Fiendsblood

A Sorcerous Origin of infernal ancestry with fire resistance, darkvision, extra hit points, a retaliatory Hellish Rebuke and a winged fiendish form.

Identity

The Fiendsblood is the Sorcerous Origin with a fiend somewhere behind it: a bargain struck, or a fiend who walked in the world long enough to leave a family, with the record of which often lost. The trait outlasts the record: the heat, the eyes at the wrong angle in low light, the way an argument goes their way slightly more often than chance allows. Institutions treat Fiendsblood Sorcerers badly and criminals treat them well. The Nine have filed no claim on the blood.

Features

  • L3 Infernal Constitution

    You have resistance to fire damage and darkvision out to 60 feet. Your hit point maximum increases by 1 for each Sorcerer level you have. You know the Thaumaturgy cantrip, and it does not count against your cantrips known.

  • L7 Binding Terms

    You have advantage on Charisma checks made to negotiate a deal, and you know instantly whether a creature intends to honor an agreement it has just made. The first time a creature breaks an agreement it made with you, it takes fire damage equal to your Sorcerer level.

  • L11 Hellish Rebuke

    When a creature within 60 feet damages you, you can spend 2 Spell Points as a reaction to force it to make a Dexterity saving throw against your spell save DC. It takes 3d10 fire damage on a failure or half as much on a success. The damage increases to 5d10 at 15th level.

  • L15 Fiendish Form

    As a bonus action, you can spend 5 Spell Points to reveal your fiendish form for 1 minute. You have a flying speed of 40 feet on leathery wings and resistance to all nonmagical damage, and your spell attacks deal an extra 1d8 fire damage. Creatures that can see you have disadvantage on saving throws against being Frightened by you.

  • L18 Infernal Command Capstone

    Once per long rest, as an action, you can draw the attention of whatever stands behind your bloodline for 1 minute. You are immune to fire damage, and any creature that starts its turn within 20 feet of you takes 2d10 fire damage. Once on each of your turns, you can force one creature you can see to make a Charisma saving throw against your spell save DC. On a failure, it obeys a single one-word command on its next turn.