Sorcerer+-+Fiendish+Bloodline+-+v1.1+-+Compressed

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You must otherwise obey all the restrictions for selecting

Sorcerer Origin the spell, and it becomes a sorcerer spell for you.
Fiendish Bloodline Touch of Damnation
Your innate magic comes from a bloodline tainted by fiendish Starting at 1st level, your power carries a corrupting
influence of the lower planes. How directly this blood is influence you can focus to weaken those that stand against
inherited varies widely, perhaps your lineage includes a you. As a reaction to a creature you can see within 30 feet
Warlock that has made some infernal pact, or you may even making an attack roll or saving throw, you can bestow
have fiend in your family tree somewhere. Such blood lines misfortune on them, rolling 1d6 and subtracting it from the
can express themselves more strongly throughout total, possibly changing the outcome.
generations in unpredictable ways. Sometimes it is merely Once you use this feature, you can’t use it again until you
the product of some sort of corruption, perhaps before you finish a short or long rest.
were even born. Embraced Heritage
Most often seen in races that have obvious fiendish Starting at 6th level, when draw upon the power of your
heritage, such as tieflings, but is not inherently tied to them. blood, you can embrace the dark power the courses through
Fiend Origin Spells it, briefly enhancing your fiendish traits. Once per turn on
your turn when you spend spend one or more sorcerer
You learn additional spells when you reach certain levels in points, you can gain one of the following benefits for a
this class, as shown on the Fiend Orgin Spells table. For each number of rounds equal to 1 + the number of sorcery points
level of spells, you can select one of the two spells to learn. spent (ending at the start of your turn after the number of
You learn the selected spell and it becomes a sorcerer spell rounds).
for you, but it doesn't count against your number of sorcerer
spells known.
Sorcerer Level Spell
1st burning hands, hellish rebuke
3rd darkness, infernal shacklesK
5th fireball, stinking cloud
7th dispater's gardenK, wall of fire
9th infernal calling, insect plague

Variant Versions
If you allow Sorcerers to gain two spells per level,
simply let them take both spells. If you allow them
to swap origin spells for spells of a school on level
up, allow them to swap their origin spells for
illusion or enchantment spells from the Bard,
Sorcerer or Wizard spell lists.

Optional: Fiendish Trait


You can optionally select to have a phsyical fiendish trait. Roll
or select an option from the table below:
d4 Fiendish Trait
1 You have small horns.
2 You have a fiendish tail.
3 Your eyes are red or orange.
4 Your have cloven hooves for feet.

Fiendish Legacy
At 1st level, you learn one of Infernal or Abyssal. This is most
often tied to the origin of your fiendish powers. Additionally,
when your Spellcasting feature lets you learn a sorcerer
cantrip or a sorcerer spell of 1st level or higher, you can
choose the new spell from the warlock spell list.

1
Kibbles' Generic Subclasses
Blood of the Fiend. The power in your blood courses, Range: Self (20-ft. radius)
granting you advantage on saving throws against spells Components: V, S
and other magical effects. Duration: Concentration, up to 1 minute
Eyes of the Fiend. Your eyes glow with an infernal gleam, You open a pit to hell beneath the feet of your foes. A
you can see normally in darkness, both magical and supernatural void opens in a 10-foot radius, 10-foot deep pit
nonmagical, to a distance of 120 feet. opens around that point. Creatures in the area must make a
Skin of the Fiend. Your skin takes on an exotic hue, and Dexterity saving throw. On success, they can move 5 feet
you gain resistance to your choice of poison, fire, outside the radius of the spell. If they cannot move 5 feet out
lightning, or cold damage. of the radius of the spell (such as having no path or
Alternatively, you can spend 1 or more sorcery points to insufficient movement speed), they automatically fail the
activate one of these effects as a bonus action, lasting a saving throw. Creatures that fall their saving throw fall to the
number of rounds equal to 1 + the number of sorcery points bottom of the bit (taking 1d6 bludgeoning damage and falling
spent. prone). The floor of the pit is a blazing inferno of hell.
Creatures that start their turn in the pit take 6d6 fire damage,
Soul Siphon and half as much necrotic damage.
Starting at 14th level, when you cast a spell on your turn that The sides of the pit are rough are difficult to climb. A
targets one or more creatures, if a target creature fails a creature can use their action to make an Strength (Athletics)
saving throw against one of your spells, you regain temporary check against your spell save DC. On success, they can
hit points equal to the level of the spell. expend 20 feet of movement (or 10 feet if they have a
climbing speed) to escape the pit. On failure, they fall back in
Eye of Destruction the pit and their movement speed becomes zero until the
Additionally at 14th level, you can choose automatically pass start of their next turn.
saving throws against your own spells. When you do so, if you When the spell ends, the supernatural void to hell closes,
would take half damage on a successful saving throw, you can and all creatures in the pit are deposited on the ground
take no damage instead. where the pit opened prone.
Unleashed Heritage Infernal Shackles
Starting at 18th level, when you gain a feature through 2nd-level conjuration
Embraced Heritage, you can expend an additional sorcery Classes: Warlock, Wizard
point to ascend that aspect. It lasts for 1 minute per sorcery Casting Time: 1 action
point instead, and gains an additional effect: Range: 60 feet
Blood of the Fiend. You additionally are immune to spells Components: V, S, M (a link from a chain burned in a fire
of 2nd level or below. that killed at least one creature)
Eyes of the Fiend. You additionally gain truesight of 120 Duration: Concentration, up to 1 minute
feet. Chains of burning black iron spring from the ground and bind
Skin of the Fiend. You gain resistance to poison, fire, a creature you can see within range to a point within 10 feet
lightning, and cold damage. of it. At the start of a creatures turn, it takes 1d6 fire as the
shackles sear its flesh. If the creature attempts to move more
Infernal Spells than 10 feet from the point it is shackled to it takes 1d6 fire
Dispater's Garden damage and must make a Strength saving throw. On success,
4nd-level transmutation the chains are broken and the spell ends for that creature. On
a failure, and cannot move away, and cannot attempt to move
Classes: Warlock, Wizard away again until the start of their next turn.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell
Range: Self (20-ft. radius) slot of 3rd level or higher, you can target one additional
Components: V, S creature for each slot level above 2nd. All target creatures are
Duration: Concentration, up to 1 minute shackled to the same point, and must be within 10 feet of the
Iron spikes lance upwards from the ground in all directions shackling point.
around you, impaling creatures within 20 feet of you.
Creatures in the target area must succeed a Dexterity saving Credits
throw, or take 6d8 piercing damage, and their movement
speed drops to zero until the end of their enxt turn. On a Subclass created by KibblesTasty
success, they take half as much damage, and their movement Art: Forrest Imel (Licensed Stock Art)
speed is not reduced to zero. When a creature moves into or
within the area, it takes 1d10 piercing damage for every 5 Fan Content Policy
feet it travels. This work is unofficial Fan Content permitted
under the Fan Content Policy. Not
Hellfire Pit approved/endorsed by Wizards. Portions of the
7th-level transmutation materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.
Classes: Warlock, Wizard
Casting Time: 1 action

Kibbles' Generic Subclasses

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