Base Class: Sorcerer
Your magic flows from a fiendish ancestor or a pact made by a distant relative with a powerful demon or devil. The power of the lower planes courses through your blood, granting you abilities associated with fire, darkness, and dread. You wield this power with a terrifying presence, and as your connection deepens, you can unleash spells that ignore resistances, terrify foes, and harness destructive magic from your infernal heritage.
As a Fiendish Bloodline Sorcerer, you can see through magical darkness, and your spells gain additional destructive power, often with fiery or necrotic effects. You inspire fear in those around you, cloaking yourself in an aura of fire and dread. When your connection to your fiendish ancestor is at its peak, you can transform into a dark and terrifying form, soaring over the battlefield and inflicting terror and pain upon your enemies.
Fiendish Blood
1st-level Fiendish Bloodline feature
You learn additional spells when you reach certain levels in this class, as shown on the Fiendish Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a necromancy spell from the sorcerer, warlock, or wizard spell list.
Fiendish Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | burning hands, command |
| 3rd | scorching ray, darkness |
| 5th | fireball, bestow curse |
| 7th | wall of fire, blight |
| 9th | flame strike, dominate person |
In addition, consult the Manifestations of Fiendish Blood table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.
Manifestations of Fiendish Blood
| d6 | Manifestation |
|---|---|
| 1 | Your eyes glow with an intense, unnatural light, such as fiery orange, crimson red, or shadowy black. |
| 2 | Your shadow appears charred and burned, and it sometimes moves independently of you. |
| 3 | Small horns or spikes appear on your forehead or temples, reminiscent of fiendish beings. |
| 4 | When you’re in a heightened emotional state or casting powerful spells, a faint aura of embers or heat shimmers around you. |
| 5 | An eerie, whispering sound emanates from you in moments of stillness or tension. |
| 6 | Fiery or shadowy scars crisscross your skin, glowing faintly when you use your magic. |
Fiendish Vision
1st-level Fiendish Bloodline feature
-
Fiendish Darkvision: You can see normally in both non-magical and magical darkness up to a range of 60 feet. This vision allows you to perceive details and creatures as if you were seeing in dim light.
- Fiendish Legacy Cantrip: You learn the Thaumaturgy cantrip, which counts as a Sorcerer spell for you and does not count against your number of cantrips known. You can use this cantrip to amplify your voice, create unsettling sounds, or cause minor visual effects that emphasize your fiendish origin.
Fiendish Infusement
6th-level Fiendish Bloodline feature
As your connection to fiendish magic strengthens, you can channel dark energy into your spells and gain increased control over your infernal abilities.
-
Fiendish Empowerment: When you cast a spell that deals fire or necrotic damage, you can add your Charisma modifier to one damage roll of the spell.
-
Fiend’s Fury: You can spend 2 sorcery points to change any number of damage dice rolled for a spell cast's damage type to either fire or necrotic; this can be a mixture of the two. Additionally, any creature damaged by fire or necrotic damage from this method has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Hellfire Soul
14th-level Fiendish Bloodline feature
Your connection to fiendish magic grants you mastery over flames and the ability to terrify those around you.
-
Hellfire Casting: When you cast a spell that deals fire damage, you ignore fire resistance, and creatures with fire immunity instead take half damage from your spells.
-
Fiendish Aura: As a bonus action, you can spend 3 sorcery points to create an aura of fiendish energy in a 10-foot radius around you for 1 minute. You can choose any creatures within the aura to be affected by the following:
- Creatures of your choice within the aura take fire damage equal to your Charisma modifier (minimum of 1) at the start of their turn.
- Creatures of your choice have disadvantage on saving throws against being frightened.
Avatar of the Inferno
18th-level Fiendish Bloodline feature
You can cause your fiendish blood to fully awaken, allowing you to temporarily become an avatar of infernal power.
- Fiendish Transformation: As an action, you can transform into a fiendish form for 1 minute, gaining the following benefits:
- You gain a flying speed equal to your walking speed.
- Once per turn, when you deal fire or necrotic damage to a creature, you can force them to make a Wisdom saving throw against your spell save DC. On a failure, the creature becomes frightened of you until the end of your next turn.
- Any spell you cast that deals fire or necrotic damage ignores resistance and treats immunity as resistance.
- You gain a flying speed equal to your walking speed.
You can end this transformation early as a bonus action, and once you use this feature, you can’t use it again until you finish a long rest.
Comments