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7 Hell-Sorc

Those who tame and study the unknown are known as many names, Entity Tamers, depth wizards, Hell Sorcerers. Contrary to druids, hell sorc's (hell sorcerers) take delight in focusing their power from the 7 hells. Some tame and summon such creatures with confidence, while others study and copy the moves of the depths.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Hell-Scape level after 1st
armor proficiencies: light armor, medium armor, shields
weapon proficiencies: clubs, daggers, darts, quarterstaffs, simple and martial weapons
tools: none
saving throws: Intelligence, Charisma
skills: Choose 3 from Arcana, persuasion, deception, nature, animal handling, survival, insight.
starting equipment:
(a) a lesser demon companion or (b) any simple weapon
(a) a shackle (custom weapon) or (b) any simple melee weapon
Leather armor, an explorer's pack, a taming whip, and a Entity focus
spellcasting:
Demon-Speak
You are familiar with the common talk of the creatures residing in the 7 hells. You can understand demon-speak, a overall language to understand those from below.   Spellcasting
Drawing on the evil essence of hell itself, you can cast spells that shape that essence to your will. (Contact DM for spell list)   Preparing and Casting Spells Starting at first level, you start with 1 cantrip coming from a demon entity (this cantrip cannot be replaced or forgotten). As stated on the Hell-Sorc spell list, you will have 1 additional cantrip slot that is empty, and 2 empty level 1 spell slots. These slots must be filled by watching and re-creating an enemy's abilities and tactics. When an enemy within 60 ft of you uses a trait, spell, or signature feature, you can roll a performance or investigation check (DC= 8 + enemies prof + charisma mod). If your check succeeds, you can fill one of your spell slots with that feature from that enemy. The DM will balance the spell to your selected spell slot or cantrip slot. If you use that same spell on the same creature, they will have advantage if the spell or feature requires a saving throw, and you have disadvantage if it requires an attack roll. When setting the spell into a leveled or cantrip slot, that spell/feature cannot be upgraded into a higher-level slot until 5th level (Example: if you set an enemy feature as a level 1 spell, it can be converted into a cantrip, but cannot be converted into a level 2 slot).   Preparing The Hell-Sorc table shows how many spell slots you have to cast your hell-sorc spells of 1st level and higher. To cast one of these hell-sorc 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.   You prepare a list of Hell-Sorc spells that are available for you to cast. When you do so, choose a number of spells equal to your Charisma or Intelligence modifier + your Hell-Sorc level (min of one spell). The spells must be of the level for which you have spell slots.   You can also change your list of prepared spells when you finish a long rest, by recalling your memories of the battles you have fought.   Spellcasting Ability Charisma/Intelligence (your choice) is your spellcasting ability for Hell-Sorc spells as you remember your conversations convincing those to show you their abilities, or the times you have been attacked by such. You use your Charisma/Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Charisma/Intelligence modifier when setting the saving throw DC for a hell-sorc spell you cast and when making an attack roll with one.  
Spell save DC = 8 + your proficiency bonus + your CHA/WIS modifier
Spell attack modifier = your proficiency bonus + your CHA/WIS modifier
Spellcasting focus
You can use a Hell-Sorc focus as a spellcasting focus for your hell-sorc spells.
Cantrip Versatility:
Whenever you gain a level in this class, you can clear a filled spell slot, or turn a higher level spell into a lower slot.
Keen Sense: At 2nd level, you scan for an enemies weakness or abilities. Once per turn, as no action, you target a creature you can see. A randomly selected spell, trait, feature, or saving throw will be revealed.   Hell-Sorc Path: At 2nd level, you choose your path of the Hell-Sorc. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. (Scroll below to see name of subclasses, ask DM, me, about it and I will create it for ya).  
Adaption: At 3rd level, you unlock the ability to predict and adapt to enemy abilities. When a creature you are fighting uses the same skill, spell, or feature for a second time on yourself or an ally within 60 ft of yourself, you can use your reaction to yell out to your comrades or prepare yourself. If the creature uses an attack roll, it has disadvantage on yourself or the ally you warned. If it requires an saving throw, you or the chosen ally has advantage on the saving throw. You can use this ability twice per long rest. You can use this ability three times per long rest at 12th level.
Ability Score Improvement When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Reinstate When you gain an Ability Score Improvement or a FEAT, you may choose to replace your starter cantrip with a different one from the list.
Deep World Study   At 5th level, your studies consisting of monster abilities have increased your knowledge further. Once per long rest, you may choose to upgrade a existing monster spell you have put into a slot and increase its spell level by 1 (Ex. Level 1 enemy spell will turn into a level 2 making it stronger). This level cannot go above your highest-level spell slot. When upgrading a spell, you may roll a d20. If you critical, an extra effect is added to the spell as well. If you replace a higher-level spell slot with an upgraded spell, the replaced spell can be converted into the spell slot the upgraded spell used to be in, and balanced as needed (Example: If you upgrade your level 2 to a level 3, and only had one level 3 slot that was occupied, the spells could switch places, and the level 3 spell will be converted to level 2, and balanced as needed). If you choose not to convert the replaced spell, it is forgotten.   Should you roll below the spells DC, the spell will not be affected by this ability, and you must try to upgrade it another time when you rest again.   Forgotten no longer   At 5th level, your frequent studies have increased the number of spells you remember. Whenever you are about to forget a spell (from replacing, losing, or simply getting rid of the slot), you can add it to your "backlog". This backlog can hold a (your intelligence modifier + half your proficiency bonus) number of forgotten spells. These spells are now remembered and can be recalled, replacing a spell slot if needed. If a spell is in the backlog, it cannot be upgraded.
Hell-Sorc Path   At 6th level, you gain a feature from your Hell-Sorc Path.  
Radiating Knowledge At 7th level, your constant knowledge is so palpable, it influences your comrade's minds. Whenever a creature uses an ability or spell for a second time, any allies in a 10 feet radius from yourself can add your Charisma or Intelligence modifier to a saving throw if the monster's ability or spell requires it (minimum +1). If the creature's spell requires an attack roll, subtract your Charisma or Intelligence modifier to their total attack roll if it is targeting you or an ally in 10 feet. (minimum -1).
Ability Score Improvement When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
Hell-Sorc Path At 10th level, you gain a feature granted by your Hell-Sorc path.
Out with the old At 11th level, you can choose to empty your starter cantrip slot (the one you get at level 1) to be free for a monster's ability, feature, or spell. Once per long rest if your cantrip is replaced, you can replace the monster ability, feature, or spell with the same starter cantrip once more.
Ability Score Improvement When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Proficiency Versatility When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). This change represents one of your skills atrophying as you focus on a different skill.
Hell-Sorc Path At 14th level, you gain a feature granted by your Hell-Sorc path.
Ability Score Improvement When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Proficiency Versatility When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). This change represents one of your skills atrophying as you focus on a different skill.
Familiarity At 18th level, you have conditioned yourself to never miss an opportunity of a creatures trait. When rolling your check against a creature to copy it's ability, feature, or spell; you now roll with advantage.   Efficiency Studying creatures for this long has its perks. When learning a new ability, you can instantly choose to roll a 1d20, if you critically roll, you add an extra effect to that ability.   Recollection At 18th level, you gain an extra pool to use traits you have forgotten or replaced. Choose up to one spell/feature/trait in your backlog, that feature is always prepared and does not take up a preparation slot. This feature is no longer considered to be in the backlog and can be used as a reaction when in combat. This spell is balanced to be a level 2 spell. You may use this feature as a reaction up to your Intelligence or Charisma modifier and the feature replenishes after a long rest.
Ability Score Improvement When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Proficiency Versatility When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class). This change represents one of your skills atrophying as you focus on a different skill.
Meet your Maker At 20th level, whenever you cast a stolen creature ability on the same creature you captured it from, it no longer has advantage on the saving throw and you no longer have disadvantage on the attack roll. Instead, they take disadvantage if it requires a saving throw, and you have advantage if it is an attack roll.   Refresh If you replace a known spell slot with a feature you have just copied in combat, the replaced spell will instantly be cast and is automatically put in your backlog. This cast does not use a spell slot, however, it cannot be upcasted.         end- subclasses below
class features:
SUBCLASS OPTIONS: (ASK DM, ME WHICH YOU WANT ME TO CREATE FOR YOU.   Researcher- When short or long resting, you set up shop editing spells you have conquered. Here, you can change the type of element type a spell may be, the type of damage a feature or trait might do, and at later levels, fuse and combine spells in your backlog. Also when upgrading spells, the critical range goes from 20, to a 19.   Berserker- You focus on spells that enhance your or your ally's abilities, causing you to have an easier time taking such spells. This more face-to-face class chooses to fight in melee distance, possibly being able to attack twice.   Entity Tamer- You focus on befriending the dark creatures of the 7 hells, with the use of taming weapons and altering your spells to tame others, you can have many demons to be your sin-shield.   Engineer- Using pieces of the flesh of a creature, or a spell you already know, you can spend your long and short rest researching what makes the creatures possess such utility. This subclass doesn't focus on stealing creatures' spells but creating your own as well to fit your needs.   Socialist- Other than combat, focusing on non-aggressive underworld creatures is another great way to get powerful abilities. With this subclass expertise is given when it comes to social checks, making it easier to persuade or intimidate a non-combatant creature to teach you an ability, feature, or spell
subclass options:

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Golden_Hephaestus.

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