Sorcerer
Base Class: Sorcerer

Either from the Abyss or the Nine Hells, you draw your power from the depths of the lower planes.

Fiendish Ancestor

At 1st level, you choose your type of Fiendish Ancestor: Abyssal or Hellish. You gain a number of other benefits from your Infernal Ancestor.

Abyssal:

- You can read, write, and speak Abyssal. 

- You gain resistance to cold and acid damage.

- You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Hellish: 

- You can read, write, and speak Infernal. 

- You gain resistance to fire and poison damage.

- You can see normally in darkness, both magical and nonmagical, to a distance of 30 feet.

 

Fiendish Magic

You learn additional spells when you reach certain levels in this class, and additional spells based on your Fiendish Ancestor, as shown on the table below. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. 

SORCERER LEVEL FIENDISH BLOODLINE SPELLS ABYSSAL SPELLS HELLISH SPELLS    
 1st bane  armor of agathys hellish rebuke    
 3rd blindness/deafness crown of madness darkness    
 5th bestow curse  summon lesser demons fireball    
 7th  fire shield summon greater demon charm monster    
 9th  hallow cloudkill infernal calling    

 

Fiendish Form

Starting at 6th level, you can assume a Fiendish Form for 10 minutes as a bonus action by expending 3 sorcery points. Your Fiendish Form is dependent on the type of Fiendish Ancestor you chose at 1st level. You revert back to your normal form if you fall unconscious. 

Abyssal:

- You gain immunity to cold and acid damage.

- Your skin becomes tough and leathery. If you aren't wearing armor, your AC is equal to 15 + your Charisma modifier. 

- Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d8 slashing damage on a hit, and is considered magical for the purposes of overcoming resistances. You can use your Charisma modifier for attack and damage rolls with these natural weapons. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Hellish:

- You gain immunity to fire and poison damage.

- You have advantage on saving throws against spells and other magical effects. 

- As an action, you can attempt to cloud the mind of a creature that can see and hear you within 30 feet of you. That creature must make a Wisdom saving throw against your sorcerer spell save DC. On a failure, the creature is charmed by you for 1 minute and can't attack you during that time. They can repeat the saving throw at the end of each of their turns, ending the effect on a success. This effect also ends early if you fall unconscious or deal damage to that creature. 

Fiendish Presence

At 14th level, while you are in your Fiendish Form, you exude a powerful Fiendish Presence as well. Your Fiendish Presence is determined by your Fiendish Ancestor.

Abyssal

- When a hostile creature starts it's turn within 30 feet of you and can see you, it must make a Wisdom saving throw against your sorcerer spell save DC. On a failure, that creature becomes frightened of you. That creature can repeat the saving throw at the end of each of their turns, ending the effect on a success. Once a creature succeeds this saving throw, they are immune to this ability for 24 hours. 

Hellish

- When a creature within 30 feet of you makes an attack roll against you, and another creature is within the attack’s range, the attacker must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including the or itself you. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to this ability for 24 hours.

Fiendish Existence

At 18th level, you can now assume your Fiendish Form without expending sorcery points. Additionally, you can stay in your Fiendish Form indefinitely until you fall unconscious. You can also choose to exit your Fiendish Form at any time (no action required).

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