Sorcerer
Base Class: Sorcerer

Infernal Bloodline sorcerers are descended from demons. Although some races such as tieflings possess an inherent demonic ancestry, very few are able to unlock the full potential of their bloodline. The few individuals that do unlock this potential become Infernal Bloodline sorcerers discovering a powerful magical affinity for fire and brimstone.

Demonic Spells

1st-level Infernal Bloodline feature

You learn additional spells when you reach certain levels in this class, as shown on the Demonic 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.

Demonic Spells
Sorcerer Level Spells
1st false life, hellish rebuke, produce flame
3rd flame blade, scorching ray
5th fireball, bestow curse
7th fire shield, wall of fire
9th flame strike, hallow

Chains of Hell

1st-level Infernal Bloodline feature

You have the ability to summon fiery chains from hell to restrain your enemies. If a creature begins or ends its turn within 10 feet of you, you can summon fiery shackles that bind themselves to that creature. The target takes 1d8 fire damage, and it must succeed on a Strength throw saving against your spell save DC or be restrained for 1 minute. While restrained by the shackles, the target takes 1d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. 

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Demonic Sorcery

6th-level Infernal Bloodline feature

When you cast any spell of 1st level or higher from your Demonic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, you can reroll a number of the damage dice up to your Charisma modifier (minimum of one) when you roll damage for that spell. You must use the new rolls.

Hell Flame

6th-level Infernal Bloodline feature

Your fire spells now produce hellfire which burns a different color than ordinary flames due to it burning at a much higher temperature. Whenever you cast a spell that deals fire damage, it ignores resistance to fire damage. Your hellfire also illuminates magical darkness shedding bright light in a 10-foot radius and dim light for an additional 5 feet.

Hellspawn

14th-level Infernal Bloodline feature

You gain the ability to unleash the infernal truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You can see any invisible creature within 60 feet of you, provided it isn’t behind total cover.
  • You sprout a pair of bat wings from your back, gaining a flying speed equal to your walking speed.
  • Your hellfire can now burn beyond the flesh touching the souls of its victims. Any spell you cast that does fire damage now ignores immunity to fire damage and treats those targets as if they are resistant to it instead.
  • You can steal the life force of your enemies in their final moments. When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to the amount of damage you dealt to the target to bring it to 0 hit points.

Soul Rend

18th-level Infernal Bloodline feature

You can unleash your infernal power as a fiery scythe that reaps the souls your enemies. As an action, you can summon a fiery scythe that sweeps around you in a 30 foot radius passing through any creature it strikes. Any creature struck by the scythe has a piece of their soul forcefully stripped from them and must make an Intelligence saving throw taking 10d10 psychic damage on a failed save, or half as much damage on a successful one.

Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.