Sorcerer
Base Class: Sorcerer

Your innate magic is borne from deep within the Lower Planes. Those with this power often trace their magic to a familial connection to an Archdevil or other greater being, but perhaps you were exposed to its' magics after you escaped a Lower Plane after being captured and trapped there, or your history might have included a encounter with one of the Lords of Hell, leaving your forever changed.

Whatever the source of your powers, fiendish energy now permeates your being.

Hellspeaker

3rd-level Fiendish Sorcery feature

You are familiar with the tongues of hell. You can speak, read, and write Infernal.

Fiendish Origin

3rd-level Fiendish Sorcery feature

Your fiendish origin shapes the nature of your sorcerous talents. Choose your fiendish origin or determine it randomly.

Abyssal

Your fiendish origin is Abyssal.

Chthonic

Your fiendish origin is Chthonic.

Infernal

Your fiendish origin is Infernal.

Bloodline Spells

3rd-level Fiendish Sorcery feature

When you reach a Sorcerer level specified in the Bloodline Spells table, you thereafter always have the listed spells in the "Fiendish Spells" column prepared, as well as the list of spells in the column associated with your bloodline.

Bloodline Spells
Sorcerer Level Fiendish Spells Abyssal Spells Chthonic Spells Infernal Spells
3 Charm Person, Suggestion Acid Splash, Inflict Wounds, Blur Eldritch Blast, Bane, Blindness/Deafness Produce Flame, Burning Hands, Continual Flame
5 Bestow Curse Stinking Cloud Animate Dead Fireball
7 Compulsion Evard's Black Tentacles Blight Wall of Fire
9 Commune Contagion Raise Dead Flame Strike
Abyssal Spells

When you reach a Sorcerer level specified in the Bloodline Spells table, you thereafter always have the list of spells in the column associated with your bloodline.

Chthonic Spells

When you reach a Sorcerer level specified in the Bloodline Spells table, you thereafter always have the list of spells in the column associated with your bloodline.

Infernal Spells

When you reach a Sorcerer level specified in the Bloodline Spells table, you thereafter always have the list of spells in the column associated with your bloodline.

Fiendish Presence

3rd-level Fiendish Sorcery feature

At 3rd level, the dark powers you wield allow you to manipulate the emotions of those around you. As a bonus action, you can target a creature you can see within 30 feet of you that can see or hear you, and cause it to make a Wisdom saving throw against your sorcerer spell save DC. On a fail, the creature is charmed or frightened by you (your choice) for one minute or until it takes damage from you or a creature friendly to you.

You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses when you finish a long rest.

Planar Resilience

6th-level Fiendish Sorcery feature

At 6th level, your body becomes resilient to the forces often encountered in the Lower Planes. You gain resistance to two of the following damage types: Cold, Fire, Necrotic, Psychic, Acid, or Poison.

 Additionally, you gain a +1 to your Armor Class, as fiendish scales, matted fur, or some other some other effect offers your body additional protection.

Acid Resistance

You gain resistance to acid damage.

Cold Resistance

You gain resistance to cold damage.

Fire Resistance

You gain resistance to fire damage.

Necrotic Resistance

You gain resistance to necrotic damage.

Poison Resistance

You gain resistance to poison damage.

Psychic Resistance

You gain resistance to psychic damage.

Greater Fiendish Presence

14th-level Fiendish Sorcery feature

You are able to exert an unearthly ability to manipulate the emotions and intentions of others. You always have the Mass Suggestion and Antipathy/Sympathy spells prepared. You can cast each spell once at its' lowest level without spending a spell slot, and regain all expended uses when you complete a long rest. You can also cast these spells by spending spell slots, as normal.

In addition, you can cast these spells by expending a number of sorcery points equal to the level of the spell, instead of using a spell slot. If you cast one of these spells in this way, you cannot cast it at a level higher than half your sorcerer level (round up).

Archdevil Ascendant

18th-level Fiendish Sorcery feature

Your fiendish blood becomes so potent that you begin to exert the qualities of an archdevil.

  • You are considered a fiend for any prerequisite or effect that requires you to be a fiend, in addition to your normal creature type.
  • You gain immunity to the damage types you gained resistance to from your Planar Resilience Feature.
  • You are immune to the charmed and frightened conditions.

In addition, as an action, you can spend 6 sorcery points to augment your fiendish powers further and gain the following additional effects for one minute:

  • You have advantage on saving throws against spells and other magical effects.
  • You gain an additional +1 to your armor class, and you gain immunity to damage from the magic missile spell.
  • When one of your spells or features would cause another creature to make a saving throw to resist being charmed or frightened, the targeted creature(s) are not considered immune to the charmed or frightened condition for your spells or features, even if they would normally be considered immune to these conditions.
Acid Immunity

You gain immunity to acid damage.

Cold Immunity

You gain immunity to cold damage.

Fire Immunity

You gain immunity to fire damage.

Necrotic Immunity

You gain immunity to necrotic damage.

Poison Immunity

You gain immunity to poison damage.

Psychic Immunity

You gain immunity to psychic damage.

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