Base Class: Sorcerer
Your magical powers come the essence of a fiend, an entity of pure evil originating from the Lower Planes of existence. There are many ways you could have come in contact with this being: perhaps you sought out a devil to make a bargain, and its price involved possession of your body; maybe you were a witness to a demon’s demise, and in its death throes, you felt the invasion of an unseen force - the fiend’s escaping soul - slither into you; or, perhaps, you were a young child, too young to remember a dark ritual that permitted a sinister yugoloth to place a piece of its being within you. Whatever the case, you carry within you the malevolent magic of an evil entity, a power which urges you every day to carry out some dark task.
While you possess a fiend’s essence inside of you, you are not necessarily subservient to it. Many fiendbearer sorcerers have struggled against its control, and some have succeeded in burying it inside of them and invoking it in their magic. No matter how well one can control the fiend, though, its influence can be felt everyday, and you decide whether this fiend’s power is a boon or a curse.
Black Magic
Thanks to the nature of your fiendish soul, you can learn spells from the warlock class. You learn an additional cantrip and a 1st level spell from the warlock spell list and the pact spells list in the warlock’s Fiend subclass. Whenever your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level of higher, you can replace that cantrip or spell with another one from the warlock spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
When you deal damage with a cantrip or spell learned from this feature, you can restore a number of hit points equal to half the damage dealt (rounded down). You can regain hit points in this way a number of times equal to your Charisma modifier, and you regain all uses when you finish a long rest.
Dark Soul
Starting at 1st level, the powers granted by your fiendish soul begin to manifest. You learn the thaumaturgy cantrip, and are immune to being possessed by other creatures.
Choose one of the following fiends: demon, devil, or yugoloth. You learn a language and gain proficiency in one skill based on the fiend you choose, as shown in the table below.
Fiend Language Skill
Demon Abyssal Intimidation
Devil Infernal Deception
Yugoloth Abyssal or Infernal (choose one) Persuasion
Twist of Fate
Also beginning at 6th level, your fiend can twist luck in your favor. Whenever you make an attack roll, ability check, or saving throw, you can add your Charisma modifier (minimum 1) to the roll. You can use this after seeing the results of your roll, but before the DM determines whether you succeed or fail. Once you use this feature, you can’t use it again until you finish a short or long rest, or until you cast a spell of 1st-level or higher.
Unholy Constitution
Also starting at 6th level, your body adopts some of a fiend’s resilience. You are immune to poison and the poisoned condition. In addition, as a bonus action, you can spend 2 sorcery points to gain resistance to one of the following damage types for 1 minute: cold, fire, or lightning.
Unfinished Business
Starting at 14th level, your fiend can bring you back from the brink of death. If you are reduced to 0 hit points and must roll a death saving throw, you can spend 3 sorcery points to regain a number of hit points equal to half your hit point maximum, returning to consciousness immediately. You can do so after seeing the result, but before the effects of the result take place.
Because of the power exerted by your fiendish soul to bring you to consciousness, your body becomes seriously weakened. After returning to consciousness in this way, you suffer one level of exhaustion, and you cannot use your Metamagic feature to convert sorcery points to spell slots and vice versa.
Once you use this feature, you cannot use it again until you finish a long rest. Any penalties from this feature also disappear after finishing a long rest, or until you are subjected to the greater restoration spell or similarly powerful magic.
Fiendish Ascension
When you reach 18th level, you can change your form to resemble the fiend inhabiting your body. As an action, you can spend 6 sorcery points to transform into a fiendish form for 1 hour. Your body physically changes to have elements of your fiend’s appearance, such as tattered wings, curved horns, and a long tail. While in this form, you gain the following benefits:
- Whenever you reduce a creature to 0 hit points, you regain 1 sorcery point.
- You gain a flying speed of 60 feet, and can hover to stay aloft, even if your wings are disabled. You propel yourself using your fiend's inherent magic, rather than any physical features you possess as a result of this transformation.
- When you deal damage with a spell, you deal additional damage equal to your Charisma modifier.
- You gain advantage on saving throws against spells and other magical effects, and other creatures have disadvantage on saving throws against your spells.
Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
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