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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Celtavian" data-source="post: 6840571" data-attributes="member: 5834"><p><strong>New Sorcerous Bloodline: Infernal</strong></p><p></p><p><strong>Sorcerous Bloodline (Infernal): </strong>The blood of devils runs strong in some.</p><p></p><p>Chosen of Hell: At 1st level, your affinity with hell gives you access to some of the powers of devils. You add the following spells to your list of spells known at the appropriate level. These spells do not count against your spells known maximum.</p><p></p><p>1st: Hellish Rebuke, Charm Person.</p><p>3rd: Scorching Ray, Suggestion.</p><p>5th: Fireball, Fear.</p><p>7th: Fire Shield, Wall of Fire.</p><p>9th: Dominate Person, Hold Monster.</p><p></p><p>Infernal Might: As magic flows through your body, it causes physical traits of your devil ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by1 again whenever you gain a level in this class.</p><p>Additionally, you gain resistance to fire and poison damage.</p><p></p><p>Infernal Contract: At 6th level, you can cast find familiar as a ritual to summon an imp familiar. The imp familiar’s hit point maximum increases by 6 and increases by 1 again whenever you gain a level above 6 in this class. The imp can cast commune once per long rest contacting hell to answer questions you pose it. </p><p></p><p>Devil’s Wings: At 14th level, you gain the ability to sprout a pair of bat-like devil wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.</p><p></p><p>Improved Infernal Might: When you obtain 18th level, the power of your devil ancestors waxes. You become immune to fire and poison damage and immune to the poisoned condition. You gain resistance to bludgeoning, slashing, and piercing damage from nonmagical weapons that aren’t silvered.</p><p></p><p><strong>DM Notes</strong>: I wanted to bolster familiars a bit. They are scaling poorly. I want to see if a familiar with more hit points would make them more useful at higher level. It seems that wizards and warlocks get familiars that start off very nifty, then become useless gnats at higher level. Scaling familiars was one of the things I enjoyed in 3E. It is pretty lame when a major class feature like pact magic becomes useless at higher level. Even enhanced familiars like imps and quasits that can turn invisible don't have a high enough AC and hit points to survive a high level creature swatting at them even once with Disadvantage making the familiar useless in combat. That seems wrong as far as I'm concerned.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6840571, member: 5834"] [b]New Sorcerous Bloodline: Infernal[/b] [B]Sorcerous Bloodline (Infernal): [/B]The blood of devils runs strong in some. Chosen of Hell: At 1st level, your affinity with hell gives you access to some of the powers of devils. You add the following spells to your list of spells known at the appropriate level. These spells do not count against your spells known maximum. 1st: Hellish Rebuke, Charm Person. 3rd: Scorching Ray, Suggestion. 5th: Fireball, Fear. 7th: Fire Shield, Wall of Fire. 9th: Dominate Person, Hold Monster. Infernal Might: As magic flows through your body, it causes physical traits of your devil ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by1 again whenever you gain a level in this class. Additionally, you gain resistance to fire and poison damage. Infernal Contract: At 6th level, you can cast find familiar as a ritual to summon an imp familiar. The imp familiar’s hit point maximum increases by 6 and increases by 1 again whenever you gain a level above 6 in this class. The imp can cast commune once per long rest contacting hell to answer questions you pose it. Devil’s Wings: At 14th level, you gain the ability to sprout a pair of bat-like devil wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. Improved Infernal Might: When you obtain 18th level, the power of your devil ancestors waxes. You become immune to fire and poison damage and immune to the poisoned condition. You gain resistance to bludgeoning, slashing, and piercing damage from nonmagical weapons that aren’t silvered. [b]DM Notes[/b]: I wanted to bolster familiars a bit. They are scaling poorly. I want to see if a familiar with more hit points would make them more useful at higher level. It seems that wizards and warlocks get familiars that start off very nifty, then become useless gnats at higher level. Scaling familiars was one of the things I enjoyed in 3E. It is pretty lame when a major class feature like pact magic becomes useless at higher level. Even enhanced familiars like imps and quasits that can turn invisible don't have a high enough AC and hit points to survive a high level creature swatting at them even once with Disadvantage making the familiar useless in combat. That seems wrong as far as I'm concerned. [/QUOTE]
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