Sorcerer
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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