Sorcerer
Base Class: Sorcerer

In your lineage, at some point there lived a sorcerer whose pact belonged to a being of the 9 circles or the abyss itself, or one of your relatives had the audacity to make a pact with one of these entities for their own merit, be it wealth. Or achieve a greater merit, and know that aberrant you were born with a communication with hell, Or perhaps you were lucky enough to be born through one of the favors of an archduke or a demon prince, or perhaps simply, your soul came to a mortal body by simple chance, not being aware of what happened in another life, or you are simply one of the thousands of children who were born in some profane ritual, and you were "blessed", for having been born in these conditions, you obtain the following benefits.

Fiend Ancestor

At 1st level, based on your ancestor, you can choose from an expanded list of spells that come with your sorcerer levels. The Fiend Expanded Spells table shows the fiend spells that are added to your sorcerer spell list for you, along with the spells associated with the table based on the type of your Ancestor: Abyssal or Infernal.

Additionally, you can replace any of these spells (except for cantrips) with any spell from the wizard, warlock, or sorcerer spell lists that belongs to the school of necromancy, enchantment, or evocation.

Lower planes Spell List
Sorcerer Level Fiend Spells abyssal Ancestor Spells Infernal Ancestor Spells

1st

Thaumaturgy, Bane

Chaos Bolt

Hellish Rebuke

3rd

Flaming Sphere

Blindness/Deafness

Dust Devil

5th

Erupting Earth

Summon Lesser Demons

Fireball

7th

Evard's Black Tentacles

Summon Greater Demon

Shadow of Moil

9th

Negative Energy Flood

Geas

Infernal Calling

 

Fiendsih Inheritance

At 1st level, thanks to your ancestor of the lower planes, depending on your ancestor you gain one of the following benefits.

Abyssal: You can choose to activate or deactivate a chaotic aura that extends 10 feet around you. Creatures of your choice within this radius have disadvantage on Charisma (Intimidation) and Charisma (Persuasion) checks while they are in the aura's area. This ability requires no action to activate or deactivate, and can be maintained indefinitely as long as you are conscious. You can speak, read, and write Abyssal. Additionally, whenever you make a Charisma check when interacting with demons, your proficiency bonus is doubled if it applies to the check.

Infernal: You gain 60 feet of darkvision and magical darkvision. If you already have darkvision, your darkvision increases by 30 feet, and you can see well in magical darkness. You can speak, read, and write Infernal. Additionally, whenever you make a Charisma check when interacting with devils, your proficiency bonus is doubled if it applies to the check.

 

Heretical Awakening

Starting at 6th level, your bloodline bolsters the potency of your soul.

Abyssal

  • Abyssal Resilience: You gain resistance to psychic or necrotic damage (your choice).
  • Chaotic Destruction: When you cast a spell that deals damage, you can spend 3 sorcery points to choose a number of creatures equal to your Charisma modifier (minimum 1) within the area. Those creatures have disadvantage on their saving throws against the spell.

Infernal

  • Hell's Flare: When you hit a creature with a spell that deals fire damage, you can spend up to 3 sorcery points to cause the target to take additional fire damage equal to your Charisma modifier times the number of sorcery points spent (minimum 1).
  • Silver Tongue: You gain advantage on Charisma (Deception) and Charisma (Persuasion) rolls.

Fiend Wings

At level 14, you gain the ability to sprout a pair of fiendish wings on your back, granting you a flight speed equal to your current speed. You can manifest these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You cannot manifest your wings while wearing armor unless it is made to accommodate them, and clothing that is not made to accommodate your wings may be destroyed when you manifest them. When you reach level 18, your flight speed doubles.

Fiendish Soul

When you reach level 14, you learn the spell Summon Fiend. It counts as a Sorcerer spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. Alternatively, you can spend 4 sorcery points to use this feature again.

Whenever you cast this spell, your soul magic strengthens your concentration, making it unbreakable by damage.

The Summon Fiend spell can only summon a demon or a devil, depending on your ancestry.

Abyssal

  • The summoned fiend can only be a demon.

Infernal

  • The summoned fiend can only be a devil.

Profane Empowerment

Upon reaching level 18, your spells have reached a new level of extraplanar fiendish power. After casting a spell related to your ancestor, you can spend 5 sorcery points to perform one of the following effects. You can use this feature once per long rest.

Abyssal

  • Abyss' Curse: Once per day, you can spend 5 sorcery points to curse one creature you can see within 30 feet of you. The creature must make a Wisdom saving throw against your spell DC. On a failed save, it receives disadvantage on all attack rolls and saving throws, and takes psychic or necrotic damage (your choice) equal to your Charisma modifier (minimum 1) at the start of each of its turns for 1 minute. You cannot use this feature again until you complete a long rest.

Infernal

  • Resident of the Nine Circles: Once per day, you can spend 5 sorcery points to temporarily transform into a half-devil. This transformation makes you immune to fire damage and allows you to ignore resistance to fire damage. While in this state, every creature within a 30-foot radius of you must make a Wisdom saving throw against your spell DC or be frightened by your presence. You cannot use this feature again until you complete a long rest.

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