Fiendish Bloodline (5e Subclass)

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Fiendish Bloodline[edit]

Your innate magic comes from the Abyss or the Nine Hells and its denizens.

Only fiends of great power have the capacity to awaken sorcerous bloodlines. As such, most parties are wary of welcoming such sorcerers into their fold. Infernal sorcerers are frequently simply pieces of an archdevil's grand scheme, whereas abyssal bloodlines are often less premeditated. Perhaps your ancestry traces back to a high priest of the cult of Asmodeus, to whom the lesser god himself bestowed a boon, or are a fruit of Grazz't's endless carnal pursuits, intentional or otherwise.

Whichever the circumstance that led the gift, most fiends realize that the denizens of the Prime Material Plane are free spirits. For every sorcerer who follows an archdevil's grand design, there is one who openly defies his intended purpose to his last breath.

Note: See here for my homebrew of the Sorcerer class which goes with this sorcerous origin.

Fiendish Bloodline Bonus Spells
Sorcerer Level Spells
1st burning hands
3rd flaming sphere
5th stinking cloud
7th wall of fire
9th cloudkill

Fiendish Ancestor[edit]

At 1st level, choose between abyssal and infernal. This choice will be used by features you will gain later.

Abyssal. You have darkvision with a range of 60 feet.

Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

You can speak, read, and write Abyssal. Additionally, whenever you make a Charisma check when interacting with demons, your proficiency bonus is doubled if it applies to the check.

Abyssal Fiendish Ancestor Bonus Spells
Sorcerer Level Spells
1st cause fear
3rd blindness/deafness
5th summon lesser demons
7th summon greater demon
9th immolation

Infernal. You have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you can cast the darkness spell by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

You can speak, read, and write Infernal. Additionally, whenever you make a Charisma check when interacting with devils, your proficiency bonus is doubled if it applies to the check.

Infernal Fiendish Ancestor Bonus Spells
Sorcerer Level Spells
1st command
3rd darkness
5th fireball
7th fire shield
9th infernal calling

Profane Spellcasting[edit]

At 6th level, your bloodline bolsters the potency of your spells.

Abyssal. Your spells are infused with the maddening energies of the Abyss. When you expend a spell slot to cast a spell that deals damage, it deals additional psychic damage equal to the slot's level.

Infernal. Your spells bear the same lingering poisons found in devils' offensive implements. When you expend a spell slot to cast a spell that deals damage, it deals additional poison damage equal to the slot's level.

Fiendish Resilience[edit]

At 14th level, you become immune to poison damage and the poisoned condition.

Arcane Sadism[edit]

Starting at 14th level, the magic within you surges maniacally as you decimate your foes. When you reduce a creature to 0 hit points with a spell, roll a d20. On a 20, you regain sorcery points equal to 1 + the spell's level.

Soul of Malice[edit]

At 18th level, your malevolent bloodline manifests itself fully in your spellcraft.

Abyssal. When you deal psychic damage to a creature, the creature must succeed on a Wisdom saving throw against your sorcerer spell save DC or fall under the effects of the confusion spell for 1 minute or until you lose your concentration (as if you were casting a concentration spell). If a creature's saving throw is successful or the effect ends for it, it is immune to this effect for 24 hours.

Infernal. When you deal poison damage to a creature, the creature must succeed on a Constitution saving throw against your sorcerer spell save DC or be poisoned for 1 minute or until you lose your concentration (as if you were casting a concentration spell). This effect ignores immunity to the poisoned condition. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, it is immune to this effect for 24 hours.


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