Base Class: Sorcerer
Your innate magic stems from the infusion of fiendish power within your bloodline, either directly inherited or acquired through a pact made by your ancestors. Sorcerers of this origin often trace their lineage back to ancient warlocks who struck bargains with fiends or may even claim a devil or demon as a direct ancestor. Such bloodlines are exceptionally rare, with individuals of this ability appearing only once every 200 years. However, it's also possible for any sorcerer to become the first in their bloodline to manifest this fiendish heritage, perhaps through a newfound pact or some other extraordinary circumstance.
The connection to fiendish ancestry imbues these sorcerers with a unique blend of power and temptation. Their magic carries the echoes of infernal influence, manifesting in abilities and traits that set them apart from their peers. However, this heritage also brings with it the potential for corruption and moral conflict, as the fiendish essence within their bloodline seeks to assert its dominance. Despite these challenges, those who embrace their fiendish ancestry can wield formidable power, harnessing the dark forces coursing through their veins to achieve their goals.
Tieflings, with their distant fiendish heritage, are more predisposed to inherit the natural magics of their fiendish ancestors, although even for them, such inheritance remains exceedingly rare. Their infernal lineage manifests in unique ways, often influencing their appearance, temperament, and magical abilities. Whether embraced or feared, the fiendish bloodline leaves an indelible mark on those who possess it, shaping their destinies and bodies in ways both profound and perilous.
Fiendish Ancestor
At 1st level, you choose one type of fiend as your ancestor. The damage type associated with each is used by features you gain later.
|
FIEND |
DAMAGE TYPE |
|
Asmodeus |
Fire |
|
Levistus |
Cold |
|
Dispater |
Acid |
|
Fierna |
Lightning |
|
Mammon |
Poison |
You can speak, read, and write Infernal and Abyssal. Additionally, whenever you make a Charisma check when interacting with fiends, your proficiency bonus is doubled if it applies to the check.
Asmodeus - Fire
At 1st level, you choose one type of fiend as your ancestor. The damage type associated with each is used by features you gain later.
Dispater - Acid
At 1st level, you choose one type of fiend as your ancestor. The damage type associated with each is used by features you gain later.
Fierna - Lightning
At 1st level, you choose one type of fiend as your ancestor. The damage type associated with each is used by features you gain later.
Levistus - Cold
At 1st level, you choose one type of fiend as your ancestor. The damage type associated with each is used by features you gain later.
Mammon - Poison
At 1st level, you choose one type of fiend as your ancestor. The damage type associated with each is used by features you gain later.
Fiendish Resilience
As magic flows through your body, it causes physical traits of your fiendish ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered, such as your knees, elbows, knuckles, shoulders, torso and head have osteoderm plates lining them. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Born Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your fiendish ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Hellborn Wings
At 14th level, you gain the ability to sprout a pair of fiendish wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Hells Presence
Beginning at 18th level, you can channel the dread presence of your feind ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
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Posted Mar 9, 2024*This is a reflavour of the draconic bloodline subclass.