Sorcerous Origins

Abyssal Power

The Infinite Layers of the Abyss are realms of chaos and evil incarnate. The demons who call the Abyss home exist only to kill and destroy, each one being more hostile and violent than the last. Your innate magic stems from the chaotic, churning energies of this plane; you have a great, potentially unwelcome, capacity for destruction and corruption.

Some Abyssal sorcerers can trace their magic back to extensive exposure to Abyssal corruption, while others recall a demonic lineage. Others still have wrested their capabilities from demons subdued by dark rituals, claiming their power for themselves.

Those who wield the powers of Abyss walk a dangerous path, for their very blood yearns for destruction, devastation, and chaos. Abyssal sorcerers may find themselves struggling to keep their nature in check, and those who succumb may become as cruel and malevolent as the denizens of the Abyss themselves.

Demon Tongue

Your connection to the Abyss imparts unique features and benefits. At 1st level you can speak, read, and write Abyssal, and when making a Charisma check during an interaction with a Demon, your proficiency bonus is doubled, if it would apply.

Chaos Magic

As your power grows, you begin to tap into the chaotic energies of the Abyss. At each of the sorcerer levels listed in the Sorcerous Origin Spells table, roll a D6. You learn the spell corresponding to the number rolled. The spell does not count against your known spells. Once you gain a spell, it is treated like any other sorcerer spell learned at that sorcerer level.

Sorcerous Origin Spells

Sorcerer Level Spell 1st 1: hex, 2: bane, 3: faerie fire, 4: armor of agathys, 5: arms of hadar, 6: tasha's hideous laughter 3rd 1-2: ray of enfeeblement, 3-4: enthrall, 5-6: calm emotions 5th 1-2: magic circle, 3-4: bestow curse, 5-6: hunger of hadar 7th 1-2: fire shield (chill), 3-4: elemental bane, 5-6: compulsion 9th 1-3: hallow (unholy), 4-6: contagion 11th 1-3: flesh to stone, 4-6: conjure fey

Demonic Resilience (Reskinned Draconic)

Starting at 1st level, you have the unnatural resilience of a demon, allowing you to shrug off blows that would fell lesser mortals. Your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.

Additionally, your very blood seems harder to spill, as if you aren't entirely of this plane of existence. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

ALTERNATIVE TO DEMONIC RESILIENCE: Creeping Dread

Starting at 1st level, an ungodly presence helps seal the fate of your enemies. On your turn, if you fail an attack roll or if an enemy succeeds on a saving throw, you may roll 2d4 and add or subtract it from the respective total, possibly changing the outcome. You may use this ability once per short or long rest.

Tainted Spell

Beginning at 6th level, when you cast a spell that deals damage in an area, you may spend 2 sorcery points to use the Tainted Spell metamagic option to cause the targeted area becomes tainted: grass withers, water boils, the ground turns black and acrid, and a smell of sulphur permeates the air.

Every tiny creature that starts its turn in or moves into the tainted area has their hitpoints reduced to 0. Every creature that starts its turn or moves into in the tainted area that is small or larger takes necrotic damage equal to your Charisma modifier.

At the start of each of your turns, you may spend 1 sorcery point to maintain the tainted area. If you create another tainted area, the first tainted area disappears.

Unholy Metamorphosis

At 14th level, your unholy essence begins to manifest physically, blurring the line between where you end and where the demon begins. Your skin darkens, becoming leathery and hard, and your hair, nails, and teeth begin growing faster and sharper than usual.

You gain resistance to electricity and poison damage. You also become proficient at intimidation checks; if you were already proficient, your proficiency bonus is doubled.

Corrupted Spell

You have attained mastery over the darkness of the Abyss, and manipulate its demonic energy with ease. Beginning at 18th level, when you use your Tainted Spell metamagic option, you may spend an additional 3 sorcery points to convert your Tainted Spell into the Corrupted Spell metamagic option to cause the targeted area becomes corrupted: all vegetation (excluding plant-type creatures) dies outright, water bursts into flame, and stones crack and weaken. Otherworldly screams are heard within the corrupted area, and the stench of death is suffocating. The ground blackens and bubbles, and inhuman appendages erupt from below, grasping and tearing at all creatures present.

Every tiny creature that starts its turn in or moves into in the corrupted area is killed outright, and every small that starts its turn in or moves into the corrupted area has their hitpoints reduced to 0. Every medium or larger creature that starts its turn in or moves into the corrupted area takes necrotic damage equal to your Charisma modifer and must succeed on a Dexterity saving throw or be Restrained.

At the start of each of your turns, you may spend 2 additional sorcery points to maintain the corrupted area. If you create another corrupted area, the first corrupted area disappears.