Base Class: Sorcerer
Your innate magic comes from the Abyss or the Nine Hells and its denizens.
Only fiends of great power have the capacity to awaken sorcerous bloodlines. As such, most parties are wary of welcoming such sorcerers into their fold. Infernal sorcerers are frequently simply pieces of an archdevil's grand scheme, whereas abyssal bloodlines are often less premeditated. Perhaps your ancestry traces back to a high priest of the cult of Asmodeus, to whom the lesser god himself bestowed a boon, or are a fruit of Grazz't's endless carnal pursuits, intentional or otherwise.
Whichever the circumstance that led the gift, most fiends realize that the denizens of the Prime Material Plane are free spirits. For every sorcerer who follows an archdevil's grand design, there is one who openly defies his intended purpose to his last breath.
Fiendish Ancestor
At 1st level, you gain some abilities from your heritage.
You have darkvision with a range of 120 feet.
You know infernal or abyssal language
You can choose between two ancestors.
Devil. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Demon. You are resistant to fire damage.
Demon
You are resistant to fire damage.
Devil
Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Profane Spellcasting
At 6th level, your bloodline bolsters the potency of your spells.
Abyssal. Your spells are infused with the maddening energies of the Abyss. When you expend a spell slot to cast a spell that deals damage, it deals additional psychic damage equal to the slot's level.
Infernal. Your spells bear the same lingering poisons found in devils' offensive implements. When you expend a spell slot to cast a spell that deals damage, it deals additional poison damage equal to the slot's level.
Fiendish Resilience
At 14th level, you become immune to poison damage and the poisoned condition.
Arcane Sadism
Starting at 14th level, the magic within you surges maniacally as you decimate your foes. When you reduce a creature to 0 hit points with a spell, you regain sorcery points equal to the spell's level.
Soul of Malice
At 18th level, your malevolent bloodline manifests itself fully in your spellcraft.
Abyssal. When you deal psychic damage to a creature, the creature must succeed on a Wisdom saving throw against your sorcerer spell save DC or fall under the effects of the confusion spell for 1 minute or until you lose your concentration (as if you were casting a concentration spell). If a creature's saving throw is successful or the effect ends for it, it is immune to this effect for 24 hours.
Infernal. When you deal poison damage to a creature, the creature must succeed on a Constitution saving throw against your sorcerer spell save DC or be poisoned for 1 minute or until you lose your concentration (as if you were casting a concentration spell). This effect ignores immunity to the poisoned condition. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, it is immune to this effect for 24 hours.
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10/2/2021 5:35:44 PM
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