Sorcerer
Base Class: Sorcerer

When a devil's contract is signed, few know the extent to which the fiend's influence can spread. The fiendish power granted by the contract may resurface in a bloodline generations later - you are Devilbranded.

Devilbranded Magic

You learn additional spells when you reach certain levels in this class, as shown in the Devilbranded Spells table. Each spell counts as a sorcerer spell for you, but does not count against the number of sorcerer spells you know. You cannot replace these spells when you gain levels in this class.

Devilbranded Spells

Sorcerer Level Spells Learned
1st Burning Hands, Charm Person
3rd Blur, Detect Thoughts
5th Fireball, Hypnotic Pattern
7th Confusion, Compulsion
9th Dream, Mislead

 

Fiendish Defenses

At 1st level, you gain improved vitality by drawing from your branded soul. Whenever you cast any spell from your Devilbranded Magic feature, you gain a number of temporary hit points equal to twice the spell's level.

Devil's Glare

Starting at 6th level, your fiendish bloodline grants you a powerful glare that you can use to sear a creature's mind. 

As an action, you can force once creature that can see you within 30 ft. to make a Wisdom saving throw. The creature takes 2d12 fire damage and 2d12 psychic damage on a failure, or half as much on a success. 

Once you use this feature, you cannot use it again until you finish a long rest, or until you spend 3 sorcery points to use it again.

Burning Mentality

At 14th level, you gain immunity to Fire damage and Psychic damage, and immunity to the Charmed and Frightened conditions.

Additionally, you have advantage on saving throws you make to resist the effects of Enchantment or Illusion spells.

Archdevil's Spite

Starting at 18th level, you can tap into the incendiary power of your devilish blood to create a defensive ward.

As an action, you can spend 1 to 5 Sorcery Points to create a fiery ward around yourself or another creature within 30 ft. of you.

The ward is represented by a number of d8's equal to the number of sorcery points you spent to create it. When the warded creature takes damage from a creature's attack or spell, it can expend a number of those dice, roll them, and deal fire or psychic damage (the warded creature's choice) to the triggering creature equal to the total rolled on those dice.

The ward lasts until you finish a long rest, until all d8's are expended, or until you use this feature again.

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