Base Class: Sorcerer
Sorcerous Origin: Abyssal Bloodline
Your innate magic comes from demonic blood that boils in your veins — a legacy of some ancient fiend or a bargain made in desperation. The Abyss does not grant power gently; it claims you, body and soul, reshaping you into one of eight archetypal demons. You do not choose your final form. The Abyss does.
Abyssal Transformation
3rd-level Abyssal Bloodline feature
When you select this origin, roll 1d8 on the Abyssal Form table (or the DM rolls secretly). This result is permanent.
| d8 | Abyssal Form | Visible Signs at 3rd Level | Weapon Damage Type |
|---|---|---|---|
| 1 | Balor (Wrath) | Skin blackens and cracks, leaking smoke and ember-light | Fire |
| 2 | Marilith (War) | Legs fuse into a serpentine tail; six arm-ridges appear | Psychic |
| 3 | Nalfeshnee (Greed) | Tusks protrude; skin becomes boar-hide veined with gold | Necrotic |
| 4 | Glabrezu (Treachery) | Four small extra arms bud; violet chitin spreads | Force |
| 5 | Hezrou (Pestilence) | Skin oozes rancid mucus; toad-like warts swell | Poison |
| 6 | Vrock (Spite) | Black feathers and a vulture beak emerge | Thunder |
| 7 | Chasme (Sloth) | Chitin plates and buzzing insect wings tear free | Necrotic |
| 8 | Goristro (Rage) | Curving horns; stone-like hide; muscles swell grotesquely | Cold |
Abyssal Armament
3rd-level Abyssal Bloodline feature
As a bonus action, you cause a demonic weapon to erupt from your flesh. It is magical, uses Charisma for attack and damage rolls, and you are proficient with it. It lasts until dismissed (no action) or you fall unconscious.
| Form | Abyssal Armament |
|---|---|
| Balor | Flaming whip or sword (reach 15 ft., finesse) |
| Marilith | Twin retractable scimitars (light, finesse; dual-wield without penalty) |
| Nalfeshnee | Voracious goring tusks (damage split evenly between two tusks) |
| Glabrezu | Treacherous pincers (on hit, grapple as part of attack; escape DC = spell save DC) |
| Hezrou | Rotting bone claws (finesse; on hit, +1d6 poison damage, doubles at 11th level) |
| Vrock | Screeching talons (finesse, light, thrown 20/60 ft.) |
| Chasme | Venomed proboscis-lance (reach 10 ft.; on hit, disadvantage on next save) |
| Goristro | Labyrinthine greataxe (heavy, two-handed) |
Damage Progression
| Level | One-Handed / Finesse / Light | Nalfeshnee Tusks | Goristro Greataxe |
|---|---|---|---|
| 3–5 | 1d10 | 1d6 + 1d6 | 1d12 |
| 6–9 | 1d12 | 1d8 + 1d8 | 2d6 |
| 10–13 | 2d6 | 1d10 + 1d10 | 2d8 |
| 14–17 | 2d8 | 2d6 + 2d6 | 3d8 |
| 18+ | 2d10 | 2d8 + 2d8 | 4d8 |
Demonic Veil
3rd-level Abyssal Bloodline feature
As a bonus action, you assume a mundane humanoid appearance or revert to your true form. While veiled, all Abyssal Bloodline features except Infernal Resilience are suppressed.
Infernal Resilience
3rd-level Abyssal Bloodline feature
While you are not wearing armor or wielding a shield, your AC equals 13 + your choice of Dexterity or Charisma modifier.
You have resistance to poison damage and advantage on saving throws against being poisoned.
Whenever you deal damage with a sorcerer spell or your Abyssal Armament, add your Charisma modifier once as extra damage of your form’s type.
Abyssal Bloodline Spells
3rd-level Abyssal Bloodline feature
| Sorcerer Level | Spells |
|---|---|
| 3rd | hellish rebuke, inflict wounds |
| 5th | darkness, enthrall |
| 7th | hunger of Hadar, stinking cloud |
| 9th | blight, Evard’s black tentacles |
| 11th | contagion, infernal calling |
| 13th | cloudkill, cone of cold (necrotic only) |
| 15th | circle of death, disintegrate |
| 17th | finger of death, power word pain |
Demonic Ascendancy
6th-level Abyssal Bloodline feature
Your Infernal Resilience improves to 15 + your chosen modifier.
Once per turn when you hit with your Abyssal Armament, you deal an extra 2d8 damage of your form’s type (4d8 at 14th level).
You gain a benefit based on your form (see previous full table; unchanged).
Abyssal Dominion
14th-level Abyssal Bloodline feature
Your Infernal Resilience improves to 17 + your chosen modifier.
You gain a signature demonic power tied to your form. You can use this power a number of times equal to half your sorcerer level (rounded down), regaining all uses on a long rest.
- Death Throes (Balor). When reduced to 0 hit points but not killed outright, explode for 10d10 fire + 10d10 thunder in 30 ft. (Dex save halves), then drop to 1 hit point instead.
- Blade Tempest (Marilith). When you take the Attack action, make up to six attacks with your twin scimitars.
- Voracious Gluttony (Nalfeshnee). Cast banishing smite or destructive wave without slot or components.
- Treachery Unbound (Glabrezu). Cast power word stun or hold monster without expending a spell slot.
- Fetid Miasma (Hezrou). As an action, create a 20-foot-radius cloud of poison gas centered on you that lasts 1 minute (no concentration). Creatures that start their turn in it take 6d10 poison (Con save halves).
- Spore Storm (Vrock). Cast circle of death without a slot, or as a bonus action release spores: creatures within 10 ft. that start their turn there take 20 necrotic (no save).
- Droning Death (Chasme). Cast power word kill (if target has 100 HP or fewer, it dies; otherwise it takes 100 necrotic damage).
- Unstoppable Rampage (Goristro). For 1 minute you have resistance to all damage except radiant and your speed is doubled.
True Demon
18th-level Abyssal Bloodline feature
Your type becomes fiend (demon) in addition to humanoid. Your Infernal Resilience becomes 19 + your chosen modifier; no armor can increase it further. You gain immunity to poison damage, the poisoned condition, and damage from nonmagical attacks.
Your Abyssal Armament uses the final row of its damage table.
Abyssal Ascension
18th-level Abyssal Bloodline feature
Once per long rest, as an action, you fully ascend into your true demonic form for 10 minutes. You gain the complete stat block of your destined demon (balor, marilith, etc.), including its size, traits, legendary actions, and all physical actions. You immediately regain hit points as if you had finished a long rest. You keep your own spellcasting, Sorcery Points, and mental ability scores. Each turn you may use either your own actions or the demon’s actions. Creatures you choose within 120 feet have disadvantage on saving throws against your spells and abilities. You can end this early as a bonus action.
When the ascension ends, the planes themselves tremble at the new prince or princess of the Abyss.
Abyssal Transformation
When you select this origin, roll 1d8 on the Abyssal Form table (or the DM rolls secretly). This result is permanent.
| d8 | Abyssal Form | Visible Signs at 3rd Level | Weapon Damage Type |
|---|---|---|---|
| 1 | Balor (Wrath) | Skin blackens and cracks, leaking smoke and ember-light | Fire |
| 2 | Marilith (War) | Legs fuse into a serpentine tail; six arm-ridges appear | Slashing |
| 3 | Nalfeshnee (Greed) | Tusks protrude; skin becomes boar-hide veined with gold | Piercing |
| 4 | Glabrezu (Treachery) | Four small extra arms bud; violet chitin spreads | Slashing |
| 5 | Hezrou (Pestilence) | Skin oozes rancid mucus; toad-like warts swell | Poison |
| 6 | Vrock (Spite) | Black feathers and a vulture beak emerge | Thunder |
| 7 | Chasme (Sloth) | Chitin plates and buzzing insect wings tear free | Necrotic |
| 8 | Goristro (Rage) | Curving horns; stone-like hide; muscles swell grotesquely | Bludgeoning |
Abyssal Armorment
Abyssal Armament
3rd-level Abyssal Bloodline feature
As a bonus action, you cause a demonic weapon to erupt from your flesh. It is magical, uses Charisma for attack and damage rolls, and you are proficient with it. It lasts until dismissed (no action) or you fall unconscious.
| Form | Abyssal Armament |
|---|---|
| Balor | Flaming whip or sword (reach 15 ft., finesse) |
| Marilith | Twin retractable scimitars (light, finesse; dual-wield without penalty) |
| Nalfeshnee | Voracious goring tusks (damage split evenly between two tusks) |
| Glabrezu | Treacherous pincers (on hit, grapple as part of attack; escape DC = spell save DC) |
| Hezrou | Rotting bone claws (finesse; on hit, +1d6 poison damage, doubles at 11th level) |
| Vrock | Screeching talons (finesse, light, thrown 20/60 ft.) |
| Chasme | Venomed proboscis-lance (reach 10 ft.; on hit, disadvantage on next save) |
| Goristro | Labyrinthine greataxe (heavy, two-handed) |
Damage Progression
| Level | One-Handed / Finesse / Light | Nalfeshnee Tusks | Goristro Greataxe |
|---|---|---|---|
| 3–5 | 1d10 | 1d6 + 1d6 | 1d12 |
| 6–9 | 1d12 | 1d8 + 1d8 | 2d6 |
| 10–13 | 2d6 | 1d10 + 1d10 | 2d8 |
| 14–17 | 2d8 | 2d6 + 2d6 | 3d8 |
| 18+ | 2d10 | 2d8 + 2d8 | 4d8 |
Demonic Veil,and infernal resistance
Demonic Veil
3rd-level Abyssal Bloodline feature
As a bonus action, you assume a mundane humanoid appearance or revert to your true form. While veiled, all Abyssal Bloodline features except Infernal Resilience are suppressed.
Infernal Resilience
3rd-level Abyssal Bloodline feature
While you are not wearing armor or wielding a shield, your AC equals 10 + your choice of Dexterity or Charisma modifier.
You have resistance to poison damage and advantage on saving throws against being poisoned.
Whenever you deal damage with a sorcerer spell or your Abyssal Armament, add your Charisma modifier once as extra damage of your form’s type.
- 3rd: +3 → AC 13
- 6th: +5 → AC 15
- 14th: +7 → AC 17
- 18th: +9 → AC 19 (no armor can improve it)
Spell list
3rd-level Abyssal Bloodline feature
| Sorcerer Level | Spells |
|---|---|
| 3rd | hellish rebuke, inflict wounds |
| 5th | darkness, enthrall |
| 7th | hunger of Hadar, stinking cloud |
| 9th | blight, Evard’s black tentacles |
| 11th | contagion, infernal calling |
| 13th | cloudkill, cone of cold (necrotic only) |
| 15th | circle of death, disintegrate |
| 17th | finger of death, power word pain |
Demonic Ascendancy
6th-level Abyssal Bloodline feature
Your Infernal Resilience improves to 15 + your chosen modifier.
Once per turn when you hit with your Abyssal Armament, you deal an extra 2d8 damage of your form’s type (4d8 at 14th level).
You gain a benefit based on your form (see previous full table; unchanged).
Abyssal Dominion
Abyssal Dominion
14th-level Abyssal Bloodline feature
Your Infernal Resilience improves to 17 + your chosen modifier.
You gain a signature demonic power tied to your form. You can use this power a number of times equal to half your sorcerer level (rounded down), regaining all uses on a long rest.
- Death Throes (Balor). When reduced to 0 hit points but not killed outright, explode for 10d10 fire + 10d10 thunder in 30 ft. (Dex save halves), then drop to 1 hit point instead.
- Blade Tempest (Marilith). When you take the Attack action, make up to six attacks with your twin scimitars.
- Voracious Gluttony (Nalfeshnee). Cast banishing smite or destructive wave without slot or components.
- Treachery Unbound (Glabrezu). Cast power word stun or hold monster without expending a spell slot.
- Fetid Miasma (Hezrou). As an action, create a 20-foot-radius cloud of poison gas centered on you that lasts 1 minute (no concentration). Creatures that start their turn in it take 6d10 poison (Con save halves).
- Spore Storm (Vrock). Cast circle of death without a slot, or as a bonus action release spores: creatures within 10 ft. that start their turn there take 20 necrotic (no save).
- Droning Death (Chasme). Cast power word kill (if target has 100 HP or fewer, it dies; otherwise it takes 100 necrotic damage).
- Unstoppable Rampage (Goristro). For 1 minute you have resistance to all damage except radiant and your speed is doubled.
Ascention
True Demon
18th-level Abyssal Bloodline feature
Your type becomes fiend (demon) in addition to humanoid. Your Infernal Resilience becomes 19 + your chosen modifier; no armor can increase it further. You gain immunity to poison damage, the poisoned condition, and damage from nonmagical attacks.
Your Abyssal Armament uses the final row of its damage table.
Abyssal Ascension
18th-level Abyssal Bloodline feature
Once per long rest, as an action, you fully ascend into your true demonic form for 10 minutes. You gain the complete stat block of your destined demon (balor, marilith, etc.), including its size, traits, legendary actions, and all physical actions. You immediately regain hit points as if you had finished a long rest. You keep your own spellcasting, Sorcery Points, and mental ability scores. Each turn you may use either your own actions or the demon’s actions. Creatures you choose within 120 feet have disadvantage on saving throws against your spells and abilities. You can end this early as a bonus action.
When the ascension ends, the planes themselves tremble at the new prince or princess of the Abyss.
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