The Offspring of a Mortal and Fiend are frequently called Cambions. Some live their whole lives without ever knowing that their very blood has been touched by the lower planes, but you are different. Rather than giving into the Fiendish power, you seek to tame it instead, and become its master. For short periods of time you can unleash your true nature and harness the powers granted to you by rite of your very blood.

Devil's Sight

Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a fiend. You gain the ability to see normally in darkness, both magical and nonmagical up to 120 feet.

Fiendish Transformation

Upon choosing this archetype at 3rd level, you begin to learn to control the fiendish power that resides in your blood. As an action, you can transform into your fiendish form. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.

You can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features:

Infernal Might. You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws.

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Predatory Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.

Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.

Cursed Weakness. Your have vulnerability to damage from silvered weapons.

Bloodlust. At the start of your turn, if you’ve taken any damage since the beginning of your last turn, you must make a Wisdom saving throw to maintain control. The DC equals 10, or half of the total damage you’ve taken from attacks since your last turn, whichever number is higher. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, the DM chooses the target. You then regain control for the remainder of your turn.

If you are under an effect that prevents you from concentrating (like the Barbarian’s rage feature), you automatically fail this saving throw.

Wings of the Devil

At 7th level, as an action you grow a pair of wings. You can dismiss the wings as a bonus action. You gain a flight speed equal to your movement speed.

Advanced Transformation

Starting at 11th level, you learn to unleash and control more of the Fiend within. You can now transform into your Fiendish form as a bonus action, and your transformation now lasts for up to 30 minutes.

In addition, your hybrid form gains the Regeneration and Hellish Precision features.

Regeneration. At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1) if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Hellish Precision. You gain a bonus to melee attack rolls made with your unarmed strikes equal to half of your proficiency bonus (rounded down).

Iron Volition

Beginning at 15th level, you’ve honed your willpower to better resist the violent urges of your Fiendish blood. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage.

In addition, your fiendish form gains the Frightening Presence feature.

Frightening Presence. As an action you may choose a number of creatures equal to your wisdom modifier that are within 60 feet of you. These creatures must make a Wisdom saving throw against DC 8+Your proficiency Modifier+Your Charisma Modifier or be frightened. A Frightened creature may repeat the saving throw at the end of each of its turns.

Fiend Transformation Mastery

At 18th level, you have wrestled your inner predator and mastered it. You can now use your fiendish transformation feature three times between rests. When you transform, your type also changes to Fiend.