Thursday, April 2, 2026

UA: Demonic Sorcery

 As the second-most represented fiends, I still kind of feel like demons wind up underrepresented in D&D. I think there's an assumption that, because of their chaotic nature, they must be mindless brutes and cannot be the slick, conniving schemers that Devils are. I disagree with this characterization. I have a whole rant about how law and chaos are more about institutionalism versus personalism, and how demon lords have to be very clever to make sure they maintain control of their forces, and they're careful not to anoint a successor so as to ensure that they are irreplaceable.

But yes, demons: gross, malformed, unpredictable, wild. This is chaos mixed with evil, and thus less likely the whimsical whack-a-doodle of the Wild Magic Sorcerer. Let's see how they work:

Demonic Spells:

1st level: Detect Magic, Entangle

2nd level: Misty Step, Spider Climb

3rd level: Dispel Magic, Gaseous Form

4th level: Confusion, Hallucinatory Terrain

5th level: Contact Other Plane, Hallow

    Misty Step is a spell I take on basically anyone who can get it. Detect Magic and Dispel Magic are good utility spells to have around. Confusion is helpful because it gets around Charm immunity. Some solid ones here.

Level 3:

Abyssal Rupture:

When you spend at least 1 Sorcery point as part of a Magic action or bonus action on your turn, youc an unleash one of the following effects (once per turn).

Demonic Lash: One creature within 20 feet you can see takes 1d4 Slashing damage, and if it's Large or smaller, you can pull it up to 10 feet closer to you.

    Rare that a Sorcerer wants a creature to be closer to it, but there are scenarios where it could be good.

Fiendish Carapace: Until the start of your next turn, attacks against you have Disadvantage.

    This is sure to be the default option, giving you a little more survivability as a squishy sorcerer.

Level 6:

Abyssal Aura:

(Get Ready)

When you use Innate Sorcery, you can infuse chaos into your surroundings. While Innate Sorcery is active, you warp reality in a 10 foot emanation around you. You roll a d6 to determine the effect. If it has a DC, you use your spell save DC.

You can do this once per long rest for free, or spend 2 Sorcery Points (no action required) to restore your use.

1: Sticky Webs: The area becomes difficult terrain for your enemies. Each enemy that starts their turn in the emanation must succeed on a Strength save or be restrained. They can take an action to make an Athletics check against your DC to end the effect.

2: Caustic Ooze: The area becomes difficult terrain for your enemies. Each enemy that starts their turn there takes 1d6 Acid damage and must succeed on a Dex save or fall prone. At level 11 this becomes 2d6 and at level 16 it becomes 3d6.

3: Terrifying Screams: Each enemy that starts in the emanation takes 1d6 Psychic damage and must make a Wisdom save or be frightened until the start of their next turn. The damage increases to 2d6 at 11 and 3d6 at 16.

4: Enthralling Spores: The emanation is Heavily Obscured for creatures of your choice. When you reach level 11, enemies that start in the emanation must make a Wisdom save or be charmed by you until the start of their next turn.

5: Poisonous Foliage: The emanation is lightly obscured. Each enemy that starts its turn in it takes 1d6 Poison damage and must succeed on a Con save or have the poisoned condition. Again, the damage goes up to 2d6 at 11 and 3d6 at 16.

6: Enervating Bones: Spectral Limbs erupt from the ground in the emanation. Each enemy that starts its turn in the emanation takes 1d10 necrotic damage and cannot regain hit points until the start of its next turn. The damage goes up to 2d10 at level 11 and 3d10 at level 16.

    Well, first off, I stand corrected: This is the reason to use Demonic Lash.

    Notably, you can't choose which of these features you get, but they're all at least pretty comparable in utility. They mostly avoid friendly fire (the foliage does lightly obscure things for everyone, but that just means disadvantage on perception checks). This is a Sorcerer who is going to want to be up close with foes, which means you should build accordingly.

Level 14:

Abyssal Conduit:

Your Abyssal Aura is now a 20-foot emanation. You can also roll twice on the table and pick between the effects you roll. If you roll the same number twice, you can pick any of the options.

    So, this is both a wider aura and more control over what you get, which are both good. 20 feet is still fairly close, though.

Level 18:

Fiendish Servant:

You can cast Summon Fiend without a Material Component (you also, presumably, get it prepared for free - it's not typically a Sorcerer spell, I believe). You can also cast it once for free per long rest, though when you cast it this way, you must choose the Demon form for the summoned fiend.

    I love the Summon spells, and Fiend is a very good one. The Devil version has the highest damage potential (and also both flies and has a ranged attack, so it's pretty resilient) but the Demon form is also pretty good, and since it's a free casting, this is just gravy. A free 6th level spell per day is not bad at all.

    Part of me wishes this came earlier, but I don't know that I'd want to delay Abyssal Conduit to do so.

Overall Thoughts:

    However you build this character, you need to make a Sorcerer who can stand to be close to its enemies. The Abyssal Carapace option does help a bit, but I think you might want to take other defensive features into consideration.

    The subclass puts a lot into Abyssal Aura. You'll probably want to use it each fight, but you might not always want to use it. That might be ok: we get features that don't rely on it. I think the tough thing is when you use it and get an option that you really don't want, like Poisonous Foliage when you're fighting things immune to poison. Like, say you're fighting a bunch of devils. You'll still want to use the feature because the other possibilities are good against them, but if you happen to roll a 5, you've got something that's kind of worthless. And you'll need to both spend Sorcery Points and another use of Innate Sorcery to try for a different aura on your next turn.

No comments:

Post a Comment