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Sorcerous Origin

Fiendish Soul

Some sorcerers are granted their powers through nefarious and evil means. Having such a tainted soul is a sign that your innate magic might come from a distant but powerful familial connection to a fiendish being. Perhaps your ancestor was a demon or devil, let loose unto the mortal plane causing pain everywhere and bestowing gifts to people. Your birth might align with an ancient prophecy, marking you as a bringer of bad omens.

Fiendish Magic

Your link to fiends allows you to learn spells normally associated with the warlock class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the warlock spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose a fiend for the source of your powers: barbed devil, barlgura, cambion, mezzoloth, or tanarukk. You learn an additional spell based on that fiend, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the warlock spell list.

Fiendish Magic Spells
Fiend Spell
Barbed Devil Hellish Rebuke
Barlgura Entangle
Cambion Charm Person
Mezzoloth Ensnaring Strike
Tanarukk Burning Hands

Heart of Anger

Starting at 1st level, the fiendish blood spreads like fire through your veins whenever you make use of your gifts. While you are maintaining concentration on a spell, you have advantage on spell attack rolls.

Fiendish Resilience

Beginning at 6th level, your fiendish heritage protects you against deadly elements. You gain resistance to two of the following damage types of your choice: acid, cold, fire, or poison.

 

Wound Warp

Starting at 14th level, you can transport across the battlefield in an eruption of fiery blood. As an action, target one creature you can see within 60 feet of you that is below its hit point maximum. The target creature and all creatures of your choice within 15 feet of the target must succeed on a Constitution saving throw, with a DC equal to your spell save DC, or lose hit points by an amount of d6s equal to your sorcerer level. A target creature that is one size category larger than you or smaller makes its saving throw at disadvantage. Once the damage is dealt, you occupy a space within 5 feet of the target.

Once you use this ability, you must finish a long rest before you can use it again.

Sands Run Out

Starting at 17th level, you can curse a target creature to writhe in the pain of growing old and dying. You can touch a creature within 5 feet of you as an action, and bestow it with a curse of life progression. The curse is powerful, and effects creatures normally immune to magic that can age them. The curse continues to effect the target creature until a remove curse spell of 6th level or higher is cast on the target, or by the means of a wish spell.

At the start of each of the target's turns, it must make a saving throw of your choice with a DC equal to your spell save DC. On a failure, the target creature's ability score associated with the failed saving throw is reduced to 6, and the target creature gains one level of exhaustion. Once the target creature fails its saving throw, choose another not already selected saving throw and repeat the process.

If this curse is removed by any means, the target creature loses all points of exhaustion gained from this ability and has its ability scores reverted to their original scores. Upon taking 6 points of exhaustion from this effect, the target dies.

Once you use this ability, you cannot use it again without first taking 6d12 necrotic damage. Necrotic damage taken through this ability is unaffected by resistance and immunities.