Fiend Bloodline (5e Subclass)

These sorcerers trace their heritage to a dark and powerful fiend. Diabolic or demonic blood flows through their veins.

Origin Spells

These spells are included in the Sorcerer spell list for you, accessible at the given sorcerer levels. They do not count against the number of spells you learn.

Fiend Origin Spells
Sorcerer LevelSpells
1sthellish rebuke, hex
3rdenthrall, pass without trace
5thhunger of hadar, vampiric touch
7thblack tentacles, hallucinatory terrain
9thdream, contact other plane

Dark Origins

At level 1, you choose a fiendish heritage: Diabolic or Demonic.

  • Diabolic.
    • You gain resistance to fire damage.
    • You can speak, read, and write Infernal. Additionally, whenever you make a Charisma check when interacting with devils, your proficiency bonus is doubled if it applies to the check.
  • Demonic.
    • You gain resistance to necrotic damage.
    • You can speak, read, and write Abyssal. Additionally, whenever you make a Charisma check when interacting with demons, your proficiency bonus is doubled if it applies to the check.

Fiendish Restoration

At level 6, when you kill a hostile creature, you absorb part of the creature's essence, gaining temporary hit points equal to your Charisma modifier + your Sorcerer level (minimum 1).

Fiendish Summon

At the 14th level, as an action, you may conjure a fiend (demons if you have demonic heritage, or devils if you have diabolic heritage), with a challenge rating of half your sorcerer level or lower (rounded down) or two fiends with a challenge rating of one-third your sorcerer level or lower (rounded down). This costs 4 sorcery points to do so.
A conjured fiend appears in an unoccupied space you can see within 90 feet. They disappear to their home plane if they are reduced to 0 hit points. These fiends are friendly to you and your companions. Roll initiative for the fiend, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the fiend, it defends itself from hostile creatures but otherwise takes no actions. The DM has the fiend's statistics. You must finish a long rest to use this feature again.

Magic Resistance

At 18th level, you may spend 5 sorcery points as a bonus action to gain advantage on saving throws against spells for 1 hour. In addition, you are immune to being charmed.


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