Sorcerer Origin:
Hellborne
Your magic comes from the very residents of hell itself. Devils. Embodiments of evil that seek to enslave and corrupt humanity through deals and bargains.
You could have inherited this power from an ancestor who consorted with devils, stumbled upon a portal to hell, or have been touched by a fiend at birth. Regardless, your magic is vile and controlling. Through the brand or the chain, it seeks to control and subjugate all who resist your will.
Hellborne Origin Spells
| Sorcerer Level | Spell |
|---|---|
| 1st | Burning Hands |
| 3rd | Aganazzer's Scorcher |
| 5th | Enemies Abound |
| 7th | Fire Shield |
| 9th | Dominate Person |
| 11th | Mass Suggestion |
Devil's Touch
At 1st level, the power of the Nine Hells has twisted your tongue and heightened your mind. You have proficiency in either the persuasion or deception skill, your choice. Additionally, you speak, read, and write Infernal, and have advantage on Charisma (persuasion) and Wisdom (insight) checks pertaining to deals and agreements.
Fiendish Body
As magic flows through your body, you in turn begin to look more like a fiend. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you learn the Hellish Rebuke spell. It is a Sorcerer spell for you, but doesn't count against your spells known.
Flames Of Avernus
At 6th level, your flames burn with the wrath of the Nine Hells. Whenever you deal fire damage with a spell or subclass feature, you can treat immunity as resistance and resistance as normal damage.
Chains Of Phlegethos
At 6th level, your magic seeks to subjugate and bind those who dare to walk freely. Whenever a creature takes damage from a spell you cast of 1st level or higher, you can expend 2 sorcery points to force the target to make a Charisma saving throw against your Sorcerer spell save DC. On a failed save, hellish chains reach out and bind them, restraining them. The target can remake the Charisma saving throw at the start of its turns, ending its subjugation on a success.
Additionally, you can spend an additional sorcery point to wreath any of your chains in hellish fire. Any creatures of your choice who are bound in your chains take fire damage equal to your Charisma modifier at the start of your turn until they free themselves from their chains.
The chains disappear after one minute.
Hell Gate
At 14th level, you've learned to open gates wreathed in flames to travel short distance. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space that you can see. Immediately after you teleport, flames lash out from where you were. Any creature within 5 feet of your previous space must make a Dexterity saving throw against your Sorcerer spell save DC, taking fire damage equal to your Sorcerer level on a failed save, or half as much on a success.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Credit to /u/flamableconcrete for the stains Belial and Fierna by Eric Deschamps, produced for Wizards of the Coast



Pact Primeval
At 18th level, you've learned to craft the signature tool of all devils; the contract. As an action you can conjure an elegant contract and a single red pen to write on it. You can control both the pen and the contract with your will.
If a creature signs the contract, you and that creature are both bound by the terms written on the contract. Anyone that breaks the agreement takes fire damage equal to three times your Sorcerer level. If a party breaks the agreement, the contract does not end for them or anyone else. Each party must still fulfill their end of the bargain or suffer the consequences. If you die, the contract is null and void. All involved parties know the following information regarding all other parties that they are currently involved in a contract with:
- Whether they are alive.
- Whether they have broken the terms of the contract recently.
You can create a contract in this way once per long rest. There is no limit on the number of active contracts you can have at once. If a creature is enchanted, forced, or otherwise made to sign the contract not of their own free will then their half of the agreement, but not your own, is invalid. The same happens if they agree to do something they cannot hope to do, such as lift a mountain or persuade an entire army to stop fighting. As an action, you can end the contract for all involved parties. When you do, you take damage as if you broke the contract and cannot form another contract for one week.
On Pact Primeval
Pact Primeval is a powerful feature. However as a GM, it's important to know it's limits. A creature told to essentially "sign the contract or die" is not signing it of their own free will. Generally speaking, if the only choice is to sign or die, then it is not of their own free will. The point of this is that players must find ways to tempt people into the contract, the same as devils often do.
Here are a couple example contracts:
Drafter (Player's) Terms
- I shall pay a sum of gold on the first of every month for a set amount of time.
- I shall defeat your foe.
- I shall plead with the king in your interests.
- I shall tell the villagers that you are dead.
Signatory's (Signee's) Terms
- I shall return your gold, plus interest in one year's time.
- I shall offer you free service until the end of my days.
- If you ever need my aid, I shall provide it.
- I shall offer my sword if you ever need it.