An acolyte of the skin is one who grafts a piece of a fiend’s skin to themselves in order to take on the aspect and powers of the fiend itself. They might do so to turn an enemy’s weapons against them, or to emulate them. Over time, the fiendish skin grows in potency, increasing their powers and protections.
Fiendish Skin As magic flows through your body, it causes physical traits of the fiend whose skin you have taken to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are visibly replaces by patches of warty, scaly, or discoloured hide. When you aren’t wearing armour, your Armour Class equals 13 + your Dexterity modifier. Bonus Language At 1st level, when you choose this sorcerous origin, you learn either the Abyssal or Infernal language, your choice. Bonus Spells The fiendish skin whispers secrets of power to you. The following spells are added to the sorcerer spell list for you. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell, you can choose the new spell from the spells listed below or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. 1st level: Hellish rebuke 2nd level: Crown of madness 3rd level: Bestow curse 4th level: Fire shield 5th level: Contact other plane Fiendish Glare From 6th level, your eyes can light with a fiery gaze that supernaturally terrifies those who see it. As an action, you may spend 1 sorcery point to target a creature that can see you within 50 feet. The target must make a Charisma saving throw against your spell DC, or become frightened until the end of your next turn. As a bonus action on your turn, you can spend 1 sorcery point to extend the duration until the end of your next round. At the end of the creature’s turn, it can make another saving throw, ending the effect on a success. Fiendish Hide At 14th level, your skin is thoroughly toughened by the fiendish essence you have taken on. You have resistance to fire, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Fiendish Ally At 18th level, when you finish a long rest, you may spend 8 sorcery points to summon a fiend of up to CR 6, which is neutral to you when summoned, and will consider reasonable requests, if offered payment or service in kind. You may only have one fiendish ally at a time, and any ally you have summoned vanishes to its home plane if you use this ability again. Note that this does not discharge its service, if you have agreed upon one. Once you have used this ability, you may not use it again until you complete a long rest. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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