Base Class: Sorcerer
Your innate magic comes from infernal magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin can trace their descent back to a mighty sorcerer of ancient times who made a bargain with a devil. 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.
Infernal Ancestor
At 1st level, you choose one type of devil as your ancestor. The damage type associated with each devil is used by features you gain later.
Infernal Ancestry
| DEVIL | Damage Type |
|---|---|
|
Chain |
Psychic |
|
Erinyes |
Poison |
|
Horned |
Necrotic |
|
Ice |
Cold |
|
Pit Fiend |
Fire |
You can speak, read, and write Infernal. You also gain proficiency with all simple weapons and whips. Additionally, whenever you make a Charisma check when interacting with devils, your proficiency bonus is doubled if it applies to the check.
Chain Devil
At later levels, your chain devil ancestry grants you features associated with psychic damage.
Erinyes
At later levels, your erinyes ancestry grants you features associated with poison damage.
Horned Devil
At later levels, your horned devil ancestry grants you features associated with necrotic damage.
Ice Devil
At later levels, your ice devil ancestry grants you features associated with cold damage.
Pit Fiend
At later levels, your pit fiend ancestry grants you features associated with fire damage.
Infernal Resilience
As magic flows through your body, it causes physical traits of your infernal ancestors to emerge. You have small horns and slightly pointed teeth, and you have resistance to fire and poison damage. Additionally, at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Devilish Affinity
Starting at 6th level, when you cast a spell that deals damage of the type associated with your infernal ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 2 sorcery points to gain immunity to that damage type for 1 minute.
Hellish Wings
At 14th level, you gain the ability to sprout a pair of 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.
Infernal Presence
Beginning at 18th level, you can channel the dread presence of your devil ancestor, causing those around you to become frightened or vulnerable to your ancestry damage type. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of fear or forced vulnerability (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 frightened (if you chose fear) or vulnerable to your ancestry's damage type (if you chose forced vulnerability) until the aura ends. A creature that is naturally or magically resistant or immune to your ancestry's damage type cannot be made vulnerable to it. A creature that succeeds on the saving throw is immune to your aura for 24 hours.
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