You were born a Tiefling connected to devils. But you were connected to devils a little more than most Tieflings. With this deeper connection you gained the devils ability to make deals. You can't make deals involving souls however. What you can make deals with is your stats and physical items.
(Tiefling only subclass)
hit dice:
1d6
hit points at 1st level:
6 + your Constitution modifier
hit points at higher levels:
1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
armor proficiencies:
None
weapon proficiencies:
Daggers, darts, slings, quarterstaffs, light crossbows
tools:
None
saving throws:
Constitution, Charisma
skills:
Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapons
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer's pack or (b) an explorer's pack
- Two daggers
spellcasting:
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifer = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
class features:
subclass options:
Deal Maker
Deal Making
Starting when you choose this origin at 1st level, you are able to channel your devilish heritage and make deals with people that they and you can't break. You can use life span as a payment in the deals.
Consequences
Starting at 1st level, If the person you make a deal with breaks the deal there will be consequences depending on what the deal is (consequences are up to DM) This also extends to you if you break the deal. (This can't be exchanged out unless you exchange Deal Making)
Ability Exchange
Starting at 6th level, when you make deals you can exchange abilities as well as making normal deals.
Starting at 14th level, You can now use ability scores as chips in a deal when you make one.
Starting at 18th level you can now exchange spell slots.
Level | XP | Abilities |
---|
1 | 0 | Spellcasting, Sorcerous Origin |
2 | 300 | Font of Magic |
3 | 900 | Metamagic |
4 | 2,700 | Ability Score Improvement |
5 | 6,500 | - |
6 | 14,000 | Sorcerous Origin feature |
7 | 23,000 | - |
8 | 34,000 | Ability Score Improvement |
9 | 48,000 | - |
10 | 64,000 | Metamagic |
11 | 85,000 | - |
12 | 100,000 | Ability Score Improvement |
13 | 120,000 | - |
14 | 140,000 | Sorcerous Origin feature |
15 | 165,000 | - |
16 | 195,000 | Ability Score Improvement |
17 | 225,000 | Metamagic |
18 | 265,000 | Sorcerous Origin feature |
19 | 305,000 | Ability Score Improvement |
20 | 355,000 | Sorcerous Restoration |