There is hellish power burning in your blood You may be a tiefling, a scion of the Pact Primeval whose ancestry is manifest in your appearance. Or maybe one of your parents was a cambion or some other hellspawn. Or perhaps you struck a bargain with a fiend to gain dark powers. Some infernal bloodlines follow long and storied dynasties, while others are spontaneous, the product of a newly-struck pact between a mortal and a sinister patron.
Fiends are fearsome warriors, and infernal sorcerers gain a measure of that affinity for battle. Weapons feel natural in your hand, and you manifest a tough hide that provides some protection from those of your enemies. More so than any other bloodline, you are well- suited to the thick of the fighting.
At I st level, you gain proficiency with shields, simple weapons, and martial weapons.
As magic flows through your body, it causes physical changes that reflect your infernal power. At 1st level, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.
Additionaly, parts of your body are covered by a tough hide. When you aren’t wearing armor, your AC equals 13 +your Dexterity modifier.
At 6th level, you learn to stretch the limits of your hellish fortune and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Starting at 14th level, your mastery of your dark power allows you to add the force of hellish fire to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra fire damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.