Unearthed Arcana: Demonic Sorcery (Sorcerer)
Table of Contents

Art made by: Ryan Pancoast
Description
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 a 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.
| 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. |
I kind of like this. Demons in D&D are chaotic, evil, and pretty gross, so the gruesome body-horror angle feels appropriate. What I expected from the mention of chaos, though, was a subclass with more random mechanics or shifting effects. Wild Magic already covers some of that space, so I was curious whether this subclass would lean into unpredictability in a different way. Flavor-wise, I do appreciate that the origin does not have to be chosen evil. You can easily imagine a character cursed by a demonic encounter rather than someone who sought this power on purpose, and that gives the subclass a lot of roleplay potential.
Level 3: Abyssal Rupture
When you spend at least 1 Sorcery Point as part of a Magic action or a Bonus Action on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn.
Demonic Lash. One creature you can see within 20 feet of you takes 1d4 Slashing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.
Fiendish Carapace. Until the start of your next turn, attack rolls against you have Disadvantage.
This first feature feels a little uneven to me. Demonic Lash has some control utility, and I can definitely imagine edge cases where pulling an enemy around is useful, but 1d4 damage is tiny and 20 feet is very close for a Sorcerer. Fiendish Carapace is the more immediately appealing option because disadvantage on all attack rolls against you until your next turn is genuinely strong. The strange part is that the subclass seems to flirt with wanting you close to enemies, while also giving you a defensive effect that is often better when you are already in danger. So far, it feels a bit awkward rather than fully coherent.
Level 3: Demonic Spells
When you reach a Sorcerer level specified in the Demonic Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Detect Magic, Entangle, Misty Step, Spider Climb |
| 5 | Dispel Magic, Gaseous Form |
| 7 | Confusion, Hallucinatory Terrain |
| 9 | Contact Other Plane, Hallow |
The spell list is fine, but it is not the strongest part of the subclass. Misty Step is always great, and Entangle is a fun way to flavor demonic growth or grasping abyssal vines, but overall this reads more like a thematic support package than a major selling point. That is okay, but it means the subclass features really need to carry the excitement.
Level 6: Abyssal Aura
When you use Innate Sorcery, you can infuse the chaos of the Abyss into your surroundings. While this use of Innate Sorcery is active, reality warps in a 10-foot Emanation originating from you, filling the area with a demonic effect. Roll on the Abyssal Effects table to determine the effect. If an effect requires a saving throw, the DC equals your spell save DC.
Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by spending 2 Sorcery Points (no action required).
| 1d6 | Effect |
|---|---|
| 1 | Sticky Webs. Thick webs fill the Emanation, making it Difficult Terrain for your enemies. Each enemy that starts its turn in the Emanation must succeed on a Strength saving throw or have the Restrained condition. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself with a successful check. |
| 2 | Caustic Ooze. Slick, oily gunk covers the ground in the Emanation, making it Difficult Terrain for your enemies. Each enemy that starts its turn on the ground in the Emanation takes 1d6 Acid damage and must succeed on a Dexterity saving throw or have the Prone condition. This damage increases by 1d6 when you reach Sorcerer levels 11 (2d6) and 16 (3d6). |
| 3 | Terrifying Screams. Each enemy that starts its turn in the Emanation takes 1d6 Psychic damage and must succeed on a Wisdom saving throw or have the Frightened condition until the start of its next turn. This damage increases by 1d6 when you reach Sorcerer levels 11 (2d6) and 16 (3d6). |
| 4 | Enthralling Spores. Intoxicating spores fill the Emanation, which is Heavily Obscured for creatures of your choice. When you reach Sorcerer level 11, each enemy that starts its turn in the Emanation must succeed on a Wisdom saving throw or have the Charmed condition until the start of its next turn. |
| 5 | Poisonous Foliage. The Emanation is Lightly Obscured by demonic flora. Each enemy that starts its turn in the Emanation takes 1d6 Poison damage and must succeed on a Constitution saving throw or have the Poisoned condition until the start of its next turn. This damage increases by 1d6 when you reach Sorcerer levels 11 (2d6) and 16 (3d6). |
| 6 | Enervating Bones. Spectral limbs erupt from the ground, reaching to sap the life around them. Each enemy that starts its turn in the Emanation takes 1d10 Necrotic damage and can’t regain Hit Points until the start of its next turn. The Necrotic damage increases by 1d10 when you reach Sorcerer levels 11 (2d10) and 16 (3d10). |
This is much more interesting. Here the chaos theme finally shows up mechanically, and I do like rolling on this table. The effects are flavorful and feel like distinct layers of abyssal corruption: webs, ooze, screams, spores, poisonous flora, and spectral bones all paint a vivid picture. I also like that most of them are more than just damage. My hesitation is the same one I had earlier: this still pushes a Sorcerer toward playing unusually close to enemies. That is not automatically bad, but it is a strange build direction, and I am not fully convinced the rest of the subclass gives enough support for that risk. Even so, this is the point where the subclass starts to feel fun.
Level 14: Abyssal Conduit
Your Abyssal powers reach their full potential. You gain the following benefits.
Aura Expansion. Your Abyssal Aura is now a 20-foot Emanation.
Controlled Chaos. Whenever you would roll on the Abyssal Effects table, you can roll twice and choose which of the two effects to use. If you roll the same number on both dice, you can instead choose any effect on the table.
I like this a lot more than the early subclass package. Expanding the aura and getting better control over the random table both feel fun, and this is the kind of upgrade I wanted to see. It does not remove the chaos theme, but it makes that chaos feel more playable. This is one of those features that may not be the strongest thing in the game, but it sounds enjoyable in practice, and that matters.
Level 18: Fiendish Servant
You can cast Summon Fiend without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. When you cast it in this way, you must choose Demon for the summoned Fiend’s type.
This is where the subclass loses me again. Summon Fiend is a good spell, but at level 18, “you get one free cast of this spell” feels light for a capstone-tier feature. It is not bad, but it does not feel especially exciting. Overall, I think this subclass has cool ideas and some fun table texture, especially once Abyssal Aura comes online, but it still feels undercooked compared to the Pestilence Domain Cleric or the Circle of the Titan Druid. This and Hell Knight are the two that feel like they still need another design pass before I would be fully excited to play them.

Art made by: Karl Kopinski