Sorcerer
Base Class: Sorcerer

Those born of fiendish bloodlines, drawing upon their dark heritage to wield formidable and destructive magic. Their bodies become toughened by their sinister blood, resistant to the very forces they summon, while their uncanny charm can sway fate itself in moments of need. With a dangerous allure and an unyielding resilience, they walk the fine line between mortal and malevolent, wielding their fiendish powers to carve a future.

Level 3: Fiendish Resilience

Your fiendish essence has physically altered your body, granting ypu unnatural toughness. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.

While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Level 3: Fiendish Spells

When you reach a Sorcerer level specified in the Fiendish Spells table, you thereafter always have the listed spells prepared.

Fiendish Spells
Sorcerer Level Spells
3 Alter Self, Command, Find Familiar, Silence
5 Bestow Curse, Revivify
7 Death Ward, Mordenkainen's Faithful Hound
9 Legend Lore, Summon Dragon

Level 3: Fiendish Affinity

Your fiendish magic has an affinity with a damage type associated with your Fiendish ancestry. Choose one of those types: Fire, Necrotic, or Poison.

You have Resistance to that damage type, and when you cast a spell that deals damage of that type, and at 6th level you can add your Charisma modifier to one damage roll of that spell. You may also change the damage tyoe of a spell you cast to be that of the damage type related to your ancestry.

Fire Damage

You have chosen Fire damage.

Necrotic Damage

You have chosen Necrotic damage.

Poison Damage

You have chosen Poison damage.

Fiendish Charm

You can call on your fiendish blood to twist fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d10 to your roll. You can do so after seeing the roll but before any of the roll’s effects occur.

 

You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.

Dragon Wings

As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

Level 18: Dragon Companion

You can cast Summon Dragon without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Previous Versions

Name Date Modified Views Adds Version Actions
8/16/2025 9:28:17 PM
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