Sorcerer
Base Class: Sorcerer

Corrupted Souls are born when mortals come into contact with the negative fiendish energies of the Nine Hells or the Abyss; either through dealings with a fiend, exposure to the magic of the fiendish realms or perhaps a wound inflicted by a fiend that may have scarred your soul.

Restriction: Tieflings Only

Only Tieflings can choose the Corrupted Soul Origin. As an exception, a Fiend Patron Warlock of a race other than Tiefling that has multiclassed into Sorcerer could choose this Sorcerous Origin.

Your DM can lift this restriction to better suit the campaign. The restriction reflects the inherent fiendish qualities Tieflings bear, though the argument can be made anyone corrupted by the Hells or Abyss could take this Origin.

Bonus Proficiencies

At 1st level when you discover this Origin, choose Demonic or Devilish:

  • If you choose Demonic you gain proficiency with Intimidation checks and your proficiency bonus is doubled for any Intimidation check.
  • If you choose Devilish you gain proficiency with Persuasion and Deception checks; and you have advantage on Insight checks.

Fiendish Magic

Starting at 1st level, the tainted energies of the Hells/Abyss are reflected in most spells you learn. You learn the produce flame cantrip, as well as additional spells when you reach certain levels in this class, as shown on the Fiendish Spells table. The spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Fiendish Spells
Sorcerer Level Spells
1st hellish rebuke*, charm person* (bane, dissonant whispers)
3rd flame blade*, suggestion* (darkness, heat metal)
5th fireball, incite greed
7th summon greater demon, wall of fire
9th immolation, infernal calling

* = if as a Tiefling you have this spell as part of your Infernal Legacy Racial Trait, you may replace the Fiendish Magic spell with one of the spells in parentheses.

Fiendish Facet

At 1st level when you discover this Origin your eyes are warped by your fiendish magics. You gain 60 feet of darkvision and can see through magical darkness; if you already have darkvision it extends by 30 feet instead.

Additionally at 3rd level when you gain Metamagic, you gain a new Metamagic that is inaccessible to Sorcerers of other Origins. This Metamagic is called Fiend's Fury and it doesn't count against the number of Metamagic options you can have and you always have it prepared.

Fiend's Fury

When you cast a spell included in your Fiendish Magic feature, or your Infernal Legacy trait if you're a Tiefling, you can spend 2 sorcery points to become empowered as a Bonus Action. While empowered you grow horns or your existing horns grow larger, your skin takes on an unnatural color and you gain the following benefits:

  • You have advantage on saving throws versus spells and other magical effects.
  • When you make a ranged spell attack using Charisma, you gain a bonus to the damage roll equal to your Charisma modifier.
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical, nonsilvered weapons. You also resist fire damage if you don't already.

Your Fiend's Fury lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t cast a spell since your last turn or taken damage since then. You can also end your Fiend's Fury on your turn as a Bonus Action.

Imbue Hellfire

At 6th level when you cast a damage-dealing spell that is not granted by your Fiendish Magic feature or Infernal Legacy trait, you can spend 2, 4 or 6 Sorcery Points. For every 2 points spent you may add an additional d8 of fire damage to the spell.

While in your Fiend's Fury, the Sorcery Point cost for this feature is halved; meaning you can spend 1, 2 or 3 points for a corresponding number of d8s.

Infernal Form

At 14th level you can flair the fiendish energies within you, sprouting a pair of bat-like wings from your back, granting you a flying speed equal to your walking speed. You can also grow a tail complete with a stinger. Your new Sting attack deals 1d4 + Dexterity modifier piercing damage on a hit and your target must make a Constitution saving throw versus your spell save DC or take an additional 3d6 poison damage and become poisoned for 1 minute; or half damage and not poisoned on success. You can create these wings and tail as a bonus action on your turn, you can also create them as part of the same bonus action used to enter your Fiend's Fury. They last until you dismiss them as a bonus action on your turn; or until your Fiend's Fury ends.

You can’t manifest your wings or tail while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings or tail might be destroyed when you manifest them.

Abyssal Archduke

At 18th level whenever you cast Summon Greater Demon or Infernal Calling you can spend 5 Sorcery Points to maintain control over the demon for the duration of the spell with no chance of losing control or start off having control over, but potential to lose control of, the devil. If a devil breaks free of your control, it becomes hostile to you and will actively oppose you as per the original parameters of the spell that summoned it.

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