Sorcerer - Fiendish Bloodline

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Sorcerer Origin

Fiendish Bloodline v1.1

Your innate magic comes from a bloodline tainted by fiendish influence of the lower planes. How directly this blood is inherited varies widely, perhaps your lineage includes a Warlock that has made some infernal pact, or you may even have a fiend in your family tree somewhere. Such blood lines can express themselves more strongly throughout generations in unpredictable ways. Sometimes it is merely the product of some sort of corruption, perhaps before you were even born.

Most often seen in races that have obvious fiendish heritage, such as tieflings, but it is not inherently tied to them.

Fiend Origin Spells

You learn additional spells when you reach certain levels in this class, as shown on the Fiend Origin Spells table. For each level of spells, you can select one of the two spells to learn. You learn the selected spell and it becomes a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known.

Sorcerer Level Spell
1st burning hands, hellish rebuke
3rd darkness, infernal shacklesK
5th fireball, stinking cloud
7th iron gardenK, wall of fire
9th insect plague, pyroclastic lanceK
Variant Versions

If you allow Sorcerers to gain two spells per level, simply let them take both spells. If you allow them to swap origin spells for spells of a school on level up, allow them to swap their origin spells for illusion or enchantment spells from the Bard, Sorcerer or Wizard spell lists.

Optional: Fiendish Trait

You can optionally select to have a physical fiendish trait. Roll or select an option from the table below:

d4 Fiendish Trait
1 You have small horns.
2 You have a fiendish tail.
3 Your eyes are red or orange.
4 You have cloven hooves for feet.

Fiendish Legacy

At 1st level, you learn Infernal or Abyssal. This is most often tied to the origin of your fiendish powers. Additionally, 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.

You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Touch of Damnation

Starting at 1st level, your power carries a corrupting influence you can focus to weaken those that stand against you. As a reaction to a creature you can see within 30 feet making an attack roll or saving throw, you can bestow misfortune on them, rolling 1d6 and subtracting it from the total, possibly changing the outcome.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Embraced Heritage

Starting at 6th level, when drawing upon the power of your blood, you can embrace the dark power the courses through it, briefly enhancing your fiendish traits. Once on each of your turns when you spend one or more sorcery points, you can gain one of the following benefits for a number of rounds equal to 1 + the number of sorcery points spent (ending at the start of your turn after the number of rounds).

  • Blood of the Fiend. The power in your blood courses, granting you advantage on saving throws against spells and other magical effects.
  • Eyes of the Fiend. Your eyes glow with an infernal gleam, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • Skin of the Fiend. Your skin takes on an exotic hue, and you gain resistance to your choice of poison, fire, lightning, or cold damage.

Alternatively, you can spend 1 or more sorcery points to activate one of these effects as a bonus action, lasting a number of rounds equal to 1 + the number of sorcery points spent.

Soul Siphon

Starting at 14th level, when you cast a spell on your turn that targets one or more creatures, if a target creature fails a saving throw against one of your spells, you regain temporary hit points equal to the level of the spell.

Eye of Destruction

Additionally at 14th level, you can choose to automatically pass saving throws against your own spells. When you do so, if you would take half damage on a successful saving throw, you can take no damage instead.

Unleashed Heritage

Starting at 18th level, when you gain a feature through Embraced Heritage, you can expend an additional sorcery point to ascend that aspect. It lasts for 1 minute per sorcery point instead, and gains an additional effect:

  • Blood of the Fiend. You additionally are immune to spells of 2nd level or below.
  • Eyes of the Fiend. You additionally gain truesight of 120 feet.
  • Skin of the Fiend. You gain resistance to poison, fire, lightning, and cold damage.

Changelog

v1.0.1

Spells updated to the new Casting Compendium versions. Hellfire Pit removed as it wasn't a Sorcerer spell.

v1.1

Edited by Gabriel Russell

 

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