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<blockquote data-quote="Afrodyte" data-source="post: 6366704" data-attributes="member: 8713"><p>Here is what I have for fiendish origin.</p><p></p><p><strong>Fiendish heritage.</strong> You are considered a fiend for all spells and effects. You can read, write, and speak Abyssal or Infernal (your choice). Also, when you make a Charisma check when interacting with fiends, your proficiency bonus is doubled if it applies to the check.</p><p></p><p><strong>Devilish trickery.</strong> Your fiendish blood gives you a knack for lies and manipulation. You can choose to have advantage on one Charisma (Deception) or Charisma (Persuasion) check. Alternatively, when you cast an illusion or mind-altering spell, one non-fiendish target has disadvantage on the saving throw against the spell. You can do this a number of times equal to your Charisma modifier before you must take a long rest.</p><p></p><p><strong>Hellfire and brimstone.</strong> Starting at 6th level, when casting a spell that does damage, you can spend 1 sorcery point to add 1d10 + your Charisma modifier in fire or poison damage.</p><p></p><p><strong>Fiendish influence.</strong> Starting at 14th level, you can spend 6 sorcery points to cast <em>mass suggestion</em>. Any target that is not a fiend has disadvantage on the saving throw against this spell.</p><p></p><p><strong>Fiendish gaze.</strong> At 18th level, you can channel the overwhelming dread of your fiendish ancestry, causing those around you to become utterly terrified. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of fear to a distance of 60 feet. For 1 minute until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be stunned until the aura ends. A creature that succeeds on this saving throw is frightened.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 6366704, member: 8713"] Here is what I have for fiendish origin. [B]Fiendish heritage.[/B] You are considered a fiend for all spells and effects. You can read, write, and speak Abyssal or Infernal (your choice). Also, when you make a Charisma check when interacting with fiends, your proficiency bonus is doubled if it applies to the check. [B]Devilish trickery.[/B] Your fiendish blood gives you a knack for lies and manipulation. You can choose to have advantage on one Charisma (Deception) or Charisma (Persuasion) check. Alternatively, when you cast an illusion or mind-altering spell, one non-fiendish target has disadvantage on the saving throw against the spell. You can do this a number of times equal to your Charisma modifier before you must take a long rest. [B]Hellfire and brimstone.[/B] Starting at 6th level, when casting a spell that does damage, you can spend 1 sorcery point to add 1d10 + your Charisma modifier in fire or poison damage. [B]Fiendish influence.[/B] Starting at 14th level, you can spend 6 sorcery points to cast [I]mass suggestion[/I]. Any target that is not a fiend has disadvantage on the saving throw against this spell. [B]Fiendish gaze.[/B] At 18th level, you can channel the overwhelming dread of your fiendish ancestry, causing those around you to become utterly terrified. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of fear to a distance of 60 feet. For 1 minute until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be stunned until the aura ends. A creature that succeeds on this saving throw is frightened. [/QUOTE]
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