Sorcerous Origins

Fiendish Bloodline (Infernal and Abyssal Variant) (v1.1)

While some claim lineage from powerful dragons or aspects of uncontrolled magic itself, your powers manifest from an ancient pact, a demonic bloodline, or some other form of untold connection to the Nine Hells or the Abyss. You may not have ever actually seen or met a demon or devil, however; many find themselves manifesting their powers from their blood. You may struggle with the feeling or constant urge to burn those who stand in your way in unending hellfire, and if you're not careful, you may succumb to an innate lust for power or a desire to corrupt the souls of the innocent.

Unholy Heritage

You trace your heritage to either a Devil of the Nine Hells (Infernal) or to a Demon of the Abyss (Abyssal). At 1st level, you can speak, read, and write Infernal or Abyssal, depending on your heritage, and when making a Charisma check with regards to interaction with a Fiend corresponding to your lineage, your proficiency bonus is doubled, if it would apply.

Fiend Magic

Your fiendish bloodline allows you to learn additional spells normally associated with the warlock class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spells from the table below corresonding to your heritage, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

You also learn the Inflict Wounds spell, which doesn’t count against your number of sorcerer spells known.

Infernal Magic

Level Spell 1st Bane, Dissonate Whispers, Hellish Rebuke, Illusory Script, Unseen Servant 2nd Calm Emotions, Silence 3rd Feign Death, Remove Curse, Speak with Dead 4th Death Ward, Fire Shield, Hallucinatory Terrain 5th Contact Other Plane, Dream, Flame Strike, Legend Lore 6th Create Undead 7th Forcecage 8th Demiplane 9th Imprisonment

Abyssal Magic

Level Spell 1st Command, Faerie Fire, Hex, Protection from Evil and Good, Tasha's Hideous Laughter 2nd Enthrall, Ray of Enfeeblement 3rd Bestow Curse, Magic Circle, Vampiric Touch 4th Compulsion, Elemental Bane, Evard's Black Tentacles 5th Conjure Elemental, Contagion, Hallow (unholy), Scrying 6th Flesh to Stone 7th Forcecage 8th Demiplane 9th Imprisonment

Cursed by the Hells

Starting at 1st level, fiendish power curses those that would oppose you.

If your bloodline is Infernal, when an enemy succeeds on a saving throw, you can roll 2d4 and subtract it from the total, possibly changing the outcome.

If your bloodline is Abyssal, when an enemy hits you with an attack roll, you can roll 2d4 and subtract 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.

Fiendish Force

Beginning at 6th level, you gain the ability to draw power from the Lower Planes to augment your damage-dealing spells. Upon casting a damage-dealing spell, you may add your level plus your Charisma modifier to the damage dealt to all targets. Once you use this feature, you must finish a short or long rest before you can use it again.

You can also spend a sorcery point to twist your augmented spell according to your heritage:

If your bloodline is Infernal, you may change the damage type of your spell to fire. If the target has Immunity to Fire damage, they are treated as having Resistance to Fire damage. If the target has Resistance to Fire damage, this Resistance is ignored.

If your bloodline is Abyssal, you may change the damage type of your spell to necrotic. Each target must make a constitution saving throw against your spell DC or be poisoned for 1 hour, taking 1d4 damage per round.