Fiendblood sorcerers, as the name indicates, are those with some direct tie to fiends. Most are descended from fiends themselves and a plurality are tieflings, but a few are the results of curses, magical experiments or even infernal pacts. Whatever their origin, however, the ultimate source of their power is unmistakable.
TABLE: FIENDBLOOD ARCHETYPE SPELLS
SORCERER LEVEL | SPELLS |
---|---|
1st | bane, hideous laughter, inflict wounds, phantasmal talons |
3rd | flame blade, heat metal, ray of enfeeblement, spiritual weapon |
5th | bestow curse, blood-writ bargain, fireball, spirit guardians |
7th | black, tentacles, hallucinatory terrain, phantasmal killer, wall of fire |
9th | contact other plane, contagion, insect plague, planar binding |
Beginning at 1st level when you select this archetype, you become exceptionally good at deceiving others. You gain proficiency with the Deception skill and your choice of the Sleight of Hand or Stealth skills or an expertise die if you are already proficient. You also gain three skill specialties of your choice spread across these skills.
At level 1, your eyes can penetrate darkness like those of a true fiend. You gain darkvision with a range of 60 feet, or if you already have darkvision, its range increases by 30 feet. You can see through magical darkness as if it were normal darkness.
Also at 1st level, when you would make a concentration check to maintain concentration of the Affliction, Evil, Fire, Necrotic, Planar, Shadow, Summoning, or Undead school, you do so with advantage. If you would already have advantage, you gain an expertise die instead.
At 6th level, your appearance becomes more fiendish. Choose one of the following options:
Fiery Wings. You sprout a pair of wings (with an appearance chosen by you when you select this option). Your wings grant you a fly speed equal to your walking speed. Creatures grappling you take 1d4 points of fire damage.
Claws of Darkness. Your finger nails lengthen and sharpen into fearsome talons. You can make unarmed attacks with these claws, which have the finesse and vicious properties, dealing 1d8 slashing damage. With these claws only, you can make two attacks rather than one when you take the Attack action.
At 14th level, your fiendish physiological traits become more powerful. You gain one of the following benefits based on your choice of Hellish Physiology
Infernal Wings. If you selected Dark Wings for Hellish Physiology, your fly speed increases to 60 feet. When you are flying, as an action you can cause burning embers to fall from your wings to a space below you. These embers deal 1d8 fire damage to any creatures in the space beneath you and ignite any unattended flammable objects or substances.
Tenebrous Claws. You seem to swallow the light around you, decreasing the ambient light level by 1 step (from bright light to dim light, from dim light to darkness, and from darkness to magical darkness). You can suppress this darkness at will (no action required). Your claws now deal an additional 1d6 points of necrotic damage if you are in darkness or magical darkness.
At 18th level, you learn the Heart of Dis spell. It does not count against your spells known and you can cast it without material components.