Hellbound
Hellbound sorcerers command the magic of Hell, bending this infernal magic to their will. Some sorcerers get this power from the eight remaining layers of Hell, the lingering infernal magic of Hellvern, or some other shattered part of the plane. Often, chaotic planar magic will strike people suddenly and randomly, granting them infernal magic. In Hellvern, Hellbound sorcerers are often taken under the wing of powerful fiends to nurture their magic.
As a Hellbound sorcerer, you decide how you got your powers. Did you get your powers from Hellvern or the clan of infernal sprites? From the eight Hells themselves? Was it a boon from an infernal noble? Do you have infernal blood that traces back to a powerful devil? Or was it random chance and wild magic?
Infernal Magic
You learn additional spells when you reach certain levels in this class, as shown on the Infernal 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 enchantment or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Infernal Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | bane, hellish rebuke |
| 3rd | scorching ray, suggestion |
| 5th | fireball, incite greed |
| 7th | charm monster, wall of fire |
| 9th | infernal calling, geas |
Strength from Sin
At 1st level, you learn to gain strength in the misdeeds of others. When you are targeted by an attack or a negative spell effect from a creature, you can choose to gain temporary hit points equal to your Charisma modifier (minimum of one). You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a short or long rest.
Infernal Punishment
At 6th level, your magic can weave around sinners, cursing them with ill fate. As a reaction to a creature that you can see within 30 feet of you making an attack roll or casting a spell, you can expend up to 3 sorcery points to curse them for 1 minute. While cursed in this way, the first attack roll, saving throw, or ability check they make gets a penalty to their roll equal to a roll of one die. The size of the die is determined by the amount of sorcery points expended, a d4 for one sorcery points, a d8 for two sorcery points, or a d12 for three sorcery points.
In addition, you become resistant to either fire or poison damage.
Hellish Transformation
At 14th level, you can transform into the form of a devil. As a bonus action, you can spend 3 or more sorcery points to magically transform your body for 1 minute. You become immune to fire and poison damage during that time. For each sorcery point you spend, you can gain one of the following additional benefits of your choice, the effects of which last until the transformation ends:
- You gain a flying speed equal to your walking speed as large infernal leathery wings sprout from your back.
- You gain advantage on saving throws against spells and other magical effects.
- You become immune to being charmed or frightened.
Baleful Brimstone
At 18th level, you learn to summon brimstone from hell, spreading putrid stench and hellish magic. You can add the bones of the earth spell to your spell list, and can cast it without expending a spell slot or requiring spell components.
When you cast the spell in this way, a horrible smell emits in a 10-foot area around each pillar of earth conjured by the spell for a minute. Creatures who start their turn or enter the area for the first time on their turn must make a Constitution saving throw. On a failure, the creature is poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you have cast the spell using this feature, you cannot do so again until you have finished a long rest.