Sorcerer
Base Class: Sorcerer

You are touched by the foul magic of the lower planes. You might trace your lineage to a specific entity from those planes, were exposed to their dark energy over a prolonged period of time, or perhaps your own dark and evil actions manifested these powers within yourself.

 

The fell energy of the lower planes hardly leaves those who wield it untouched. Twisting you to resemble the dark creatures of those places. At your option, you can pick from or roll on the Foul Blood Sorcerer Quirks table to create a quirk for your character.

 

d6

Quirk

1

You are always burning hot to the touch.

2

Your skin is an ashy gray or a red color, or you grow demonic horns.

3

Your blood runs as a thick, black, ichor.

4

Your laugh carries a terrible chill-sending sound, which cracks nearby mirrors.

5

The pupils of your eyes have a burning intensity to them, and can be seen shining in the dark.

6

Animals despise you, and act out in your presence, or run away entirely.

Occult Spells

1st-level Foul-Blooded feature

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

Occult Spells
Sorcerer Level Spells
1st hellish rebuke, bane
3rd ray of Enfeeblement, scorching ray
5th fear, fireball
7th blight, wall of fire
9th contact other plane, hallow

 

Additionally, you can cast the find familiar spell as a ritual without material components. When you do so, you summon either an imp or a quasit depending on your Dark origin. A familiar summoned this way only lasts until your next short or long rest.

Spawn of Darkness

1st-level Foul-Blooded feature

At 1st level, you may choose the dark origin of your power. You gain resistance to the origin’s associated damage type.

Additionally at 3rd level, whenever you cast a spell that does Fire or Necrotic damage, it instead does the damage type associated with your chosen origin.

Origin

Damage Type

Devilish

Fire

Demonic

Necrotic

Demonic

Your power is of Demonic origin, granting you Necrotic resistance.

Devilish

Your power is of Devilish origin, granting you resistance to Fire damage.

Power Overwhelming

6th-level Foul Blood feature

Starting at 6th level, you gain a new unique metamagic feature;

Overload. If a creature you damage with a spell that does Fire or Necrotic damage has the damage reduced by half because of a damage resistance or from passing a saving throw, you may spend sorcery points equal to the spell’s level to force that creature to take the spell’s full damage instead (1 sorcery point if the spell is a cantrip). 

If the creature would instead take no damage because of an Immunity to Fire or Necrotic damage, you may spend the same amount of sorcery points to force it to take half damage instead.

Power Consuming

6th-level Foul Blood feature

Starting at 6th level, you gain the ability to pull a reserve of magical energy from your own lifeforce. As an action, you may spend the use of any number of your hit dice. For each hit dice spent, you regain 1 sorcery point, up to the maximum for your level. You can use this feature only once per long rest.

If using this feature would bring you to, or below, half of your maximum number of hit dice, you roll each dice spent and lose that many hit points. 

Dark Portal

14th-level Foul Blood feature

Starting at 14th level, you become a channel between the material plane and the lower planes. Once per short rest, when you use one of your metamagic features, you may summon lesser fiends from the lower planes, rolling on the Dark Summoning table to determine what happens.

d6

Fiends Summoned

Source

1-2

Two Imps, or other Fiends of CR 1 or lower.

Monster Manual

3-4

Four Cacklers, or other Fiends of CR 1/2 or lower.

Guildmaster’s Guide to Ravnica

5-6

Eight Smoke mephits (counting as fiends instead of elementals), or other Fiends of CR 1/4 or lower.

Monster Manual

You may choose whether or not you summon the chosen Fiends, or you may choose to let the DM decide what fiends are summoned. A summoned fiend disappears when it drops to 0 hit points or after 1 minute has passed.

The fiends are hostile to all creatures, other than you. Roll initiative for the summoned fiends as a group, which has its own turns. The fiends pursue and attack the nearest non-fiends to the best of their ability. 

Call of the Pit

18th-level Foul Blood feature

Starting at 18th level, you can pull additional infernal energy from your own desperation. If you are below half your hit point maximum, or if you have no remaining hit dice, you can add additional damage equal to your sorcerer level to one damage roll of any sorcerer spell you cast that deals Fire or Necrotic damage.

Additionally, when you use your Overload metamagic feature on a creature that is immune to fire or necrotic damage, you may instead spend twice as many sorcery points to force it to take the spell’s full damage instead of half.

Foul-Blooded Image

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