Sorcerous Origin: Infernal Bloodline
Origin Spells
For use with versions of sorcerer that allow origin or bonus spells.
Infernal Bloodline Origin Spells
Sorcerer Level | Spells |
---|---|
1st | Hellish Rebuke |
3rd | Flaming Sphere |
5th | Fireball |
7th | Fire Shield |
9th | Flame Strike |
Hellfire
Starting at 1st level, when you learn a new spell, you may choose the spell from any spell list as long as that spell deals fire damage. This does include spells capable of dealing other types of damage as well, like Chromatic Orb, however, you may only cast them as fire damage. You learn the cantrips Produce Flames and Control Flames. These spells do not count toward your Cantrips Known, and are Sorcerer spells for you.
Mantle of Flame
Starting at 1st level, as a bonus action, you magically wreathe yourself in swirling hellfire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
- You gain advantage on Intimidation checks.
- You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
- Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
- Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.
Once you use this feature, you can't use it again until you finish a long rest. You may use it before this by spending 3 sorcery points, each extra use costing 2 more points than the last.
Blazing Aura
At 6th level, your Mantle of Flame ability is upgraded with the following traits:
- Any creature takes fire damage equal to half of your Sorcerer level plus your Charisma modifier if it hits you with a melee attack from within 5 feet of you, or touches you.
- This feature now recharges on a short rest.
Hellish Summons
At 6th level, you gain the ability to summon allies from the depths of hell. The spells Summon Lesser Demon, Summon Greater Demon, Conjure Vrock, Conjure Hezrou, and Infernal Calling are added to your spell list. These do not count against your Spells Known. Additionally, if you know Find Familiar, you may summon an Imp or Quasit instead of one of the usual forms.
Nourishing Fire
Starting at 14th level, when you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot's level + your Charisma modifier.
Inner Inferno
At 18th level, you gain the ability to channel the raw power of infernal fire. While you are using Mantle of Flame, you can spend 6 sorcery points as an action to release the inferno held inside you, shifting into the embodiment of fire. All creatures within a 10 ft radius take 4d6 fire damage, and take the damage again if they end their turn within the radius. You gain an immunity to fire damage and resistance to cold damage while Inner Inferno persists.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.