Infernal Bloodline

This sorcerer subclass is an example of how flamecalling might manifest in a tiefling. However, this is not the only way. Some flamecallers grow bat-like wings. Other are born as minor fiends. However, most every flamecaller has the capacity to at least cast a few simple fire spells.

Infernal Bloodline Features

Sorcerer Level Feature 1st Doom Fire, Dark Curse 6th Dreadfire 14th Blood Sigil 18th Hell and Back

Doom Fire / 1

Your fire, both infernal and necrotic, steals life from your foes. Whenever you deal fire or necrotic damage to a creature using a sorcery spell, if that spell leaves the target with hit points equal to or less than your Sorcerer level + your charisma modifier, you may reduce the creature to 0 hit points. Killing a creature with this feature reduces its body to ashes.

You can use this feature a number of times equal to your charisma modifier until you finish a long rest. You can also spend a sorcery point to use this feature if all its uses are gone.

Dark Curse / 1

You can use your dark powers to apply a deathly curse on your foes. As a bonus action, you can curse a creature within 60 ft. of you. The cursed creature becomes easier to eviscerate with your spells. Whenever they make a saving throw against a sorcerer spell cast by you, you may subtract your Charisma modifier from the result. The curse lasts 10 minutes.

You can't use this feature again until you finish a long rest.

Dreadfire / 6

Your infernal spells are more potent. Whenever a sorcerer spell would deal fire or necrotic damage, you may add your Charisma modifier to the damage.

Blood Sigil / 14

As part of a short or long rest, you can inscribe a Blood Sigil, a complex rune drawn from your own blood. If you draw a Blood Sigil, you cannot use hit dice and regain no hitpoints from the long or short rest, but gain any other benefits. A blood sigil lasts until dispelled. As an action, you can summon fiends to any blood sigil you have summoned that are on the same plane of existence as you.

A fiend of challenge rating 6 or lower or 2 fiends of challenge rating 3 or lower. These fiends are charmed by you for 8 hours. When the charm ends, the fiends return to The 9 Hells. While charmed by you this way, they will obey your every command, even if it causes their own suffering or even death. Using this feature destroys the summoned blood sigil.

You can't use this feature again until you finish a long rest or if you expend 5 sorcery points.

Hell and Back / 18

You can call on infernal powers to bring your soul back from almost certain doom. When you drop to 0 hit points, you leap back up with a new necrotic mantle. You go to 1 hit points and you may expend any number of hit dice. You regain hit points equal to the total. The mantle lasts for 10 minutes.

While the mantle is active, whenever a creature starts its turn within 15 ft. of you, it takes fire damage equal to your sorcerer level + your Charisma modifier. Whenever a creature dies within 60 ft. of you, you gain temporary hit points equal to your sorcerer level. Additionally, whenever you cast a spell, you regain your lowest expended spellslot.

You can't use this feature again until you finish a long rest.

Dreadfire Spells

Bolt of Blasphemy

2nd-level evocation

Casting Time: 1 bonus action

1 bonus action Range: 120 feet

120 feet Components: M, S, V (a defaced holy symbol)

M, S, V (a defaced holy symbol) Duration: Instantaneous

A bolt of unholy light streams from your hand at a target within range. Make a ranged spell attack roll, on a hit the target takes 2d6 necrotic damage. If the target is a celestial or a cleric for a good-aligned god, they take 4d6 necrotic damage and are stunned until the end of their next turn instead. At higher levels. When you cast this spell with a spell slot of 3rd level or higher, increase the damage by 1d6 for each level above 2nd.

Crimson Blade

3rd-level transmutation

Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, M, S (a blood soaked toothpik)

V, M, S (a blood soaked toothpik) Duration: 1 minute

A sword of dark red blood seeps into your hand. When you cast this spell, your hit point maximum decreases by your spellcaster level. You regain these hit points when the spell ends. For the duration of the spell, you can use an action on each of your turns to make a melee spell attack against a target within 10 feet of you. On a hit, the target takes 4d8 necrotic damage, and you gain 1d8 temporary hit points.

At higher levels. When you cast this spell with a spell slot of 4th level or higher, increase the damage by 1d8 and the temporary hit points for each level above 3rd.