From tieflings to aasimars, infernal and celestial beings have made pacts with various humanoids in the mortal realm. Some of these pacts often result in short term unions to consolidate their powers in an earthly form. Eventually the bloodlines become diluted but occasionally a child of destiny is born who is strong enough to endure the energies that have laid dormant all that time. These individuals over time begin to express more of their celestial and infernal heritage as their arcane power develops and strengthens.

Fiendish Sorcerer, Image by Wizards of the Coast
Fiendish Sorcerer, Image by Wizards of the Coast

Fiendish (Infernal) Bloodline

Infernal Ancestry. Starting at 1st level, you can speak, read, and write Infernal. Additionally, whenever you make a Charisma check when interacting with fiends, your proficiency bonus is doubled if it applies to the check.

Fiendish Charms. Your fiendish heritage makes you alluring and suggestive, especially when infused with your arcane magic. Whenever you cast a 1st-level or higher spell causes a target to roll a saving throw against being charmed or frightened, you can have their next roll be at a disadvantage. Once you use this feature, you cannot use it again until you finish a short or long rest.

Fiendish Resilience. At 6th level, you gain resistance to fire and poison damage. Damage from magical or silver weapons ignore these resistances. Additionally, your skin hardens and darkens to a deep reddish hue, while not wearing armor, your AC equals 13 + your Dexterity modifier.

Infernal Wings. At 14th level, you gain the ability to sprout a pair of dark bat wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Hellish Form. At 18th level, you gain immunity to fire and poison damage. Additionally, you gain darkvision up to 60 feet and can see through magical darkness. The powers of Hell course through your veins to empower your fire spells with hellfire instead, whenever you cast a 1st-level or higher spell that deals fire damage, the damage is considered half fire and half necrotic damage instead.

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Sorcerer with angelic blood, Image by Wizards of the Coast
Sorcerer with angelic blood, Image by Wizards of the Coast

Celestial Bloodline

Celestial Ancestry. Starting at 1st level, you can speak, read, and write in Celestial. Additionally whenever you make a Charisma check when interacting with celestials, your proficiency is doubled if it applies to the check.

Born of the Light. Starting at 1st level, your divine heritage grants you some of the qualities to bring light or bestow light like other celestial beings. You learn the light cantrip. Additionally you also gain Darkvision up to 60 feet.

Radiance. At 6th level, you gain resistance to radiant damage. Also you can convert the arcane energy you wield into a pure expression of divine power, infusing your spells with radiant damage. By spending 1 sorcery points, when you cast your next spell that deals damage, you deal additional radiant damage equal to your Charisma modifier.

Heavenly Wings. At 14th level, you gain the ability to sprout a pair of feathered, luminous wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Child of Light. At 18th level, your body glows with radiant light as your heritage begins to express itself. You shed bright in a 10-foot radius and dim light for an additional 10 feet. You can speak with any creature as if under the tongues spell. Additionally, you can us an action to convert your arcane energy into a ray of divine light at a target within 30 feet from you. You make a ranged spell attack, on a hit you expend a spell slot and deal 1d6 radiant damage per spell level of the slot.


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