Sorcerer
Base Class: Sorcerer

Sometimes the spark of magic that fuels a sorcerer comes from a dark, malicious, or even evil source that taints the soul. Having such a fiendish soul is a sign that your innate magic might come from a distant but powerful familial connection to a fiendish being. Perhaps your ancestor was an demon, transformed into a mortal and sent to fight in their master’s name. Or your birth might align with an ancient prophecy, marking you as a servant of a fiend or a chosen vessel of dark magic.

Fiendish Magic

1st-level Fiendish Soul 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 a spell from the sorcerer, warlock, or wizard spell list.

Fiendish  Spells
Sorcerer Level Spells
1st protection from evil and good, inflict wounds
3rd alter self, tasha's mind whip
5th dispel magic, vampiric touch
7th  black tentacles, shadow of moil
9th danse macabre, destructive wave

Dark one's blood

1st-level Fiendish Soul feature

Starting at 1st level, you have darkvision with a range of 120 feet. You also gain the ability to control and shape hemomancy magic, using your own blood and life essence to fuel your abilities.

Art of Blood

At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures or magic through hemomancy. You can as a bonus action expend 1 hit die, roll the hit die, you can cast 1 spell you know of a level equal to the number rolled without expending a spell slot.

Blood Arts

6th-level Fiendish Soul feature

At 6th level, you gain the ability to manifest your own blood art rarely being know to be the same among even your own kind, you also gain the ability to add your Constitution modifier to your rolls for your "Art of Blood" feature. Your "Blood Arts" use your spell casting DC when a DC is required. You gain one of the following "Blood Arts" of your choice:

Blood Arts

  • Flesh Manipulation: As a bonus action, you can expend 1 hit die. Roll the die, you manipulate your flesh and blood to grow additional arms equal to the number rolled. For 10 minutes, these additional arms hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance, and they vanish early if you are incapacitated or die. While the additional arms are present, you gain the following benefits:

    • You can use your Charisma modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
    • You can use the additional arms to make unarmed strikes.
    • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
    • The unarmed strikes you make with the arms deal damage equal to your hit die and can use your charisma modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is necrotic.
  •  Exploding Blood: When ever you take damage from a melee weapon attack, you can as a reaction expend one or more Hit Die to ignite your blood externally. Roll the die or dice, add your Constitution modifier, and deal fire damage equal to the total. You can also use a bonus action to coat your blood onto a single weapon with the elemental energy of fire, for the duration, attacks from this weapon deal an additional 1d6 fire damage, this damage is magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Metamorphosis: as a reaction when you take damage from an attack, you can expend a hit die. Roll the die, add your Constitution modifier, you have resistance to that damage type for that a number of hours equal to the total, as your temporarily transmute your skin to weaken the effectiveness of such attacks against you. Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

Supernatural Manifestation

14th-level Fiendish Soul feature

Your blood is extremely unique and special. It is the main source of all the abilities and powers and has matured to the point of manifesting in a fundimental change of your physiology on some level. Starting at 14th level you gain the following benefits:

  • Regeneration: As a Bonus action you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
  • Inhuman Physical Capabilities: While you are wearing no armor, you can add your Charisma or Constitution bonus (your choice) to your Armor Class.
  • Fiendish Vitality: you are immune to disease and poison. You also suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
  • Blood Sorcery: You can, when you have 0 sorcery points expend 1 hit die. Roll the die, add your Constitution modifier, and regain a number of sorcery points equal to the total (minimum of 1).

Improved Blood Art

18th-level Fiendish bloodline feature

 Your power has reached it the point that you can perform more advanced blood arts to create your own truly unique blood art. At 18th level you can learn one of the following blood arts:

Blood Arts

  • Acid Cocoon: You can, as an action, expend 1 hit die or 7 sorcery points (your choice) to conjure a mass of thick, sticky webbing at a creature of your choice within 60 feet, the creature must make a Dexterity saving throw. On a failed save, the creature is restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. A creature restrained by this effect takes 10d6 acid damage and another 5d6 acid damage at the end of its next turn. The webbing can also be attacked and destroyed (AC and HP are equal to your spell save DC ; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
  • Blood Scythe Strike:  When you take the attack action you can expend a number of hit die equal to up your proficiency bonus (PB) to conjure magical blades of blood to strike a creature you can see within 120 feet, the creature must succeed on a Dexterity saving throw or take slashing damage equal to the hit die expended plus your Constitution or Charisma modifier (your choice), half as much on a success. 
  • Crimson Surge: You can, as an action, expend 9 hit die to duplicate and cast any spell of 9th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect as if cast at 9th level. This feature can only be used once per long rest.

You can replace any of your current Blood Arts with another when you finish a long rest.

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