You know four cantrips of your choice from the tiefling sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Tiefling Sorcerer table.
You know two 1st level spells of your choice from the tiefling sorcerer spell list.
The Spells Known column of the Tiefling Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the tiefling sorcerer spell list, which also must be of a level for which you have spell slots.
The Tiefling Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st level spell burning hands and have a 1st level and a 2nd level spell slot available, you can cast burning hands using either slot.
8 + your proficiency bonus + your Charisma modifier
your proficiency bonus + your Charisma modifier
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Constitution modifier + your sorcerer level (minimum of 1).
You have 2 sorcery points. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You can create spell slots no higher in level than 5th. You learn other ways to use your sorcery points as you reach higher levels.
Spell Slot Level | Sorcery Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.
You have 1 class point.
You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level. You don’t gain this benefit for killing constructs or undead.
You gain 2 class points.
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.
You can use your action to create a weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
You gain a grimoire from hell called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
You gain 1 class point.
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest.
As a bonus action, you you can summon tentacles from below to hold a creature that you can see within 60ft of you in place, causing it to be restrained.
You can use this feature a number of times per day equal to your Wisdom modifier (minimum of once). You regain all uses of this feature after you finish a short or long rest.
Your ability to channel negative energy becomes more potent. Necrotic damage dealt by your sorcerer spells and abilities ignores resistance to necrotic damage.
When you use your action to cast a spell, you can use your bonus action to make a melee weapon attack and add your proficiency bonus on to this.
You gain 1 class point.
You can cast speak with dead at will, without expending a spell slot.
You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
You gain 1 class point.
When you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.
You gain 1 class point.
Your very voice can be a source of horror for some. As an action, you may make all enemy creatures within 60ft of you make a Wisdom saving throw. A creature that can't hear the scream automatically succeeds on the save. On failure, they are frightened for 1 minute. At the end of their turn they may repeat this saving throw. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
You regain use of this feature after you finish a short or long rest.
You produce a horrid droning sound to which demons are immune. Any creature that starts its turn with in 30 feet of you must succeed on a Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.
You regain use of this feature after you finish a short or long rest.
You gain 1 class point.
You hurl a magical ball of fire that explodes at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centred on that point must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 fire damage and 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
You must finish a long rest before you regain use of this feature.
As an action, you can concentrate on any number of creatures within 30 feet of you as if you were concentrating on a spell. No target can regain hit points for 1 minute or until you lose concentration on this effect.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all uses of this feature after a long rest.
You gain 1 class point.
You regain 4 expended sorcery points whenever you finish a short rest.
You can use your action to open a temporary gate to the abyss in a 30-foot radius centred on you. Once you use this feature, you can’t do so again until you finish a long rest.
Within this area, all terrain is affected by abyssan energy. For 1 minute, you gain the following benefits:
You can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures you choose in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. You make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.
After activating the aura, you can't do so again until you finish a long rest.
Level | Class Points | Abilities | Optional Abilities | Sorcery Points | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 1 | Spellcasting, Dark One's Blessing | Reckless Attack, Devil's Sight, Grim Harvest | 0 | 4 | 2 | 2 | --- | --- | --- | --- | --- | --- | --- | --- |
2 | 1 | Sorcery Points | --- | 2 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- | --- | --- |
3 | 3 | --- | Pact of the Chain, Pact of the Blade, Pact of the Tome | 3 | 4 | 4 | 4 | 2 | --- | --- | --- | --- | --- | --- | --- |
4 | 3 | Ability Score Improvement | --- | 4 | 5 | 5 | 4 | 3 | --- | --- | --- | --- | --- | --- | --- |
5 | 3 | --- | --- | 5 | 5 | 6 | 4 | 3 | 2 | --- | --- | --- | --- | --- | --- |
6 | 4 | --- | One with Shadows, Shadow Step, Dark One's Own Luck, Inescapable Destruction, Deep Rot, Spellsword | 6 | 5 | 7 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- |
7 | 4 | --- | --- | 7 | 5 | 8 | 4 | 3 | 3 | 1 | --- | --- | --- | --- | --- |
8 | 4 | Ability Score Improvement | --- | 8 | 5 | 9 | 4 | 3 | 3 | 2 | --- | --- | --- | --- | --- |
9 | 4 | --- | --- | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | --- | --- | --- | --- |
10 | 5 | --- | Whispers of the Grave, Intimidating Presence, Fiendish Resilience | 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | --- | --- | --- | --- |
11 | 5 | --- | --- | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
12 | 5 | Ability Score Improvement | --- | 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
13 | 5 | --- | --- | 13 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
14 | 6 | --- | Hurl Through Hell | 14 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
15 | 6 | --- | --- | 15 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
16 | 6 | Ability Score Improvement | --- | 16 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
17 | 7 | --- | Primal Scream, Hellish Drone | 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 8 | --- | Hellfire Orb, Life Vacuum | 18 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 8 | Ability Score Improvement | --- | 19 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 9 | --- | Sorcerous Restoration, Demonic Apotheosis, Dread Lord | 20 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |