Sorcerer
Base Class: Sorcerer

Infernal blood sorcerers are born infused with the powers of the Hells. The exact origin of these powers can vary from an ancestor having once been the warlock of a powerful devil, or perhaps a lineage of tieflings that culminated and grew in power before unlocking their latent magic. No matter the source of their powers, those who seek to use them will find themselves in control of the denizens of both the Hells and Abyss.

Infernal Magic

1st-level Infernal Blood 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 evocation or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Infernal Spells
Sorcerer Level Spells
1st bane, hellish rebuke
3rd darkness, dust devil
5th fear, magic circle
7th confusion, summon greater demon
9th infernal calling, planar binding

Fiendish Superiority

1st-level Infernal Blood feature

Your fiendish heritage enhances your body, bringing it closer to those of devils. You gain 90 ft. of darkvision. Magical darkness doesn't impede on your darkvision.

Additionally, when you gain this feature, cold, fire, lightning, and poison damage dealt to you is reduced by an amount equal to your proficiency bonus.

Hell's Retribution

6th-level Infernal Blood feature

Your blood boils with the flames of Avernus, and you are quick to punish those who have wronged you. When a creature within 60 feet of you targets you or an ally with an attack or spell, you can use your reaction and expend a number of sorcery points equal to half your sorcerer level (rounded down). The creature must make a Dexterity saving throw against your spell save DC, taking fire damage equal to the roll of a number of d12s equal to the amount of sorcery points spent when using this feature, half as much on a success. Damage dealt with this feature ignores resistance to fire damage.

Devilish Guile

14th-level Infernal Blood feature

Your heritage has granted your speech a level of control over others which can only be dreamed of by most. You add your proficiency bonus to all Charisma based checks you did not already add your proficiency bonus to. Additionally, you can cast the dominate person spell at base level by expending 5 sorcery points. When cast using this feature, you can apply any number of metamagic to the spell, expending sorcery points for each normally.

Once you use this feature, you cannot use it again until you finish a long rest.

Diabolical Mastery

18th-level Infernal Blood feature

Your connection to your lineage has reached its final stage of growth, bringing you closer to the likes of a cambion than a mortal. Through magical power, you can shorten this distance even further. As an action, you can take on the form of a devil, gaining the following benefits for 1 minute:

  • You grow wings, gaining 60 ft. of fly speed.
  • You gain resistance to cold, fire, lightning, and poison damage.
  • You add your Charisma modifier to the damage rolls of your spells.
  • You are immune to being charmed, frightened, or poisoned.
  • The first spell of 1st level or higher you cast on your turn is treated as if it were cast with a spell slot of 1 level higher.

Once you use this feature, you cannot do so again until you finish a long rest or expend 12 sorcery points.

Previous Versions

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