Sorcerer
Base Class: Sorcerer

Your innate magic comes from fiendish magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a powerful fiend or who might even have claimed a fiendish parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

The power of Fiendish magic casts is suffused into your physical presence. The spark of life that sustains you is warped as if it struggles to remain viable against the fiendish energy that imbues your soul. At your option, you can pick from or roll on the  Fiendish Sorcerer Quirks table to create a quirk for your character.

Fiendish Sorcerer Quirks
D6 QUIRK
1 You are always blisteringly hot to the touch.
2 When you eat meat you can taste the pain and suffering of the creature.
3 All bodily fluids (blood, spit, etc) are pitch black and shine like oil.
4 Holy water gives you an irritating rash if it touches you, but nothing beyond that.
5 You can't grow facial hair other than an ominous-looking goatee.
6 Your body gives off the faintest smell of brimstone.

Fiendish Spells

1st-level Fiendish Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Psionic 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, necromancy, or an enchantment spell from the sorcerer or wizard spell list. You also gain access to the warlock spell list.

Sorcerer Level Spells
1st bane, Thaumaturgy
3rd scorching ray, darkness
5th fireball, fear
7th wall of fire, blight
9th dominate person, flame strike

Fiendish Bloodline

1st-level Fiendish Soul feature

At 1st level, you choose one type of fiend as your ancestor. The damage type associated with each fiend is used by features you gain later.

Fiendish Ancestor
Fiend DAMAGE TYPE

Demon

Bludgeoning, Piercing, Slashing, Poison

Devil

Acid, Cold, Fire, Piercing

Yugoloth

Cold, Fire, Necrotic, Poison

Demodand

Acid, Cold, Poison, Psychic

You can speak, read, and write Abyssal or Infernal. Additionally, whenever you make a Charisma check when interacting with fiends of your ancestors type, your proficiency bonus is doubled if it applies to the check.

 
Demodand

Demodand, also known as gehreleths or nicknamed leths, were said to have been fashioned by one of the baernoloths. They were the primal creations of evil and implacable forces of destruction, exiled to Carceri for their chaotic taint and the self-appointed wardens of their fellow prisoners within the Tarterian Depths.

As your ancestor was demodand you gain the following traits:

  • You have advantage on Wisdom (Perception) checks that rely on smell.
  • You know the spells acid splash and inflict wounds. These spells do not count against the list of your already known spells

Demon

Your ancestor was a demon. Demons were the most widespread type of fiends. They were chaotic evil by nature, and were native to the Abyss. Demons had no true rulers, though powerful demon lords and deities were able to gain enough power and influence to gain control over sizable armies of demonic creatures. They were also the sworn enemies of the devils, though their ageless Blood War came to a cool upon Asmodeus' ascendance to godhood.

As your ancestor was demon you gain the following traits:

Devil

Devils are a lawful evil race of fiends who hailed from the Nine Hells of Baator.

As your ancestor was devil you gain the following traits:

Yugoloth

Yugoloths, also known as daemons or nicknamed loths,  were neutral evil fiends of malevolent intent and mercenary mindset. The conspiratorial string-pullers interfered in the affairs of the other fiendish races only when they saw situations that could prove profitable or that they could potentially twist to advance their own agendas, such as by aiding both sides of the never-ending Blood War between the baatezu and tanar'ri.

As your ancestor was yugoloth you gain the following traits:

Lower Planes Affinity

6th-level Fiendish Soul feature

At 6th level, you can channel vile magic through your spells. When you cast a spell, you can change its damage type to one of the damage types associated with your fiendish ancestor. In addition, you can expend 2 sorcery points to have the damage ignore resistances and treat immunities as resistances.

Divulgence of Entropy

14th-level Fiendish Soul feature

Channeling your fiendish heritage, you can transform into a being of the lower planes. Your form can appear as anything you wish, but it is obviously magical, is the same size as you, and sheds dim light in a 5-foot radius. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 1 minute. 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 perfectly in both magical and natural darkness.
  • You gain a flying speed equal to your walking speed, and you can hover. 
  • As a reaction, whenever a creature you can see within 30 feet of you makes an attack roll or ability check you can roll 3d6 and subtract the number rolled from that creature's roll. 

Unholy Resistance

18th-level Fiendish Soul feature

Your creature type becomes fiend and your fiend subtype is that of your ancestors. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks as well as resistance to cold, fire, and lightning damage.

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