Base Class: Sorcerer
Your power is not inherited from ancient lineages or natural forces, but forged through a fragment of infernal energy that has taken root within your very being. However it came to you, it lingers—quiet but undeniable—marking you as something touched by the Hells.
This influence does not consume you. Instead, it manifests as a constant, internal heat—burns that never fully heal, embers beneath the skin, and a presence that carries the weight of something far beyond the mortal realm. The infernal power is no longer something that acts upon you, but something you have learned to direct.
Flame bends to your will, becoming sharper, fiercer, and more controlled when drawn from within. The destructive force that once threatened to overwhelm now responds to your intent, shaped by discipline and resolve rather than chaos.
As your connection deepens, you gain the ability to call upon beings of the infernal planes—entities bound to your will for a brief time. These are not uncontrolled forces, but extensions of the power you command, answering your call as a reflection of the authority you have claimed over that which once marked you.
Though your power bears the imprint of the Hells, it is ultimately defined by you—what you endured, what you rejected, and what you chose to become.
Level 3: Hellish Resilience
The infernal power coursing through you strengthens your physical form.
Your maximum hit points increase by 3, and increase by 1 each time you gain a level in this class.
In addition, you can turn that infernal force against those who harm you:
You can cast Hellish Rebuke without expending a spell slot. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.
Level 3: Infernal Spells
As your connection to infernal power grows, certain spells become an intrinsic part of your magic. When you reach the Sorcerer levels shown in the Infernal Spells table, you always have the listed spells ready for use.
Infernal Spells
| Sorcerer Level | Spells |
|---|---|
| 3 | Burning Hands, Scorching Ray, Command, Flaming Sphere |
| 5 | Fireball, Fear |
| 7 | Fire Shield, Wall of Fire |
| 9 | Summon Elemental (Fire only) |
Summon Elemental Restriction
When you cast Summon Elemental through this feature, the creature you call forth must be the fire elemental option.
Level 6: Hellish Affinity
The power you wield burns with a relentless infernal intensity.
You gain resistance to fire damage.
Whenever you deal fire damage with a spell, you can add your Charisma modifier to one damage roll of that spell.
In addition, your fire damage bypasses resistance to fire damage.
Level 14: Infernal Wings
As a bonus action, you can manifest wings of searing infernal energy from your back.
These wings persist for 1 hour, or until you choose to dismiss them (no action required).
While the wings are active, you gain a flying speed of 60 feet.
Once you use this feature, you must finish a long rest before you can use it again, unless you spend 3 sorcery points to use it again.
Level 18: Infernal Champion
You can cast Summon Fiend without providing a material component.
You may also cast it once without expending a spell slot. Once you do so, you must finish a long rest before you can do so again.
When you cast this spell through this feature, you can alter it so that it does not require concentration. If you do, the spell’s duration is reduced to 1 minute for that casting.
In addition, while the summoned fiend is within 60 feet of you:
- At the start of each of your turns, you gain temporary hit points equal to your Charisma modifier
- When you deal fire damage, you can increase one instance of that damage by 1d8
The fiend you summon must take the form of a devil.
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