Sorcerer
Base Class: Sorcerer

You may have a fiendish ancestor or someone in your family tree has been altered by infernal magic in some way.

Infernal Magic

1st-level Infernal Origin feature

You learn additional spells when you reach certain levels in this class, as shown on the Infernal 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 conjuration or  spell from the sorcerer, warlock, or wizard spell list.

Infernal Spells
Sorcerer Level Spells
1st bane, hellish rebuke
3rd darkness, flaming sphere
5th fear, fireball
7th banishment, confusion 
9th dominate person, geas

In addition, consult the Infernal Manifestations table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

Infernal Manifestations
d6 Manifestation
1 Your eyes glow red.
2 You are encircled by a ring of Infernal runes.
3 Your face takes on a fiendish appearance.
4 Hellish flames (harmless) wreath your body.
5 Fiendish laughter can be heard by you and those affected by your magic.
6 The target of your magic gets brief mental images of a hellish landscape. 

Gift of the Fiend

1st-level Infernal Origin feature

Your connection to the Infernal nature of your bloodline gives you the following benefits:

You have Darkvision to a range of 60 feet.  If you already have darkvision as a racial trait the range of your darkvision is extended another 60'.  You can see in darkness as if the darkness were dim light and in areas of dim light as if it were bright light.  You can't discern color in darkness, only shades of gray.

You can speak, read, and write Infernal. 

You have advantage on Charisma checks when interacting with Devils.

Gift of the Fiend

Gift of the Fiend

Infernal Arcanum

6th-level Infernal Origin feature

You learn the firebolt cantrip.  If you already know the firebolt cantrip you learn another sorcerer cantrip of your choice.  Your firebolts take on the appearance of hellfire. You add your Charisma modifier to damage rolls when casting this cantrip.  Damage from your fire bolt cantrip ignores resistance to fire damage.

When you reduce a hostile creature to 0 hit points using your magic you gain 1 sorcery point.  You can gain a maximum number of sorcery points in this way equal to your proficiency bonus per long rest.

At the cost of 1 sorcery point you gain Devil's Sight for up to 10 minutes.

fire bolt

You can add your Charisma modifier to damage rolls and ignore fire resistance when casting fire bolt.  

Fiendish Familiar

You learn the spell find familiar and can cast it as a ritual.  Your familiar takes one of the normal familiar forms or that of an Infernal Spirit.  Check homebrew options for the Infernal Spirit stat block.

Devil's Flight

14th-level Infernal Origin feature

Your infernal heritage allows you to manifest bat-like wings as a bonus action.  You gain flying speed equal to your walking speed.  You can not manifest these wings while wearing armor that has not been made to accommodate them.  The wings last until you dismiss them as a bonus action.

 

Hellfire

18th-level Infernal  Bloodline feature

At 18th level, You can summon the Infernal power of hellfire.  As an action, you cause flames to fill the space around you. Each creature of your choice within 60 feet of you must make a Strength saving throw. On a failed save, a creature takes 3d10 + your Charisma modifier in  fire damage  and is repelled away from you in a straight line 15 feet. On a successful save, the creature takes half as much damage and isn't pushed.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.

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