Racial traits:
+2 charisma & +1 Wisdom
Darkvision
Hellish Resistance
Infernal Legacy
- Thaumaturgy Cantrip
- One use of 2nd level Hellish Rebuke at level 3 per long rest
- One use of Darkness at level 5 per long rest
Appearance
- Fangs
- Forked tongue
- Six fingers on each hand
- Scaly skin
Origin features:
+1 to Strength
+10 Max HP
Proficiency in Nature and Athletics
Starting Feat:
Flames of Phlegethos
+1 Charisma
When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage die but you must use the new roll no matter what
Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage
1st battle Skill:
Phalanx
25% Damage Cut for the party until the start of your next turn. Does not stack with other similar effects, the stronger effect always takes precedent.
(2 Charges)
Class features:
Well of Darkness (8 points)
Darkside
As a bonus action, you may spend a Well of Darkness point to fill your weapon with power of a number of rounds equal to your Cha mod. When you make a melee weapon attack while under the effect of Darkside, you deal additional necrotic damage as indicated on the Class Table
Current Darkside damage die: 1d8
Fighting Style: Defense
Burning Blood
- As a bonus action, you may expend one of your hit die and recover Well of Darkness points equal to the result. You cannot exceed your maximum
Dark Knight Archetype: Dark Magus
Chosen Dark Arts
Unleash (Arms of Hadar)/ Cost: 1 WoD point
Unmend (Magic Missle)/ Cost: 1 WoD point
Bloodspiller
As a bonus action, you may spend 2 Well of Darkness points to give yourself an extra attack for one round
(This is an earned homebrew feature)
Level 4 ASI: +2 Constitution
Level 4 Feat: Shadow Touched
Intelligence increased by 1.
You learn the invisibility spell and Inflict Wounds. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest.
Aftershadow
As a reaction, when a creature you can see hits you with an attack, you may reduce the damage by 1d4
Class/Racial Features & Traits