Sorcerer
Base Class: Sorcerer

Your innate magic comes from the Abyss or from the Nine Hells. Aside from direct contact with either plane's evil energies, fiends of great power have the capacity to awaken sorcerous bloodlines. As such, most parties are wary of welcoming such sorcerers into their fold. Infernal sorcerers frequently turn out to be key pieces of an archdevil's grand scheme. Abyssal bloodlines are often less premeditated, but no less dangerous. Perhaps your ancestry traces back to a high priest of the cult of Asmodeus, to whom the lesser god himself bestowed a boon, or are a fruit of Grazz't's endless carnal pursuits, intentional or otherwise. Whatever circumstance led to the gift, fiends are aware of how much denizens of the Prime Material Plane value their free will. For every sorcerer who follows an archdevil's grand design, there is another who openly defies his intended purpose to his last breath.

Fiendish Ancestor

At 1st level, choose between abyssal and infernal. This choice will be used by features you will gain later.

Abyssal

You have darkvision with a range of 60 feet. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. You can speak, read, and write Abyssal. Additionally, whenever you make a Charisma check when interacting with demons, your proficiency bonus is doubled if it applies to the check.

You learn additional spells when you reach certain levels in this class, as shown on the Abyssal Fiendish Ancestor Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a necromancy spell from the sorcerer, warlock, or wizard spell list.

Abyssal Fiendish Ancestor Spells
Sorcerer Level Spells
1st false life, inflict wounds
3rd blindness/deafness, flaming sphere
5th summon lesser demons, bestow curse
7th summon greater demon, evard's black tentacles
9th cloudkill, negative energy flood

Infernal

You have darkvision with a range of 120 feet. You have resistance to poison damage and advantage on saving throws against being poisoned. You can speak, read, and write Infernal. Additionally, whenever you make a Charisma check when interacting with devils, your proficiency bonus is doubled if it applies to the check.

You learn additional spells when you reach certain levels in this class, as shown on the Infernal Fiendish Ancestor Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Infernal Fiendish Ancestor Spells
Sorcerer Level Spells
1st burning hands, command
3rd darkness, crown of madness
5th incite greed, sending
7th fire shield, confusion
9th dominate person, immolation

Profane Spellcasting

Starting at 6th level, your bloodline bolsters the potency of your spells.

Abyssal

Your spells are infused with the maddening energies of the Abyss. When you expend a spell slot to cast a spell that deals damage, it deals additional psychic damage equal to the slot's level.

Infernal

Your spells bear the same lingering poisons found in devils' offensive implements. When you expend a spell slot to cast a spell that deals damage, it deals additional poison damage equal to the slot's level.

Fiendish Resistance

At 14th level, you become resistant to fire and cold damage.

Arcane Sadism

Beginning at 14th level, the magic within you surges maniacally as you decimate your foes. When you reduce a hostile creature to 0 hit points with a spell, you regain expended sorcery points equal to half your proficiency bonus. You can regain sorcery points in this way only once per casting of a spell.

Soul of Malice

At 18th level, your malevolent bloodline manifests itself fully in your spellcraft.

Abyssal

When you deal psychic damage to a creature, the creature must succeed on a Wisdom saving throw against your sorcerer spell save DC or fall under the effects of the confusion spell for 1 minute or until you lose your concentration (as if you were casting a concentration spell). If a creature's saving throw is successful or the effect ends for it, it is immune to this effect for 24 hours.

Infernal

When you deal poison damage to a creature, the creature must succeed on a Constitution saving throw against your sorcerer spell save DC or become poisoned for 1 minute or until you lose your concentration (as if you were casting a concentration spell). This effect ignores immunity to the poisoned condition. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, it is immune to this effect for 24 hours.

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