Sorcerer
Base Class: Sorcerer

Your magic is rooted in the connection to the energies of the Lower Planes, realms like the Abyss and the Nine Hells. Perhaps it is the lingering power of a pact with a Fiend. You or your ancestors might have been exposed to the foul energy that makes up the Lower Planes and it's inhabitants, and have been changed by it. Perhaps a powerful fiendish artifact infused you with fell magic. Or, maybe your ancestors may have themselves been a Fiend.

Level 3: Fiendish Knowledge

You gain Proficiency in your choice of the Intimidation, Perception, or Persuasion skills. You also know your choice of either Abyssal or Infernal.

Level 3: Power of the Lower Planes

Your magic twists and burns with fiendish energy. When you deal Acid, Cold, or Fire damage with a spell, you can reroll a number of damage dice up to your Charisma modifier (minimum 1 die). You must use the new rolls.

You can use this feature a number of times equal to your Charisma modifier (minimum once), and regain any expended uses when you finish a Short or Long Rest.

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 Prepared Spells
3 Charm Person, Command, Alter Self, Scorching Ray
5 Fireball, Sleet Storm
7 Divination, Vitriolic Sphere
9 Cone of Cold, Dominate Person

 

Level 6: Fiendish Resilience

Your body adapts to fiendish energies. You gain the following benefits:

Hellish Resistance. You gain Resistance to your choice of Cold, Fire, or Poison damage. You can change this Resistance when you finish a Long Rest.

Fiendish Vigor. As a Bonus Action, you can expend a number of Sorcery Points up to your Proficiency Bonus, and gain Temporary Hit Points equal to three times the number of points expended.

Level 14: Through Fire and Flame

As a Bonus Action, you invoke the supernatural ability to move through the fabric of the Lower Planes to get to a new destination.

When you use this Bonus Action, and as a Bonus Action on subsequent turns, you can teleport to an unoccupied space you can see within 30 ft., emerging in a burst of flame.  Each creature within 5 ft. of your destination takes Fire damage equal to your Charisma modifier.

Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend 2 Sorcery Points (no action required) to restore your use of it.

Level 18: Unleash the Lower Planes

You channel the wrath of Fiends to punish your foes.

As a Magic action, you can choose up to 6 creatures within 30 ft. of you, and force them to make a Constitution saving throw against your Spell Save DC. On a failure, it suffers one of the following effects of your choice:

Flames. The target takes 6d6 Fire damage and starts Burning for 1 minute. On a success, it takes half as much damage only.

Corrosion. The target takes 4d4 Acid damage, and suffers a -1 penalty to it's AC and gains Vulnerability to Acid damage for 1 minute. On a success, it takes half as much damage only.

Frost. The target takes 6d6 Cold damage, and it's Speed is reduced by 5 ft. for 1 minute. On a success, it takes half as much damage only.

Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend 5 Sorcery Points to regain your use of it (no action required).

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