Fiend Soul Sorcerer by Kiri

Fiend Soul

Fiend Souls, born of a sinister bond with fiends from the lower planes, wield magic that taps into the very essence of darkness and chaos. Their innate connection allows them to command powers beyond mortal comprehension. In their hands, Chaos, Power, and Betrayal converge, offering a choice that will shape their destiny. What path will you embrace?

Dark Lineage

Starting at the first level, Your soul is bound to a side of the lower plane. Pick one from the following to start your dark path. The choice you pick here will determine your subclass abilities at levels 6, and 18.

Demonic Lineage

The black blood of your demonic heritage flows through you. You gain resistance to Lightning damage, in addition to this, you can infuse your demonic energy into your spells. As a bonus action the next 1st level or higher spell that you cast that deals damage within the next 1 minute deals an additional 1D6 lightning damage per spell level to a maximum of 3D6. Once you use this ability you cannot use it again until you take a short or long rest.

Devil Linage

The infernal hot blood of the devil’s heritage flows through you. You gain resistance to fire damage, and in addition to this your silver tongue is unmatched You gain proficiency in Deception and Persuasion skills. If you are already proficient in these skills you gain expertise instead.

Yugoloth Linage

The green blood of the betrayal fiends flows through you. You gain resistance to Acid damage, and in addition to this, you can add your charisma modifier to all initiative rolls.

Lower Planes Spellcasting

Starting at 1st level, you gain the ability to manipulate the forces of the lower plane depending on what linage you are will change your spellcasting. At each indicated sorcerer level, add the listed spells to your spell list. These spells don’t count towards your total known sorcerer spells.

Fiend Soul Spells
Sorcerer Level Demon Devil Yugoloth
1st Burning Hands Hellish Rebuke Dissonant Whispers
3rd Darkness Suggestion Alter Self
5th Fear Fireball Dispel Magic
7th Blight Wall of Fire Greater Invisibility
9th Insect Plague Immolation Hold Monster

Fiendish Tatics

starting at the 6th level you begin to understand the tactics of the fiends that you copy. Based on your Dark lineage choice will impact the tactic you gain.

Demonic Summon

As an action, You can spend 1-5 sorcery points to summon a demon within 60 feet to a location that you can see. The demon challenge rating represents the number of sorcery points you must spend to summon the demon (minimum challenge rating 1 and maximum challenge rating 5). The demon is friendly to you and your allies. It rolls its own initiative in combat and listens to your command. The Demon lasts for 1 hour and you concentrate on it as if it were a spell. You can dismiss the demon early as an action while you are concentrating on it. If you lose concentration on this, the demon becomes hostile to all creatures and cannot be dismissed. Once this ability has been used you cannot use it again until you rest.

Devils Hellfire

Whenever you cast a spell that deals fire damage you can spend 1 sorcery point to cause the fire damage to enhance Ignoring fire damage resistances. At the 14th level, this ability also ignores fire damage immunity making the target only resistant to fire damage instead. You can use this ability equal to your Charisma modifier a day regaining all uses on a long rest.

Yugoloth’s Tricks

Whenever you take damage you can use your reaction to spend 2 sorcery points to gain resistance to that damage for 1 round you then teleport to a location that you can see within 60 feet. Once you use this ability you cannot use it again until you take a short or long rest.

 

 

Outer Plane Warding

Starting at the 14th level, the lower planes give all fiends powers to ward off magical effects. You gain advantage on all saving throws that involve spells and other magical effects.

Incarnation of Evil

Starting at 18th level, Your soul has now completly bonded to the lower planes. You can now call upon forces of darkness that no other creatures have ever seen. The Lineage you chose at 1st level will represent the ability you gain below.

Demons Heart of Darkness

As an action, you tear out the soul of a creature that is within 60 feet of you that you can see. That creature must make a Wisdom saving throw DC is your spell save DC or take 8D8 necrotic damage. the creature has disadvantage on the saving throw if their hit points are less than 100. The creature then becomes “Soul-torn” for 1 min. While “Soul Torn” the creature has disadvantage on attack rolls, ability checks, and cannot regain hit points. The creature can repeat this saving throw at the end of each of the turns to remove the “soul-torn” effect. If a creature succeeds on the saving throw they take half damage and aren’t soul torn. If a creature is reduced to 0 hit points from this ability their soul is sent to the abyss and they die. The creature’s soul can return back to its body by casting the wish spell.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.

Diabolic Fusion

As a bonus action, you transform into your new devil form. You gain the following benefits.

  • You gain immunity to fire and poison damage

  • You gain immunity to the poison condition

  • Whenever you cast a spell that deals fire damage you can cause the damage to maximize instead of rolling. You can use this ability once per Diabolic fusion.

  • You gain a fly speed of 60 feet

This form lasts for 1 hour or until you dismiss it as a bonus action. You cannot use this ability again until you take a long rest or unless you spend 6 sorcery points to use it again.

Yugoloth’s Gambit

As a bonus action you can spend 3 sorccery points to call forth the lowerplanes and make a quick Gambit for power. Roll a D8 to see what gambit you gain.

Gambit
D8 Gambit Effect
1 Your next action to cast a spell is instead a free action
2 You gain a fly speed of 60 feet for 1 hour.
3 You gain 50 temporay hit points for 1 hour.
4 You gain True sight of 120 feet for 1 hour.
5 You gain resistance to 2 damage types of your choice and immunity to acid damage for 1 hour.
6 Your charisma score increases by +2 to a new cap of 22 for the next 1 hour.
7 You become immune to the Charmed, Frightened, Stunned, and Paralyzed conditions for 1 hour.
8 You regain a 5th level or lower spell slot.

Each time you use this gambit the amount of sorcery points needed for this ability increases by +3. Resetting on a long rest. In addition to this, you can only have 2 gambits active at the same time. If you roll a new gambit choose one gambit that is currently active and remove it. If you roll a duplicate gambit roll on the chart again until you have a new gambit.