Fiendish Bloodline
Your bloodline has ties to a considerably powerful fiend with magical abilities. Whether you know it or not, you owe your nature to that ancestor. Because of your fiendish bloodline, you instinctively like mischief, but you don’t necessarily have to be evil. Still, the fiends who are aware of their offspring eventually try to bring their blood to the fiendish path. Your ancestor may be a demon or devil, and your magical specialties are relevant to what ancestry your blood belongs to. Your ancestor determines whether you are more destructive, whether you have more persistent conjurations, whether you are more skilled in necromancy, or whether you are good at manipulating and extorting others’ minds.
Fiend Ancestor
Starting when you choose this origin at 1st level, you choose one type of fiend as your ancestor.
Fiendish Ancestory
Fiend | Benefit |
---|---|
Conjurer | Conjuration |
Dominator | Evocation |
Reaper | Necromancy |
Tempter | Enchantment |
Conjurer. These are fiends that use their magic to conjure things or create magic items to use as tools in their agendas. Sorcerers from this bloodline can use conjuration spells more effectively.
Dominator. These are fiends that are in the frontline, ruling over lesser fiends and slaves. Sorcerers from this bloodline can use evocation spells more effectively.
Reaper. These fiends rule over death. They can cast forbid den necromancy spells, controlling the undead and souls to serve them in their plans. Sorcerers from this bloodline can use necromancy more effectively.
Tempter. These fiends are known for their potential to tempt and corrupt others. Sorcerers from this bloodline can use enchantment spells more effectively.
You can speak, read, and write Abyssal or Infernal (which is chosen by you). Additionally, you know 2 1st-level spells from a school of magic that is relevant to your bloodline. These 2 spells do not count against your number of spells known. Each time you gain a level with this origin, you can change these spells to ones of a level that you can cast (up to 6th spell level).
Consume Spell
Starting at 1st level, you can feed your vitality from a spell belonging to a school of magic relevant to your bloodline. When you succeed on your saving throw against a spell or an ability that deals acid, cold, fire, force, or lightning damage, or when a spell or an ability fails to hit you, you can choose to gain a number of 1d4s (equal to the level of the spell 1 if it is a cantrip or number of damage dice of the ability) as temporary hit points as a reaction.
For example, you gain 3d4 temporary hit points when you consume a 3rd level spell relevant to your bloodline. You also gain 3d4 temporary hit points if the ability deals 3d10 damage of the listed types.
The die of temporary hit points you gain becomes a d6 when you reach 10th level, and a d8 when you reach 17th level.
When you consume a spell or ability this way, you only consume a part of it and other targets are still affected if the spell or ability affects an area. Once you use this feature, you cannot do so again until you finish a short or long rest.
Persistent Magic
Starting at 6th level, you can overpower spells from schools of magic tied to your bloodline. You do so by unleashing the potential in your blood. When casting a spell from the relevant school, you can spend 2 sorcery points to increase the DC or spell attack by 1, up to a maximum equal to your Constitution modifier (minimum one).
Fiendish Magic
Starting at 14th level, you learn fiendish aspects of the spell casting abilities of the fiend of your bloodline. According to your fiendish ancestor, you gain one of the following features:
Conjurer: Magic Machinations. You can become attuned to a fourth magic item. When you cast a conjuration spell, you can “suspend” it to cast later as a bonus action, whenever you wish. To do so, you must spend a number of sorcery points equal to the level of the spell. When you cast and suspend a spell in this way, you regain your expended spell slot after you finish a long rest. However, you do not regain your sorcery points until you release the spell.
Dominator: Dominate Spell. When a hostile creature casts an evocation spell that would affect you, or uses an ability that deals acid, cold, force, fire, or lightning damage, you can choose to spend 1 sorcery point and make a Charisma saving throw against it, instead of the saving throw you would normally make.
If you succeed on your saving throw, you can use your reaction to spend an additional 4 sorcery points and take control of the spell or ability, sending the effects to another target. If you do so, the range and origin point of the spell or ability is recalculated as if you are casting it.
Reaper: Necromantic Metamagic. Just as you can shape spells with your inner power, you can bend necromancy to your will as well.
- You can spend 3 sorcery points to cast the animate dead or create undead spells as an action.
- When you deal damage with a necromancy spell in this way, you can spend 2 sorcery points to heal your undead servants within 30 feet of you. Simply distribute half of the damage you inflicted as hit points among your undead servants.
Tempter: Mind Toll. When you cast an enchantment spell, you gain a +2 bonus to your DC and spell attack roll. You can choose to spend 1 sorcery point to make the target of your spell forget that you cast the spell on it even if it states other wise in the spell description.
Heritage Excellency
At 18th level, you become the master of the spellcasting abilities tied to your fiendish bloodline. According to your fiendish ancestor, you gain one of the following features:
Conjurer: Persistent Conjuration. You don’t need to maintain concentration for a conjuration spell of 3rd level or lower. Additionally, you can fortify currently summoned creatures with your magic. Whenever you are casting a spell, you can spend a number of sorcery points up to the level of the spell to allocate 1d4s equal to the sorcery points spent, as temporary hit points, to your summoned creatures within 60 feet of you.
Dominator: Overwhelm. The power of your blood grows with the havoc you bring. You can cast 1st level evocation spells as cantrips. Also when you cast a spell from the evocation school, you can reroll up to a number of damage dice equal to the number of creatures that are affected.
Reaper: Soul Weaving. When you cast a spell from the school of necromancy, you can make it harm the soul, dealing psychic damage instead of necrotic. You can also convert such a spell’s saving throw requirement from a Constitution saving throw to a Wisdom saving throw.
Additionally, you can gain control of an undead that is not bound to you. To do so, you spend a number of sorcery points equal to the challenge rating of the undead (maximum of 5). You can affect multiple targets if their challenge rating is lower than 1; for example, you can affect 2 undead that have a challenge rating of 1/2 by spending 1 sorcery point.
As an action, you make a spell attack against the target(s) within 60 feet of you. The undead target contests this spell attack with a Constitution, Intelligence, Wisdom, or Charisma saving throw (whichever ability score is higher). If the target has resistance to Turn Undead, it makes its saving throw with advantage.
If you succeed, you take control of the target(s) for 1 minute, as long as you maintain your concentration as if you are concentrating on a spell.
After 1 minute of control, you make another spell attack against the target. It makes the same saving throw. If your attack hits, you can order it to destroy itself or you can take control of it permanently. If you take permanent control, you don’t have to concentrate on it anymore. However, you can only regain the sorcery points you spent on it if you let it go or order it to destroy itself.
Tempter: Natural Mastermind. You don’t need to maintain your concentration on an enchantment of 5th level or lower.
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