Base Class: Sorcerer
Your innate magic stems from fiendish magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to an ancestor who made a bargain with a devil or who might even have a fiendish parent. While all tieflings retain some innate magical power from their Hellish ancestry, these sorcerers can wield the flames of Hell against any who cross them. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
Infernal Magic
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Infernal Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or an enchantment spell from the sorcerer, warlock, or wizard spell list.
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Devil's Luck
Starting at 1st level, you have an uncanny streak of luck. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Flames of Phlegethos
Starting at 6th level, whenever you cast a spell that deals fire damage you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes fire damage equal to half your sorcerer level. Furthermore, whenever you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell.
Wings of the Fallen
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.
You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Hellish Presence
Beginning at 18th level, you can channel the dread presence of your devil ancestor, causing those around you to become enthralled or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Previous Versions
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