer spells that you know. You regain all of your expended willpower points at the end of a long rest.  You can also spend willpower to improve the result of a saving throw after you roll, but before the DM declares the result of the roll. You can spend no more willpower points than your sorcerer level.  Demonic Influence At 6th level, the demonic power that you have been channeling has begun to change you. You become proficient with the saving throw associated with your demonic ancestor. Further each willpower point you spend increases your associated ability score by that amount. Once you have expended 10 or more willpower points, you gain the special trait listed for your demonic ancestor. These changes last until you take a long rest. However whenever you are presented with a chance to cause wanton destruction, escalate an encounter to violence, or bully someone weaker than yourself, you must make a Charisma saving throw with a DC equal to the number of willpower points you've expended to act normally.  Demonic Transformation At 14th level, you permanently gain the trait associated with your demonic ancestor regardless of how much willpower you have remaining. You also grow claws that deal 2d4 (+ your Strength modifier slashing damage), as well as horns that can be used to gore opponents for 1d10 (+ your Strength modifier piercing damage) or broken off and fashioned into an improvised weapon; the claws and horns are effectively magical. Your type changes to fiend and you reduce the damage from Cold, Fire, and Lightning by the amount of willpower you've expended. However you can no longer be raised from the dead. Once you reach level 20, if you are slain outside the abyss, you will reform there in 7d4 days looking like the same type of demon as your ancestor.  Demonic Possession At 18th level, you gain the ability to spend 5 willpower points as an Action to become incorporeal for 1 minute. While incorporeal, if you move into the space of a creature or object you can attempt to possess the creature or object. The creature is allowed a Charisma saving throw to resist the possession attempt with a DC equal to your remaining willpower, if successful you cannot attempt to possess that creature for 24 hours. If the save is failed, the creature falls under your control, able to resist only commands that go against the creatures nature (or alignment) and even then only by succeeding on a Charisma saving throw. Creatures and objects warded by the Protection from Good and Evil spell are immune to possession. If you possess a weapon, it becomes magical and gains an enchantment bonus of +1 for every ten sorcerer levels you have. If the creature or object is killed, then you can emerge from them. Objects held by creatures can be defended against possession by the creature in the same manner as a creature can resist the possession attempt.      *Officially, the original Demonic Ancestor of the Ramshackles is intended to be a Goristro but if you want to pick something else feel free. 
New Sorcerer Spells Conjure Barlgura  Conjure Barlgura 4th level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Up to 10 minutes You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends. The barlgura is hostile to all non demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of foes. As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts        
Conjure Hezrou 7th level conjuration Casting Time: 1 action Range: 60 feetComponents: V, S, M (food worth at least 100 gp, which the spell consumes) Duration: Concentration, up to 1 hour You summon a hezrou that appears in an unoccupied space you can see within range. The hezrou disappears when it drops to 0 hit points or when the spell ends. The hezrou’s attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrou’s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food’s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check. If the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it returns to the Abyss. As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned hezrou cannot cross the circle or target anyone in it while the spell lasts.        
Conjure Lesser Demon 3rd level conjuration Casting Time: 1 action Range: 60 feetComponents: V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours) Duration: Concentration, up to 1 hour You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears  when it drops to 0 hit points or when the spell ends.  The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non demons to the best of their ability. As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty two demons.