Sorcerer
Base Class: Sorcerer

Infernal Bloodline 

Infernal Ancestor

At 1st level, you can speak, read, and write one additional Underdark language of your choice. Additionally, whenever you make a Charisma check when interacting with infernals, your proficiency bonus is doubled if it applies to the check.

You gain a 100ft of darkvision and immunity to fire and resistance to poison.

Fiendish Luck

Starting at 1st level, you can call on your fiendish bloodline to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d4 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your infernal ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Demon Wings

At 14th level, you gain the ability to sprout a pair of demon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

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.

Infernal Presence

Beginning at 18th level, you can channel the dread presence of your demon ancestor, causing those around you to become awestruck 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.

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