D&D 2024 · HomeOriginal page ↗

Source: UA14 - Villainous Options Revisited (18.06.2026)

Summon the Powers of the Abyss
The corruptive magic of demons courses through you, making you a conduit for the infinite layers of the Abyss and their horrors. Your gift might stem from distant demonic ancestry, a fated encounter with a demon that cursed you, or a brush with the dark hunger of the Abyss.
The Abyss is a plane of wickedness and disorder, and this chaos echoes in your innate magic. Abyssal energy erupts from you, warping your body and surroundings in tandem with your sorcery.
These Abyssal eruptions manifest in strange and gruesome ways. Roll on or choose from the Abyssal Manifestations table to inspire how your connection to the Abyss might manifest when you channel your demonic power.

Abyssal Manifestations

1d6 Manifestation
1 Abyssal fissures mar your flesh, revealing windows into a vast demonic realm.
2 Insects writhe beneath your skin and escape from your mouth, nose, and ears.
3 Sheets of scorched skin peel from your body.
4 Your flesh bubbles and froths like a toxic bog.
5 Your fingers or other extremities discolor as if frostbitten.
6 You grow a second head. (This has no impact on your game statistics.)

Level 3: Abyssal Rupture

When you use Innate Sorcery, you create a rupture into the Abyss, which fills a 10-foot-radius Sphere centered on a point you can see within 30 feet of yourself with Abyssal energy. When you activate your Innate Sorcery and as a Bonus Action while your Innate Sorcery is active, you can choose one of the following options. While the rupture persists, you can move the center of the Sphere to a point you can see within 30 feet of yourself at the start of each of your turns.

Demonic Lash. Make a melee spell attack against a target within 5 feet of the rupture. On a hit, the target takes 1d8 Slashing damage, and if it is Large or smaller, you can pull it up to 10 feet toward the center of the Sphere.

Terrifying Screams. Each creature in the rupture must succeed on a Wisdom saving throw against your spell save DC or take 1d4 Psychic damage.

Level 3: Demonic Spells

When you reach a Sorcerer level specified in the Demonic Spells table, you thereafter always have the listed spells prepared.

Demonic Spells

Sorcerer Level Spells
3 Bane, Dissonant Whispers, Spike Growth, Web
5 Bestow Curse, Dispel Magic
7 Giant Insect, Hallucinatory Terrain
9 Contact Other Plane, Modify Memory

Level 6: Abyssal Realm

When you spend at least 1 Sorcery Point as part of a Magic action or a Bonus Action on your turn, you can pull influence from the Abyss. When you do, you create a 10-foot Emanation originating from you, or you fill the Sphere of your Abyssal Rupture with magic from one of the following layers of the Abyss.
If an effect requires a saving throw, the DC equals your spell save DC.

Gaping Maw’s Frenzy. Designate a direction that is horizontal to you. Each creature in the area that fails a Charisma saving throw must use as much of its movement as possible to move in that direction at the start of its next turn, taking the safest route.

Maze of Azzatar. Each creature in the area makes an Intelligence saving throw. On a failed save, you gain the benefits of the Invisible condition against the target until the start of your next turn.

Slime Pits’ Haze. Each creature in the area makes a Constitution saving throw. On a failed save, the target has your choice of the Charmed or Poisoned condition until the start of your next turn.

Level 14: Abyssal Conduit

Your Abyssal powers reach their full potential. You gain the following benefits.

Rupture Expansion. The size of your Abyssal Rupture is now a 30-foot-radius Sphere, and the area is Difficult Terrain for your enemies.

Fiendish Servant. You always have the Summon Fiend spell prepared. When you cast the spell, you can modify it so that it doesn’t require Concentration. When you do so, the spell’s duration becomes 1 minute for that casting, and you must choose Demon when you summon the Fiend.
In addition, the Fiend has Advantage on attack rolls while within your Abyssal Rupture.

Level 18: Abyssal Explosion

You unleash the chaos of the Abyss. As a Magic action, you fill a 30-foot-radius Sphere with an explosion of Abyssal energy. Each creature in the Sphere makes a Constitution saving throw against your spell save DC. On a failed save, a creature takes 8d6 Force damage if it isn’t a Fiend, and it has the Incapacitated condition until the start of your next turn.
Once you use this feature, you can’t do so again until you finish a Long Rest, unless you spend 7 Sorcery Points (no action required) to restore your use of it.