Infernal Heritage

Your innate magic comes from infernal power that can be traced back to the Nine Hells of Baator, power infused into your blood or that of your ancestors. Such power most often manifests itself as the result of a pact or bargain made with a powerful devil, such as a Pit Fiend or an Erinyes. You may have endured a near death experience at the hands of a devil and been forever tainted by the encounter, or perhaps your bloodline includes a powerful Tiefling whose ancestry has manifested in an unusual way. Regardless of circumstance, fell power now surges through you, both a blessing and a curse.

Infernal Origin Spells

Sorcerer Level Spells 1st command 3rd detect thoughts 5th tongues 7th banishment 9th infernal calling 11th soul cage

Devil's Progeny

At 1st level, the infernal blood you possess grants you innate understanding of devils and their machinations. You can speak, read, and write Infernal, and gain proficiency in one of the following skills of your choice: Deception, Persuasion, or Intimidation.

Additionally, whenever you make an ability check to conceal or discover a hidden agenda or other deceptive loophole in a contract, deal or other type of bargain you make, you can add double your proficiency bonus to the check.

Legions of Avernus

At 1st level, you can harness the tyrannical nature of Baator to guide your allies, imbuing your barked orders and commands with magical impetus. Whenever an ally within 60 feet of you that can hear you misses an attack, you can use your reaction to allow them to reroll the die and take the new result. You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and these uses recover once you finish a long rest.

A Tale of Two Cities

At 6th level, your magic begins to take on aspects of the Iron City of Dis, fortifying your mind against trickery and outside intrusion, as well as the City of Chains that lies in the layer below, anchored perilously to the underside of Dis. You have advantage on ability checks to discern illusions, and on saving throws against being charmed or frightened.

As an action, you can spend 3 sorcery points to cause infernal chains to erupt from the ground underneath a creature up to 60 feet away. That creature must make a Dexterity saving throw. On a failed save, the chains coil around them and they are restrained. A creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself and the effect ends.

Infernal Concordat

At 14th level, you gain the unearthly glibness of infernal pactmakers, and the ability to enforce contracts as they do. Whenever you make an ability check using the skill gained by your Devil's Progeny feature, you have advantage on the roll.

Additionally, whenever you personally conduct a deal, transaction, or other form of bargain, you can spend 3 sorcery points and use an action to conjure a magically binding contract. The contract states, in exact terms, the obligations and terms that each party is bound to, and the consequences of breaking the agreement. If all involved parties sign the contract of their own volition, they are subjected to the effects of a geas spell, as if cast by you, and cannot make a saving throw. When cast in this manner, the spell does not charm affected creatures, compels them to carry out their obligations as listed in the contract, and lasts until the obligations are completed. If a creature breaks the agreement, or geas is successfully dispelled from them, all involved parties are instantly made aware of the event.

Will of Asmodeus

At 18th level, you take on the inscrutable nature of the Lord of the Ninth himself. Any magic or ability that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can't be compelled to tell the truth by magic.

Additionally, you can use the full force of your infernal magic to impose your will on a creature that would otherwise do you harm. When you are targeted by an attack or spell, you can use your reaction and spend 5 sorcery points to force the attacking creature to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn, and you can choose to have the creature immediately move up to its speed and perform the attack or spell against a new target of your choice. While charmed, the creature uses your spell save DC in place of its own.



